skill.cpp 816 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. size_t skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  735. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  736. return false; // can do any damn thing they want
  737. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  738. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  739. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  740. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  741. return true;
  742. // Epoque:
  743. // This code will compare the player's attack motion value which is influenced by ASPD before
  744. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  745. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  746. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  747. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  748. {// attempted to cast a skill before the attack motion has finished
  749. return true;
  750. }
  751. if (skill_blockpc_get(&sd, skill_id) != -1){
  752. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  753. return true;
  754. }
  755. /**
  756. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  757. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  758. */
  759. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  760. return false;
  761. uint32 skill_nocast = skill_get_nocast(skill_id);
  762. // Check skill restrictions [Celest]
  763. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  764. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  765. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  766. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  767. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  768. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  769. clif_msg(&sd, MSI_IMPOSSIBLE_SKILL_AREA); // This skill cannot be used within this area
  770. return true;
  771. }
  772. if( sd.sc.getSCE(SC_ALL_RIDING) )
  773. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  774. switch (skill_id) {
  775. case AL_WARP:
  776. case RETURN_TO_ELDICASTES:
  777. case ALL_GUARDIAN_RECALL:
  778. case ECLAGE_RECALL:
  779. case ALL_PRONTERA_RECALL:
  780. case ALL_GLASTHEIM_RECALL:
  781. case ALL_THANATOS_RECALL:
  782. case ALL_LIGHTHALZEN_RECALL:
  783. if(mapdata->getMapFlag(MF_NOWARP)) {
  784. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  785. return true;
  786. }
  787. return false;
  788. case AL_TELEPORT:
  789. case NPC_FATALMENACE:
  790. case SC_DIMENSIONDOOR:
  791. case ALL_ODINS_RECALL:
  792. case WE_CALLALLFAMILY:
  793. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  794. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  795. return true;
  796. }
  797. return false; // gonna be checked in 'skill_castend_nodamage_id'
  798. case WE_CALLPARTNER:
  799. case WE_CALLPARENT:
  800. case WE_CALLBABY:
  801. if (mapdata->getMapFlag(MF_NOMEMO)) {
  802. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_MEMO );
  803. return true;
  804. }
  805. break;
  806. case MC_VENDING:
  807. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  808. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  809. clif_skill_fail( sd, skill_id );
  810. return true;
  811. }
  812. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  813. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  814. clif_skill_fail( sd, skill_id );
  815. return true;
  816. }
  817. if (npc_isnear(&sd.bl)) {
  818. // uncomment to send msg_txt.
  819. //char output[150];
  820. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  821. //clif_displaymessage(sd.fd, output);
  822. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  823. return true;
  824. }
  825. break;
  826. case ALL_BUYING_STORE:
  827. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  828. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  829. clif_skill_fail( sd, skill_id );
  830. return true;
  831. }
  832. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  833. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  834. clif_skill_fail( sd, skill_id );
  835. return true;
  836. }
  837. if( npc_isnear(&sd.bl) ) {
  838. // uncomment to send msg_txt.
  839. //char output[150];
  840. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  841. //clif_displaymessage(sd.fd, output);
  842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  843. return true;
  844. }
  845. break;
  846. case MC_IDENTIFY:
  847. return false; // always allowed
  848. case WZ_ICEWALL:
  849. // noicewall flag [Valaris]
  850. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  851. clif_skill_fail( sd, skill_id );
  852. return true;
  853. }
  854. break;
  855. case GC_DARKILLUSION:
  856. if( mapdata_flag_gvg2(mapdata) ) {
  857. clif_skill_fail( sd, skill_id );
  858. return true;
  859. }
  860. break;
  861. case GD_EMERGENCYCALL:
  862. case GD_ITEMEMERGENCYCALL:
  863. if (
  864. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  865. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  866. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  867. ) {
  868. clif_skill_fail( sd, skill_id );
  869. return true;
  870. }
  871. break;
  872. case WM_SIRCLEOFNATURE:
  873. case WM_SOUND_OF_DESTRUCTION:
  874. case WM_LULLABY_DEEPSLEEP:
  875. case WM_GLOOMYDAY:
  876. case WM_SATURDAY_NIGHT_FEVER:
  877. if( !mapdata_flag_vs(mapdata) ) {
  878. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_USE_SKILL ); // This skill cannot be used in this area
  879. return true;
  880. }
  881. break;
  882. }
  883. return false;
  884. }
  885. /**
  886. * Check if the homunculus skill is ok to be processed
  887. * After checking from Homunculus side, also check the master condition
  888. * @param hd: Homunculus who casted
  889. * @param skill_id: Skill ID casted
  890. * @param skill_lv: Skill level casted
  891. * @return true: Skill cannot be used, false: otherwise
  892. */
  893. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  894. {
  895. nullpo_retr(true, hd);
  896. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  897. map_session_data* sd = hd->master;
  898. status_change* sc = status_get_sc(&hd->bl);
  899. if (!sd)
  900. return true;
  901. if (sc && !sc->count)
  902. sc = nullptr;
  903. if (util::vector_exists(hd->blockskill, skill_id))
  904. return true;
  905. switch(skill_id) {
  906. case HFLI_SBR44:
  907. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  908. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  909. return true;
  910. }
  911. break;
  912. case HVAN_EXPLOSION:
  913. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  914. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  915. return true;
  916. }
  917. break;
  918. case MH_LIGHT_OF_REGENE: // Must be cordial
  919. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  920. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  921. return true;
  922. }
  923. break;
  924. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  925. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  926. return true;
  927. break;
  928. case MH_ANGRIFFS_MODUS:
  929. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  930. return true;
  931. break;
  932. case MH_TINDER_BREAKER: // Must be in grappling mode
  933. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  934. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  935. return true;
  936. }
  937. break;
  938. case MH_SONIC_CRAW: // Must be in fighting mode
  939. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  940. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  941. return true;
  942. }
  943. break;
  944. case MH_SILVERVEIN_RUSH:
  945. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  946. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  947. return true;
  948. }
  949. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  950. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  951. return true;
  952. }
  953. break;
  954. case MH_MIDNIGHT_FRENZY:
  955. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  956. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  957. return true;
  958. }
  959. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  960. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  961. return true;
  962. }
  963. break;
  964. case MH_CBC:
  965. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  966. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  967. return true;
  968. }
  969. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  970. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  971. return true;
  972. }
  973. break;
  974. case MH_EQC:
  975. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  976. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  977. return true;
  978. }
  979. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  980. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  981. return true;
  982. }
  983. break;
  984. }
  985. if (spiritball) {
  986. if (hd->homunculus.spiritball < spiritball) {
  987. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  988. return true;
  989. }
  990. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  991. if (skill_id != MH_BLAZING_AND_FURIOUS)
  992. hom_delspiritball(hd, spiritball, 1);
  993. }
  994. //Use master's criteria.
  995. return skill_isNotOk( skill_id, *sd );
  996. }
  997. /**
  998. * Check if the mercenary skill is ok to be processed
  999. * After checking from Homunculus side, also check the master condition
  1000. * @param skill_id: Skill ID that casted
  1001. * @param md: Mercenary who casted
  1002. * @return true: Skill cannot be used, false: otherwise
  1003. */
  1004. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  1005. if (util::vector_exists(md.blockskill, skill_id))
  1006. return true;
  1007. if( md.master != nullptr ){
  1008. return skill_isNotOk( skill_id, *md.master );
  1009. }else{
  1010. return true;
  1011. }
  1012. }
  1013. /**
  1014. * Check if the skill can be casted near NPC or not
  1015. * @param src Object who casted
  1016. * @param skill_id Skill ID that casted
  1017. * @param skill_lv Skill Lv
  1018. * @param pos_x Position x of the target
  1019. * @param pos_y Position y of the target
  1020. * @return true: Skill cannot be used, false: otherwise
  1021. * @author [Cydh]
  1022. */
  1023. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1024. if (!src)
  1025. return false;
  1026. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1027. return false;
  1028. //if self skill
  1029. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1030. pos_x = src->x;
  1031. pos_y = src->y;
  1032. }
  1033. if (pos_x <= 0) pos_x = src->x;
  1034. if (pos_y <= 0) pos_y = src->y;
  1035. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1036. }
  1037. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1038. {
  1039. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1040. uint8 dir;
  1041. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1042. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1043. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1044. }
  1045. nullpo_retr(nullptr, src);
  1046. //Monsters sometimes deploy more units on level 10
  1047. if (src->type == BL_MOB && skill_lv >= 10) {
  1048. if (skill_id == WZ_WATERBALL)
  1049. pos = 4; //9x9 Area
  1050. }
  1051. if (pos != -1) // simple single-definition layout
  1052. return &skill_unit_layout[pos];
  1053. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1054. if (skill_id == MG_FIREWALL)
  1055. return &skill_unit_layout [firewall_unit_pos + dir];
  1056. else if (skill_id == WZ_ICEWALL)
  1057. return &skill_unit_layout [icewall_unit_pos + dir];
  1058. else if( skill_id == WL_EARTHSTRAIN )
  1059. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1060. else if( skill_id == RL_FIRE_RAIN )
  1061. return &skill_unit_layout[firerain_unit_pos + dir];
  1062. else if( skill_id == GN_WALLOFTHORN )
  1063. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1064. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1065. return &skill_unit_layout[0]; // default 1x1 layout
  1066. }
  1067. /** Stores temporary values.
  1068. * Common usages:
  1069. * [0] holds number of targets in area
  1070. * [1] holds the id of the original target
  1071. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1072. */
  1073. static int skill_area_temp[8];
  1074. /*==========================================
  1075. * Add effect to skill when hit succesfully target
  1076. *------------------------------------------*/
  1077. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1078. nullpo_ret(src);
  1079. nullpo_ret(bl);
  1080. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1081. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1082. return 0;
  1083. map_session_data* sd = BL_CAST( BL_PC, src );
  1084. mob_data* md = BL_CAST( BL_MOB, src );
  1085. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1086. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1087. status_change* sc = status_get_sc( src );
  1088. status_change* tsc = status_get_sc( bl );
  1089. status_data* sstatus = status_get_status_data( src );
  1090. status_data* tstatus = status_get_status_data( bl );
  1091. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1092. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1093. // Chance to trigger Taekwon kicks
  1094. if (sc->getSCE(SC_READYSTORM) &&
  1095. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1096. 0, 2, 0,
  1097. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1098. ; //Stance triggered
  1099. else if (sc->getSCE(SC_READYDOWN) &&
  1100. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1101. 0, 2, 0,
  1102. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1103. ; //Stance triggered
  1104. else if (sc->getSCE(SC_READYTURN) &&
  1105. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1106. 0, 2, 0,
  1107. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1108. ; //Stance triggered
  1109. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1110. int rate = 20;
  1111. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1112. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1113. status_change_end(src, SC_SKILLRATE_UP);
  1114. }
  1115. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1116. 0, 2, 0,
  1117. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1118. ; //Stance triggered
  1119. }
  1120. }
  1121. if (!tsc) //skill additional effect is about adding effects to the target...
  1122. //So if the target can't be inflicted with statuses, this is pointless.
  1123. return 0;
  1124. if( sd )
  1125. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1126. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1127. #ifndef RENEWAL
  1128. && skill_id != ASC_BREAKER
  1129. #endif
  1130. ) {
  1131. // Trigger status effects
  1132. for (const auto &it : sd->addeff) {
  1133. int rate = it.rate;
  1134. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1135. rate += it.arrow_rate;
  1136. if( !rate )
  1137. continue;
  1138. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1139. // Trigger has attack type consideration.
  1140. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1141. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1142. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1143. ;
  1144. else
  1145. continue;
  1146. }
  1147. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1148. // Trigger has range consideration.
  1149. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1150. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1151. continue; //Range Failed.
  1152. }
  1153. if (it.flag&ATF_TARGET)
  1154. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1155. if (it.flag&ATF_SELF)
  1156. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1157. }
  1158. }
  1159. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1160. if (sc != nullptr) {
  1161. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1162. unit_data *ud = unit_bl2ud(bl);
  1163. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1164. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1165. }
  1166. }
  1167. if( skill_id ) {
  1168. // Trigger status effects on skills
  1169. for (const auto &it : sd->addeff_onskill) {
  1170. if (skill_id != it.skill_id || !it.rate)
  1171. continue;
  1172. if (it.target&ATF_TARGET)
  1173. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1174. if (it.target&ATF_SELF)
  1175. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1176. }
  1177. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1178. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1179. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1180. #ifdef RENEWAL
  1181. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1182. #else
  1183. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1184. #endif
  1185. clif_emotion(bl,ET_HUK);
  1186. }
  1187. }
  1188. }
  1189. if( dmg_lv < ATK_DEF ) // no damage, return;
  1190. return 0;
  1191. switch(skill_id) {
  1192. case 0:
  1193. { // Normal attacks (no skill used)
  1194. if( attack_type&BF_SKILL )
  1195. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1196. if(sd) {
  1197. int skill;
  1198. // Automatic trigger of Blitz Beat
  1199. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1200. int rate;
  1201. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1202. rate = 5;
  1203. else
  1204. rate = (sd->status.job_level + 9) / 10;
  1205. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1206. }
  1207. // Automatic trigger of Warg Strike
  1208. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1209. int rate = sstatus->luk * 10 / 3 + 1;
  1210. if (pc_isfalcon(sd))
  1211. rate = rate / 3;
  1212. if (rnd() % 1000 <= rate)
  1213. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1214. }
  1215. // Automatic trigger of Hawk Rush
  1216. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1217. int rate = sstatus->con * 10 / 3 + 1;
  1218. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1219. if (rnd() % 1000 <= rate)
  1220. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1221. }
  1222. // Gank
  1223. if(dstmd && sd->status.weapon != W_BOW &&
  1224. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1225. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1226. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1227. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1228. else
  1229. clif_skill_fail( *sd, RG_SNATCHER );
  1230. }
  1231. }
  1232. if (sc) {
  1233. struct status_change_entry *sce;
  1234. // Enchant Poison gives a chance to poison attacked enemies
  1235. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1236. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1237. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1238. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1239. if((sce=sc->getSCE(SC_EDP)))
  1240. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1241. skill_get_time2(ASC_EDP,sce->val1));
  1242. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1243. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1244. }
  1245. }
  1246. break;
  1247. case SM_BASH:
  1248. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1249. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1250. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1251. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1252. }
  1253. break;
  1254. case MER_CRASH:
  1255. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1256. break;
  1257. case AS_VENOMKNIFE:
  1258. case AS_SPLASHER:
  1259. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1260. break;
  1261. case TF_POISON:
  1262. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1263. clif_skill_fail( *sd, skill_id );
  1264. break;
  1265. case AS_SONICBLOW:
  1266. case HN_MEGA_SONIC_BLOW:
  1267. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1268. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1269. else
  1270. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1271. break;
  1272. case AS_GRIMTOOTH:
  1273. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1274. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1275. break;
  1276. case WZ_FIREPILLAR:
  1277. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1278. break;
  1279. case MG_FROSTDIVER:
  1280. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1281. clif_skill_fail( *sd, skill_id );
  1282. break;
  1283. case WZ_FROSTNOVA:
  1284. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1285. break;
  1286. case WZ_STORMGUST:
  1287. // Storm Gust counter was dropped in renewal
  1288. #ifdef RENEWAL
  1289. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1290. #else
  1291. //On third hit, there is a 150% to freeze the target
  1292. if(tsc->sg_counter >= 3 &&
  1293. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1294. tsc->sg_counter = 0;
  1295. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1296. else if( tsc->sg_counter > 250 )
  1297. tsc->sg_counter = 0;
  1298. #endif
  1299. break;
  1300. case NPC_STORMGUST2:
  1301. if (skill_lv == 1)
  1302. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1303. else if (skill_lv == 2)
  1304. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. else
  1306. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1307. break;
  1308. case WZ_METEOR:
  1309. case HN_METEOR_STORM_BUSTER:
  1310. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case WZ_VERMILION:
  1313. #ifdef RENEWAL
  1314. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1315. #else
  1316. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. #endif
  1318. break;
  1319. case WZ_HEAVENDRIVE:
  1320. status_change_end(bl, SC_SV_ROOTTWIST);
  1321. break;
  1322. case HT_FREEZINGTRAP:
  1323. case MA_FREEZINGTRAP:
  1324. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case HT_FLASHER:
  1327. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_LANDMINE:
  1330. case MA_LANDMINE:
  1331. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_SHOCKWAVE:
  1334. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1335. break;
  1336. case HT_SANDMAN:
  1337. case MA_SANDMAN:
  1338. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case TF_SPRINKLESAND:
  1341. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case TF_THROWSTONE:
  1344. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1345. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case NPC_DARKCROSS:
  1348. case CR_HOLYCROSS:
  1349. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case NPC_GRANDDARKNESS:
  1352. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1353. break;
  1354. case CR_GRANDCROSS:
  1355. //Chance to cause blind status vs demon and undead element, but not against players
  1356. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1357. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1358. break;
  1359. case AM_ACIDTERROR:
  1360. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1361. #ifdef RENEWAL
  1362. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1363. #else
  1364. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1365. #endif
  1366. clif_emotion(bl,ET_HUK);
  1367. break;
  1368. case AM_DEMONSTRATION:
  1369. #ifdef RENEWAL
  1370. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1371. #else
  1372. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1373. #endif
  1374. break;
  1375. case CR_SHIELDCHARGE:
  1376. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1377. break;
  1378. #ifndef RENEWAL
  1379. case PA_PRESSURE:
  1380. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1381. [[fallthrough]];
  1382. case HW_GRAVITATION:
  1383. //Pressure and Gravitation can trigger physical autospells
  1384. attack_type |= BF_NORMAL;
  1385. attack_type |= BF_WEAPON;
  1386. break;
  1387. #endif
  1388. case RG_RAID:
  1389. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1390. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1391. #ifdef RENEWAL
  1392. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1393. break;
  1394. case RG_BACKSTAP:
  1395. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1396. #endif
  1397. break;
  1398. case BA_FROSTJOKER:
  1399. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1400. break;
  1401. case DC_SCREAM:
  1402. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1403. break;
  1404. case BD_LULLABY:
  1405. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1406. break;
  1407. #ifdef RENEWAL
  1408. case DC_UGLYDANCE:
  1409. // !TODO: How does caster's DEX/AGI play a role?
  1410. status_zap( bl, 0, 2 * skill_lv + 10 );
  1411. break;
  1412. #else
  1413. case DC_UGLYDANCE: {
  1414. int rate = 5 + 5 * skill_lv;
  1415. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1416. if( skill > 0 ){
  1417. rate += 5 + skill;
  1418. }
  1419. status_zap( bl, 0, rate );
  1420. } break;
  1421. #endif
  1422. case SL_STUN:
  1423. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1424. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1425. break;
  1426. case NPC_PETRIFYATTACK:
  1427. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1428. break;
  1429. case NPC_CURSEATTACK:
  1430. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1431. break;
  1432. case NPC_SLEEPATTACK:
  1433. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1434. break;
  1435. case NPC_BLINDATTACK:
  1436. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1437. break;
  1438. case NPC_POISON:
  1439. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1440. break;
  1441. case NPC_SILENCEATTACK:
  1442. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1443. break;
  1444. case NPC_STUNATTACK:
  1445. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1446. break;
  1447. case NPC_BLEEDING:
  1448. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1449. break;
  1450. case NPC_BLEEDING2:
  1451. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1452. break;
  1453. case NPC_CHANGEUNDEAD:
  1454. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1455. break;
  1456. case NPC_ACIDBREATH:
  1457. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1458. break;
  1459. case NPC_ICEBREATH:
  1460. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1461. break;
  1462. case NPC_ICEBREATH2:
  1463. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1464. break;
  1465. case NPC_MENTALBREAKER:
  1466. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1467. //equal to Matk*skLevel.
  1468. int rate = sstatus->matk_min;
  1469. if (rate < sstatus->matk_max)
  1470. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1471. rate*=skill_lv;
  1472. status_zap(bl, 0, rate);
  1473. break;
  1474. }
  1475. // Equipment breaking monster skills [Celest]
  1476. case NPC_ARMORBRAKE:
  1477. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1478. break;
  1479. case NPC_HELMBRAKE:
  1480. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1481. break;
  1482. case NPC_SHIELDBRAKE:
  1483. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1484. break;
  1485. case CH_TIGERFIST: {
  1486. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1487. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1488. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1489. basetime /= 5;
  1490. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1491. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1492. }
  1493. break;
  1494. case LK_SPIRALPIERCE:
  1495. case ML_SPIRALPIERCE:
  1496. case HN_SPIRAL_PIERCE_MAX:
  1497. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1498. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1499. break;
  1500. case ST_REJECTSWORD:
  1501. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1502. break;
  1503. case PF_FOGWALL:
  1504. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1505. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1506. break;
  1507. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1508. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1509. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1510. break;
  1511. case ASC_METEORASSAULT:
  1512. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1513. switch(rnd()%3) {
  1514. case 0:
  1515. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1516. break;
  1517. case 1:
  1518. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1519. break;
  1520. default:
  1521. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1522. }
  1523. break;
  1524. case HW_NAPALMVULCAN:
  1525. case HN_NAPALM_VULCAN_STRIKE:
  1526. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1527. break;
  1528. case WS_CARTTERMINATION: // Cart termination
  1529. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1530. break;
  1531. case CR_ACIDDEMONSTRATION:
  1532. case GN_FIRE_EXPANSION_ACID:
  1533. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1534. break;
  1535. case TK_DOWNKICK:
  1536. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1537. break;
  1538. case TK_JUMPKICK:
  1539. // debuff the following statuses
  1540. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1541. status_change_end(bl, SC_SPIRIT);
  1542. status_change_end(bl, SC_ADRENALINE2);
  1543. status_change_end(bl, SC_KAITE);
  1544. status_change_end(bl, SC_KAAHI);
  1545. status_change_end(bl, SC_ONEHAND);
  1546. status_change_end(bl, SC_ASPDPOTION2);
  1547. // New soul links confirmed to not dispell with this skill
  1548. // but thats likely a bug since soul links can't stack and
  1549. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1550. status_change_end(bl, SC_SOULGOLEM);
  1551. status_change_end(bl, SC_SOULSHADOW);
  1552. status_change_end(bl, SC_SOULFALCON);
  1553. status_change_end(bl, SC_SOULFAIRY);
  1554. }
  1555. break;
  1556. case TK_TURNKICK:
  1557. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1558. if(attack_type&BF_MISC) //70% base stun chance...
  1559. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1560. break;
  1561. case GS_BULLSEYE: //0.1% coma rate.
  1562. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1563. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1564. break;
  1565. case GS_PIERCINGSHOT:
  1566. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1567. break;
  1568. case NJ_HYOUSYOURAKU:
  1569. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1570. break;
  1571. case GS_FLING:
  1572. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1573. break;
  1574. case GS_DISARM:
  1575. skill_strip_equip(src, bl, skill_id, skill_lv);
  1576. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1577. break;
  1578. case NPC_EVILLAND:
  1579. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1580. break;
  1581. case NPC_HELLJUDGEMENT:
  1582. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1583. break;
  1584. case NPC_HELLJUDGEMENT2:
  1585. switch(rnd()%6) {
  1586. case 0:
  1587. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1588. break;
  1589. case 1:
  1590. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1591. break;
  1592. case 2:
  1593. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1594. break;
  1595. case 3:
  1596. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1597. break;
  1598. case 4:
  1599. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1600. break;
  1601. default:
  1602. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1603. break;
  1604. }
  1605. break;
  1606. case NPC_CRITICALWOUND:
  1607. case NPC_WIDECRITICALWOUND:
  1608. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1609. break;
  1610. case NPC_FIRESTORM:
  1611. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1612. break;
  1613. case RK_DRAGONBREATH:
  1614. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1615. break;
  1616. case RK_DRAGONBREATH_WATER:
  1617. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1618. break;
  1619. case NPC_DRAGONBREATH:
  1620. if (skill_lv > 5)
  1621. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1622. else
  1623. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1624. break;
  1625. case AB_ADORAMUS:
  1626. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1627. break;
  1628. case WL_COMET:
  1629. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1630. break;
  1631. case NPC_COMET:
  1632. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1633. break;
  1634. case NPC_JACKFROST:
  1635. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1636. break;
  1637. case RA_WUGBITE: {
  1638. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1639. if (wug_rate < 50)
  1640. wug_rate = 50;
  1641. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1642. }
  1643. break;
  1644. case RA_SENSITIVEKEEN:
  1645. if( rnd()%100 < 8 * skill_lv )
  1646. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1647. break;
  1648. case RA_FIRINGTRAP:
  1649. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1650. break;
  1651. case RA_ICEBOUNDTRAP:
  1652. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1653. break;
  1654. case NC_PILEBUNKER:
  1655. if( rnd()%100 < 25 + 15*skill_lv ) {
  1656. status_change_end(bl, SC_KYRIE);
  1657. status_change_end(bl, SC_ASSUMPTIO);
  1658. status_change_end(bl, SC_STEELBODY);
  1659. status_change_end(bl, SC_GT_CHANGE);
  1660. status_change_end(bl, SC_GT_REVITALIZE);
  1661. status_change_end(bl, SC_AUTOGUARD);
  1662. status_change_end(bl, SC_REFLECTDAMAGE);
  1663. status_change_end(bl, SC_DEFENDER);
  1664. status_change_end(bl, SC_PRESTIGE);
  1665. status_change_end(bl, SC_BANDING);
  1666. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1667. }
  1668. break;
  1669. case NC_FLAMELAUNCHER:
  1670. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1671. break;
  1672. case NC_COLDSLOWER:
  1673. // Status chances are applied officially through a check
  1674. // The skill first trys to give the frozen status to targets that are hit
  1675. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1676. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1677. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1678. break;
  1679. case NC_POWERSWING:
  1680. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1681. break;
  1682. case GC_WEAPONCRUSH:
  1683. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1684. break;
  1685. case LG_PINPOINTATTACK: {
  1686. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1687. switch( skill_lv ) {
  1688. case 1:
  1689. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1690. break;
  1691. case 2:
  1692. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1693. break;
  1694. case 3:
  1695. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1696. break;
  1697. case 4:
  1698. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1699. break;
  1700. case 5:
  1701. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1702. break;
  1703. }
  1704. } break;
  1705. case LG_MOONSLASHER:
  1706. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1707. break;
  1708. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1709. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1710. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1711. break;
  1712. case NPC_RAYOFGENESIS:
  1713. if (skill_lv < 8)
  1714. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1715. else
  1716. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1717. break;
  1718. case LG_HESPERUSLIT:
  1719. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1720. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1721. break;
  1722. case SR_DRAGONCOMBO:
  1723. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1724. break;
  1725. case SR_WINDMILL:
  1726. if( dstsd )
  1727. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1728. else if( dstmd )
  1729. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1730. break;
  1731. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1732. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1733. break;
  1734. case SR_EARTHSHAKER:
  1735. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1736. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1737. status_change_end(bl, SC_SV_ROOTTWIST);
  1738. break;
  1739. case SO_EARTHGRAVE:
  1740. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1741. break;
  1742. case SO_DIAMONDDUST: {
  1743. int rate = 5 + 5 * skill_lv;
  1744. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1745. rate += (sd ? sd->status.job_level / 5 : 0);
  1746. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1747. } break;
  1748. case SO_VARETYR_SPEAR:
  1749. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1750. break;
  1751. case SO_POISON_BUSTER:
  1752. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1753. break;
  1754. case GN_SPORE_EXPLOSION:
  1755. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1756. break;
  1757. case GN_SLINGITEM_RANGEMELEEATK:
  1758. if( sd ) {
  1759. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1760. case ITEMID_COCONUT_BOMB:
  1761. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1762. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1763. break;
  1764. case ITEMID_MELON_BOMB:
  1765. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1766. break;
  1767. case ITEMID_BANANA_BOMB:
  1768. {
  1769. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1770. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1771. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1772. break;
  1773. }
  1774. }
  1775. sd->itemid = 0;
  1776. }
  1777. break;
  1778. case GN_HELLS_PLANT_ATK:
  1779. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1780. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1781. break;
  1782. case EL_WIND_SLASH: // Non confirmed rate.
  1783. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1784. break;
  1785. case EL_STONE_HAMMER:
  1786. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1787. break;
  1788. case EL_ROCK_CRUSHER:
  1789. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1790. break;
  1791. case EL_ROCK_CRUSHER_ATK:
  1792. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1793. break;
  1794. case EL_TYPOON_MIS:
  1795. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1796. break;
  1797. case KO_JYUMONJIKIRI:
  1798. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1799. break;
  1800. case SP_SOULEXPLOSION:
  1801. case KO_SETSUDAN: // Remove soul link when hit.
  1802. status_change_end(bl, SC_SPIRIT);
  1803. status_change_end(bl, SC_SOULGOLEM);
  1804. status_change_end(bl, SC_SOULSHADOW);
  1805. status_change_end(bl, SC_SOULFALCON);
  1806. status_change_end(bl, SC_SOULFAIRY);
  1807. break;
  1808. case KO_MAKIBISHI:
  1809. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1810. break;
  1811. case MH_EQC:
  1812. {
  1813. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1814. if (hd) {
  1815. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1816. status_change_end(bl, SC_TINDER_BREAKER2);
  1817. }
  1818. }
  1819. break;
  1820. case MH_STAHL_HORN:
  1821. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1822. break;
  1823. case MH_NEEDLE_OF_PARALYZE:
  1824. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1825. break;
  1826. case MH_TOXIN_OF_MANDARA:
  1827. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1828. break;
  1829. case MH_XENO_SLASHER:
  1830. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1831. break;
  1832. case NPC_MAGMA_ERUPTION:
  1833. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1834. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1835. break;
  1836. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1837. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1838. break;
  1839. case GN_ILLUSIONDOPING:
  1840. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1841. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1842. break;
  1843. case RL_MASS_SPIRAL:
  1844. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1845. break;
  1846. case RL_SLUGSHOT:
  1847. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1848. break;
  1849. case RL_BANISHING_BUSTER: {
  1850. if (!tsc || !tsc->count)
  1851. break;
  1852. if (status_isimmune(bl))
  1853. break;
  1854. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1855. if (sd)
  1856. clif_skill_fail( *sd, skill_id );
  1857. break;
  1858. }
  1859. uint16 n = skill_lv;
  1860. for (const auto &it : status_db) {
  1861. sc_type status = static_cast<sc_type>(it.first);
  1862. if (n <= 0)
  1863. break;
  1864. if (!tsc->getSCE(status))
  1865. continue;
  1866. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1867. continue;
  1868. switch (status) {
  1869. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1870. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1871. case SC_FORTUNE: case SC_SERVICE4U:
  1872. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1873. continue; //If in song area don't end it, even if config enabled
  1874. break;
  1875. case SC_ASSUMPTIO:
  1876. if( bl->type == BL_MOB )
  1877. continue;
  1878. break;
  1879. }
  1880. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1881. tsc->getSCE(status)->val2 = 0;
  1882. status_change_end(bl,status);
  1883. n--;
  1884. }
  1885. //Remove bonus_script by Banishing Buster
  1886. if (dstsd)
  1887. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1888. }
  1889. break;
  1890. case RL_S_STORM:
  1891. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1892. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1893. break;
  1894. case RL_AM_BLAST:
  1895. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1896. break;
  1897. case SU_SCRATCH:
  1898. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1899. break;
  1900. case SU_SV_STEMSPEAR:
  1901. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1902. break;
  1903. case SU_CN_METEOR2:
  1904. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1905. break;
  1906. case SU_SCAROFTAROU:
  1907. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1908. break;
  1909. case SU_LUNATICCARROTBEAT2:
  1910. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1911. break;
  1912. case SJ_FULLMOONKICK:
  1913. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1914. break;
  1915. case SJ_STAREMPEROR:
  1916. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1917. break;
  1918. case SP_CURSEEXPLOSION:
  1919. status_change_end(bl, SC_SOULCURSE);
  1920. break;
  1921. case SP_SHA:
  1922. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1923. break;
  1924. case DK_SERVANT_W_PHANTOM:
  1925. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1926. break;
  1927. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1928. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1929. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1930. break;
  1931. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1932. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1933. break;
  1934. case IQ_OLEUM_SANCTUM:
  1935. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1936. break;
  1937. case IQ_FIRST_BRAND:
  1938. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1939. break;
  1940. case IQ_SECOND_FLAME:
  1941. case IQ_SECOND_FAITH:
  1942. case IQ_SECOND_JUDGEMENT:
  1943. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1944. break;
  1945. case IQ_THIRD_PUNISH:
  1946. case IQ_THIRD_FLAME_BOMB:
  1947. case IQ_THIRD_CONSECRATION:
  1948. status_change_end(bl, SC_SECOND_BRAND);
  1949. break;
  1950. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1951. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1952. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1953. break;
  1954. case SHC_FATAL_SHADOW_CROW:
  1955. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1956. break;
  1957. case ABC_UNLUCKY_RUSH:
  1958. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1959. break;
  1960. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1961. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1962. [[fallthrough]];
  1963. case WM_METALICSOUND:
  1964. case WM_REVERBERATION:
  1965. status_change_end(bl, SC_SOUNDBLEND);
  1966. break;
  1967. case EM_DIAMOND_STORM:
  1968. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1969. break;
  1970. case EM_LIGHTNING_LAND:
  1971. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1972. break;
  1973. case EM_VENOM_SWAMP:
  1974. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1975. break;
  1976. case EM_CONFLAGRATION:
  1977. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1978. break;
  1979. case EM_TERRA_DRIVE:
  1980. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1981. break;
  1982. case MT_RUSH_QUAKE:
  1983. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1984. break;
  1985. case HN_SHIELD_CHAIN_RUSH:
  1986. case HN_JACK_FROST_NOVA:
  1987. case HN_GROUND_GRAVITATION:
  1988. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  1989. break;
  1990. } //end switch skill_id
  1991. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1992. { //Pass heritage to Master for status causing effects. [Skotlex]
  1993. sd = map_id2sd(md->master_id);
  1994. src = sd?&sd->bl:src;
  1995. }
  1996. if( attack_type&BF_WEAPON )
  1997. { // Breaking Equipment
  1998. if( sd && battle_config.equip_self_break_rate )
  1999. { // Self weapon breaking
  2000. int rate = battle_config.equip_natural_break_rate;
  2001. #ifndef RENEWAL
  2002. if( sc )
  2003. {
  2004. if(sc->getSCE(SC_OVERTHRUST))
  2005. rate += 10;
  2006. if(sc->getSCE(SC_MAXOVERTHRUST))
  2007. rate += 10;
  2008. }
  2009. #endif
  2010. if( rate )
  2011. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2012. }
  2013. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2014. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2015. // Target weapon breaking
  2016. int rate = 0;
  2017. if( sd )
  2018. rate += sd->bonus.break_weapon_rate;
  2019. if (sc) {
  2020. if (sc->getSCE(SC_MELTDOWN))
  2021. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2022. if (sc->getSCE(SC_WEAPONBREAKER))
  2023. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2024. }
  2025. if( rate )
  2026. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2027. // Target armor breaking
  2028. rate = 0;
  2029. if( sd )
  2030. rate += sd->bonus.break_armor_rate;
  2031. if( sc && sc->getSCE(SC_MELTDOWN) )
  2032. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2033. if( rate )
  2034. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2035. }
  2036. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2037. if (sd->def_set_race[tstatus->race].rate)
  2038. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2039. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2040. if (sd->mdef_set_race[tstatus->race].rate)
  2041. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2042. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2043. if (sd->norecover_state_race[tstatus->race].rate)
  2044. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2045. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2046. }
  2047. }
  2048. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2049. struct unit_data *ud = unit_bl2ud(src);
  2050. int skill;
  2051. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2052. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2053. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2054. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2055. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2056. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2057. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2058. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2059. else
  2060. skill = 0;
  2061. if ( rnd()%100 < 25 && skill ){
  2062. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2063. if (ud) {
  2064. int delay = skill_delayfix(src, skill, skill_lv);
  2065. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2066. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2067. if ( battle_config.display_status_timers )
  2068. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2069. }
  2070. }
  2071. }
  2072. }
  2073. // Autospell when attacking
  2074. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2075. {
  2076. for (const auto &it : sd->autospell) {
  2077. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2078. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2079. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2080. continue; // one or more trigger conditions were not fulfilled
  2081. int skill = it.id;
  2082. sd->state.autocast = 1;
  2083. if ( skill_isNotOk(skill, *sd) ) {
  2084. sd->state.autocast = 0;
  2085. continue;
  2086. }
  2087. sd->state.autocast = 0;
  2088. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2089. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2090. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2091. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2092. if (rnd()%1000 >= rate)
  2093. continue;
  2094. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2095. e_cast_type type = skill_get_casttype(skill);
  2096. if (type == CAST_GROUND) {
  2097. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2098. continue;
  2099. }
  2100. if (battle_config.autospell_check_range &&
  2101. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2102. continue;
  2103. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2104. type = CAST_GROUND;
  2105. #ifndef RENEWAL
  2106. else if (skill == AS_SONICBLOW)
  2107. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2108. #endif
  2109. sd->state.autocast = 1;
  2110. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2111. #ifndef RENEWAL
  2112. skill_toggle_magicpower(src, skill);
  2113. #endif
  2114. switch (type) {
  2115. case CAST_GROUND:
  2116. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2117. break;
  2118. case CAST_NODAMAGE:
  2119. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2120. break;
  2121. case CAST_DAMAGE:
  2122. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2123. break;
  2124. }
  2125. sd->state.autocast = 0;
  2126. //Set canact delay. [Skotlex]
  2127. unit_data *ud = unit_bl2ud(src);
  2128. if (ud) {
  2129. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2130. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2131. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2132. if ( battle_config.display_status_timers && sd )
  2133. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2134. }
  2135. }
  2136. }
  2137. }
  2138. // Check for player and pet autobonuses when attacking
  2139. if (sd != nullptr) {
  2140. // Player
  2141. if (!sd->autobonus.empty()) {
  2142. for (auto &it : sd->autobonus) {
  2143. if (it == nullptr)
  2144. continue;
  2145. if (rnd_value(0, 1000) >= it->rate)
  2146. continue;
  2147. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2148. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2149. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2150. continue; // one or more trigger conditions were not fulfilled
  2151. pc_exeautobonus(*sd, &sd->autobonus, it);
  2152. }
  2153. }
  2154. // Pet
  2155. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2156. for (auto &it : sd->pd->autobonus) {
  2157. if (it == nullptr)
  2158. continue;
  2159. if (rnd_value(0, 1000) >= it->rate)
  2160. continue;
  2161. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2162. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2163. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2164. continue; // one or more trigger conditions were not fulfilled
  2165. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2166. }
  2167. }
  2168. }
  2169. //Polymorph
  2170. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2171. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2172. (rnd()%10000 < sd->bonus.classchange))
  2173. {
  2174. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2175. if (class_ != 0 && mobdb_checkid(class_))
  2176. mob_class_change(dstmd,class_);
  2177. }
  2178. if (sd && sc) {
  2179. struct status_change_entry *sce;
  2180. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2181. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2182. }
  2183. return 0;
  2184. }
  2185. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2186. if( sd == nullptr || !skill_id )
  2187. return 0;
  2188. for (auto &it : sd->autospell3) {
  2189. if (it.trigger_skill != skill_id)
  2190. continue;
  2191. if (it.lock)
  2192. continue; // autospell already being executed
  2193. uint16 skill = it.id;
  2194. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2195. if( skill_isNotOk(skill, *sd) ) {
  2196. sd->state.autocast = 0;
  2197. continue;
  2198. }
  2199. sd->state.autocast = 0;
  2200. // DANGER DANGER: here force target actually means use yourself as target!
  2201. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2202. if( tbl == nullptr ){
  2203. continue; // No target
  2204. }
  2205. if( rnd()%1000 >= it.rate )
  2206. continue;
  2207. uint16 skill_lv = it.lv ? it.lv : 1;
  2208. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2209. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2210. e_cast_type type = skill_get_casttype(skill);
  2211. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2212. continue;
  2213. if (battle_config.autospell_check_range &&
  2214. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2215. continue;
  2216. sd->state.autocast = 1;
  2217. it.lock = true;
  2218. skill_consume_requirement(sd,skill,skill_lv,1);
  2219. switch( type ) {
  2220. case CAST_GROUND:
  2221. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2222. break;
  2223. case CAST_NODAMAGE:
  2224. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2225. break;
  2226. case CAST_DAMAGE:
  2227. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2228. break;
  2229. }
  2230. it.lock = false;
  2231. sd->state.autocast = 0;
  2232. }
  2233. // Check for player and pet autobonuses when being attacked by skill_id
  2234. if (sd != nullptr) {
  2235. // Player
  2236. if (!sd->autobonus3.empty()) {
  2237. for (auto &it : sd->autobonus3) {
  2238. if (it == nullptr)
  2239. continue;
  2240. if (rnd_value(0, 1000) >= it->rate)
  2241. continue;
  2242. if (it->atk_type != skill_id)
  2243. continue;
  2244. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2245. }
  2246. }
  2247. // Pet
  2248. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2249. for (auto &it : sd->pd->autobonus3) {
  2250. if (it == nullptr)
  2251. continue;
  2252. if (rnd_value(0, 1000) >= it->rate)
  2253. continue;
  2254. if (it->atk_type != skill_id)
  2255. continue;
  2256. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2257. }
  2258. }
  2259. }
  2260. return 1;
  2261. }
  2262. /* Splitted off from skill_additional_effect, which is never called when the
  2263. * attack skill kills the enemy. Place in this function counter status effects
  2264. * when using skills that will take effect on the source, not the target. [Skotlex]
  2265. */
  2266. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2267. {
  2268. int rate;
  2269. map_session_data *sd=nullptr;
  2270. map_session_data *dstsd=nullptr;
  2271. nullpo_ret(src);
  2272. nullpo_ret(bl);
  2273. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2274. sd = BL_CAST(BL_PC, src);
  2275. dstsd = BL_CAST(BL_PC, bl);
  2276. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2277. for (const auto &it : dstsd->addeff_atked) {
  2278. rate = it.rate;
  2279. if (attack_type&BF_LONG)
  2280. rate += it.arrow_rate;
  2281. if (rate == 0)
  2282. continue;
  2283. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2284. // Trigger has attack type consideration.
  2285. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2286. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2287. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2288. ;
  2289. else
  2290. continue;
  2291. }
  2292. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2293. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2294. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2295. continue; //Range Failed.
  2296. }
  2297. if (it.flag&ATF_TARGET && src != bl)
  2298. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2299. if (it.flag&ATF_SELF && !status_isdead(bl))
  2300. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2301. }
  2302. }
  2303. switch(skill_id) {
  2304. case GS_FULLBUSTER:
  2305. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2306. break;
  2307. case HFLI_SBR44: //[orn]
  2308. if(src->type == BL_HOM){
  2309. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2310. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2311. clif_send_homdata( hd, SP_INTIMATE );
  2312. }
  2313. break;
  2314. case CR_GRANDCROSS:
  2315. if (src == bl) {
  2316. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2317. attack_type |= BF_WEAPON;
  2318. attack_type &= ~BF_MAGIC;
  2319. }
  2320. break;
  2321. case LG_HESPERUSLIT:
  2322. {
  2323. status_change *sc = status_get_sc(src);
  2324. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2325. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2326. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2327. }
  2328. }
  2329. break;
  2330. case SP_SPA:
  2331. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2332. break;
  2333. case SP_SHA:
  2334. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2335. break;
  2336. case SP_SWHOO:
  2337. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2338. break;
  2339. }
  2340. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2341. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2342. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2343. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2344. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2345. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2346. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2347. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2348. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2349. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2350. }
  2351. if( sd && status_isdead(bl) ) {
  2352. int sp = 0, hp = 0;
  2353. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2354. sp += sd->bonus.sp_gain_value;
  2355. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2356. hp += sd->bonus.hp_gain_value;
  2357. }
  2358. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2359. sp += sd->bonus.long_sp_gain_value;
  2360. hp += sd->bonus.long_hp_gain_value;
  2361. }
  2362. if( attack_type&BF_MAGIC ) {
  2363. sp += sd->bonus.magic_sp_gain_value;
  2364. hp += sd->bonus.magic_hp_gain_value;
  2365. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2366. status_change *sc = nullptr;
  2367. if( ( sc = status_get_sc(src) ) ) {
  2368. if(sc->getSCE(SC_SPIRIT) &&
  2369. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2370. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2371. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2372. }
  2373. }
  2374. }
  2375. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2376. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2377. }
  2378. }
  2379. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2380. status_change *sc = status_get_sc(bl);
  2381. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2382. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2383. }
  2384. // Trigger counter-spells to retaliate against damage causing skills.
  2385. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2386. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2387. {
  2388. for (const auto &it : dstsd->autospell2) {
  2389. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2390. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2391. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2392. continue; // one or more trigger conditions were not fulfilled
  2393. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2394. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2395. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2396. int autospl_rate = it.rate;
  2397. //Physical range attacks only trigger autospells half of the time
  2398. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2399. autospl_rate /= 2;
  2400. dstsd->state.autocast = 1;
  2401. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2402. dstsd->state.autocast = 0;
  2403. continue;
  2404. }
  2405. dstsd->state.autocast = 0;
  2406. if (rnd()%1000 >= autospl_rate)
  2407. continue;
  2408. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2409. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2410. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2411. continue;
  2412. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2413. continue;
  2414. dstsd->state.autocast = 1;
  2415. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2416. switch (type) {
  2417. case CAST_GROUND:
  2418. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2419. break;
  2420. case CAST_NODAMAGE:
  2421. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2422. break;
  2423. case CAST_DAMAGE:
  2424. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2425. break;
  2426. }
  2427. dstsd->state.autocast = 0;
  2428. //Set canact delay. [Skotlex]
  2429. unit_data *ud = unit_bl2ud(bl);
  2430. if (ud) {
  2431. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2432. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2433. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2434. if ( battle_config.display_status_timers && dstsd )
  2435. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2436. }
  2437. }
  2438. }
  2439. }
  2440. // Check for player and pet autobonuses when attacked
  2441. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2442. // Player
  2443. if (!dstsd->autobonus2.empty()) {
  2444. for (auto &it : dstsd->autobonus2) {
  2445. if (it == nullptr)
  2446. continue;
  2447. if (rnd_value(0, 1000) >= it->rate)
  2448. continue;
  2449. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2450. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2451. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2452. continue; // one or more trigger conditions were not fulfilled
  2453. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2454. }
  2455. }
  2456. // Pet
  2457. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2458. for (auto &it : dstsd->pd->autobonus2) {
  2459. if (it == nullptr)
  2460. continue;
  2461. if (rnd_value(0, 1000) >= it->rate)
  2462. continue;
  2463. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2464. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2465. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2466. continue; // one or more trigger conditions were not fulfilled
  2467. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2468. }
  2469. }
  2470. }
  2471. return 0;
  2472. }
  2473. /*=========================================================================
  2474. Breaks equipment. On-non players causes the corresponding strip effect.
  2475. - rate goes from 0 to 10000 (100.00%)
  2476. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2477. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2478. --------------------------------------------------------------------------*/
  2479. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2480. {
  2481. status_change *src_sc = status_get_sc(src);
  2482. // Grant player skills/items the ability to "break" non-player equipment.
  2483. // WS_MELTDOWN is exempt from this check.
  2484. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2485. return 0;
  2486. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2487. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2488. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2489. status_change *sc = status_get_sc(bl);
  2490. int i;
  2491. TBL_PC *sd;
  2492. sd = BL_CAST(BL_PC, bl);
  2493. if (sc && !sc->count)
  2494. sc = nullptr;
  2495. if (sd) {
  2496. if (sd->bonus.unbreakable_equip)
  2497. where &= ~sd->bonus.unbreakable_equip;
  2498. if (sd->bonus.unbreakable)
  2499. rate -= rate*sd->bonus.unbreakable/100;
  2500. if (where&EQP_WEAPON) {
  2501. switch (sd->status.weapon) {
  2502. case W_FIST: //Bare fists should not break :P
  2503. case W_1HAXE:
  2504. case W_2HAXE:
  2505. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2506. case W_2HMACE:
  2507. case W_STAFF:
  2508. case W_2HSTAFF:
  2509. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2510. case W_HUUMA:
  2511. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2512. case W_DOUBLE_DA:
  2513. case W_DOUBLE_SA:
  2514. where &= ~EQP_WEAPON;
  2515. }
  2516. }
  2517. }
  2518. if (flag&BCT_ENEMY) {
  2519. if (battle_config.equip_skill_break_rate != 100)
  2520. rate = rate*battle_config.equip_skill_break_rate/100;
  2521. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2522. if (battle_config.equip_self_break_rate != 100)
  2523. rate = rate*battle_config.equip_self_break_rate/100;
  2524. }
  2525. for (i = 0; i < 6; i++) {
  2526. if (where&where_list[i]) {
  2527. if (sc && sc->count && sc->getSCE(scdef[i]))
  2528. where&=~where_list[i];
  2529. else if (rnd()%10000 >= rate)
  2530. where&=~where_list[i];
  2531. else if (!sd) //Cause Strip effect.
  2532. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2533. }
  2534. }
  2535. if (!where) //Nothing to break.
  2536. return 0;
  2537. if (sd) {
  2538. for (i = 0; i < EQI_MAX; i++) {
  2539. short j = sd->equip_index[i];
  2540. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2541. continue;
  2542. switch(i) {
  2543. case EQI_HEAD_TOP: //Upper Head
  2544. flag = (where&EQP_HELM);
  2545. break;
  2546. case EQI_ARMOR: //Body
  2547. flag = (where&EQP_ARMOR);
  2548. break;
  2549. case EQI_HAND_R: //Left/Right hands
  2550. case EQI_HAND_L:
  2551. flag = (
  2552. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2553. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2554. break;
  2555. case EQI_SHOES:
  2556. flag = (where&EQP_SHOES);
  2557. break;
  2558. case EQI_GARMENT:
  2559. flag = (where&EQP_GARMENT);
  2560. break;
  2561. case EQI_ACC_L:
  2562. flag = (where&EQP_ACC_L);
  2563. break;
  2564. case EQI_ACC_R:
  2565. flag = (where&EQP_ACC_R);
  2566. break;
  2567. case EQI_SHADOW_ARMOR:
  2568. flag = (where&EQP_SHADOW_ARMOR);
  2569. break;
  2570. case EQI_SHADOW_WEAPON:
  2571. flag = (where&EQP_SHADOW_WEAPON);
  2572. break;
  2573. case EQI_SHADOW_SHIELD:
  2574. flag = (where&EQP_SHADOW_SHIELD);
  2575. break;
  2576. case EQI_SHADOW_SHOES:
  2577. flag = (where&EQP_SHADOW_SHOES);
  2578. break;
  2579. case EQI_SHADOW_ACC_R:
  2580. flag = (where&EQP_SHADOW_ACC_R);
  2581. break;
  2582. case EQI_SHADOW_ACC_L:
  2583. flag = (where&EQP_SHADOW_ACC_L);
  2584. break;
  2585. default:
  2586. continue;
  2587. }
  2588. if (flag) {
  2589. sd->inventory.u.items_inventory[j].attribute = 1;
  2590. pc_unequipitem(sd, j, 3);
  2591. }
  2592. }
  2593. clif_equiplist(sd);
  2594. }
  2595. return where; //Return list of pieces broken.
  2596. }
  2597. /**
  2598. * Strip equipment from a target
  2599. * @param src: Source of call
  2600. * @param target: Target to strip
  2601. * @param skill_id: Skill used
  2602. * @param skill_lv: Skill level used
  2603. * @return True on successful strip or false otherwise
  2604. */
  2605. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2606. {
  2607. nullpo_retr(false, src);
  2608. nullpo_retr(false, target);
  2609. status_change *tsc = status_get_sc(target);
  2610. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2611. return false;
  2612. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2613. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2614. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2615. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2616. int rate, time, location, mod = 100;
  2617. switch (skill_id) { // Rate
  2618. case RG_STRIPWEAPON:
  2619. case RG_STRIPARMOR:
  2620. case RG_STRIPSHIELD:
  2621. case RG_STRIPHELM:
  2622. case GC_WEAPONCRUSH:
  2623. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2624. mod = 1000;
  2625. break;
  2626. case ST_FULLSTRIP: {
  2627. int min_rate = 50 + 20 * skill_lv;
  2628. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2629. rate = max(min_rate, rate);
  2630. mod = 1000;
  2631. break;
  2632. }
  2633. case GS_DISARM:
  2634. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2635. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2636. break;
  2637. case WL_EARTHSTRAIN: {
  2638. int job_lv = 0;
  2639. if (src->type == BL_PC)
  2640. job_lv = ((TBL_PC*)src)->status.job_level;
  2641. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2642. break;
  2643. }
  2644. case SC_STRIPACCESSARY:
  2645. rate = 12 + 2 * skill_lv;
  2646. break;
  2647. case ABC_STRIP_SHADOW:
  2648. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2649. mod = 1000;
  2650. break;
  2651. default:
  2652. return false;
  2653. }
  2654. if (rnd()%mod >= rate)
  2655. return false;
  2656. switch (skill_id) { // Duration
  2657. case SC_STRIPACCESSARY:
  2658. case GS_DISARM:
  2659. time = skill_get_time(skill_id, skill_lv);
  2660. break;
  2661. case WL_EARTHSTRAIN:
  2662. case RG_STRIPWEAPON:
  2663. case RG_STRIPARMOR:
  2664. case RG_STRIPSHIELD:
  2665. case RG_STRIPHELM:
  2666. case GC_WEAPONCRUSH:
  2667. case ST_FULLSTRIP:
  2668. case ABC_STRIP_SHADOW:
  2669. if (skill_id == WL_EARTHSTRAIN)
  2670. time = skill_get_time2(skill_id, skill_lv);
  2671. else
  2672. time = skill_get_time(skill_id, skill_lv);
  2673. if (target->type == BL_PC)
  2674. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2675. else {
  2676. time += 15000;
  2677. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2678. }
  2679. break;
  2680. }
  2681. switch (skill_id) { // Location
  2682. case GC_WEAPONCRUSH:
  2683. case RG_STRIPWEAPON:
  2684. case GS_DISARM:
  2685. location = EQP_WEAPON;
  2686. break;
  2687. case RG_STRIPARMOR:
  2688. location = EQP_ARMOR;
  2689. break;
  2690. case RG_STRIPSHIELD:
  2691. location = EQP_SHIELD;
  2692. break;
  2693. case RG_STRIPHELM:
  2694. location = EQP_HELM;
  2695. break;
  2696. case ST_FULLSTRIP:
  2697. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2698. break;
  2699. case SC_STRIPACCESSARY:
  2700. location = EQP_ACC;
  2701. break;
  2702. case ABC_STRIP_SHADOW:
  2703. location = EQP_SHADOW_GEAR;
  2704. break;
  2705. }
  2706. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2707. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2708. location &=~ pos[i];
  2709. }
  2710. if (!location)
  2711. return false;
  2712. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2713. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2714. location &=~ pos[i];
  2715. }
  2716. return location ? true : false;
  2717. }
  2718. /**
  2719. * Used to knock back players, monsters, traps, etc
  2720. * @param src Object that give knock back
  2721. * @param target Object that receive knock back
  2722. * @param count Number of knock back cell requested
  2723. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2724. * @param flag
  2725. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2726. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2727. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2728. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2729. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2730. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2731. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2732. * @return Number of knocked back cells done
  2733. */
  2734. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2735. {
  2736. int dx = 0, dy = 0;
  2737. uint8 checkflag = 0;
  2738. status_change *tsc = status_get_sc(target);
  2739. enum e_unit_blown reason = UB_KNOCKABLE;
  2740. nullpo_ret(src);
  2741. nullpo_ret(target);
  2742. if (!count)
  2743. return count; // Actual knockback distance is 0.
  2744. // Create flag needed in unit_blown_immune
  2745. if(src != target)
  2746. checkflag |= 0x1; // Offensive
  2747. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2748. checkflag |= 0x2; // Knockback type
  2749. if(status_get_class_(src) == CLASS_BOSS)
  2750. checkflag |= 0x4; // Boss attack
  2751. // Get reason and check for flags
  2752. reason = unit_blown_immune(target, checkflag);
  2753. switch(reason) {
  2754. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2755. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2756. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2757. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2758. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2759. }
  2760. if (dir == -1) // <optimized>: do the computation here instead of outside
  2761. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2762. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2763. dx = -dirx[dir];
  2764. dy = -diry[dir];
  2765. }
  2766. if (tsc) {
  2767. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2768. status_change_end(target, SC_SU_STOOP);
  2769. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2770. status_change_end(target, SC_ROLLINGCUTTER);
  2771. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2772. status_change_end(target, SC_CRESCIVEBOLT);
  2773. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2774. return 0;
  2775. }
  2776. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2777. }
  2778. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2779. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2780. // In case of success returns type of reflection, otherwise 0
  2781. // 1 - Regular reflection (Maya)
  2782. // 2 - SL_KAITE reflection
  2783. // 3 - NPC_MAGICMIRROR reflection
  2784. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2785. {
  2786. status_change *sc = status_get_sc(bl);
  2787. map_session_data* sd = BL_CAST(BL_PC, bl);
  2788. // Deadly Projection null's all magic reflection.
  2789. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2790. return 0;
  2791. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2792. // Item-based reflection - Bypasses Boss check
  2793. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2794. return 1;
  2795. // Magic Mirror reflection - Bypasses Boss check
  2796. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2797. return 3;
  2798. }
  2799. if( status_get_class_(src) == CLASS_BOSS )
  2800. return 0;
  2801. // status-based reflection
  2802. if( !sc || sc->count == 0 )
  2803. return 0;
  2804. // Kaite reflection - Does not bypass Boss check
  2805. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2806. #ifdef RENEWAL
  2807. && type // Does not reflect AoE
  2808. #endif
  2809. ) {
  2810. // Kaite only works against non-players if they are low-level.
  2811. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2812. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2813. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2814. status_change_end(bl, SC_KAITE);
  2815. return 2;
  2816. }
  2817. return 0;
  2818. }
  2819. /**
  2820. * Checks whether a skill can be used in combos or not
  2821. * @param skill_id: Target skill
  2822. * @return 0: Skill is not a combo
  2823. * 1: Skill is a normal combo
  2824. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2825. * @author Panikon
  2826. */
  2827. int skill_is_combo(uint16 skill_id) {
  2828. switch(skill_id) {
  2829. case MO_CHAINCOMBO:
  2830. case MO_COMBOFINISH:
  2831. case CH_TIGERFIST:
  2832. case CH_CHAINCRUSH:
  2833. case MO_EXTREMITYFIST:
  2834. case TK_TURNKICK:
  2835. case TK_STORMKICK:
  2836. case TK_DOWNKICK:
  2837. case TK_COUNTER:
  2838. case TK_JUMPKICK:
  2839. case HT_POWER:
  2840. case SR_DRAGONCOMBO:
  2841. return 1;
  2842. case SR_FALLENEMPIRE:
  2843. case SR_TIGERCANNON:
  2844. case SR_GATEOFHELL:
  2845. return 2;
  2846. }
  2847. return 0;
  2848. }
  2849. /*
  2850. * Combo handler, start stop combo status
  2851. */
  2852. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2853. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2854. switch (skill_id) {
  2855. case MH_MIDNIGHT_FRENZY:
  2856. case MH_EQC:
  2857. {
  2858. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2859. short idx = hom_skill_get_index(skill_id2);
  2860. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2861. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2862. if (idx == -1)
  2863. break;
  2864. hd->homunculus.hskill[idx].flag= flag;
  2865. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2866. }
  2867. break;
  2868. case MO_COMBOFINISH:
  2869. case CH_TIGERFIST:
  2870. case CH_CHAINCRUSH:
  2871. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2872. break;
  2873. case TK_JUMPKICK:
  2874. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2875. break;
  2876. case MO_TRIPLEATTACK:
  2877. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2878. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2879. break;
  2880. case SR_FALLENEMPIRE:
  2881. if (sd){
  2882. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2883. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2884. }
  2885. break;
  2886. }
  2887. }
  2888. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2889. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2890. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2891. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2892. struct status_change_entry *sce;
  2893. TBL_PC *sd = BL_CAST(BL_PC,src);
  2894. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2895. status_change *sc = status_get_sc(src);
  2896. if(sc == nullptr) return;
  2897. //End previous combo state after skill is invoked
  2898. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2899. switch (skill_id) {
  2900. case TK_TURNKICK:
  2901. case TK_STORMKICK:
  2902. case TK_DOWNKICK:
  2903. case TK_COUNTER:
  2904. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2905. sce->val1 = skill_id; //Update combo-skill
  2906. sce->val3 = skill_id;
  2907. if( sce->timer != INVALID_TIMER )
  2908. delete_timer(sce->timer, status_change_timer);
  2909. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2910. break;
  2911. }
  2912. unit_cancel_combo(src); // Cancel combo wait
  2913. break;
  2914. default:
  2915. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2916. status_change_end(src, SC_COMBO);
  2917. }
  2918. }
  2919. //start new combo
  2920. if (sd) { //player only
  2921. switch (skill_id) {
  2922. case MO_TRIPLEATTACK:
  2923. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2924. duration = 1;
  2925. target_id = 0; // Will target current auto-target instead
  2926. }
  2927. break;
  2928. case MO_CHAINCOMBO:
  2929. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2930. duration = 1;
  2931. target_id = 0; // Will target current auto-target instead
  2932. }
  2933. break;
  2934. case MO_COMBOFINISH:
  2935. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2936. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2937. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2938. duration = 1;
  2939. target_id = 0; // Will target current auto-target instead
  2940. }
  2941. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2942. case CH_TIGERFIST:
  2943. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2944. duration = 1;
  2945. target_id = 0; // Will target current auto-target instead
  2946. }
  2947. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2948. case CH_CHAINCRUSH:
  2949. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2950. duration = 1;
  2951. target_id = 0; // Will target current auto-target instead
  2952. }
  2953. break;
  2954. case AC_DOUBLE:
  2955. if (pc_checkskill(sd, HT_POWER)) {
  2956. duration = 2000;
  2957. nodelay = 1; //Neither gives walk nor attack delay
  2958. target_id = 0; //Does not need to be used on previous target
  2959. }
  2960. break;
  2961. case SR_DRAGONCOMBO:
  2962. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2963. duration = 1;
  2964. break;
  2965. case SR_FALLENEMPIRE:
  2966. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2967. duration = 1;
  2968. break;
  2969. case SJ_PROMINENCEKICK:
  2970. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2971. duration = 1;
  2972. break;
  2973. }
  2974. }
  2975. else { //other
  2976. switch(skill_id) {
  2977. case MH_TINDER_BREAKER:
  2978. case MH_CBC:
  2979. case MH_SONIC_CRAW:
  2980. case MH_SILVERVEIN_RUSH:
  2981. if(hd->homunculus.spiritball > 0) duration = 2000;
  2982. nodelay = 1;
  2983. break;
  2984. case MH_EQC:
  2985. case MH_MIDNIGHT_FRENZY:
  2986. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2987. nodelay = 1;
  2988. break;
  2989. }
  2990. }
  2991. if (duration) { //Possible to chain
  2992. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2993. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2994. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2995. clif_combo_delay(src, duration);
  2996. }
  2997. }
  2998. /**
  2999. * Copy skill by Plagiarism or Reproduce
  3000. * @param src: The caster
  3001. * @param bl: The target
  3002. * @param skill_id: Skill that casted
  3003. * @param skill_lv: Skill level of the casted skill
  3004. */
  3005. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3006. {
  3007. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3008. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3009. return;
  3010. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3011. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3012. return;
  3013. else {
  3014. uint16 idx;
  3015. uint8 lv;
  3016. skill_id = skill_dummy2skill_id(skill_id);
  3017. //Use skill index, avoiding out-of-bound array [Cydh]
  3018. if (!(idx = skill_get_index(skill_id)))
  3019. return;
  3020. switch (skill_isCopyable(tsd,skill_id)) {
  3021. case 1: //Copied by Plagiarism
  3022. {
  3023. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3024. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id, true);
  3025. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3026. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3027. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3028. }
  3029. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3030. tsd->cloneskill_idx = idx;
  3031. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3032. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3033. }
  3034. break;
  3035. case 2: //Copied by Reproduce
  3036. {
  3037. status_change *tsc = status_get_sc(bl);
  3038. //Already did SC check
  3039. //Skill level copied depends on Reproduce skill that used
  3040. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3041. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3042. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id, true);
  3043. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3044. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3045. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3046. }
  3047. //Level dependent and limitation.
  3048. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3049. lv = min(lv,skill_get_max(skill_id));
  3050. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3051. lv = min(lv,skill_lv);
  3052. tsd->reproduceskill_idx = idx;
  3053. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3054. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3055. }
  3056. break;
  3057. default: return;
  3058. }
  3059. tsd->status.skill[idx].id = skill_id;
  3060. tsd->status.skill[idx].lv = lv;
  3061. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3062. clif_addskill(tsd,skill_id);
  3063. }
  3064. }
  3065. /**
  3066. * Knockback the target on skill_attack
  3067. * @param src is the master behind the attack
  3068. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3069. * @param target is the target to be attacked.
  3070. * @param blewcount
  3071. * @param skill_id
  3072. * @param skill_lv
  3073. * @param damage
  3074. * @param tick
  3075. * @param flag can hold a bunch of information:
  3076. */
  3077. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3078. int8 dir = -1; // Default direction
  3079. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3080. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3081. if (!blewcount || target == dsrc || status_isdead(target))
  3082. return;
  3083. // Skill specific direction
  3084. switch (skill_id) {
  3085. case MG_FIREWALL:
  3086. case EL_FIRE_MANTLE:
  3087. dir = unit_getdir(target); // Backwards
  3088. break;
  3089. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3090. case NPC_STORMGUST2:
  3091. case WZ_STORMGUST:
  3092. if(!battle_config.stormgust_knockback)
  3093. dir = rnd()%8;
  3094. break;
  3095. case MC_CARTREVOLUTION:
  3096. if (battle_config.cart_revo_knockback)
  3097. dir = 6; // Official servers push target to the West
  3098. break;
  3099. case AC_SHOWER:
  3100. case WL_CRIMSONROCK:
  3101. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3102. dir = map_calc_dir(target, src->x, src->y);
  3103. else
  3104. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3105. break;
  3106. case HT_PHANTASMIC: // issue #1378
  3107. if (status_get_hp(target) - damage <= 0) return;
  3108. break;
  3109. }
  3110. // Blown-specific handling
  3111. switch( skill_id ) {
  3112. case SR_KNUCKLEARROW:
  3113. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3114. // Boss & Immune Knockback stay in place and don't get bonus damage
  3115. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3116. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3117. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3118. dir_ka = -1;
  3119. break;
  3120. case RL_R_TRIP:
  3121. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3122. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3123. break;
  3124. default:
  3125. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3126. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3127. TBL_SKILL *su = (TBL_SKILL*)target;
  3128. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3129. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3130. }
  3131. break;
  3132. }
  3133. clif_fixpos( *target );
  3134. }
  3135. /*
  3136. * =========================================================================
  3137. * Does a skill attack with the given properties.
  3138. * @param src is the master behind the attack (player/mob/pet)
  3139. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3140. * @param bl is the target to be attacked.
  3141. * @param flag can hold a bunch of information:
  3142. * flag&1
  3143. * flag&2 - Disable re-triggered by double casting
  3144. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3145. * flag&8 - SC_COMBO state used to deal bonus damage
  3146. *
  3147. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3148. * (usually holds number of targets, or just 1 for simple splash attacks)
  3149. *
  3150. * flag&0xF000 - Values from enum e_skill_display
  3151. * flag&0x3F0000 - Values from enum e_battle_check_target
  3152. *
  3153. * flag&0x1000000 - Return 0 if damage was reflected
  3154. *-------------------------------------------------------------------------*/
  3155. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3156. {
  3157. struct Damage dmg;
  3158. struct status_data *sstatus, *tstatus;
  3159. status_change *sc, *tsc;
  3160. map_session_data *sd, *tsd;
  3161. int64 damage;
  3162. bool rmdamage = false;//magic reflected
  3163. int type;
  3164. enum e_damage_type dmg_type;
  3165. bool shadow_flag = false;
  3166. bool additional_effects = true;
  3167. if(skill_id > 0 && !skill_lv)
  3168. return 0;
  3169. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3170. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3171. nullpo_ret(bl); //Target to be attacked.
  3172. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3173. return 0;
  3174. if (src != dsrc) {
  3175. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3176. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3177. return 0;
  3178. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3179. //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]
  3180. if (!status_check_skilluse(src, bl, skill_id, 2))
  3181. return 0;
  3182. }
  3183. sd = BL_CAST(BL_PC, src);
  3184. tsd = BL_CAST(BL_PC, bl);
  3185. sstatus = status_get_status_data(src);
  3186. tstatus = status_get_status_data(bl);
  3187. sc= status_get_sc(src);
  3188. tsc= status_get_sc(bl);
  3189. if (tsc && !tsc->count)
  3190. tsc = nullptr; //Don't need it.
  3191. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3192. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3193. return 0;
  3194. #ifndef RENEWAL
  3195. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3196. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3197. return 0;
  3198. #endif
  3199. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3200. //If the damage source is a unit, the damage is not delayed
  3201. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3202. dmg.amotion = 0;
  3203. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3204. // Adjusted to the new system [Skotlex]
  3205. if( src->type == BL_PET ) { // [Valaris]
  3206. struct pet_data *pd = (TBL_PET*)src;
  3207. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3208. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3209. int element = skill_get_ele(skill_id, skill_lv);
  3210. /*if (skill_id == -1) Does it ever worked?
  3211. element = sstatus->rhw.ele;*/
  3212. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3213. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3214. else
  3215. dmg.damage = pd->a_skill->damage; // Fixed damage
  3216. }
  3217. else
  3218. dmg.damage = 1*pd->a_skill->div_;
  3219. dmg.damage2 = 0;
  3220. dmg.div_= pd->a_skill->div_;
  3221. }
  3222. }
  3223. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3224. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3225. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3226. { //Magic reflection, switch caster/target
  3227. struct block_list *tbl = bl;
  3228. rmdamage = true;
  3229. bl = src;
  3230. src = tbl;
  3231. dsrc = tbl;
  3232. sd = BL_CAST(BL_PC, src);
  3233. tsd = BL_CAST(BL_PC, bl);
  3234. tsc = status_get_sc(bl);
  3235. if (tsc && !tsc->count)
  3236. tsc = nullptr; //Don't need it.
  3237. /* bugreport:2564 flag&2 disables double casting trigger */
  3238. flag |= 2;
  3239. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3240. flag |= 4;
  3241. //Spirit of Wizard blocks Kaite's reflection
  3242. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3243. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3244. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3245. if (type >= 0) {
  3246. if ( tsd )
  3247. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3248. dmg.damage = dmg.damage2 = 0;
  3249. dmg.dmg_lv = ATK_MISS;
  3250. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3251. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3252. }
  3253. }
  3254. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3255. #if MAGIC_REFLECTION_TYPE
  3256. #ifdef RENEWAL
  3257. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3258. #else
  3259. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3260. // regardless of caster's equipment (Aegis 11.1)
  3261. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3262. #endif
  3263. short s_ele = skill_get_ele(skill_id, skill_lv);
  3264. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3265. s_ele = sstatus->rhw.ele;
  3266. else if (s_ele == ELE_ENDOWED) //Use status element
  3267. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3268. else if( s_ele == ELE_RANDOM) //Use random element
  3269. s_ele = rnd()%ELE_ALL;
  3270. if(type == 3)
  3271. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3272. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3273. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3274. struct status_data *status = status_get_status_data(bl);
  3275. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3276. per /=20; //Uses 20% SP intervals.
  3277. //SP Cost: 1% + 0.5% per every 20% SP
  3278. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3279. status_change_end(bl, SC_ENERGYCOAT);
  3280. //Reduction: 6% + 6% every 20%
  3281. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3282. }
  3283. int64 reduce = 0;
  3284. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3285. reduce += tsd->bonus.reduce_damage_return;
  3286. }
  3287. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3288. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3289. }
  3290. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3291. reduce += 100;
  3292. if (dmg.damage > 0) {
  3293. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3294. dmg.damage = i64max(dmg.damage, dmg.div_);
  3295. }
  3296. }
  3297. #endif
  3298. }
  3299. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3300. int sp = skill_get_sp(skill_id,skill_lv);
  3301. #ifndef RENEWAL
  3302. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3303. #endif
  3304. dmg.damage = dmg.damage2 = 0;
  3305. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3306. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3307. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3308. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3309. status_heal(bl, 0, sp, 2);
  3310. }
  3311. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3312. dmg.damage = dmg.damage2 = 0;
  3313. dmg.dmg_lv = ATK_MISS;
  3314. }
  3315. }
  3316. damage = dmg.damage + dmg.damage2;
  3317. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3318. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3319. sce->val3 = (int)damage;
  3320. sce->val2 = 0;
  3321. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3322. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3323. }
  3324. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3325. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3326. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3327. damage = 1;
  3328. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3329. struct block_list *nbl;
  3330. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3331. if( nbl ){ // Only one target is chosen.
  3332. damage = damage / 2; // Deflect half of the damage to a target nearby
  3333. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3334. }
  3335. }
  3336. //Skill hit type
  3337. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3338. switch( skill_id ) {
  3339. case SC_TRIANGLESHOT:
  3340. if( rnd()%100 > (1 + skill_lv) )
  3341. dmg.blewcount = 0;
  3342. break;
  3343. default:
  3344. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3345. dmg.blewcount = 0; //only pushback when it hit for other
  3346. break;
  3347. }
  3348. switch( skill_id ) {
  3349. case CR_GRANDCROSS:
  3350. case NPC_GRANDDARKNESS:
  3351. if( battle_config.gx_disptype)
  3352. dsrc = src;
  3353. if( src == bl)
  3354. dmg_type = DMG_ENDURE;
  3355. else
  3356. flag|= SD_ANIMATION;
  3357. break;
  3358. case NJ_TATAMIGAESHI: //For correct knockback.
  3359. dsrc = src;
  3360. flag|= SD_ANIMATION;
  3361. break;
  3362. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3363. int level;
  3364. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3365. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3366. }
  3367. break;
  3368. case SL_STIN:
  3369. case SL_STUN:
  3370. if (skill_lv >= 7) {
  3371. status_change *sc_cur = status_get_sc(src);
  3372. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3373. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3374. }
  3375. break;
  3376. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3377. pc_addservantball( *sd );
  3378. break;
  3379. case KN_PIERCE:
  3380. case LK_SPIRALPIERCE:
  3381. case RK_HUNDREDSPEAR:
  3382. case DK_MADNESS_CRUSHER:
  3383. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3384. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3385. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3386. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3387. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3388. clif_specialeffect(bl, 1767, AREA);
  3389. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3390. }
  3391. } else // No count status detected? Start charge count at 1.
  3392. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3393. }
  3394. break;
  3395. }
  3396. //combo handling
  3397. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3398. //Display damage.
  3399. switch( skill_id ) {
  3400. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3401. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3402. break;
  3403. //Skills that need be passed as a normal attack for the client to display correctly.
  3404. case HVAN_EXPLOSION:
  3405. case NPC_SELFDESTRUCTION:
  3406. if(src->type == BL_PC)
  3407. dmg.blewcount = 10;
  3408. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3409. [[fallthrough]];
  3410. case KN_AUTOCOUNTER:
  3411. case NPC_CRITICALSLASH:
  3412. case TF_DOUBLE:
  3413. case GS_CHAINACTION:
  3414. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3415. break;
  3416. case AS_SPLASHER:
  3417. if( flag&SD_ANIMATION ) // the surrounding targets
  3418. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3419. else // the central target doesn't display an animation
  3420. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3421. break;
  3422. case SR_EARTHSHAKER:
  3423. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3424. break;
  3425. case WL_SOULEXPANSION:
  3426. case WL_COMET:
  3427. case NPC_COMET:
  3428. case KO_MUCHANAGE:
  3429. #ifndef RENEWAL
  3430. case NJ_HUUMA:
  3431. #endif
  3432. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3433. break;
  3434. case WL_CHAINLIGHTNING_ATK:
  3435. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3436. break;
  3437. case WL_TETRAVORTEX_FIRE:
  3438. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3439. break;
  3440. case LG_SHIELDPRESS:
  3441. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3442. break;
  3443. case NPC_EARTHQUAKE:
  3444. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3445. break;
  3446. case NPC_DARKPIERCING:
  3447. case EL_FIRE_BOMB:
  3448. case EL_FIRE_BOMB_ATK:
  3449. case EL_FIRE_WAVE:
  3450. case EL_FIRE_WAVE_ATK:
  3451. case EL_FIRE_MANTLE:
  3452. case EL_CIRCLE_OF_FIRE:
  3453. case EL_FIRE_ARROW:
  3454. case EL_ICE_NEEDLE:
  3455. case EL_WATER_SCREW:
  3456. case EL_WATER_SCREW_ATK:
  3457. case EL_WIND_SLASH:
  3458. case EL_TIDAL_WEAPON:
  3459. case EL_ROCK_CRUSHER:
  3460. case EL_ROCK_CRUSHER_ATK:
  3461. case EL_HURRICANE:
  3462. case EL_HURRICANE_ATK:
  3463. case KO_BAKURETSU:
  3464. case GN_HELLS_PLANT_ATK:
  3465. case SU_SV_ROOTTWIST_ATK:
  3466. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3467. break;
  3468. case GN_FIRE_EXPANSION_ACID:
  3469. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3470. break;
  3471. case GN_SLINGITEM_RANGEMELEEATK:
  3472. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3473. break;
  3474. case EL_STONE_RAIN:
  3475. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3476. break;
  3477. case WM_SEVERE_RAINSTORM_MELEE:
  3478. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3479. break;
  3480. case HT_CLAYMORETRAP:
  3481. case HT_BLASTMINE:
  3482. case HT_FLASHER:
  3483. case HT_FREEZINGTRAP:
  3484. case RA_CLUSTERBOMB:
  3485. case RA_FIRINGTRAP:
  3486. case RA_ICEBOUNDTRAP:
  3487. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3488. if( dsrc != src ) // avoid damage display redundancy
  3489. break;
  3490. [[fallthrough]];
  3491. case HT_LANDMINE:
  3492. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3493. break;
  3494. case WZ_SIGHTBLASTER:
  3495. //Sightblaster should never call clif_skill_damage twice
  3496. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3497. break;
  3498. case RL_R_TRIP_PLUSATK:
  3499. case RL_S_STORM:
  3500. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3501. break;
  3502. case SU_LUNATICCARROTBEAT:
  3503. case SU_LUNATICCARROTBEAT2:
  3504. case SP_CURSEEXPLOSION:
  3505. case SP_SPA:
  3506. case SP_SHA:
  3507. if (dmg.div_ < 2)
  3508. type = DMG_SPLASH;
  3509. if (!(flag&SD_ANIMATION))
  3510. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3511. [[fallthrough]];
  3512. case WM_REVERBERATION:
  3513. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3514. break;
  3515. case SJ_FALLINGSTAR_ATK:
  3516. case SJ_FALLINGSTAR_ATK2:
  3517. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3518. break;
  3519. case SJ_NOVAEXPLOSING:
  3520. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3521. break;
  3522. case DK_HACKANDSLASHER_ATK:
  3523. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3524. break;
  3525. case AG_STORM_CANNON:
  3526. case AG_CRIMSON_ARROW:
  3527. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3528. break;
  3529. case TR_ROSEBLOSSOM_ATK:
  3530. case ABC_FROM_THE_ABYSS_ATK:
  3531. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3532. break;
  3533. case TR_SOUNDBLEND:
  3534. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3535. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3536. else
  3537. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3538. break;
  3539. case AB_DUPLELIGHT_MELEE:
  3540. case AB_DUPLELIGHT_MAGIC:
  3541. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3542. [[fallthrough]];
  3543. default:
  3544. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3545. dmg_type = DMG_SPLASH;
  3546. if (src->type == BL_SKILL) {
  3547. TBL_SKILL *su = (TBL_SKILL*)src;
  3548. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3549. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3550. break;
  3551. }
  3552. }
  3553. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3554. break;
  3555. }
  3556. map_freeblock_lock();
  3557. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3558. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3559. skill_do_copy(src,bl,skill_id,skill_lv);
  3560. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3561. { //Skills with can't walk delay also stop normal attacking for that
  3562. //duration when the attack connects. [Skotlex]
  3563. struct unit_data *ud = unit_bl2ud(src);
  3564. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3565. ud->attackabletime = tick + type;
  3566. }
  3567. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3568. // Instant damage
  3569. if( !dmg.amotion ) {
  3570. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3571. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3572. #ifndef RENEWAL
  3573. || skill_id == HW_GRAVITATION
  3574. #endif
  3575. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3576. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3577. if( !status_isdead(bl) && additional_effects )
  3578. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3579. if( damage > 0 ) //Counter status effects [Skotlex]
  3580. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3581. }
  3582. // Blow!
  3583. if (!(flag&4))
  3584. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3585. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3586. if( dmg.amotion ) {
  3587. if( shadow_flag ) {
  3588. if( !status_isdead(bl) && additional_effects )
  3589. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3590. if( dmg.flag > ATK_BLOCK )
  3591. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3592. } else
  3593. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3594. } else {
  3595. // Trigger monster skill condition for damage skills with no amotion.
  3596. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3597. if (damage > 0)
  3598. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3599. if (skill_id > 0)
  3600. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3601. }
  3602. }
  3603. // Trigger monster skill condition for damage skills.
  3604. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3605. if (damage > 0)
  3606. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3607. if (skill_id > 0)
  3608. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3609. }
  3610. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3611. #ifndef RENEWAL
  3612. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3613. #endif
  3614. ) {
  3615. if (tsc->getSCE(SC_DEVOTION)) {
  3616. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3617. struct block_list *d_bl = map_id2bl(sce->val1);
  3618. if (d_bl && (
  3619. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3620. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3621. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3622. {
  3623. int64 devotion_damage = damage;
  3624. // Needed to check the devotion master for Rebound Shield status.
  3625. status_change *d_sc = status_get_sc(d_bl);
  3626. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3627. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3628. if (!rmdamage) {
  3629. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3630. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3631. } else {
  3632. bool isDevotRdamage = false;
  3633. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3634. isDevotRdamage = true;
  3635. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3636. // This check is only for magical skill.
  3637. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3638. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3639. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3640. }
  3641. } else {
  3642. status_change_end(bl, SC_DEVOTION);
  3643. if (!dmg.amotion)
  3644. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3645. }
  3646. }
  3647. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3648. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3649. struct block_list *e_bl = map_id2bl(sce->val1);
  3650. if (e_bl) {
  3651. if (!rmdamage) {
  3652. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3653. battle_fix_damage(src, e_bl, damage, 0, 0);
  3654. } else {
  3655. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3656. battle_fix_damage(bl, bl, damage, 0, 0);
  3657. }
  3658. }
  3659. }
  3660. }
  3661. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3662. if( skill_id == RG_INTIMIDATE ) {
  3663. int rate = 50 + skill_lv * 5;
  3664. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3665. if(rnd()%100 < rate)
  3666. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3667. } else if( skill_id == NPC_FATALMENACE ) {
  3668. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3669. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3670. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3671. }
  3672. }
  3673. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3674. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3675. {
  3676. if (battle_config.left_cardfix_to_right)
  3677. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3678. else
  3679. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3680. }
  3681. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3682. status_heal(src, 0, 0, 1, 0);
  3683. if( damage > 0 ) { // Post-damage effects
  3684. switch( skill_id ) {
  3685. case GC_VENOMPRESSURE: {
  3686. status_change *ssc = status_get_sc(src);
  3687. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3688. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3689. status_change_end(src,SC_POISONINGWEAPON);
  3690. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3691. }
  3692. }
  3693. break;
  3694. }
  3695. if( sd )
  3696. skill_onskillusage(sd, bl, skill_id, tick);
  3697. }
  3698. if (!(flag&2)) {
  3699. switch (skill_id) {
  3700. case MG_COLDBOLT:
  3701. case MG_FIREBOLT:
  3702. case MG_LIGHTNINGBOLT:
  3703. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3704. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3705. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3706. break;
  3707. case SU_BITE:
  3708. case SU_SCRATCH:
  3709. case SU_SV_STEMSPEAR:
  3710. case SU_SCAROFTAROU:
  3711. case SU_PICKYPECK:
  3712. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3713. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3714. break;
  3715. }
  3716. }
  3717. map_freeblock_unlock();
  3718. if ((flag&0x1000000) && rmdamage)
  3719. return 0; //Should return 0 when damage was reflected
  3720. return damage;
  3721. }
  3722. /*==========================================
  3723. * Sub function for recursive skill call.
  3724. * Checking bl battle flag and display damage
  3725. * then call func with source,target,skill_id,skill_lv,tick,flag
  3726. *------------------------------------------*/
  3727. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3728. int skill_area_sub(struct block_list *bl, va_list ap)
  3729. {
  3730. struct block_list *src;
  3731. uint16 skill_id,skill_lv;
  3732. int flag;
  3733. t_tick tick;
  3734. SkillFunc func;
  3735. nullpo_ret(bl);
  3736. src = va_arg(ap,struct block_list *);
  3737. skill_id = va_arg(ap,int);
  3738. skill_lv = va_arg(ap,int);
  3739. tick = va_arg(ap,t_tick);
  3740. flag = va_arg(ap,int);
  3741. func = va_arg(ap,SkillFunc);
  3742. if (flag&BCT_WOS && src == bl)
  3743. return 0;
  3744. if(battle_check_target(src,bl,flag) > 0) {
  3745. // several splash skills need this initial dummy packet to display correctly
  3746. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3747. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3748. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3749. skill_area_temp[2]++;
  3750. return func(src,bl,skill_id,skill_lv,tick,flag);
  3751. }
  3752. return 0;
  3753. }
  3754. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3755. {
  3756. struct skill_unit *unit;
  3757. uint16 skill_id,g_skill_id;
  3758. unit = (struct skill_unit *)bl;
  3759. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3760. return 0;
  3761. if(!unit->alive)
  3762. return 0;
  3763. skill_id = va_arg(ap,int);
  3764. g_skill_id = unit->group->skill_id;
  3765. switch (skill_id) {
  3766. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3767. if(g_skill_id == SA_LANDPROTECTOR)
  3768. break;
  3769. [[fallthrough]];
  3770. case MH_STEINWAND:
  3771. case MG_SAFETYWALL:
  3772. case SC_MAELSTROM:
  3773. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3774. return 0;
  3775. break;
  3776. case AL_WARP:
  3777. case HT_SKIDTRAP:
  3778. case MA_SKIDTRAP:
  3779. case HT_LANDMINE:
  3780. case MA_LANDMINE:
  3781. case HT_ANKLESNARE:
  3782. case HT_SHOCKWAVE:
  3783. case HT_SANDMAN:
  3784. case MA_SANDMAN:
  3785. case HT_FLASHER:
  3786. case HT_FREEZINGTRAP:
  3787. case MA_FREEZINGTRAP:
  3788. case HT_BLASTMINE:
  3789. case HT_CLAYMORETRAP:
  3790. case HT_TALKIEBOX:
  3791. #ifndef RENEWAL
  3792. case HP_BASILICA:
  3793. #endif
  3794. case RA_ELECTRICSHOCKER:
  3795. case RA_CLUSTERBOMB:
  3796. case RA_MAGENTATRAP:
  3797. case RA_COBALTTRAP:
  3798. case RA_MAIZETRAP:
  3799. case RA_VERDURETRAP:
  3800. case RA_FIRINGTRAP:
  3801. case RA_ICEBOUNDTRAP:
  3802. case SC_DIMENSIONDOOR:
  3803. case SC_BLOODYLUST:
  3804. case NPC_REVERBERATION:
  3805. case GN_THORNS_TRAP:
  3806. case RL_B_TRAP:
  3807. case SC_ESCAPE:
  3808. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3809. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3810. return 0;
  3811. break;
  3812. default: //Avoid stacking with same kind of trap. [Skotlex]
  3813. if (g_skill_id != skill_id)
  3814. return 0;
  3815. break;
  3816. }
  3817. return 1;
  3818. }
  3819. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3820. {
  3821. //Non players do not check for the skill's splash-trigger area.
  3822. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3823. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3824. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3825. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3826. return 0;
  3827. }
  3828. range += layout_type;
  3829. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3830. }
  3831. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3832. {
  3833. uint16 skill_id;
  3834. if(bl->prev == nullptr)
  3835. return 0;
  3836. skill_id = va_arg(ap,int);
  3837. if( status_isdead(bl) && skill_id != AL_WARP )
  3838. return 0;
  3839. #ifndef RENEWAL
  3840. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3841. return 0;
  3842. #endif
  3843. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3844. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3845. return 1;
  3846. }
  3847. /**
  3848. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3849. * @param bl Object that casted skill
  3850. * @param x Position x of the target
  3851. * @param y Position y of the target
  3852. * @param skill_id The casted skill
  3853. * @param skill_lv The skill Lv
  3854. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3855. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3856. */
  3857. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3858. {
  3859. int range = 0, type;
  3860. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3861. if (isNearNPC)
  3862. range = skill_get_splash(skill_id,skill_lv);
  3863. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3864. if (!isNearNPC || !range) {
  3865. switch (skill_id) { // to be expanded later
  3866. case WZ_ICEWALL:
  3867. range = 2;
  3868. break;
  3869. case SC_MANHOLE:
  3870. range = 0;
  3871. break;
  3872. default: {
  3873. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3874. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3875. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3876. return 0;
  3877. }
  3878. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3879. }
  3880. break;
  3881. }
  3882. }
  3883. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3884. //Check the additional range [Cydh]
  3885. if (isNearNPC && skill_npc_range > 0)
  3886. range += skill_npc_range;
  3887. if (!isNearNPC) { //Doesn't check the NPC range
  3888. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3889. if (bl->type&battle_config.skill_nofootset)
  3890. type = BL_CHAR;
  3891. else if(bl->type == BL_MOB)
  3892. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3893. else
  3894. return 0; //Don't check
  3895. } else
  3896. type = BL_NPC;
  3897. return (!isNearNPC) ?
  3898. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3899. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3900. //isNearNPC is used to check range from NPC
  3901. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3902. }
  3903. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3904. * @param bl Object from which HP/SP/AP are consumed
  3905. * @param skill_id ID of used skill
  3906. * @param hp Original HP requirement to use skill
  3907. * @param sp Original SP requirement to use skill
  3908. * @param ap Original AP requirement to use skill
  3909. */
  3910. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int hp, int sp, int ap)
  3911. {
  3912. nullpo_retv(bl);
  3913. switch (skill_id) {
  3914. //Skills that require HP but do not consume them
  3915. case SM_MAGNUM:
  3916. case MS_MAGNUM:
  3917. hp = 0;
  3918. break;
  3919. }
  3920. status_zap(bl, hp, sp, ap);
  3921. }
  3922. /*==========================================
  3923. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3924. * Flag:
  3925. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3926. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3927. *------------------------------------------*/
  3928. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3929. {
  3930. struct status_data *status;
  3931. map_session_data *sd = nullptr;
  3932. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3933. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3934. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3935. nullpo_retr(0, bl);
  3936. switch( bl->type )
  3937. {
  3938. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3939. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3940. }
  3941. if( sd == nullptr ){
  3942. return 0;
  3943. }
  3944. status = status_get_status_data(bl);
  3945. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3946. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3947. if (skill == nullptr)
  3948. return 0;
  3949. // Requirements
  3950. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3951. {
  3952. itemid[i] = skill->require.itemid[i];
  3953. amount[i] = skill->require.amount[i];
  3954. }
  3955. hp = skill->require.hp[skill_lv - 1];
  3956. sp = skill->require.sp[skill_lv - 1];
  3957. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3958. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3959. state = skill->require.state;
  3960. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3961. hp += (status->max_hp * mhp) / 100;
  3962. if( hp_rate > 0 )
  3963. hp += (status->hp * hp_rate) / 100;
  3964. else
  3965. hp += (status->max_hp * (-hp_rate)) / 100;
  3966. if( sp_rate > 0 )
  3967. sp += (status->sp * sp_rate) / 100;
  3968. else
  3969. sp += (status->max_sp * (-sp_rate)) / 100;
  3970. if( !(type&2) )
  3971. {
  3972. if( hp > 0 && status->hp <= (unsigned int)hp )
  3973. {
  3974. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  3975. return 0;
  3976. }
  3977. if( sp > 0 && status->sp <= (unsigned int)sp )
  3978. {
  3979. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  3980. return 0;
  3981. }
  3982. }
  3983. if( !type )
  3984. switch( state )
  3985. {
  3986. case ST_MOVE_ENABLE:
  3987. if( !unit_can_move(bl) )
  3988. {
  3989. clif_skill_fail( *sd, skill_id );
  3990. return 0;
  3991. }
  3992. break;
  3993. }
  3994. if( !(type&1) )
  3995. return 1;
  3996. // Check item existences
  3997. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3998. {
  3999. index[i] = -1;
  4000. if( itemid[i] == 0 ) continue; // No item
  4001. index[i] = pc_search_inventory(sd, itemid[i]);
  4002. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4003. {
  4004. clif_skill_fail( *sd, skill_id );
  4005. return 0;
  4006. }
  4007. }
  4008. // Consume items
  4009. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4010. {
  4011. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4012. }
  4013. if( type&2 )
  4014. return 1;
  4015. if( sp || hp )
  4016. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4017. return 1;
  4018. }
  4019. /*==========================================
  4020. *
  4021. *------------------------------------------*/
  4022. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4023. {
  4024. switch (skill_id) {
  4025. case RL_QD_SHOT:
  4026. {
  4027. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4028. struct unit_data *ud = unit_bl2ud(src);
  4029. if (ud && ud->target == target->id)
  4030. return 1;
  4031. }
  4032. }
  4033. }
  4034. return 1;
  4035. }
  4036. /*==========================================
  4037. *
  4038. *------------------------------------------*/
  4039. static TIMER_FUNC(skill_timerskill){
  4040. struct block_list *src = map_id2bl(id),*target;
  4041. struct unit_data *ud = unit_bl2ud(src);
  4042. struct skill_timerskill *skl;
  4043. struct skill_unit *unit = nullptr;
  4044. int range;
  4045. nullpo_ret(src);
  4046. nullpo_ret(ud);
  4047. skl = ud->skilltimerskill[data];
  4048. nullpo_ret(skl);
  4049. ud->skilltimerskill[data] = nullptr;
  4050. do {
  4051. if(src->prev == nullptr)
  4052. break; // Source not on Map
  4053. if(skl->target_id) {
  4054. target = map_id2bl(skl->target_id);
  4055. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4056. target = src; //Required since it has to warp.
  4057. if (skl->skill_id == SR_SKYNETBLOW) {
  4058. skill_area_temp[1] = 0;
  4059. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4060. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4061. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4062. break;
  4063. }
  4064. if(target == nullptr)
  4065. break; // Target offline?
  4066. if(target->prev == nullptr)
  4067. break; // Target not on Map
  4068. if(src->m != target->m)
  4069. break; // Different Maps
  4070. if(status_isdead(src)) {
  4071. switch(skl->skill_id) {
  4072. case WL_CHAINLIGHTNING_ATK:
  4073. case WL_TETRAVORTEX_FIRE:
  4074. case WL_TETRAVORTEX_WATER:
  4075. case WL_TETRAVORTEX_WIND:
  4076. case WL_TETRAVORTEX_GROUND:
  4077. // For SR_FLASHCOMBO
  4078. case SR_DRAGONCOMBO:
  4079. case SR_FALLENEMPIRE:
  4080. case SR_TIGERCANNON:
  4081. case NPC_DANCINGBLADE_ATK:
  4082. if (src->type != BL_PC)
  4083. continue;
  4084. break; // Exceptions
  4085. default:
  4086. continue; // Caster is Dead
  4087. }
  4088. }
  4089. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4090. break;
  4091. switch(skl->skill_id) {
  4092. case KN_AUTOCOUNTER:
  4093. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4094. break;
  4095. case RG_INTIMIDATE:
  4096. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4097. short x,y;
  4098. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4099. if (target != src && !status_isdead(target))
  4100. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4101. }
  4102. break;
  4103. case BA_FROSTJOKER:
  4104. case DC_SCREAM:
  4105. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4106. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4107. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4108. break;
  4109. case PR_LEXDIVINA:
  4110. if (src->type == BL_MOB) {
  4111. // Monsters use the default duration when casting Lex Divina
  4112. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4113. break;
  4114. }
  4115. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4116. break;
  4117. case PR_STRECOVERY:
  4118. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4119. break;
  4120. case BS_HAMMERFALL:
  4121. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4122. break;
  4123. case MER_LEXDIVINA:
  4124. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4125. break;
  4126. case WZ_WATERBALL:
  4127. {
  4128. //Get the next waterball cell to consume
  4129. struct s_skill_unit_layout *layout;
  4130. int i;
  4131. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4132. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4133. int ux = skl->x + layout->dx[i];
  4134. int uy = skl->y + layout->dy[i];
  4135. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4136. if (unit)
  4137. break;
  4138. }
  4139. }
  4140. [[fallthrough]];
  4141. case WZ_JUPITEL:
  4142. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4143. if (skl->type > 0 && !status_isdead(target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4144. // Apply canact delay here to prevent hacks (unlimited casting)
  4145. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4146. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4147. }
  4148. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4149. skill_delunit(unit); // Consume unit for next waterball
  4150. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4151. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4152. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4153. } else {
  4154. status_change *sc = status_get_sc(src);
  4155. if(sc) {
  4156. if(sc->getSCE(SC_SPIRIT) &&
  4157. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4158. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4159. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4160. }
  4161. }
  4162. break;
  4163. case NPC_DANCINGBLADE_ATK:
  4164. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4165. if (skl->type < 4) {
  4166. struct block_list *nbl = nullptr;
  4167. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4168. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4169. }
  4170. break;
  4171. case WL_CHAINLIGHTNING_ATK: {
  4172. #ifndef RENEWAL
  4173. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4174. #endif
  4175. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4176. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4177. { // Remaining Chains Hit
  4178. struct block_list *nbl = nullptr; // Next Target of Chain
  4179. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4180. splash_target(src), target->id); // Search for a new Target around current one...
  4181. if( nbl == nullptr )
  4182. skl->x++;
  4183. else
  4184. skl->x = 0;
  4185. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4186. }
  4187. }
  4188. break;
  4189. case WL_TETRAVORTEX_FIRE:
  4190. case WL_TETRAVORTEX_WATER:
  4191. case WL_TETRAVORTEX_WIND:
  4192. case WL_TETRAVORTEX_GROUND:
  4193. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4194. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4195. if (skl->type >= 3) { // Final Hit
  4196. if (!status_isdead(target)) { // Final Status Effect
  4197. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4198. applyeffects[4] = { 0, 0, 0, 0 },
  4199. i, j = 0, k = 0;
  4200. for(i = 1; i <= 8; i = i + i) {
  4201. if (skl->x&i) {
  4202. applyeffects[j] = effects[k];
  4203. j++;
  4204. }
  4205. k++;
  4206. }
  4207. if (j) {
  4208. i = applyeffects[rnd()%j];
  4209. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4210. }
  4211. }
  4212. }
  4213. break;
  4214. case NPC_REVERBERATION_ATK:
  4215. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4216. break;
  4217. case NPC_FATALMENACE:
  4218. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4219. break;
  4220. case SR_WINDMILL:
  4221. if( target->type == BL_PC ) {
  4222. map_session_data *tsd = nullptr;
  4223. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4224. pc_setsit(tsd);
  4225. skill_sit(tsd, true);
  4226. clif_sitting(&tsd->bl);
  4227. }
  4228. }
  4229. break;
  4230. case SR_KNUCKLEARROW:
  4231. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4232. break;
  4233. case CH_PALMSTRIKE:
  4234. {
  4235. status_change* tsc = status_get_sc(target);
  4236. status_change* sc = status_get_sc(src);
  4237. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4238. ( sc && sc->option&OPTION_HIDE ) ){
  4239. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4240. break;
  4241. }
  4242. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4243. break;
  4244. }
  4245. // For SR_FLASHCOMBO
  4246. case SR_DRAGONCOMBO:
  4247. case SR_FALLENEMPIRE:
  4248. case SR_TIGERCANNON:
  4249. if( src->type == BL_PC ) {
  4250. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4251. break;
  4252. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4253. }
  4254. break;
  4255. case SU_SV_ROOTTWIST_ATK: {
  4256. status_change *tsc = status_get_sc(target);
  4257. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4258. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4259. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4260. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4261. }
  4262. }
  4263. break;
  4264. case NPC_PULSESTRIKE2:
  4265. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4266. break;
  4267. case ABC_DEFT_STAB:
  4268. case ABC_FRENZY_SHOT:
  4269. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4270. break;
  4271. default:
  4272. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4273. break;
  4274. }
  4275. }
  4276. else {
  4277. if(src->m != skl->map)
  4278. break;
  4279. switch( skl->skill_id )
  4280. {
  4281. case GN_CRAZYWEED_ATK:
  4282. {
  4283. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4284. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  4285. }
  4286. [[fallthrough]];
  4287. case WL_EARTHSTRAIN:
  4288. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4289. break;
  4290. case RL_FIRE_RAIN: {
  4291. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4292. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4293. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4294. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4295. }
  4296. break;
  4297. case NPC_MAGMA_ERUPTION:
  4298. case NC_MAGMA_ERUPTION:
  4299. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4300. break;
  4301. case HN_METEOR_STORM_BUSTER: {
  4302. int16 area = 4;
  4303. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4304. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4305. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4306. return 0;
  4307. }
  4308. int splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4309. clif_skill_poseffect(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick);
  4310. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4311. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4312. }
  4313. break;
  4314. case NW_HASTY_FIRE_IN_THE_HOLE:
  4315. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4316. break;
  4317. case NW_GRENADES_DROPPING: {
  4318. int area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4319. short tmpx = 0, tmpy = 0;
  4320. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4321. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4322. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4323. }
  4324. break;
  4325. case NW_MISSION_BOMBARD: {
  4326. int area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4327. int range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4328. short tmpx = 0, tmpy = 0;
  4329. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4330. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4331. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4332. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4333. }
  4334. break;
  4335. }
  4336. }
  4337. } while (0);
  4338. //Free skl now that it is no longer needed.
  4339. ers_free(skill_timer_ers, skl);
  4340. return 0;
  4341. }
  4342. /*==========================================
  4343. *
  4344. *------------------------------------------*/
  4345. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4346. {
  4347. int i;
  4348. struct unit_data *ud;
  4349. nullpo_retr(1, src);
  4350. if (src->prev == nullptr)
  4351. return 0;
  4352. ud = unit_bl2ud(src);
  4353. nullpo_retr(1, ud);
  4354. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4355. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4356. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4357. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4358. ud->skilltimerskill[i]->src_id = src->id;
  4359. ud->skilltimerskill[i]->target_id = target;
  4360. ud->skilltimerskill[i]->skill_id = skill_id;
  4361. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4362. ud->skilltimerskill[i]->map = src->m;
  4363. ud->skilltimerskill[i]->x = x;
  4364. ud->skilltimerskill[i]->y = y;
  4365. ud->skilltimerskill[i]->type = type;
  4366. ud->skilltimerskill[i]->flag = flag;
  4367. return 0;
  4368. }
  4369. /*==========================================
  4370. *
  4371. *------------------------------------------*/
  4372. int skill_cleartimerskill (struct block_list *src)
  4373. {
  4374. int i;
  4375. struct unit_data *ud;
  4376. nullpo_ret(src);
  4377. ud = unit_bl2ud(src);
  4378. nullpo_ret(ud);
  4379. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4380. if(ud->skilltimerskill[i]) {
  4381. switch(ud->skilltimerskill[i]->skill_id) {
  4382. case WL_TETRAVORTEX_FIRE:
  4383. case WL_TETRAVORTEX_WATER:
  4384. case WL_TETRAVORTEX_WIND:
  4385. case WL_TETRAVORTEX_GROUND:
  4386. // For SR_FLASHCOMBO
  4387. case SR_DRAGONCOMBO:
  4388. case SR_FALLENEMPIRE:
  4389. case SR_TIGERCANNON:
  4390. if (src->type != BL_PC)
  4391. break;
  4392. continue;
  4393. }
  4394. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4395. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4396. ud->skilltimerskill[i]=nullptr;
  4397. }
  4398. }
  4399. return 1;
  4400. }
  4401. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4402. skill_unit *su = (skill_unit*)bl;
  4403. nullpo_ret(su);
  4404. if (bl->type != BL_SKILL)
  4405. return 0;
  4406. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4407. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4408. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4409. su->limit = DIFF_TICK(gettick(), sg->tick);
  4410. sg->unit_id = UNT_USED_TRAPS;
  4411. }
  4412. return 1;
  4413. }
  4414. /**
  4415. * Reveal hidden trap
  4416. **/
  4417. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4418. {
  4419. TBL_SKILL *su = (TBL_SKILL*)bl;
  4420. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4421. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4422. //clif_changetraplook(bl, su->group->unit_id);
  4423. su->hidden = false;
  4424. skill_getareachar_skillunit_visibilty(su, AREA);
  4425. return 1;
  4426. }
  4427. return 0;
  4428. }
  4429. /**
  4430. * Attempt to reveal trap in area
  4431. * @param src Skill caster
  4432. * @param range Affected range
  4433. * @param x
  4434. * @param y
  4435. * TODO: Remove hardcode usages for this function
  4436. **/
  4437. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4438. if (!battle_config.traps_setting)
  4439. return;
  4440. nullpo_retv(src);
  4441. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4442. }
  4443. /*========================================== [Playtester]
  4444. * Process tarot card's effects
  4445. * @param src: Source of the tarot card effect
  4446. * @param target: Target of the tartor card effect
  4447. * @param skill_id: ID of the skill used
  4448. * @param skill_lv: Level of the skill used
  4449. * @param tick: Processing tick time
  4450. * @return Card number
  4451. *------------------------------------------*/
  4452. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4453. {
  4454. int card = 0;
  4455. if (battle_config.tarotcard_equal_chance) {
  4456. //eAthena equal chances
  4457. card = rnd() % 14 + 1;
  4458. }
  4459. else {
  4460. //Official chances
  4461. int rate = rnd() % 100;
  4462. if (rate < 10) card = 1; // THE FOOL
  4463. else if (rate < 20) card = 2; // THE MAGICIAN
  4464. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4465. else if (rate < 37) card = 4; // THE CHARIOT
  4466. else if (rate < 47) card = 5; // STRENGTH
  4467. else if (rate < 62) card = 6; // THE LOVERS
  4468. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4469. else if (rate < 69) card = 8; // THE HANGED MAN
  4470. else if (rate < 74) card = 9; // DEATH
  4471. else if (rate < 82) card = 10; // TEMPERANCE
  4472. else if (rate < 83) card = 11; // THE DEVIL
  4473. else if (rate < 85) card = 12; // THE TOWER
  4474. else if (rate < 90) card = 13; // THE STAR
  4475. else card = 14; // THE SUN
  4476. }
  4477. switch (card) {
  4478. case 1: // THE FOOL - heals SP to 0
  4479. {
  4480. status_percent_damage(src, target, 0, 100, false);
  4481. break;
  4482. }
  4483. case 2: // THE MAGICIAN - matk halved
  4484. {
  4485. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4486. break;
  4487. }
  4488. case 3: // THE HIGH PRIESTESS - all buffs removed
  4489. {
  4490. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4491. break;
  4492. }
  4493. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4494. {
  4495. battle_fix_damage(src, target, 1000, 0, skill_id);
  4496. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4497. if (!status_isdead(target))
  4498. {
  4499. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4500. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4501. }
  4502. break;
  4503. }
  4504. case 5: // STRENGTH - atk halved
  4505. {
  4506. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4507. break;
  4508. }
  4509. case 6: // THE LOVERS - 2000HP heal, random teleported
  4510. {
  4511. status_heal(target, 2000, 0, 0);
  4512. if (!map_flag_vs(target->m))
  4513. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4514. break;
  4515. }
  4516. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4517. {
  4518. // Recursive call
  4519. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4520. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4521. break;
  4522. }
  4523. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4524. {
  4525. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4526. uint8 rand_eff = rnd() % 3;
  4527. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4528. if (sc[rand_eff] == SC_STONEWAIT)
  4529. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4530. else
  4531. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4532. break;
  4533. }
  4534. case 9: // DEATH - curse, coma and poison
  4535. {
  4536. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4537. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4538. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4539. break;
  4540. }
  4541. case 10: // TEMPERANCE - confusion
  4542. {
  4543. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4544. break;
  4545. }
  4546. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4547. {
  4548. battle_fix_damage(src, target, 6666, 0, skill_id);
  4549. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4550. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4551. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4552. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4553. break;
  4554. }
  4555. case 12: // THE TOWER - 4444 damage
  4556. {
  4557. battle_fix_damage(src, target, 4444, 0, skill_id);
  4558. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4559. break;
  4560. }
  4561. case 13: // THE STAR - stun
  4562. {
  4563. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4564. break;
  4565. }
  4566. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4567. {
  4568. #ifdef RENEWAL
  4569. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4570. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4571. #endif
  4572. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4573. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4574. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4575. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4576. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4577. return 14; //To make sure a valid number is returned
  4578. }
  4579. }
  4580. return card;
  4581. }
  4582. /*==========================================
  4583. *
  4584. *
  4585. *------------------------------------------*/
  4586. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4587. {
  4588. map_session_data *sd = nullptr;
  4589. struct status_data *tstatus;
  4590. status_change *sc, *tsc;
  4591. if (skill_id > 0 && !skill_lv) return 0;
  4592. nullpo_retr(1, src);
  4593. nullpo_retr(1, bl);
  4594. if (src->m != bl->m)
  4595. return 1;
  4596. if (bl->prev == nullptr)
  4597. return 1;
  4598. sd = BL_CAST(BL_PC, src);
  4599. if (status_isdead(bl))
  4600. return 1;
  4601. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4602. { //GTB makes all targetted magic display miss with a single bolt.
  4603. sc_type sct = skill_get_sc(skill_id);
  4604. if(sct != SC_NONE)
  4605. status_change_end(bl, sct);
  4606. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4607. return 1;
  4608. }
  4609. sc = status_get_sc(src);
  4610. tsc = status_get_sc(bl);
  4611. if (sc && !sc->count)
  4612. sc = nullptr; //Unneeded
  4613. if (tsc && !tsc->count)
  4614. tsc = nullptr;
  4615. tstatus = status_get_status_data(bl);
  4616. map_freeblock_lock();
  4617. switch(skill_id) {
  4618. case MER_CRASH:
  4619. case SM_BASH:
  4620. case MS_BASH:
  4621. case MC_MAMMONITE:
  4622. case TF_DOUBLE:
  4623. case AC_DOUBLE:
  4624. case MA_DOUBLE:
  4625. case AS_SONICBLOW:
  4626. case KN_PIERCE:
  4627. case ML_PIERCE:
  4628. case KN_SPEARBOOMERANG:
  4629. case TF_POISON:
  4630. case TF_SPRINKLESAND:
  4631. case AC_CHARGEARROW:
  4632. case MA_CHARGEARROW:
  4633. case RG_INTIMIDATE:
  4634. case AM_ACIDTERROR:
  4635. case BA_MUSICALSTRIKE:
  4636. case DC_THROWARROW:
  4637. case BA_DISSONANCE:
  4638. case CR_HOLYCROSS:
  4639. case NPC_DARKCROSS:
  4640. case CR_SHIELDCHARGE:
  4641. case CR_SHIELDBOOMERANG:
  4642. case NPC_PIERCINGATT:
  4643. case NPC_MENTALBREAKER:
  4644. case NPC_RANGEATTACK:
  4645. case NPC_CRITICALSLASH:
  4646. case NPC_COMBOATTACK:
  4647. case NPC_GUIDEDATTACK:
  4648. case NPC_POISON:
  4649. case NPC_RANDOMATTACK:
  4650. case NPC_WATERATTACK:
  4651. case NPC_GROUNDATTACK:
  4652. case NPC_FIREATTACK:
  4653. case NPC_WINDATTACK:
  4654. case NPC_POISONATTACK:
  4655. case NPC_HOLYATTACK:
  4656. case NPC_DARKNESSATTACK:
  4657. case NPC_TELEKINESISATTACK:
  4658. case NPC_UNDEADATTACK:
  4659. case NPC_CHANGEUNDEAD:
  4660. case NPC_ARMORBRAKE:
  4661. case NPC_HELMBRAKE:
  4662. case NPC_SHIELDBRAKE:
  4663. case NPC_BLINDATTACK:
  4664. case NPC_SILENCEATTACK:
  4665. case NPC_STUNATTACK:
  4666. case NPC_PETRIFYATTACK:
  4667. case NPC_CURSEATTACK:
  4668. case NPC_SLEEPATTACK:
  4669. #ifdef RENEWAL
  4670. case CR_ACIDDEMONSTRATION:
  4671. #endif
  4672. case LK_AURABLADE:
  4673. case LK_SPIRALPIERCE:
  4674. case ML_SPIRALPIERCE:
  4675. case CG_ARROWVULCAN:
  4676. case HW_MAGICCRASHER:
  4677. case ITM_TOMAHAWK:
  4678. case CH_CHAINCRUSH:
  4679. case CH_TIGERFIST:
  4680. case PA_SHIELDCHAIN: // Shield Chain
  4681. case PA_SACRIFICE:
  4682. case WS_CARTTERMINATION: // Cart Termination
  4683. case AS_VENOMKNIFE:
  4684. case HT_PHANTASMIC:
  4685. case TK_DOWNKICK:
  4686. case TK_COUNTER:
  4687. case GS_CHAINACTION:
  4688. case GS_TRIPLEACTION:
  4689. #ifndef RENEWAL
  4690. case GS_MAGICALBULLET:
  4691. #endif
  4692. case GS_TRACKING:
  4693. case GS_PIERCINGSHOT:
  4694. case GS_RAPIDSHOWER:
  4695. case GS_DUST:
  4696. case GS_DISARM: // Added disarm. [Reddozen]
  4697. case GS_FULLBUSTER:
  4698. case NJ_SYURIKEN:
  4699. case NJ_KUNAI:
  4700. case ASC_BREAKER:
  4701. case HFLI_MOON: //[orn]
  4702. case HFLI_SBR44: //[orn]
  4703. case NPC_BLEEDING:
  4704. case NPC_BLEEDING2:
  4705. case NPC_CRITICALWOUND:
  4706. case NPC_HELLPOWER:
  4707. case RK_SONICWAVE:
  4708. case AB_DUPLELIGHT_MELEE:
  4709. case RA_AIMEDBOLT:
  4710. case NC_BOOSTKNUCKLE:
  4711. case NC_PILEBUNKER:
  4712. case NC_AXEBOOMERANG:
  4713. case NC_POWERSWING:
  4714. case NPC_MAGMA_ERUPTION:
  4715. case NC_MAGMA_ERUPTION:
  4716. case GC_WEAPONCRUSH:
  4717. case GC_VENOMPRESSURE:
  4718. case SC_TRIANGLESHOT:
  4719. case SC_FEINTBOMB:
  4720. case LG_BANISHINGPOINT:
  4721. case LG_SHIELDPRESS:
  4722. case LG_RAGEBURST:
  4723. case LG_HESPERUSLIT:
  4724. case SR_DRAGONCOMBO:
  4725. case SR_FALLENEMPIRE:
  4726. case SR_CRESCENTELBOW_AUTOSPELL:
  4727. case SR_GATEOFHELL:
  4728. case SR_GENTLETOUCH_QUIET:
  4729. case WM_SEVERE_RAINSTORM_MELEE:
  4730. case WM_GREAT_ECHO:
  4731. case GN_SLINGITEM_RANGEMELEEATK:
  4732. case KO_SETSUDAN:
  4733. case RL_MASS_SPIRAL:
  4734. case RL_BANISHING_BUSTER:
  4735. case RL_SLUGSHOT:
  4736. case RL_AM_BLAST:
  4737. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4738. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4739. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4740. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4741. case ABC_CHAIN_REACTION_SHOT_ATK:
  4742. case ABR_BATTLE_BUSTER:
  4743. case ABR_DUAL_CANNON_FIRE:
  4744. case ABR_INFINITY_BUSTER:
  4745. case MT_TRIPLE_LASER:
  4746. case NW_MISSION_BOMBARD:
  4747. case NW_HASTY_FIRE_IN_THE_HOLE:
  4748. case NW_BASIC_GRENADE:
  4749. case NW_WILD_FIRE:
  4750. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4751. break;
  4752. case DK_DRAGONIC_AURA:
  4753. case DK_STORMSLASH:
  4754. case CD_EFFLIGO:
  4755. case ABC_FRENZY_SHOT:
  4756. case WH_HAWKRUSH:
  4757. case WH_HAWKBOOMERANG:
  4758. case TR_ROSEBLOSSOM:
  4759. case TR_RHYTHMSHOOTING:
  4760. case HN_MEGA_SONIC_BLOW:
  4761. case HN_SPIRAL_PIERCE_MAX:
  4762. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4763. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4764. if (skill_id == DK_DRAGONIC_AURA)
  4765. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4766. break;
  4767. case SHC_ETERNAL_SLASH:
  4768. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4769. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4770. else
  4771. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4772. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4773. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4774. break;
  4775. case SHC_SHADOW_STAB:
  4776. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4777. flag |= SKILL_ALTDMG_FLAG;
  4778. status_change_end(src, SC_CLOAKING);
  4779. status_change_end(src, SC_CLOAKINGEXCEED);
  4780. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4781. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4782. break;
  4783. case WH_CRESCIVE_BOLT:
  4784. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4785. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4786. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4787. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4788. else
  4789. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4790. break;
  4791. case ABC_UNLUCKY_RUSH:
  4792. // Jump to the target before attacking.
  4793. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4794. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4795. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4796. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4797. break;
  4798. case MO_TRIPLEATTACK:
  4799. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4800. break;
  4801. case LK_HEADCRUSH:
  4802. if (status_get_class_(bl) == CLASS_BOSS) {
  4803. if (sd)
  4804. clif_skill_fail( *sd, skill_id );
  4805. break;
  4806. }
  4807. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4808. break;
  4809. case LK_JOINTBEAT:
  4810. flag = 1 << rnd() % 6;
  4811. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4812. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4813. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4814. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4815. break;
  4816. case MO_COMBOFINISH:
  4817. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4818. { //Becomes a splash attack when Soul Linked.
  4819. map_foreachinshootrange(skill_area_sub, bl,
  4820. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4821. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4822. skill_castend_damage_id);
  4823. } else
  4824. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4825. break;
  4826. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4828. skill_area_temp[1] = 0;
  4829. map_foreachinshootrange(skill_attack_area, src,
  4830. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4831. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4832. break;
  4833. case KN_CHARGEATK:
  4834. {
  4835. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4836. #ifdef RENEWAL
  4837. int dist = skill_get_blewcount(skill_id, skill_lv);
  4838. #else
  4839. unsigned int dist = distance_bl(src, bl);
  4840. #endif
  4841. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4842. // teleport to target (if not on WoE grounds)
  4843. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4844. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4845. // cause damage and knockback if the path to target was a straight one
  4846. if (path) {
  4847. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4848. #ifdef RENEWAL
  4849. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4850. dist += 2; // Knockback is 4 on PvP maps
  4851. #endif
  4852. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4853. }
  4854. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4855. // make the caster look in the direction of the target
  4856. unit_setdir(src, (dir+4)%8);
  4857. }
  4858. }
  4859. break;
  4860. case NC_FLAMELAUNCHER:
  4861. skill_area_temp[1] = bl->id;
  4862. if (battle_config.skill_eightpath_algorithm) {
  4863. //Use official AoE algorithm
  4864. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4865. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4866. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4867. } else {
  4868. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4869. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4870. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4871. }
  4872. break;
  4873. #ifndef RENEWAL
  4874. case SN_SHARPSHOOTING:
  4875. flag |= 2; // Flag for specific mob damage formula
  4876. [[fallthrough]];
  4877. #endif
  4878. case MA_SHARPSHOOTING:
  4879. case NJ_KAMAITACHI:
  4880. case NPC_DARKPIERCING:
  4881. case NPC_ACIDBREATH:
  4882. case NPC_DARKNESSBREATH:
  4883. case NPC_FIREBREATH:
  4884. case NPC_ICEBREATH:
  4885. case NPC_ICEBREATH2:
  4886. case NPC_THUNDERBREATH:
  4887. case AG_STORM_CANNON:
  4888. case AG_CRIMSON_ARROW:
  4889. skill_area_temp[1] = bl->id;
  4890. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4891. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4892. if (battle_config.skill_eightpath_algorithm) {
  4893. //Use official AoE algorithm
  4894. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4895. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4896. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4897. #ifndef RENEWAL
  4898. if (skill_id == SN_SHARPSHOOTING)
  4899. flag &= ~2; // Only targets in the splash area are affected
  4900. #endif
  4901. //These skills hit at least the target if the AoE doesn't hit
  4902. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4903. }
  4904. } else {
  4905. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4906. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4907. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4908. }
  4909. if (skill_id == AG_CRIMSON_ARROW)
  4910. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4911. break;
  4912. case MO_INVESTIGATE:
  4913. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4914. status_change_end(src, SC_BLADESTOP);
  4915. break;
  4916. case RG_BACKSTAP:
  4917. {
  4918. if (!check_distance_bl(src, bl, 0)) {
  4919. #ifdef RENEWAL
  4920. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4921. short x, y;
  4922. if (dir > 0 && dir < 4)
  4923. x = -1;
  4924. else if (dir > 4)
  4925. x = 1;
  4926. else
  4927. x = 0;
  4928. if (dir > 2 && dir < 6)
  4929. y = -1;
  4930. else if (dir == 7 || dir < 2)
  4931. y = 1;
  4932. else
  4933. y = 0;
  4934. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4935. #else
  4936. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4937. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4938. #endif
  4939. status_change_end(src, SC_HIDING);
  4940. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4941. unit_setdir(bl,dir);
  4942. #ifdef RENEWAL
  4943. clif_blown(src);
  4944. #endif
  4945. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4946. }
  4947. else if (sd)
  4948. clif_skill_fail( *sd, skill_id );
  4949. }
  4950. }
  4951. break;
  4952. case MO_FINGEROFFENSIVE:
  4953. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4954. if (battle_config.finger_offensive_type && sd) {
  4955. for (int i = 1; i < sd->spiritball_old; i++)
  4956. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4957. }
  4958. status_change_end(src, SC_BLADESTOP);
  4959. break;
  4960. case MO_CHAINCOMBO:
  4961. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4962. status_change_end(src, SC_BLADESTOP);
  4963. break;
  4964. #ifndef RENEWAL
  4965. case NJ_ISSEN:
  4966. #endif
  4967. case MO_EXTREMITYFIST:
  4968. {
  4969. struct block_list *mbl = bl; // For NJ_ISSEN
  4970. short x, y, i = 2; // Move 2 cells (From target)
  4971. short dir = map_calc_dir(src,bl->x,bl->y);
  4972. #ifdef RENEWAL
  4973. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4974. flag |= 1; // Give +100% damage increase
  4975. #endif
  4976. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4977. if (skill_id == MO_EXTREMITYFIST) {
  4978. status_set_sp(src, 0, 0);
  4979. sc_start(src, src, SC_EXTREMITYFIST, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4980. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4981. status_change_end(src, SC_BLADESTOP);
  4982. } else {
  4983. status_set_hp(src, 1, 0);
  4984. status_change_end(src, SC_NEN);
  4985. status_change_end(src, SC_HIDING);
  4986. }
  4987. if (skill_id == MO_EXTREMITYFIST) {
  4988. mbl = src; // For MO_EXTREMITYFIST
  4989. i = 3; // Move 3 cells (From caster)
  4990. }
  4991. if (dir > 0 && dir < 4)
  4992. x = -i;
  4993. else if (dir > 4)
  4994. x = i;
  4995. else
  4996. x = 0;
  4997. if (dir > 2 && dir < 6)
  4998. y = -i;
  4999. else if (dir == 7 || dir < 2)
  5000. y = i;
  5001. else
  5002. y = 0;
  5003. // Ashura Strike still has slide effect in GVG
  5004. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5005. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5006. clif_blown(src);
  5007. clif_spiritball(src);
  5008. }
  5009. }
  5010. break;
  5011. case HT_POWER:
  5012. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5013. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5014. break;
  5015. case SU_PICKYPECK:
  5016. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5017. [[fallthrough]];
  5018. case SU_BITE:
  5019. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5020. break;
  5021. case SU_SVG_SPIRIT:
  5022. skill_area_temp[1] = bl->id;
  5023. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5024. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5025. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5026. break;
  5027. //Splash attack skills.
  5028. case AS_GRIMTOOTH:
  5029. case MC_CARTREVOLUTION:
  5030. case NPC_SPLASHATTACK:
  5031. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5032. [[fallthrough]];
  5033. case AS_SPLASHER:
  5034. case HT_BLITZBEAT:
  5035. case AC_SHOWER:
  5036. case MA_SHOWER:
  5037. case MG_NAPALMBEAT:
  5038. case MG_FIREBALL:
  5039. case RG_RAID:
  5040. #ifdef RENEWAL
  5041. case SN_SHARPSHOOTING:
  5042. #endif
  5043. case HW_NAPALMVULCAN:
  5044. case NJ_HUUMA:
  5045. case ASC_METEORASSAULT:
  5046. case GS_SPREADATTACK:
  5047. case NPC_PULSESTRIKE:
  5048. case NPC_PULSESTRIKE2:
  5049. case NPC_HELLJUDGEMENT:
  5050. case NPC_HELLJUDGEMENT2:
  5051. case NPC_VAMPIRE_GIFT:
  5052. case NPC_MAXPAIN_ATK:
  5053. case NPC_JACKFROST:
  5054. case NPC_REVERBERATION_ATK:
  5055. case NPC_ARROWSTORM:
  5056. case NPC_KILLING_AURA:
  5057. case NPC_IGNITIONBREAK:
  5058. case RK_IGNITIONBREAK:
  5059. case RK_HUNDREDSPEAR:
  5060. case AB_JUDEX:
  5061. case AB_ADORAMUS:
  5062. case WL_SOULEXPANSION:
  5063. case WL_CRIMSONROCK:
  5064. case WL_JACKFROST:
  5065. case RA_ARROWSTORM:
  5066. case RA_WUGDASH:
  5067. case NC_VULCANARM:
  5068. case NC_COLDSLOWER:
  5069. case NC_SELFDESTRUCTION:
  5070. case NC_AXETORNADO:
  5071. case GC_ROLLINGCUTTER:
  5072. case GC_COUNTERSLASH:
  5073. case LG_CANNONSPEAR:
  5074. case LG_OVERBRAND:
  5075. case LG_MOONSLASHER:
  5076. case LG_RAYOFGENESIS:
  5077. case NPC_RAYOFGENESIS:
  5078. case LG_EARTHDRIVE:
  5079. case SR_RAMPAGEBLASTER:
  5080. case SR_SKYNETBLOW:
  5081. case SR_WINDMILL:
  5082. case SR_RIDEINLIGHTNING:
  5083. case SO_VARETYR_SPEAR:
  5084. case SO_POISON_BUSTER:
  5085. case GN_CART_TORNADO:
  5086. case GN_CARTCANNON:
  5087. case GN_SPORE_EXPLOSION:
  5088. case GN_DEMONIC_FIRE:
  5089. case GN_FIRE_EXPANSION_ACID:
  5090. case GN_HELLS_PLANT_ATK:
  5091. case KO_HAPPOKUNAI:
  5092. case KO_HUUMARANKA:
  5093. case KO_MUCHANAGE:
  5094. case KO_BAKURETSU:
  5095. case GN_ILLUSIONDOPING:
  5096. case RL_FIREDANCE:
  5097. case RL_S_STORM:
  5098. case RL_R_TRIP:
  5099. case MH_XENO_SLASHER:
  5100. case MH_HEILIGE_PFERD:
  5101. case MH_THE_ONE_FIGHTER_RISES:
  5102. case NC_ARMSCANNON:
  5103. case SU_SCRATCH:
  5104. case SU_LUNATICCARROTBEAT:
  5105. case SU_LUNATICCARROTBEAT2:
  5106. case SJ_FULLMOONKICK:
  5107. case SJ_NEWMOONKICK:
  5108. case SJ_SOLARBURST:
  5109. case SJ_PROMINENCEKICK:
  5110. case SJ_STAREMPEROR:
  5111. case SJ_FALLINGSTAR_ATK2:
  5112. case SP_CURSEEXPLOSION:
  5113. case SP_SHA:
  5114. case SP_SWHOO:
  5115. case DK_SERVANTWEAPON_ATK:
  5116. case DK_SERVANT_W_PHANTOM:
  5117. case DK_SERVANT_W_DEMOL:
  5118. case DK_MADNESS_CRUSHER:
  5119. case DK_HACKANDSLASHER:
  5120. case DK_DRAGONIC_BREATH:
  5121. case AG_CRIMSON_ARROW_ATK:
  5122. case AG_DESTRUCTIVE_HURRICANE:
  5123. case AG_SOUL_VC_STRIKE:
  5124. case AG_CRYSTAL_IMPACT:
  5125. case AG_CRYSTAL_IMPACT_ATK:
  5126. case AG_ROCK_DOWN:
  5127. case AG_FROZEN_SLASH:
  5128. case IQ_OLEUM_SANCTUM:
  5129. case IQ_MASSIVE_F_BLASTER:
  5130. case IQ_EXPOSION_BLASTER:
  5131. case IQ_FIRST_BRAND:
  5132. case IQ_SECOND_FLAME:
  5133. case IQ_SECOND_FAITH:
  5134. case IQ_SECOND_JUDGEMENT:
  5135. case IQ_THIRD_PUNISH:
  5136. case IQ_THIRD_FLAME_BOMB:
  5137. case IQ_THIRD_CONSECRATION:
  5138. case IG_OVERSLASH:
  5139. case CD_ARBITRIUM_ATK:
  5140. case CD_PETITIO:
  5141. case CD_FRAMEN:
  5142. case SHC_DANCING_KNIFE:
  5143. case SHC_SAVAGE_IMPACT:
  5144. case SHC_IMPACT_CRATER:
  5145. case SHC_FATAL_SHADOW_CROW:
  5146. case MT_AXE_STOMP:
  5147. case MT_MIGHTY_SMASH:
  5148. case MT_RUSH_QUAKE:
  5149. case MT_A_MACHINE:
  5150. case MT_SPARK_BLASTER:
  5151. case ABC_ABYSS_DAGGER:
  5152. case ABC_CHAIN_REACTION_SHOT:
  5153. case ABC_DEFT_STAB:
  5154. case WH_GALESTORM:
  5155. case BO_ACIDIFIED_ZONE_WATER:
  5156. case BO_ACIDIFIED_ZONE_GROUND:
  5157. case BO_ACIDIFIED_ZONE_WIND:
  5158. case BO_ACIDIFIED_ZONE_FIRE:
  5159. case TR_ROSEBLOSSOM_ATK:
  5160. case ABC_FROM_THE_ABYSS_ATK:
  5161. case EM_ELEMENTAL_BUSTER_FIRE:
  5162. case EM_ELEMENTAL_BUSTER_WATER:
  5163. case EM_ELEMENTAL_BUSTER_WIND:
  5164. case EM_ELEMENTAL_BUSTER_GROUND:
  5165. case EM_ELEMENTAL_BUSTER_POISON:
  5166. case EM_EL_FLAMEROCK:
  5167. case EM_EL_AGE_OF_ICE:
  5168. case EM_EL_STORM_WIND:
  5169. case EM_EL_AVALANCHE:
  5170. case EM_EL_DEADLY_POISON:
  5171. case BO_EXPLOSIVE_POWDER:
  5172. case BO_MAYHEMIC_THORNS:
  5173. case NPC_WIDECRITICALWOUND:
  5174. case IG_SHIELD_SHOOTING:
  5175. case TR_METALIC_FURY:
  5176. case IG_GRAND_JUDGEMENT:
  5177. case HN_JUPITEL_THUNDER_STORM:
  5178. if( flag&1 ) {//Recursive invocation
  5179. int sflag = skill_area_temp[0] & 0xFFF;
  5180. int heal = 0;
  5181. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5182. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5183. break; // Under Hovering characters are immune to select trap and ground target skills.
  5184. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5185. break; // No damage should happen if the target is on Land Protector
  5186. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5187. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5188. break;
  5189. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5190. if (skill_id == ABC_DEFT_STAB && flag&2)
  5191. sflag |= 2;
  5192. if( flag&SD_LEVEL )
  5193. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5194. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5195. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5196. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5197. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5198. break;
  5199. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5200. switch (skill_id) {
  5201. case NPC_VAMPIRE_GIFT:
  5202. if (heal > 0) {
  5203. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5204. status_heal(src, heal, 0, 0);
  5205. }
  5206. break;
  5207. #ifdef RENEWAL
  5208. case SN_SHARPSHOOTING:
  5209. status_change_end(src, SC_CAMOUFLAGE);
  5210. break;
  5211. #endif
  5212. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5213. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5214. break;
  5215. }
  5216. } else {
  5217. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5218. skill_area_temp[0] = 0;
  5219. skill_area_temp[1] = bl->id;
  5220. skill_area_temp[2] = 0;
  5221. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5222. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5223. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5224. break;
  5225. }
  5226. if (skill_id == SP_SWHOO)
  5227. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5228. switch ( skill_id ) {
  5229. case LG_EARTHDRIVE:
  5230. case GN_CARTCANNON:
  5231. case SU_SCRATCH:
  5232. case BO_MAYHEMIC_THORNS:
  5233. case DK_DRAGONIC_BREATH:
  5234. case DK_HACKANDSLASHER:
  5235. case MT_SPARK_BLASTER:
  5236. case HN_JUPITEL_THUNDER_STORM:
  5237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5238. break;
  5239. #ifdef RENEWAL
  5240. case NJ_HUUMA:
  5241. #endif
  5242. case LG_MOONSLASHER:
  5243. case MH_XENO_SLASHER:
  5244. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5245. break;
  5246. case NPC_REVERBERATION_ATK:
  5247. case NC_ARMSCANNON:
  5248. skill_area_temp[1] = 0;
  5249. starget = splash_target(src);
  5250. break;
  5251. case WL_CRIMSONROCK:
  5252. skill_area_temp[4] = bl->x;
  5253. skill_area_temp[5] = bl->y;
  5254. break;
  5255. case SU_LUNATICCARROTBEAT:
  5256. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5257. skill_id = SU_LUNATICCARROTBEAT2;
  5258. break;
  5259. case DK_SERVANT_W_PHANTOM:
  5260. // Jump to the target before attacking.
  5261. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5262. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5264. break;
  5265. case SHC_SAVAGE_IMPACT: {
  5266. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5267. skill_area_temp[0] = 2;
  5268. status_change_end( src, SC_CLOAKINGEXCEED );
  5269. }
  5270. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5271. if (bl->x != src->x || bl->y != src->y)
  5272. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5273. // Move the player 1 cell near the target, between the target and the player
  5274. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5275. clif_blown(src);
  5276. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5277. break;
  5278. }
  5279. case SHC_FATAL_SHADOW_CROW: {
  5280. uint8 dir = DIR_NORTHEAST;
  5281. if (bl->x != src->x || bl->y != src->y)
  5282. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5283. // Move the player 1 cell near the target, between the target and the player
  5284. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5285. clif_blown(src);
  5286. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5287. break;
  5288. }
  5289. case AG_CRYSTAL_IMPACT_ATK:
  5290. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5291. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5292. break;
  5293. case AG_ROCK_DOWN:
  5294. case IQ_FIRST_BRAND:
  5295. case IQ_SECOND_FLAME:
  5296. case IQ_SECOND_FAITH:
  5297. case IQ_SECOND_JUDGEMENT:
  5298. case CD_PETITIO:
  5299. case CD_FRAMEN:
  5300. case ABC_DEFT_STAB:
  5301. case EM_EL_FLAMEROCK:
  5302. case EM_EL_AGE_OF_ICE:
  5303. case EM_EL_STORM_WIND:
  5304. case EM_EL_AVALANCHE:
  5305. case EM_EL_DEADLY_POISON:
  5306. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5307. break;
  5308. case ABC_CHAIN_REACTION_SHOT:
  5309. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5310. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5311. break;
  5312. case IQ_THIRD_PUNISH:
  5313. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5314. if (sd) {
  5315. uint8 limit = 5;
  5316. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5317. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5318. for (uint8 i = 0; i < limit; i++)
  5319. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5320. }
  5321. break;
  5322. case IQ_THIRD_FLAME_BOMB:
  5323. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5324. if (sd && sd->spiritball / 5 > 1)
  5325. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5326. break;
  5327. case IQ_THIRD_CONSECRATION:
  5328. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5329. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5330. break;
  5331. case IG_OVERSLASH:
  5332. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5333. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5334. break;
  5335. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5336. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5337. status_heal(src, 0, 0, 10, 0);
  5338. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5339. break;
  5340. case BO_ACIDIFIED_ZONE_WATER:
  5341. case BO_ACIDIFIED_ZONE_GROUND:
  5342. case BO_ACIDIFIED_ZONE_WIND:
  5343. case BO_ACIDIFIED_ZONE_FIRE:
  5344. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5345. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5346. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5347. break;
  5348. case MT_RUSH_QUAKE:
  5349. // Jump to the target before attacking.
  5350. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5351. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5352. }
  5353. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5354. clif_blown( src );
  5355. // TODO: does this buff start before or after dealing damage? [Muh]
  5356. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5357. break;
  5358. case IG_SHIELD_SHOOTING:
  5359. case IG_GRAND_JUDGEMENT:
  5360. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5361. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5362. break;
  5363. }
  5364. // if skill damage should be split among targets, count them
  5365. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5366. //special case: Venom Splasher uses a different range for searching than for splashing
  5367. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5368. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5369. // recursive invocation of skill_castend_damage_id() with flag|1
  5370. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5371. if (skill_id == RA_ARROWSTORM)
  5372. status_change_end(src, SC_CAMOUFLAGE);
  5373. if( skill_id == AS_SPLASHER ) {
  5374. map_freeblock_unlock(); // Don't consume a second gemstone.
  5375. return 0;
  5376. }
  5377. }
  5378. break;
  5379. case NW_THE_VIGILANTE_AT_NIGHT:
  5380. if (flag & 1)
  5381. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5382. break;
  5383. case NW_SPIRAL_SHOOTING:
  5384. if (flag & 1) {
  5385. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5386. } else {
  5387. int splash = skill_get_splash(skill_id, skill_lv);
  5388. if (sd && sd->weapontype1 == W_GRENADE)
  5389. splash += 2;
  5390. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5391. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5392. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5393. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5394. }
  5395. break;
  5396. //Place units around target
  5397. case NJ_BAKUENRYU:
  5398. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5399. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5400. break;
  5401. case SM_MAGNUM:
  5402. case MS_MAGNUM:
  5403. if( flag&1 ) {
  5404. // For players, damage depends on distance, so add it to flag if it is > 1
  5405. // Cannot hit hidden targets
  5406. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5407. }
  5408. break;
  5409. #ifdef RENEWAL
  5410. case KN_BRANDISHSPEAR:
  5411. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5412. break;
  5413. #else
  5414. case KN_BRANDISHSPEAR:
  5415. #endif
  5416. case ML_BRANDISH:
  5417. //Coded apart for it needs the flag passed to the damage calculation.
  5418. if (skill_area_temp[1] != bl->id)
  5419. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5420. else
  5421. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5422. break;
  5423. #ifdef RENEWAL
  5424. case KN_BOWLINGBASH:
  5425. if (flag & 1) {
  5426. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5427. } else {
  5428. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5429. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5430. }
  5431. break;
  5432. #else
  5433. case KN_BOWLINGBASH:
  5434. #endif
  5435. case MS_BOWLINGBASH:
  5436. {
  5437. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5438. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5439. c = (skill_lv-(flag&0xFFF)+1)/2;
  5440. // Determine the Bowling Bash area depending on configuration
  5441. if (battle_config.bowling_bash_area == 0) {
  5442. // Gutter line system
  5443. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5444. if(min_x < 0) min_x = 0;
  5445. max_x = min_x + 39;
  5446. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5447. if(min_y < 0) min_y = 0;
  5448. max_y = min_y + 39;
  5449. } else if (battle_config.bowling_bash_area == 1) {
  5450. // Gutter line system without demi gutter bug
  5451. min_x = src->x - (src->x)%40;
  5452. max_x = min_x + 39;
  5453. min_y = src->y - (src->y)%40;
  5454. max_y = min_y + 39;
  5455. } else {
  5456. // Area around caster
  5457. min_x = src->x - battle_config.bowling_bash_area;
  5458. max_x = src->x + battle_config.bowling_bash_area;
  5459. min_y = src->y - battle_config.bowling_bash_area;
  5460. max_y = src->y + battle_config.bowling_bash_area;
  5461. }
  5462. // Initialization, break checks, direction
  5463. if((flag&0xFFF) > 0) {
  5464. // Ignore monsters outside area
  5465. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5466. break;
  5467. // Ignore monsters already in list
  5468. if(idb_exists(bowling_db, bl->id))
  5469. break;
  5470. // Random direction
  5471. dir = rnd()%8;
  5472. } else {
  5473. // Create an empty list of already hit targets
  5474. db_clear(bowling_db);
  5475. // Direction is walkpath
  5476. dir = (unit_getdir(src)+4)%8;
  5477. }
  5478. // Add current target to the list of already hit targets
  5479. idb_put(bowling_db, bl->id, bl);
  5480. // Keep moving target in direction square by square
  5481. tx = bl->x;
  5482. ty = bl->y;
  5483. for(i=0;i<c;i++) {
  5484. // Target coordinates (get changed even if knockback fails)
  5485. tx -= dirx[dir];
  5486. ty -= diry[dir];
  5487. // If target cell is a wall then break
  5488. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5489. break;
  5490. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5491. int count;
  5492. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5493. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5494. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5495. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5496. // Recursive call
  5497. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5498. // Self-collision
  5499. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5500. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5501. break;
  5502. }
  5503. }
  5504. // Original hit or chain hit depending on flag
  5505. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5506. }
  5507. break;
  5508. case KN_SPEARSTAB:
  5509. if(flag&1) {
  5510. if (bl->id==skill_area_temp[1])
  5511. break;
  5512. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5513. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5514. } else {
  5515. int x=bl->x,y=bl->y,i,dir;
  5516. dir = map_calc_dir(bl,src->x,src->y);
  5517. skill_area_temp[1] = bl->id;
  5518. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5519. // all the enemies between the caster and the target are hit, as well as the target
  5520. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5521. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5522. for (i=0;i<4;i++) {
  5523. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5524. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5525. x += dirx[dir];
  5526. y += diry[dir];
  5527. }
  5528. }
  5529. break;
  5530. case TK_TURNKICK:
  5531. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5532. {
  5533. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5534. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5535. map_foreachinallrange(skill_area_sub,bl,
  5536. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5537. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5538. skill_castend_nodamage_id);
  5539. }
  5540. break;
  5541. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5542. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5543. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5544. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5545. break;
  5546. case PR_TURNUNDEAD:
  5547. case ALL_RESURRECTION:
  5548. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5549. break;
  5550. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5551. break;
  5552. case AL_HOLYLIGHT:
  5553. status_change_end(bl, SC_P_ALTER);
  5554. [[fallthrough]];
  5555. case MG_SOULSTRIKE:
  5556. case NPC_DARKSTRIKE:
  5557. case MG_COLDBOLT:
  5558. case MG_FIREBOLT:
  5559. case MG_LIGHTNINGBOLT:
  5560. case WZ_EARTHSPIKE:
  5561. case AL_HEAL:
  5562. case NPC_DARKTHUNDER:
  5563. case NPC_FIRESTORM:
  5564. case PR_ASPERSIO:
  5565. case MG_FROSTDIVER:
  5566. case WZ_SIGHTBLASTER:
  5567. case WZ_SIGHTRASHER:
  5568. #ifdef RENEWAL
  5569. case PA_PRESSURE:
  5570. #endif
  5571. case NJ_KOUENKA:
  5572. case NJ_HYOUSENSOU:
  5573. case NJ_HUUJIN:
  5574. case AB_HIGHNESSHEAL:
  5575. case AB_DUPLELIGHT_MAGIC:
  5576. case WM_METALICSOUND:
  5577. case KO_KAIHOU:
  5578. case MH_ERASER_CUTTER:
  5579. case AG_ASTRAL_STRIKE:
  5580. case AG_ASTRAL_STRIKE_ATK:
  5581. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5582. case CD_ARBITRIUM:
  5583. case HN_METEOR_STORM_BUSTER:
  5584. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5585. break;
  5586. case IG_JUDGEMENT_CROSS:
  5587. case TR_SOUNDBLEND:
  5588. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5589. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5590. break;
  5591. case AG_DEADLY_PROJECTION:
  5592. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5593. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5594. break;
  5595. case NPC_MAGICALATTACK:
  5596. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5597. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5598. break;
  5599. case HVAN_CAPRICE: //[blackhole89]
  5600. {
  5601. int ran=rnd()%4;
  5602. int sid = 0;
  5603. switch(ran)
  5604. {
  5605. case 0: sid=MG_COLDBOLT; break;
  5606. case 1: sid=MG_FIREBOLT; break;
  5607. case 2: sid=MG_LIGHTNINGBOLT; break;
  5608. case 3: sid=WZ_EARTHSPIKE; break;
  5609. }
  5610. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5611. }
  5612. break;
  5613. case WZ_WATERBALL:
  5614. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5615. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5616. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5617. break;
  5618. case WZ_JUPITEL:
  5619. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5620. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5621. break;
  5622. case PR_BENEDICTIO:
  5623. //Should attack undead and demons. [Skotlex]
  5624. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5625. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5626. break;
  5627. case SJ_NOVAEXPLOSING:
  5628. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5629. // We can end Dimension here since the cooldown code is processed before this point.
  5630. if (sc && sc->getSCE(SC_DIMENSION))
  5631. status_change_end(src, SC_DIMENSION);
  5632. else // Dimension not active? Activate the 2 second skill block penalty.
  5633. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5634. break;
  5635. case SP_SOULEXPLOSION:
  5636. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5637. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5638. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5639. if (sd)
  5640. clif_skill_fail( *sd, skill_id );
  5641. break;
  5642. }
  5643. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5644. break;
  5645. case SL_SMA:
  5646. status_change_end(src, SC_SMA);
  5647. [[fallthrough]];
  5648. case SL_STIN:
  5649. case SL_STUN:
  5650. case SP_SPA:
  5651. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5652. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5653. clif_skill_fail( *sd, skill_id );
  5654. break;
  5655. }
  5656. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5657. break;
  5658. case NPC_DARKBREATH:
  5659. clif_emotion(src,ET_ANGER);
  5660. if (rnd() % 2 == 0)
  5661. break; // 50% chance
  5662. [[fallthrough]];
  5663. case SN_FALCONASSAULT:
  5664. #ifndef RENEWAL
  5665. case PA_PRESSURE:
  5666. case CR_ACIDDEMONSTRATION:
  5667. #endif
  5668. case TF_THROWSTONE:
  5669. case NPC_SMOKING:
  5670. case GS_FLING:
  5671. case NJ_ZENYNAGE:
  5672. case GN_THORNS_TRAP:
  5673. case RL_B_TRAP:
  5674. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5675. break;
  5676. #ifdef RENEWAL
  5677. case NJ_ISSEN: {
  5678. short x, y;
  5679. short dir = map_calc_dir(src, bl->x, bl->y);
  5680. // Move 2 cells (From target)
  5681. if (dir > 0 && dir < 4)
  5682. x = -2;
  5683. else if (dir > 4)
  5684. x = 2;
  5685. else
  5686. x = 0;
  5687. if (dir > 2 && dir < 6)
  5688. y = -2;
  5689. else if (dir == 7 || dir < 2)
  5690. y = 2;
  5691. else
  5692. y = 0;
  5693. // Doesn't have slide effect in GVG
  5694. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5695. clif_blown(src);
  5696. clif_spiritball(src);
  5697. }
  5698. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5699. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5700. status_change_end(src, SC_NEN);
  5701. status_change_end(src, SC_HIDING);
  5702. }
  5703. break;
  5704. #endif
  5705. case RK_DRAGONBREATH_WATER:
  5706. case RK_DRAGONBREATH:
  5707. case NPC_DRAGONBREATH:
  5708. if( tsc && tsc->getSCE(SC_HIDING) )
  5709. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5710. else {
  5711. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5712. }
  5713. break;
  5714. case NPC_SELFDESTRUCTION:
  5715. if( tsc && tsc->getSCE(SC_HIDING) )
  5716. break;
  5717. [[fallthrough]];
  5718. case HVAN_EXPLOSION:
  5719. if (src != bl)
  5720. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5721. break;
  5722. // Celest
  5723. case PF_SOULBURN:
  5724. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5725. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5726. if (skill_lv == 5)
  5727. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5728. status_percent_damage(src, bl, 0, 100, false);
  5729. } else {
  5730. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5731. if (skill_lv == 5)
  5732. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5733. status_percent_damage(src, src, 0, 100, false);
  5734. }
  5735. break;
  5736. case NPC_BLOODDRAIN:
  5737. case NPC_ENERGYDRAIN:
  5738. {
  5739. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5740. src, src, bl, skill_id, skill_lv, tick, flag);
  5741. if (heal > 0){
  5742. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5743. status_heal(src, heal, 0, 0);
  5744. }
  5745. }
  5746. break;
  5747. case GS_BULLSEYE:
  5748. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5749. break;
  5750. case NJ_KASUMIKIRI:
  5751. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5752. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5753. break;
  5754. case NJ_KIRIKAGE:
  5755. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5756. { //You don't move on GVG grounds.
  5757. short x, y;
  5758. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5759. if (unit_movepos(src, x, y, 0, 0)) {
  5760. clif_blown(src);
  5761. }
  5762. }
  5763. status_change_end(src, SC_HIDING);
  5764. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5765. break;
  5766. case RK_PHANTOMTHRUST:
  5767. case NPC_PHANTOMTHRUST:
  5768. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5769. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5770. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5771. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5772. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5773. break;
  5774. case RK_WINDCUTTER:
  5775. case RK_STORMBLAST:
  5776. if( flag&1 )
  5777. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5778. else {
  5779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5780. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5781. }
  5782. break;
  5783. case GC_DARKILLUSION:
  5784. {
  5785. short x, y;
  5786. short dir = map_calc_dir(src,bl->x,bl->y);
  5787. if( dir > 0 && dir < 4) x = 2;
  5788. else if( dir > 4 ) x = -2;
  5789. else x = 0;
  5790. if( dir > 2 && dir < 6 ) y = 2;
  5791. else if( dir == 7 || dir < 2 ) y = -2;
  5792. else y = 0;
  5793. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5794. clif_blown(src);
  5795. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5796. if( rnd()%100 < 4 * skill_lv )
  5797. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5798. }
  5799. }
  5800. break;
  5801. case GC_CROSSRIPPERSLASHER:
  5802. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5803. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  5804. else
  5805. {
  5806. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5807. }
  5808. break;
  5809. case GC_CROSSIMPACT: {
  5810. uint8 dir = DIR_NORTHEAST;
  5811. if (bl->x != src->x || bl->y != src->y)
  5812. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5813. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5814. clif_blown(src);
  5815. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5816. } else {
  5817. if (sd)
  5818. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5819. }
  5820. break;
  5821. }
  5822. case GC_PHANTOMMENACE:
  5823. if (flag&1) { // Only Hits Invisible Targets
  5824. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5825. status_change_end(bl, SC_CLOAKINGEXCEED);
  5826. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5827. }
  5828. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5829. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5830. }
  5831. break;
  5832. case GC_DARKCROW:
  5833. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5834. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5835. break;
  5836. case WL_DRAINLIFE:
  5837. {
  5838. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5839. int rate = 70 + 5 * skill_lv;
  5840. heal = heal * (5 + 5 * skill_lv) / 100;
  5841. if( bl->type == BL_SKILL )
  5842. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5843. if( heal && rnd()%100 < rate )
  5844. {
  5845. status_heal(src, heal, 0, 0);
  5846. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5847. }
  5848. }
  5849. break;
  5850. case WL_TETRAVORTEX_FIRE:
  5851. case WL_TETRAVORTEX_WATER:
  5852. case WL_TETRAVORTEX_WIND:
  5853. case WL_TETRAVORTEX_GROUND:
  5854. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5855. break;
  5856. case WL_TETRAVORTEX:
  5857. if (sd == nullptr) { // Monster usage
  5858. uint8 i = 0;
  5859. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5860. { WL_TETRAVORTEX_WIND, 4 },
  5861. { WL_TETRAVORTEX_WATER, 2 },
  5862. { WL_TETRAVORTEX_GROUND, 8 } };
  5863. for (const auto &skill : tetra_skills) {
  5864. if (skill_lv > 5) {
  5865. skill_area_temp[0] = i;
  5866. skill_area_temp[1] = skill[1];
  5867. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5868. } else
  5869. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5870. i++;
  5871. }
  5872. } else if (sc) { // No SC? No spheres
  5873. int i, k = 0;
  5874. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5875. status_change_end(src, SC_SPHERE_1);
  5876. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5877. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5878. continue;
  5879. uint16 subskill = 0;
  5880. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5881. case WLS_FIRE:
  5882. subskill = WL_TETRAVORTEX_FIRE;
  5883. k |= 1;
  5884. break;
  5885. case WLS_WIND:
  5886. subskill = WL_TETRAVORTEX_WIND;
  5887. k |= 4;
  5888. break;
  5889. case WLS_WATER:
  5890. subskill = WL_TETRAVORTEX_WATER;
  5891. k |= 2;
  5892. break;
  5893. case WLS_STONE:
  5894. subskill = WL_TETRAVORTEX_GROUND;
  5895. k |= 8;
  5896. break;
  5897. }
  5898. if (skill_lv > 5) {
  5899. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5900. skill_area_temp[1] = k;
  5901. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5902. } else
  5903. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5904. status_change_end(src, static_cast<sc_type>(i));
  5905. }
  5906. }
  5907. break;
  5908. case WL_RELEASE:
  5909. if (sc == nullptr)
  5910. break;
  5911. if (sd) {
  5912. int i;
  5913. #ifndef RENEWAL
  5914. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5915. #endif
  5916. if (skill_lv == 1) { // SpellBook
  5917. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5918. break;
  5919. bool found_spell = false;
  5920. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5921. if (sc->getSCE(i) != nullptr) {
  5922. found_spell = true;
  5923. break;
  5924. }
  5925. }
  5926. if (!found_spell)
  5927. break;
  5928. // Now extract the data from the preserved spell
  5929. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5930. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5931. uint16 point = sc->getSCE(i)->val3;
  5932. status_change_end(src, static_cast<sc_type>(i));
  5933. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5934. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5935. else // Last spell to be released
  5936. status_change_end(src, SC_FREEZE_SP);
  5937. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  5938. break;
  5939. // Get the requirement for the preserved skill
  5940. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5941. switch( skill_get_casttype(pres_skill_id) )
  5942. {
  5943. case CAST_GROUND:
  5944. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5945. break;
  5946. case CAST_NODAMAGE:
  5947. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5948. break;
  5949. case CAST_DAMAGE:
  5950. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5951. break;
  5952. }
  5953. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5954. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5955. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5956. if( cooldown > 0 )
  5957. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5958. } else { // Summoned Balls
  5959. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5960. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5961. continue;
  5962. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5963. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5964. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5965. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5966. }
  5967. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5968. }
  5969. }
  5970. break;
  5971. case WL_FROSTMISTY:
  5972. // Causes Freezing status through walls.
  5973. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5974. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5975. // Doesn't deal damage through non-shootable walls.
  5976. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5977. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5978. break;
  5979. case WL_HELLINFERNO:
  5980. if (flag & 1) {
  5981. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5982. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5983. } else {
  5984. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5985. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5986. }
  5987. break;
  5988. case RA_WUGSTRIKE:
  5989. if( sd && pc_isridingwug(sd) ){
  5990. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5991. if( unit_movepos(src, bl->x+dirx[dir], bl->y+diry[dir], 1, 1) ) {
  5992. clif_blown(src);
  5993. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5994. }
  5995. break;
  5996. }
  5997. [[fallthrough]];
  5998. case RA_WUGBITE:
  5999. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6000. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6001. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6002. clif_skill_fail( *sd, skill_id );
  6003. break;
  6004. case RA_SENSITIVEKEEN:
  6005. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6006. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6007. status_change_end(bl, SC_CLOAKINGEXCEED);
  6008. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6009. }
  6010. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6011. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6012. } else {
  6013. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6014. std::shared_ptr<s_skill_unit_group> sg;
  6015. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6016. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6017. {
  6018. struct item item_tmp;
  6019. memset(&item_tmp,0,sizeof(item_tmp));
  6020. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6021. item_tmp.identify = 1;
  6022. if( item_tmp.nameid )
  6023. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6024. }
  6025. skill_delunit(su);
  6026. }
  6027. }
  6028. break;
  6029. case NC_INFRAREDSCAN:
  6030. if( flag&1 ) {
  6031. status_change_end(bl, SC_HIDING);
  6032. status_change_end(bl, SC_CLOAKING);
  6033. status_change_end(bl, SC_CLOAKINGEXCEED);
  6034. status_change_end(bl, SC_CAMOUFLAGE);
  6035. status_change_end(bl, SC_NEWMOON);
  6036. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6037. status_change_end(bl, SC__SHADOWFORM);
  6038. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6039. } else {
  6040. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6041. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6042. }
  6043. break;
  6044. case SC_FATALMENACE:
  6045. if( flag&1 )
  6046. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6047. else {
  6048. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6049. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6050. }
  6051. break;
  6052. case NPC_FATALMENACE: // todo should it teleport the target ?
  6053. if( flag&1 )
  6054. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6055. else {
  6056. short x, y;
  6057. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6058. // Destination area
  6059. skill_area_temp[4] = x;
  6060. skill_area_temp[5] = y;
  6061. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6062. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6063. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6064. }
  6065. break;
  6066. case LG_PINPOINTATTACK:
  6067. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6068. clif_blown(src);
  6069. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6070. break;
  6071. case SR_KNUCKLEARROW:
  6072. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6073. dir_ka = map_calc_dir(bl, src->x, src->y);
  6074. // Has slide effect
  6075. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6076. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6077. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6078. break;
  6079. case SR_HOWLINGOFLION:
  6080. status_change_end(bl, SC_SWINGDANCE);
  6081. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6082. status_change_end(bl, SC_MOONLITSERENADE);
  6083. status_change_end(bl, SC_RUSHWINDMILL);
  6084. status_change_end(bl, SC_ECHOSONG);
  6085. status_change_end(bl, SC_HARMONIZE);
  6086. status_change_end(bl, SC_NETHERWORLD);
  6087. status_change_end(bl, SC_VOICEOFSIREN);
  6088. status_change_end(bl, SC_DEEPSLEEP);
  6089. status_change_end(bl, SC_SIRCLEOFNATURE);
  6090. status_change_end(bl, SC_GLOOMYDAY);
  6091. status_change_end(bl, SC_GLOOMYDAY_SK);
  6092. status_change_end(bl, SC_SONGOFMANA);
  6093. status_change_end(bl, SC_DANCEWITHWUG);
  6094. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6095. status_change_end(bl, SC_LERADSDEW);
  6096. status_change_end(bl, SC_MELODYOFSINK);
  6097. status_change_end(bl, SC_BEYONDOFWARCRY);
  6098. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6099. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6100. break;
  6101. case SR_EARTHSHAKER:
  6102. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6103. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6104. status_change_end(bl, SC_CLOAKINGEXCEED);
  6105. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6106. status_change_end(bl, SC__SHADOWFORM);
  6107. } else {
  6108. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6109. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6110. }
  6111. break;
  6112. case SR_TIGERCANNON:
  6113. if (flag & 1) {
  6114. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6115. } else if (sd) {
  6116. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6117. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6118. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6119. }
  6120. break;
  6121. case WM_REVERBERATION:
  6122. if (flag & 1)
  6123. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6124. else {
  6125. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6126. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6127. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6128. }
  6129. break;
  6130. case NPC_POISON_BUSTER:
  6131. if( tsc && tsc->getSCE(SC_POISON) ) {
  6132. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6133. status_change_end(bl, SC_POISON);
  6134. }
  6135. else if( sd )
  6136. clif_skill_fail( *sd, skill_id );
  6137. break;
  6138. case KO_JYUMONJIKIRI: {
  6139. short x, y;
  6140. short dir = map_calc_dir(src,bl->x,bl->y);
  6141. if (dir > 0 && dir < 4)
  6142. x = 2;
  6143. else if (dir > 4)
  6144. x = -2;
  6145. else
  6146. x = 0;
  6147. if (dir > 2 && dir < 6)
  6148. y = 2;
  6149. else if (dir == 7 || dir < 2)
  6150. y = -2;
  6151. else
  6152. y = 0;
  6153. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6154. clif_blown(src);
  6155. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6156. }
  6157. }
  6158. break;
  6159. case EL_FIRE_BOMB:
  6160. case EL_FIRE_WAVE:
  6161. case EL_WATER_SCREW:
  6162. case EL_HURRICANE:
  6163. case EL_TYPOON_MIS:
  6164. if( flag&1 )
  6165. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6166. else {
  6167. int i = skill_get_splash(skill_id,skill_lv);
  6168. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6169. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6170. if( rnd()%100 < 30 )
  6171. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6172. else
  6173. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6174. }
  6175. break;
  6176. case EL_ROCK_CRUSHER:
  6177. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6178. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6179. if( rnd()%100 < 50 )
  6180. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6181. else
  6182. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6183. break;
  6184. case EL_STONE_RAIN:
  6185. if( flag&1 )
  6186. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6187. else {
  6188. int i = skill_get_splash(skill_id,skill_lv);
  6189. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6190. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6191. if( rnd()%100 < 30 )
  6192. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6193. else
  6194. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6195. }
  6196. break;
  6197. case EL_FIRE_ARROW:
  6198. case EL_ICE_NEEDLE:
  6199. case EL_WIND_SLASH:
  6200. case EL_STONE_HAMMER:
  6201. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6202. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6203. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6204. break;
  6205. case EL_TIDAL_WEAPON:
  6206. if( src->type == BL_ELEM ) {
  6207. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6208. status_change *tsc_ele = status_get_sc(&ele->bl);
  6209. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6210. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6211. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6212. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6213. status_change_end(battle_get_master(src),type);
  6214. status_change_end(src,type2);
  6215. }
  6216. if( rnd()%100 < 50 )
  6217. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6218. else {
  6219. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6220. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6221. }
  6222. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6223. }
  6224. break;
  6225. //recursive homon skill
  6226. case MH_ABSOLUTE_ZEPHYR:
  6227. case MH_TOXIN_OF_MANDARA:
  6228. case MH_BLAZING_AND_FURIOUS:
  6229. case MH_MAGMA_FLOW:
  6230. case MH_HEILIGE_STANGE:
  6231. if(flag&1){
  6232. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6233. break;//chance to not trigger atk for magma
  6234. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6235. }
  6236. else
  6237. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6238. break;
  6239. case MH_TWISTER_CUTTER:
  6240. case MH_GLANZEN_SPIES:
  6241. case MH_STAHL_HORN:
  6242. case MH_NEEDLE_OF_PARALYZE:
  6243. case MH_NEEDLE_STINGER:
  6244. case MH_SONIC_CRAW:
  6245. case MH_MIDNIGHT_FRENZY:
  6246. case MH_SILVERVEIN_RUSH:
  6247. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6248. break;
  6249. case MH_TINDER_BREAKER:
  6250. case MH_CBC:
  6251. case MH_EQC:
  6252. {
  6253. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6254. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6255. sc_type type;
  6256. if( skill_id == MH_TINDER_BREAKER ){
  6257. type = SC_TINDER_BREAKER2;
  6258. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6259. clif_blown(src);
  6260. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6261. }
  6262. }else if( skill_id == MH_CBC ){
  6263. type = SC_CBC;
  6264. }else if( skill_id == MH_EQC ){
  6265. type = SC_EQC;
  6266. }
  6267. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6268. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6269. }
  6270. break;
  6271. case RL_H_MINE:
  6272. if (!(flag&1)) {
  6273. // Direct attack
  6274. if (!sd || !sd->flicker) {
  6275. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6276. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6277. break;
  6278. }
  6279. // Triggered by RL_FLICKER
  6280. if (sd && sd->flicker) {
  6281. // Splash damage around it!
  6282. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6283. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6284. flag |= 1; // Don't consume requirement
  6285. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6286. status_change_end(bl, SC_H_MINE);
  6287. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6288. }
  6289. }
  6290. }
  6291. else
  6292. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6293. if (sd && sd->flicker)
  6294. flag |= 1; // Don't consume requirement
  6295. break;
  6296. case RL_QD_SHOT:
  6297. if (skill_area_temp[1] == bl->id)
  6298. break;
  6299. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6300. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6301. break;
  6302. case RL_D_TAIL:
  6303. case RL_HAMMER_OF_GOD:
  6304. if (flag&1)
  6305. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6306. else {
  6307. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6308. int i;
  6309. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6310. if (i < MAX_SKILL_CRIMSON_MARKER)
  6311. flag |= 8;
  6312. }
  6313. if (skill_id == RL_HAMMER_OF_GOD)
  6314. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6315. else
  6316. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6317. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6318. }
  6319. break;
  6320. case SU_SCAROFTAROU:
  6321. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6322. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6323. break;
  6324. case SU_SV_STEMSPEAR:
  6325. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6326. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6327. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6328. break;
  6329. case 0:/* no skill - basic/normal attack */
  6330. if(sd) {
  6331. if (flag & 3){
  6332. if (bl->id != skill_area_temp[1])
  6333. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6334. } else {
  6335. skill_area_temp[1] = bl->id;
  6336. map_foreachinallrange(skill_area_sub, bl,
  6337. sd->bonus.splash_range, BL_CHAR,
  6338. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6339. skill_castend_damage_id);
  6340. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6341. }
  6342. }
  6343. break;
  6344. case SJ_FALLINGSTAR_ATK:
  6345. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6346. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6347. int8 i = 0;
  6348. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6349. if (i < MAX_STELLAR_MARKS) {
  6350. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6351. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6352. }
  6353. }
  6354. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6355. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6356. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6357. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6358. }
  6359. break;
  6360. case SJ_FLASHKICK: {
  6361. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6362. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6363. // Only players and monsters can be tagged....I think??? [Rytech]
  6364. // Lets only allow players and monsters to use this skill for safety reasons.
  6365. if ((!tsd && !tmd) || !sd && !md) {
  6366. if (sd)
  6367. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6368. break;
  6369. }
  6370. // Check if the target is already tagged by another source.
  6371. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6372. // Can't tag a player that was already tagged from another source.
  6373. if (sd)
  6374. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6375. map_freeblock_unlock();
  6376. return 1;
  6377. }
  6378. if (sd) { // Tagging the target.
  6379. int i;
  6380. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6381. if (i == MAX_STELLAR_MARKS) {
  6382. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6383. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6384. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6385. map_freeblock_unlock();
  6386. return 1;
  6387. }
  6388. }
  6389. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6390. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6391. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6392. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6393. sd->stellar_mark[i] = bl->id;
  6394. // Val4 flags if the status was applied by a player or a monster.
  6395. // This will be important for other skills that work together with this one.
  6396. // 1 = Player, 2 = Monster.
  6397. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6398. // apply the status here. We can't pass this data to skill_additional_effect.
  6399. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6400. }
  6401. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6402. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6403. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6404. }
  6405. }
  6406. break;
  6407. case NPC_VENOMIMPRESS:
  6408. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6409. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6410. break;
  6411. case HN_DOUBLEBOWLINGBASH:
  6412. if (flag & 1) {
  6413. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6414. } else {
  6415. int splash = skill_get_splash(skill_id, skill_lv);
  6416. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6417. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6418. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6419. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6420. }
  6421. break;
  6422. case HN_SHIELD_CHAIN_RUSH:
  6423. if (flag & 1) {
  6424. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6425. } else {
  6426. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6427. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6428. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6429. }
  6430. break;
  6431. case HN_JACK_FROST_NOVA:
  6432. case HN_HELLS_DRIVE:
  6433. case HN_GROUND_GRAVITATION:
  6434. if (flag & 1)
  6435. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6436. break;
  6437. case HN_NAPALM_VULCAN_STRIKE:
  6438. if (flag & 1) {
  6439. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6440. } else {
  6441. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6442. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6443. }
  6444. break;
  6445. case NW_MAGAZINE_FOR_ONE:
  6446. case NW_ONLY_ONE_BULLET:
  6447. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6448. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6449. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6450. break;
  6451. default:
  6452. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6453. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6454. 0, abs(skill_get_num(skill_id, skill_lv)),
  6455. skill_id, skill_lv, skill_get_hit(skill_id));
  6456. map_freeblock_unlock();
  6457. return 1;
  6458. }
  6459. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6460. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6461. map_freeblock_unlock();
  6462. if( sd && !(flag&1) )
  6463. {// ensure that the skill last-cast tick is recorded
  6464. sd->canskill_tick = gettick();
  6465. if( sd->state.arrow_atk )
  6466. {// consume arrow on last invocation to this skill.
  6467. battle_consume_ammo(sd, skill_id, skill_lv);
  6468. }
  6469. // perform skill requirement consumption
  6470. if (!(flag&SKILL_NOCONSUME_REQ))
  6471. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6472. }
  6473. return 0;
  6474. }
  6475. /**
  6476. * Give a song's buff/debuff or damage to all targets around
  6477. * @param target: Target
  6478. * @param ap: Argument list
  6479. * @return 1 on success or 0 otherwise
  6480. */
  6481. static int skill_apply_songs(struct block_list* target, va_list ap)
  6482. {
  6483. int flag = va_arg(ap, int);
  6484. struct block_list* src = va_arg(ap, struct block_list*);
  6485. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6486. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6487. t_tick tick = va_arg(ap, t_tick);
  6488. if (flag & BCT_WOS && src == target)
  6489. return 0;
  6490. if (battle_check_target(src, target, flag) > 0) {
  6491. switch (skill_id) {
  6492. // Attack type songs
  6493. case BA_DISSONANCE:
  6494. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6495. return 1;
  6496. case DC_UGLYDANCE:
  6497. case BD_LULLABY:
  6498. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6499. default: // Buff/Debuff type songs
  6500. if (skill_id == CG_HERMODE && src->id != target->id)
  6501. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6502. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6503. }
  6504. }
  6505. return 0;
  6506. }
  6507. /**
  6508. * Calculate a song's bonus values
  6509. * @param src: Caster
  6510. * @param skill_id: Song skill ID
  6511. * @param skill_lv: Song skill level
  6512. * @param tick: Timer tick
  6513. * @return Number of targets or 0 otherwise
  6514. */
  6515. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6516. {
  6517. nullpo_ret(src);
  6518. if (src->type != BL_PC) {
  6519. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6520. return 0;
  6521. }
  6522. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6523. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6524. return 0;
  6525. }
  6526. map_session_data* sd = BL_CAST(BL_PC, src);
  6527. int flag = BCT_PARTY;
  6528. switch (skill_id) {
  6529. case BD_ROKISWEIL:
  6530. flag = BCT_ENEMY | BCT_WOS;
  6531. break;
  6532. case BD_LULLABY:
  6533. case BD_ETERNALCHAOS:
  6534. case BA_DISSONANCE:
  6535. case DC_UGLYDANCE:
  6536. case DC_DONTFORGETME:
  6537. flag = BCT_ENEMY;
  6538. break;
  6539. case CG_HERMODE:
  6540. flag |= BCT_GUILD;
  6541. break;
  6542. }
  6543. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6544. sd->skill_id_dance = skill_id;
  6545. sd->skill_lv_dance = skill_lv;
  6546. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6547. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6548. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6549. }
  6550. /**
  6551. * Use no-damage skill from 'src' to 'bl
  6552. * @param src Caster
  6553. * @param bl Target of the skill, bl maybe same with src for self skill
  6554. * @param skill_id
  6555. * @param skill_lv
  6556. * @param tick
  6557. * @param flag Various value, &1: Recursive effect
  6558. **/
  6559. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6560. {
  6561. map_session_data *sd, *dstsd;
  6562. struct mob_data *md, *dstmd;
  6563. struct homun_data *hd;
  6564. s_mercenary_data *mer;
  6565. struct status_data *sstatus, *tstatus;
  6566. status_change *tsc;
  6567. struct status_change_entry *tsce;
  6568. int i = 0;
  6569. enum sc_type type;
  6570. if(skill_id > 0 && !skill_lv) return 0; // celest
  6571. nullpo_retr(1, src);
  6572. nullpo_retr(1, bl);
  6573. if (src->m != bl->m)
  6574. return 1;
  6575. sd = BL_CAST(BL_PC, src);
  6576. hd = BL_CAST(BL_HOM, src);
  6577. md = BL_CAST(BL_MOB, src);
  6578. mer = BL_CAST(BL_MER, src);
  6579. dstsd = BL_CAST(BL_PC, bl);
  6580. dstmd = BL_CAST(BL_MOB, bl);
  6581. if(bl->prev == nullptr)
  6582. return 1;
  6583. if(status_isdead(src))
  6584. return 1;
  6585. if( src != bl && status_isdead(bl) ) {
  6586. switch( skill_id ) { // Skills that may be cast on dead targets
  6587. case NPC_WIDESOULDRAIN:
  6588. case PR_REDEMPTIO:
  6589. case ALL_RESURRECTION:
  6590. case WM_DEADHILLHERE:
  6591. case WE_ONEFOREVER:
  6592. break;
  6593. default:
  6594. return 1;
  6595. }
  6596. }
  6597. tstatus = status_get_status_data(bl);
  6598. sstatus = status_get_status_data(src);
  6599. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6600. switch (skill_id) {
  6601. case HLIF_HEAL: //[orn]
  6602. if (bl->type != BL_HOM) {
  6603. if (sd) clif_skill_fail( *sd, skill_id );
  6604. break ;
  6605. }
  6606. [[fallthrough]];
  6607. case AL_HEAL:
  6608. case ALL_RESURRECTION:
  6609. case PR_ASPERSIO:
  6610. case AB_HIGHNESSHEAL:
  6611. //Apparently only player casted skills can be offensive like this.
  6612. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6613. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6614. //Offensive heal does not works on non-enemies. [Skotlex]
  6615. clif_skill_fail( *sd, skill_id );
  6616. return 0;
  6617. }
  6618. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6619. }
  6620. break;
  6621. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6622. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6623. case MH_STEINWAND: {
  6624. struct block_list *s_src = battle_get_master(src);
  6625. short ret = 0;
  6626. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6627. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6628. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6629. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6630. if (hd)
  6631. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6632. return ret;
  6633. }
  6634. break;
  6635. default:
  6636. //Skill is actually ground placed.
  6637. if (src == bl && skill_get_unit_id(skill_id))
  6638. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6639. }
  6640. type = skill_get_sc(skill_id);
  6641. tsc = status_get_sc(bl);
  6642. status_change* sc = status_get_sc(src);
  6643. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6644. if (src!=bl && type > SC_NONE &&
  6645. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6646. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6647. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6648. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6649. map_freeblock_lock();
  6650. switch(skill_id)
  6651. {
  6652. case HLIF_HEAL: //[orn]
  6653. case AL_HEAL:
  6654. case AB_HIGHNESSHEAL:
  6655. {
  6656. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6657. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6658. heal = 0;
  6659. if( tsc && tsc->count ) {
  6660. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6661. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6662. status_change_end(bl, SC_KAITE);
  6663. if (src == bl)
  6664. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6665. else {
  6666. bl = src;
  6667. dstsd = sd;
  6668. }
  6669. }
  6670. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6671. heal = 0; //Needed so that it actually displays 0 when healing.
  6672. }
  6673. if (skill_id == AL_HEAL)
  6674. status_change_end(bl, SC_BITESCAR);
  6675. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6676. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6677. heal = ~heal + 1;
  6678. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6679. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6680. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6681. if (heal_get_jobexp <= 0)
  6682. heal_get_jobexp = 1;
  6683. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6684. }
  6685. }
  6686. break;
  6687. case CD_REPARATIO: {
  6688. if (bl->type != BL_PC) { // Only works on players.
  6689. if (sd)
  6690. clif_skill_fail( *sd, skill_id );
  6691. break;
  6692. }
  6693. int heal_amount = 0;
  6694. if (!status_isimmune(bl))
  6695. heal_amount = tstatus->max_hp;
  6696. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6697. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6698. status_heal(bl, heal_amount, 0, 0);
  6699. }
  6700. break;
  6701. case PR_REDEMPTIO:
  6702. if (sd && !(flag&1)) {
  6703. if (sd->status.party_id == 0) {
  6704. clif_skill_fail( *sd, skill_id );
  6705. break;
  6706. }
  6707. skill_area_temp[0] = 0;
  6708. party_foreachsamemap(skill_area_sub,
  6709. sd,skill_get_splash(skill_id, skill_lv),
  6710. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6711. skill_castend_nodamage_id);
  6712. if (skill_area_temp[0] == 0) {
  6713. clif_skill_fail( *sd, skill_id );
  6714. break;
  6715. }
  6716. #ifndef RENEWAL
  6717. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6718. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6719. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6720. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6721. }
  6722. status_set_sp(src, 0, 0);
  6723. #endif
  6724. status_set_hp(src, 1, 0);
  6725. break;
  6726. } else if (!(status_isdead(bl) && flag&1)) {
  6727. //Invalid target, skip resurrection.
  6728. break;
  6729. }
  6730. //Revive
  6731. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6732. skill_lv = 3; //Resurrection level 3 is used
  6733. [[fallthrough]];
  6734. case ALL_RESURRECTION:
  6735. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6736. { //No reviving in WoE grounds!
  6737. clif_skill_fail( *sd, skill_id );
  6738. break;
  6739. }
  6740. if (!status_isdead(bl))
  6741. break;
  6742. {
  6743. int per = 0, sper = 0;
  6744. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6745. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6746. break;
  6747. }
  6748. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6749. break;
  6750. switch(skill_lv){
  6751. case 1: per=10; break;
  6752. case 2: per=30; break;
  6753. case 3: per=50; break;
  6754. case 4: per=80; break;
  6755. }
  6756. if(dstsd && dstsd->special_state.restart_full_recover)
  6757. per = sper = 100;
  6758. if (status_revive(bl, per, sper))
  6759. {
  6760. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6761. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6762. {
  6763. t_exp exp = 0,jexp = 0;
  6764. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6765. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6766. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6767. if (exp < 1) exp = 1;
  6768. }
  6769. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6770. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6771. if (jexp < 1) jexp = 1;
  6772. }
  6773. if(exp > 0 || jexp > 0)
  6774. pc_gainexp (sd, bl, exp, jexp, 0);
  6775. }
  6776. }
  6777. }
  6778. break;
  6779. case AL_DECAGI:
  6780. case MER_DECAGI:
  6781. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6782. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6783. break;
  6784. case AL_CRUCIS:
  6785. if (flag&1)
  6786. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6787. else {
  6788. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6789. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6790. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6791. }
  6792. break;
  6793. case SP_SOULCURSE:
  6794. if (flag&1)
  6795. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6796. else {
  6797. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6798. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6799. }
  6800. break;
  6801. case PR_LEXDIVINA:
  6802. case MER_LEXDIVINA:
  6803. if (tsce)
  6804. status_change_end(bl, type);
  6805. else
  6806. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6807. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6808. break;
  6809. case SA_ABRACADABRA:
  6810. if (abra_db.empty()) {
  6811. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6812. break;
  6813. }
  6814. else {
  6815. int abra_skill_id = 0, abra_skill_lv;
  6816. size_t checked = 0, checked_max = abra_db.size() * 3;
  6817. do {
  6818. auto abra_spell = abra_db.random();
  6819. abra_skill_id = abra_spell->skill_id;
  6820. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6821. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6822. break;
  6823. }
  6824. } while (checked++ < checked_max);
  6825. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6826. if( sd )
  6827. {// player-casted
  6828. sd->state.abra_flag = 1;
  6829. sd->skillitem = abra_skill_id;
  6830. sd->skillitemlv = abra_skill_lv;
  6831. sd->skillitem_keep_requirement = false;
  6832. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6833. }
  6834. else
  6835. {// mob-casted
  6836. struct unit_data *ud = unit_bl2ud(src);
  6837. int inf = skill_get_inf(abra_skill_id);
  6838. if (!ud) break;
  6839. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6840. if (src->type == BL_PET)
  6841. bl = (struct block_list*)((TBL_PET*)src)->master;
  6842. if (!bl) bl = src;
  6843. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6844. } else { //Assume offensive skills
  6845. int target_id = 0;
  6846. if (ud->target)
  6847. target_id = ud->target;
  6848. else switch (src->type) {
  6849. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6850. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6851. }
  6852. if (!target_id)
  6853. break;
  6854. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6855. bl = map_id2bl(target_id);
  6856. if (!bl) bl = src;
  6857. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6858. } else
  6859. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6860. }
  6861. }
  6862. }
  6863. break;
  6864. case SA_COMA:
  6865. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6866. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6867. break;
  6868. case SA_FULLRECOVERY:
  6869. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6870. if (status_isimmune(bl))
  6871. break;
  6872. status_percent_heal(bl, 100, 100);
  6873. break;
  6874. case NPC_ALLHEAL:
  6875. {
  6876. int heal;
  6877. if( status_isimmune(bl) )
  6878. break;
  6879. heal = status_percent_heal(bl, 100, 0);
  6880. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal, 1);
  6881. if( dstmd )
  6882. { // Reset Damage Logs
  6883. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6884. dstmd->tdmg = 0;
  6885. }
  6886. }
  6887. break;
  6888. case SA_SUMMONMONSTER:
  6889. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6890. if (sd)
  6891. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6892. break;
  6893. case SA_LEVELUP:
  6894. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6895. if (sd && pc_nextbaseexp(sd))
  6896. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6897. break;
  6898. case SA_INSTANTDEATH:
  6899. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6900. status_kill(src);
  6901. break;
  6902. case SA_QUESTION:
  6903. clif_emotion(src,ET_QUESTION);
  6904. [[fallthrough]];
  6905. case SA_GRAVITY:
  6906. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6907. break;
  6908. case SA_CLASSCHANGE:
  6909. case SA_MONOCELL:
  6910. if (dstmd)
  6911. {
  6912. int class_;
  6913. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6914. clif_skill_fail( *sd, skill_id );
  6915. break;
  6916. }
  6917. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6919. mob_class_change(dstmd,class_);
  6920. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6921. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  6922. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6923. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6924. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6925. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6926. }
  6927. }
  6928. break;
  6929. case SA_DEATH:
  6930. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6931. clif_skill_fail( *sd, skill_id );
  6932. break;
  6933. }
  6934. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6935. status_kill(bl);
  6936. break;
  6937. case SA_REVERSEORCISH:
  6938. case ALL_REVERSEORCISH:
  6939. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6940. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6941. break;
  6942. case SA_FORTUNE:
  6943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6944. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6945. break;
  6946. case SA_TAMINGMONSTER:
  6947. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6948. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6949. pet_catch_process1(sd, dstmd->mob_id);
  6950. }
  6951. break;
  6952. case CR_PROVIDENCE:
  6953. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6954. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6955. clif_skill_fail( *sd, skill_id );
  6956. map_freeblock_unlock();
  6957. return 1;
  6958. }
  6959. }
  6960. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6961. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6962. break;
  6963. case CG_MARIONETTE:
  6964. {
  6965. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6966. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6967. clif_skill_fail( *sd, skill_id );
  6968. map_freeblock_unlock();
  6969. return 1;
  6970. }
  6971. if( sc && tsc )
  6972. {
  6973. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6974. {
  6975. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6976. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6978. }
  6979. else
  6980. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6981. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6982. {
  6983. status_change_end(src, SC_MARIONETTE);
  6984. status_change_end(bl, SC_MARIONETTE2);
  6985. }
  6986. else
  6987. {
  6988. if( sd )
  6989. clif_skill_fail( *sd, skill_id );
  6990. map_freeblock_unlock();
  6991. return 1;
  6992. }
  6993. }
  6994. }
  6995. break;
  6996. case RG_CLOSECONFINE:
  6997. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6998. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6999. break;
  7000. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7001. case SA_FROSTWEAPON:
  7002. case SA_LIGHTNINGLOADER:
  7003. case SA_SEISMICWEAPON:
  7004. if (dstsd && dstsd->status.weapon == W_FIST) {
  7005. if (sd)
  7006. clif_skill_fail( *sd, skill_id );
  7007. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7008. break;
  7009. }
  7010. #ifdef RENEWAL
  7011. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7012. #else
  7013. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7014. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  7015. if (dstsd){
  7016. short index = dstsd->equip_index[EQI_HAND_R];
  7017. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7018. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7019. }
  7020. if (sd)
  7021. clif_skill_fail( *sd, skill_id );
  7022. }
  7023. #endif
  7024. break;
  7025. case PR_ASPERSIO:
  7026. if (sd && dstmd) {
  7027. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7028. break;
  7029. }
  7030. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7031. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7032. break;
  7033. case ITEM_ENCHANTARMS:
  7034. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  7035. break;
  7036. case TK_SEVENWIND:
  7037. switch(skill_get_ele(skill_id,skill_lv)) {
  7038. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7039. case ELE_WIND : type = SC_WINDWEAPON; break;
  7040. case ELE_WATER : type = SC_WATERWEAPON; break;
  7041. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7042. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7043. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7044. case ELE_HOLY : type = SC_ASPERSIO; break;
  7045. }
  7046. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7047. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7048. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7049. break;
  7050. case NPC_MOVE_COORDINATE:
  7051. {
  7052. int16 px = bl->x, py = bl->y;
  7053. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7054. return 0;
  7055. }
  7056. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7057. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7058. clif_blown(bl);
  7059. // If caster is not a boss, switch coordinates with the target
  7060. if (status_get_class_(src) != CLASS_BOSS) {
  7061. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7062. return 0;
  7063. }
  7064. clif_blown(src);
  7065. }
  7066. }
  7067. break;
  7068. case NPC_IMMUNE_PROPERTY:
  7069. switch (skill_lv) {
  7070. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7071. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7072. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7073. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7074. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7075. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7076. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7077. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7078. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7079. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7080. }
  7081. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7082. break;
  7083. case PR_KYRIE:
  7084. case MER_KYRIE:
  7085. case SU_TUNAPARTY:
  7086. case SU_GROOMING:
  7087. case SU_CHATTERING:
  7088. case ALL_RAY_OF_PROTECTION:
  7089. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7090. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7091. break;
  7092. //Passive Magnum, should had been casted on yourself.
  7093. case SM_MAGNUM:
  7094. case MS_MAGNUM:
  7095. skill_area_temp[1] = 0;
  7096. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7097. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7098. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  7099. // Initiate 20% of your damage becomes fire element.
  7100. #ifdef RENEWAL
  7101. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7102. #else
  7103. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7104. #endif
  7105. break;
  7106. case MH_BLAZING_AND_FURIOUS:
  7107. case TK_JUMPKICK:
  7108. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7109. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7110. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7111. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7112. clif_blown(src);
  7113. }
  7114. }else if( sd ){
  7115. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7116. }
  7117. break;
  7118. case PR_BENEDICTIO:
  7119. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7120. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7121. break;
  7122. case AL_INCAGI:
  7123. case AL_BLESSING:
  7124. case MER_INCAGI:
  7125. case MER_BLESSING:
  7126. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7127. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7128. if (tstatus->hp > 1)
  7129. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7130. break;
  7131. }
  7132. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7133. break;
  7134. case CR_REFLECTSHIELD:
  7135. case MS_REFLECTSHIELD:
  7136. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7137. if (sd)
  7138. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7139. break;
  7140. }
  7141. [[fallthrough]];
  7142. case PR_SLOWPOISON:
  7143. case PR_LEXAETERNA:
  7144. #ifndef RENEWAL
  7145. case PR_IMPOSITIO:
  7146. case PR_SUFFRAGIUM:
  7147. #endif
  7148. case LK_BERSERK:
  7149. case MS_BERSERK:
  7150. case KN_TWOHANDQUICKEN:
  7151. case KN_ONEHAND:
  7152. case MER_QUICKEN:
  7153. case CR_SPEARQUICKEN:
  7154. case AS_POISONREACT:
  7155. #ifndef RENEWAL
  7156. case MC_LOUD:
  7157. #endif
  7158. case MG_ENERGYCOAT:
  7159. case MO_EXPLOSIONSPIRITS:
  7160. case MO_STEELBODY:
  7161. case MO_BLADESTOP:
  7162. case LK_AURABLADE:
  7163. case LK_PARRYING:
  7164. case MS_PARRYING:
  7165. case LK_CONCENTRATION:
  7166. #ifdef RENEWAL
  7167. case HP_BASILICA:
  7168. #endif
  7169. case WS_CARTBOOST:
  7170. case SN_SIGHT:
  7171. case WS_MELTDOWN:
  7172. case WS_OVERTHRUSTMAX:
  7173. case ST_REJECTSWORD:
  7174. case HW_MAGICPOWER:
  7175. case PF_MEMORIZE:
  7176. case PA_SACRIFICE:
  7177. case PF_DOUBLECASTING:
  7178. case SG_SUN_COMFORT:
  7179. case SG_MOON_COMFORT:
  7180. case SG_STAR_COMFORT:
  7181. case GS_MADNESSCANCEL:
  7182. case GS_ADJUSTMENT:
  7183. case GS_INCREASING:
  7184. #ifdef RENEWAL
  7185. case GS_MAGICALBULLET:
  7186. #endif
  7187. case NJ_KASUMIKIRI:
  7188. case NJ_UTSUSEMI:
  7189. case NJ_NEN:
  7190. case NPC_DEFENDER:
  7191. case NPC_MAGICMIRROR:
  7192. case ST_PRESERVE:
  7193. case NPC_KEEPING:
  7194. case NPC_WEAPONBRAKER:
  7195. case NPC_BARRIER:
  7196. case NPC_INVINCIBLE:
  7197. case RK_DEATHBOUND:
  7198. case AB_EXPIATIO:
  7199. case AB_DUPLELIGHT:
  7200. case AB_SECRAMENT:
  7201. case AB_OFFERTORIUM:
  7202. case NC_ACCELERATION:
  7203. case NC_HOVERING:
  7204. case NC_SHAPESHIFT:
  7205. case WL_MARSHOFABYSS:
  7206. case WL_RECOGNIZEDSPELL:
  7207. case GC_VENOMIMPRESS:
  7208. case SC_DEADLYINFECT:
  7209. case LG_EXEEDBREAK:
  7210. case LG_PRESTIGE:
  7211. case LG_INSPIRATION:
  7212. case SR_CRESCENTELBOW:
  7213. case SR_LIGHTNINGWALK:
  7214. case GN_CARTBOOST:
  7215. case GN_BLOOD_SUCKER:
  7216. case GN_HELLS_PLANT:
  7217. case KO_MEIKYOUSISUI:
  7218. case ALL_ODINS_POWER:
  7219. case ALL_FULL_THROTTLE:
  7220. case RA_UNLIMIT:
  7221. case WL_TELEKINESIS_INTENSE:
  7222. case RL_HEAT_BARREL:
  7223. case RL_P_ALTER:
  7224. case RL_E_CHAIN:
  7225. case SU_FRESHSHRIMP:
  7226. case SU_ARCLOUSEDASH:
  7227. case NPC_MAXPAIN:
  7228. case NPC_KILLING_AURA:
  7229. case SP_SOULREAPER:
  7230. case SJ_LIGHTOFMOON:
  7231. case SJ_LIGHTOFSTAR:
  7232. case SJ_FALLINGSTAR:
  7233. case SJ_LIGHTOFSUN:
  7234. case SJ_BOOKOFDIMENSION:
  7235. case NPC_HALLUCINATIONWALK:
  7236. case DK_CHARGINGPIERCE:
  7237. case DK_VIGOR:
  7238. case AG_CLIMAX:
  7239. case IQ_POWERFUL_FAITH:
  7240. case IQ_FIRM_FAITH:
  7241. case IQ_SINCERE_FAITH:
  7242. case IQ_FIRST_FAITH_POWER:
  7243. case IQ_JUDGE:
  7244. case IQ_THIRD_EXOR_FLAME:
  7245. case IG_REBOUND_SHIELD:
  7246. case IG_HOLY_SHIELD:
  7247. case CD_ARGUTUS_VITA:
  7248. case CD_ARGUTUS_TELUM:
  7249. case CD_PRESENS_ACIES:
  7250. case CD_RELIGIO:
  7251. case CD_BENEDICTUM:
  7252. case SHC_SHADOW_EXCEED:
  7253. case SHC_POTENT_VENOM:
  7254. case SHC_ENCHANTING_SHADOW:
  7255. case MT_D_MACHINE:
  7256. case ABC_ABYSS_SLAYER:
  7257. case WH_WIND_SIGN:
  7258. case WH_CALAMITYGALE:
  7259. case BO_RESEARCHREPORT:
  7260. case TR_MYSTIC_SYMPHONY:
  7261. case TR_KVASIR_SONATA:
  7262. case EM_SPELL_ENCHANTING:
  7263. case NPC_DAMAGE_HEAL:
  7264. case NPC_RELIEVE_ON:
  7265. case NPC_RELIEVE_OFF:
  7266. case HN_BREAKINGLIMIT:
  7267. case HN_RULEBREAK:
  7268. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7269. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7270. break;
  7271. case NPC_GRADUAL_GRAVITY:
  7272. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7273. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7274. break;
  7275. case NPC_ALL_STAT_DOWN:
  7276. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7277. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7278. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7279. break;
  7280. // EDP also give +25% WATK poison pseudo element to user.
  7281. case ASC_EDP:
  7282. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7283. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7284. #ifdef RENEWAL
  7285. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7286. #else
  7287. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7288. #endif
  7289. break;
  7290. case LG_SHIELDSPELL:
  7291. if (skill_lv == 1)
  7292. type = SC_SHIELDSPELL_HP;
  7293. else if (skill_lv == 2)
  7294. type = SC_SHIELDSPELL_SP;
  7295. else
  7296. type = SC_SHIELDSPELL_ATK;
  7297. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7298. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7299. break;
  7300. case DK_SERVANTWEAPON:
  7301. case ABC_FROM_THE_ABYSS:
  7302. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7303. break;
  7304. case TR_SOUNDBLEND:
  7305. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7306. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7307. break;
  7308. case AG_VIOLENT_QUAKE:
  7309. case AG_ALL_BLOOM:
  7310. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7311. break;
  7312. case AG_DESTRUCTIVE_HURRICANE:
  7313. case AG_CRYSTAL_IMPACT:
  7314. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7315. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7316. } else {
  7317. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7318. if (sc && sc->getSCE(SC_CLIMAX))
  7319. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7320. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7321. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7322. splash_size = 9; // 19x19
  7323. else if(skill_id == AG_CRYSTAL_IMPACT)
  7324. splash_size = 7; // 15x15
  7325. }
  7326. skill_area_temp[1] = 0;
  7327. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7328. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7329. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7330. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7331. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7332. else {
  7333. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7334. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7335. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7336. }
  7337. }
  7338. break;
  7339. case CD_MEDIALE_VOTUM:
  7340. case CD_DILECTIO_HEAL:
  7341. if (flag & 1) {
  7342. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7343. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7344. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7345. status_heal(bl, heal_amount, 0, 0);
  7346. } else if (sd)
  7347. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7348. } else {
  7349. if (skill_id == CD_MEDIALE_VOTUM)
  7350. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7351. else { // Dilectio Heal
  7352. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7353. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7354. }
  7355. }
  7356. break;
  7357. case CD_COMPETENTIA:
  7358. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7359. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7360. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7361. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7362. status_heal(bl, hp_amount, 0, 0);
  7363. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7364. status_heal(bl, 0, sp_amount, 0);
  7365. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7366. } else if (sd)
  7367. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7368. break;
  7369. case BO_ADVANCE_PROTECTION:
  7370. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7371. clif_skill_fail( *sd, skill_id );
  7372. map_freeblock_unlock(); // Don't consume item requirements
  7373. return 0;
  7374. }
  7375. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7376. break;
  7377. case EM_ACTIVITY_BURN:
  7378. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7379. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7380. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7381. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7382. } else if (sd)
  7383. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7384. break;
  7385. case EM_INCREASING_ACTIVITY:
  7386. if (bl->type == BL_PC) {
  7387. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7388. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7389. } else if (sd)
  7390. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7391. break;
  7392. case SJ_GRAVITYCONTROL: {
  7393. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7394. if (bl->type == BL_PC)
  7395. fall_damage += dstsd->weight / 10 - tstatus->def;
  7396. else // Monster's don't have weight. Put something in its place.
  7397. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7398. fall_damage = max(1, fall_damage);
  7399. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7400. }
  7401. break;
  7402. case NPC_HALLUCINATION:
  7403. case NPC_HELLPOWER:
  7404. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7405. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7406. break;
  7407. case KN_AUTOCOUNTER:
  7408. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7409. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7410. break;
  7411. case SO_STRIKING:
  7412. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7413. int bonus = 0;
  7414. if (dstsd) {
  7415. short index = dstsd->equip_index[EQI_HAND_R];
  7416. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7417. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7418. }
  7419. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7420. } else if (sd)
  7421. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7422. break;
  7423. case NPC_STOP:
  7424. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7425. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7426. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7427. break;
  7428. case HP_ASSUMPTIO:
  7429. if( sd && dstmd )
  7430. clif_skill_fail( *sd, skill_id );
  7431. else
  7432. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7433. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7434. break;
  7435. case MG_SIGHT:
  7436. case MER_SIGHT:
  7437. case AL_RUWACH:
  7438. case WZ_SIGHTBLASTER:
  7439. case NPC_WIDESIGHT:
  7440. case NPC_STONESKIN:
  7441. case NPC_ANTIMAGIC:
  7442. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7443. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7444. break;
  7445. case HLIF_AVOID:
  7446. case HAMI_DEFENCE:
  7447. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7448. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7449. break;
  7450. case NJ_BUNSINJYUTSU:
  7451. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7452. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7453. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7454. status_change_end(bl, SC_NEN);
  7455. break;
  7456. /* Was modified to only affect targetted char. [Skotlex]
  7457. case HP_ASSUMPTIO:
  7458. if (flag&1)
  7459. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7460. else
  7461. {
  7462. map_foreachinallrange(skill_area_sub, bl,
  7463. skill_get_splash(skill_id, skill_lv), BL_PC,
  7464. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7465. skill_castend_nodamage_id);
  7466. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7467. }
  7468. break;
  7469. */
  7470. case SM_ENDURE:
  7471. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7472. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7473. break;
  7474. case AS_ENCHANTPOISON:
  7475. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7476. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7477. }else{
  7478. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7479. if( sd != nullptr ){
  7480. clif_skill_fail( *sd, skill_id );
  7481. }
  7482. }
  7483. break;
  7484. case LK_TENSIONRELAX:
  7485. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7486. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7487. skill_get_time(skill_id,skill_lv)));
  7488. break;
  7489. case MC_CHANGECART:
  7490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7491. break;
  7492. case MC_CARTDECORATE:
  7493. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7494. if( sd ) {
  7495. clif_SelectCart(sd);
  7496. }
  7497. break;
  7498. case TK_MISSION:
  7499. if (sd) {
  7500. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7501. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7502. clif_skill_fail( *sd, skill_id );
  7503. break;
  7504. }
  7505. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7506. if (!id) {
  7507. clif_skill_fail( *sd, skill_id );
  7508. break;
  7509. }
  7510. sd->mission_mobid = id;
  7511. sd->mission_count = 0;
  7512. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7513. clif_mission_info(sd, id, 0);
  7514. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7515. }
  7516. break;
  7517. case AC_CONCENTRATION:
  7518. {
  7519. int splash = skill_get_splash(skill_id, skill_lv);
  7520. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7521. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7522. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7523. map_foreachinallrange( status_change_timer_sub, src,
  7524. splash, BL_CHAR, src, nullptr, type, tick);
  7525. }
  7526. break;
  7527. case SM_PROVOKE:
  7528. case SM_SELFPROVOKE:
  7529. case MER_PROVOKE:
  7530. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7531. map_freeblock_unlock();
  7532. return 1;
  7533. }
  7534. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7535. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7536. {
  7537. if( sd )
  7538. clif_skill_fail( *sd, skill_id );
  7539. map_freeblock_unlock();
  7540. return 0;
  7541. }
  7542. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7543. unit_skillcastcancel(bl, 2);
  7544. if( dstmd )
  7545. {
  7546. dstmd->state.provoke_flag = src->id;
  7547. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7548. }
  7549. // Provoke can cause Coma even though it's a nodamage skill
  7550. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7551. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7552. break;
  7553. case ML_DEVOTION:
  7554. case CR_DEVOTION:
  7555. {
  7556. int count, lv;
  7557. if( !dstsd || (!sd && !mer) )
  7558. { // Only players can be devoted
  7559. if( sd )
  7560. clif_skill_fail( *sd, skill_id );
  7561. break;
  7562. }
  7563. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7564. lv = -lv;
  7565. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7566. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7567. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7568. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7569. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7570. {
  7571. if( sd )
  7572. clif_skill_fail( *sd, skill_id );
  7573. map_freeblock_unlock();
  7574. return 1;
  7575. }
  7576. i = 0;
  7577. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7578. if( sd )
  7579. { // Player Devoting Player
  7580. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7581. if( i == count )
  7582. {
  7583. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7584. if( i == count )
  7585. { // No free slots, skill Fail
  7586. clif_skill_fail( *sd, skill_id );
  7587. map_freeblock_unlock();
  7588. return 1;
  7589. }
  7590. }
  7591. sd->devotion[i] = bl->id;
  7592. }
  7593. else
  7594. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7595. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7596. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7597. clif_devotion(src, nullptr);
  7598. }
  7599. break;
  7600. case SP_SOULUNITY: {
  7601. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7602. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7603. if (!dstsd || !sd) { // Only put player's souls in unity.
  7604. if (sd)
  7605. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7606. break;
  7607. }
  7608. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7609. if (sd)
  7610. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7611. map_freeblock_unlock();
  7612. return 1;
  7613. }
  7614. if (sd) { // Unite player's soul with caster's soul.
  7615. i = 0;
  7616. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7617. if (i == count) {
  7618. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7619. if(i == count) { // No more free slots? Fail the skill.
  7620. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7621. map_freeblock_unlock();
  7622. return 1;
  7623. }
  7624. }
  7625. sd->united_soul[i] = bl->id;
  7626. }
  7627. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7628. } else if (sd)
  7629. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7630. }
  7631. break;
  7632. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7633. // Only players and monsters can be marked....I think??? [Rytech]
  7634. // Lets only allow players and monsters to use this skill for safety reasons.
  7635. if ((!dstsd && !dstmd) || !sd && !md) {
  7636. if (sd)
  7637. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7638. break;
  7639. }
  7640. // Check if the target is already marked by another source.
  7641. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7642. if (sd)
  7643. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7644. map_freeblock_unlock();
  7645. return 1;
  7646. }
  7647. // Mark the target.
  7648. if( sd ){
  7649. int8 count = MAX_SERVANT_SIGN;
  7650. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7651. if (i == count) {
  7652. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7653. if (i == count) { // Max number of targets marked. Fail the skill.
  7654. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7655. map_freeblock_unlock();
  7656. return 1;
  7657. }
  7658. // Add the ID of the marked target to the player's sign list.
  7659. sd->servant_sign[i] = bl->id;
  7660. }
  7661. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7662. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7663. } else if (md) // Monster's cant track with this skill. Just give the status.
  7664. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7665. break;
  7666. case MO_CALLSPIRITS:
  7667. if(sd) {
  7668. int limit = skill_lv;
  7669. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7670. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7672. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7673. }
  7674. break;
  7675. case CH_SOULCOLLECT:
  7676. if(sd) {
  7677. int limit = 5;
  7678. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7679. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7681. for (i = 0; i < limit; i++)
  7682. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7683. }
  7684. break;
  7685. case MO_KITRANSLATION:
  7686. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7687. //Require will define how many spiritballs will be transferred
  7688. struct s_skill_condition require;
  7689. require = skill_get_requirement(sd,skill_id,skill_lv);
  7690. pc_delspiritball(sd,require.spiritball,0);
  7691. for (i = 0; i < require.spiritball; i++)
  7692. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7693. } else {
  7694. if(sd)
  7695. clif_skill_fail( *sd, skill_id );
  7696. map_freeblock_unlock();
  7697. return 0;
  7698. }
  7699. break;
  7700. case TK_TURNKICK:
  7701. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7702. if (skill_area_temp[1] != bl->id) {
  7703. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7704. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7705. }
  7706. break;
  7707. case MO_ABSORBSPIRITS:
  7708. i = 0;
  7709. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7710. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7711. if (dstsd->spiritball > 0) {
  7712. i = dstsd->spiritball * 7;
  7713. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7714. }
  7715. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7716. i += dstsd->spiritcharm * 7;
  7717. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7718. }
  7719. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7720. i = 2 * dstmd->level;
  7721. mob_target(dstmd,src,0);
  7722. } else {
  7723. if (sd)
  7724. clif_skill_fail( *sd, skill_id );
  7725. break;
  7726. }
  7727. if (i) status_heal(src, 0, i, 3);
  7728. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7729. break;
  7730. case AC_MAKINGARROW:
  7731. if( sd != nullptr ){
  7732. clif_arrow_create_list( *sd );
  7733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7734. }
  7735. break;
  7736. case AM_PHARMACY:
  7737. if(sd) {
  7738. clif_skill_produce_mix_list(sd,skill_id,22);
  7739. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7740. }
  7741. break;
  7742. case SA_CREATECON:
  7743. if( sd != nullptr ){
  7744. clif_elementalconverter_list( *sd );
  7745. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7746. }
  7747. break;
  7748. case BS_HAMMERFALL:
  7749. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7750. break;
  7751. case RG_RAID:
  7752. skill_area_temp[1] = 0;
  7753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7754. map_foreachinrange(skill_area_sub, bl,
  7755. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7756. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7757. skill_castend_damage_id);
  7758. status_change_end(src, SC_HIDING);
  7759. break;
  7760. //List of self skills that give damage around caster
  7761. case ASC_METEORASSAULT:
  7762. case GS_SPREADATTACK:
  7763. case RK_WINDCUTTER:
  7764. case RK_STORMBLAST:
  7765. case NC_AXETORNADO:
  7766. case GC_COUNTERSLASH:
  7767. case SR_SKYNETBLOW:
  7768. case SR_RAMPAGEBLASTER:
  7769. case SR_HOWLINGOFLION:
  7770. case LG_CANNONSPEAR:
  7771. case LG_OVERBRAND:
  7772. case NPC_RAYOFGENESIS:
  7773. case LG_RAYOFGENESIS:
  7774. case MH_THE_ONE_FIGHTER_RISES:
  7775. case MH_HEILIGE_PFERD:
  7776. case KO_HAPPOKUNAI:
  7777. case RL_FIREDANCE:
  7778. case RL_R_TRIP:
  7779. case SJ_FULLMOONKICK:
  7780. case SJ_NEWMOONKICK:
  7781. case SJ_SOLARBURST:
  7782. case SJ_STAREMPEROR:
  7783. case SJ_FALLINGSTAR_ATK:
  7784. case DK_SERVANT_W_DEMOL:
  7785. case AG_FROZEN_SLASH:
  7786. case IQ_OLEUM_SANCTUM:
  7787. case IQ_MASSIVE_F_BLASTER:
  7788. case IQ_EXPOSION_BLASTER:
  7789. case SHC_IMPACT_CRATER:
  7790. case MT_AXE_STOMP:
  7791. case MT_MIGHTY_SMASH:
  7792. case ABC_ABYSS_DAGGER:
  7793. case BO_EXPLOSIVE_POWDER:
  7794. {
  7795. int starget = BL_CHAR|BL_SKILL;
  7796. if (skill_id == SR_HOWLINGOFLION)
  7797. starget = splash_target(src);
  7798. if (skill_id == SJ_NEWMOONKICK) {
  7799. if (tsce) {
  7800. status_change_end(bl, type);
  7801. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7802. break;
  7803. } else
  7804. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7805. }
  7806. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7807. if (sd) {
  7808. // Remove old shields if any exist.
  7809. pc_delspiritball(sd, sd->spiritball, 0);
  7810. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7811. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7812. }
  7813. status_change_end(src, SC_DIMENSION);
  7814. }
  7815. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7816. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7817. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7818. hom_addspiritball(hd, MAX_SPIRITBALL);
  7819. }
  7820. skill_area_temp[1] = 0;
  7821. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7822. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7823. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7824. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7825. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7826. }
  7827. break;
  7828. case SHC_DANCING_KNIFE:
  7829. if (flag & 1) {
  7830. skill_area_temp[1] = 0;
  7831. // Note: doesn't force player to stand before attacking
  7832. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7833. } else {
  7834. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7835. }
  7836. break;
  7837. case MT_A_MACHINE:
  7838. if (flag & 1) {
  7839. skill_area_temp[1] = 0;
  7840. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7841. pc_setstand(sd, true);
  7842. skill_sit(sd, false);
  7843. }
  7844. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7845. } else {
  7846. if (dstsd) {
  7847. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7848. if (lv > battle_config.attack_machine_level_difference) {
  7849. if (sd)
  7850. clif_skill_fail( *sd, skill_id );
  7851. map_freeblock_unlock();
  7852. return 0;
  7853. }
  7854. }
  7855. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7856. }
  7857. break;
  7858. case EM_ELEMENTAL_BUSTER: {
  7859. if (sd == nullptr)
  7860. break;
  7861. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7862. clif_skill_fail( *sd, skill_id );
  7863. map_freeblock_unlock();
  7864. return 0;
  7865. }
  7866. uint16 buster_element;
  7867. switch (sd->ed->elemental.class_) {
  7868. case ELEMENTALID_ARDOR:
  7869. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7870. break;
  7871. case ELEMENTALID_DILUVIO:
  7872. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7873. break;
  7874. case ELEMENTALID_PROCELLA:
  7875. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7876. break;
  7877. case ELEMENTALID_TERREMOTUS:
  7878. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7879. break;
  7880. case ELEMENTALID_SERPENS:
  7881. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7882. break;
  7883. }
  7884. skill_area_temp[1] = 0;
  7885. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7886. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7887. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7888. }
  7889. break;
  7890. case NPC_IGNITIONBREAK:
  7891. case RK_IGNITIONBREAK:
  7892. skill_area_temp[1] = 0;
  7893. #if PACKETVER >= 20180207
  7894. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7895. #else
  7896. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7897. #endif
  7898. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7899. break;
  7900. case SR_TIGERCANNON:
  7901. case SR_WINDMILL:
  7902. case GN_CART_TORNADO:
  7903. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7904. [[fallthrough]];
  7905. case SR_EARTHSHAKER:
  7906. case NC_INFRAREDSCAN:
  7907. case NPC_VAMPIRE_GIFT:
  7908. case NPC_HELLJUDGEMENT:
  7909. case NPC_HELLJUDGEMENT2:
  7910. case NPC_PULSESTRIKE:
  7911. case LG_MOONSLASHER:
  7912. case NPC_WIDECRITICALWOUND:
  7913. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7914. break;
  7915. #ifdef RENEWAL
  7916. case KN_BRANDISHSPEAR:
  7917. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7918. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7919. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7920. skill_castend_damage_id);
  7921. break;
  7922. #else
  7923. case KN_BRANDISHSPEAR:
  7924. #endif
  7925. case ML_BRANDISH:
  7926. skill_area_temp[1] = bl->id;
  7927. if(skill_lv >= 10)
  7928. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7929. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7930. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7931. skill_castend_damage_id);
  7932. if(skill_lv >= 7)
  7933. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7934. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7935. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7936. skill_castend_damage_id);
  7937. if(skill_lv >= 4)
  7938. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7939. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7940. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7941. skill_castend_damage_id);
  7942. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7943. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7944. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7945. skill_castend_damage_id);
  7946. break;
  7947. case WZ_SIGHTRASHER:
  7948. //Passive side of the attack.
  7949. status_change_end(src, SC_SIGHT);
  7950. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7951. map_foreachinshootrange(skill_area_sub,src,
  7952. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7953. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7954. skill_castend_damage_id);
  7955. break;
  7956. case WZ_FROSTNOVA:
  7957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7958. skill_area_temp[1] = 0;
  7959. map_foreachinshootrange(skill_attack_area, src,
  7960. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7961. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7962. break;
  7963. case HVAN_EXPLOSION: //[orn]
  7964. case NPC_SELFDESTRUCTION:
  7965. //Self Destruction hits everyone in range (allies+enemies)
  7966. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7967. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7968. BCT_ENEMY:BCT_ALL;
  7969. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7970. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7971. map_foreachinshootrange(skill_area_sub, bl,
  7972. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7973. src, skill_id, skill_lv, tick, flag|i,
  7974. skill_castend_damage_id);
  7975. if(map_addblock(src)) {
  7976. map_freeblock_unlock();
  7977. return 1;
  7978. }
  7979. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7980. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7981. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  7982. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7983. clif_send_homdata( hd, SP_INTIMATE );
  7984. }
  7985. break;
  7986. case AL_ANGELUS:
  7987. #ifdef RENEWAL
  7988. case PR_SUFFRAGIUM:
  7989. case PR_IMPOSITIO:
  7990. #endif
  7991. case PR_MAGNIFICAT:
  7992. case PR_GLORIA:
  7993. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7994. // Animations don't play when outside visible range
  7995. if (check_distance_bl(src, bl, AREA_SIZE))
  7996. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7997. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7998. }
  7999. else if (sd)
  8000. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  8001. break;
  8002. #ifdef RENEWAL
  8003. case MC_LOUD:
  8004. #endif
  8005. case SN_WINDWALK:
  8006. case CASH_BLESSING:
  8007. case CASH_INCAGI:
  8008. case CASH_ASSUMPTIO:
  8009. case WM_FRIGG_SONG:
  8010. case NV_HELPANGEL:
  8011. case IG_GUARDIAN_SHIELD:
  8012. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8013. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8014. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8015. else if (sd)
  8016. {
  8017. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8018. status_set_hp(src, 1, 0);
  8019. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8020. }
  8021. break;
  8022. case MER_MAGNIFICAT:
  8023. if( mer != nullptr )
  8024. {
  8025. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8026. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8027. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8028. else if( mer->master && !(flag&1) )
  8029. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8030. }
  8031. break;
  8032. case BS_ADRENALINE:
  8033. case BS_ADRENALINE2:
  8034. case BS_WEAPONPERFECT:
  8035. case BS_OVERTHRUST:
  8036. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8037. int weapontype = skill_get_weapontype(skill_id);
  8038. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8039. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8040. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8041. }
  8042. } else if (sd) {
  8043. party_foreachsamemap(skill_area_sub,
  8044. sd,skill_get_splash(skill_id, skill_lv),
  8045. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8046. skill_castend_nodamage_id);
  8047. }
  8048. break;
  8049. case BS_MAXIMIZE:
  8050. case NV_TRICKDEAD:
  8051. case CR_DEFENDER:
  8052. case ML_DEFENDER:
  8053. case CR_AUTOGUARD:
  8054. case ML_AUTOGUARD:
  8055. case TK_READYSTORM:
  8056. case TK_READYDOWN:
  8057. case TK_READYTURN:
  8058. case TK_READYCOUNTER:
  8059. case TK_DODGE:
  8060. case CR_SHRINK:
  8061. case SG_FUSION:
  8062. case GS_GATLINGFEVER:
  8063. case SJ_LUNARSTANCE:
  8064. case SJ_STARSTANCE:
  8065. case SJ_UNIVERSESTANCE:
  8066. case SJ_SUNSTANCE:
  8067. case SP_SOULCOLLECT:
  8068. case IG_GUARD_STANCE:
  8069. case IG_ATTACK_STANCE:
  8070. if( tsce )
  8071. {
  8072. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8073. map_freeblock_unlock();
  8074. return 0;
  8075. }
  8076. if( skill_id == SP_SOULCOLLECT ){
  8077. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8078. }else{
  8079. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8080. }
  8081. break;
  8082. case SL_KAITE:
  8083. case SL_KAAHI:
  8084. case SL_KAIZEL:
  8085. case SL_KAUPE:
  8086. case SP_KAUTE:
  8087. if (sd) {
  8088. if (!dstsd || !(
  8089. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8090. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8091. dstsd->status.char_id == sd->status.char_id ||
  8092. dstsd->status.char_id == sd->status.partner_id ||
  8093. dstsd->status.char_id == sd->status.child ||
  8094. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8095. )) {
  8096. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8097. clif_skill_fail( *sd, skill_id );
  8098. break;
  8099. }
  8100. }
  8101. if (skill_id == SP_KAUTE) {
  8102. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8103. if (sd)
  8104. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8105. break;
  8106. }
  8107. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8108. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8109. } else
  8110. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8111. break;
  8112. case SM_AUTOBERSERK:
  8113. case MER_AUTOBERSERK:
  8114. if( tsce )
  8115. i = status_change_end(bl, type);
  8116. else
  8117. i = sc_start(src,bl,type,100,skill_lv,60000);
  8118. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8119. break;
  8120. case TF_HIDING:
  8121. case ST_CHASEWALK:
  8122. case KO_YAMIKUMO:
  8123. if (tsce)
  8124. {
  8125. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8126. map_freeblock_unlock();
  8127. return 0;
  8128. }
  8129. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8130. break;
  8131. case TK_RUN:
  8132. if (tsce)
  8133. {
  8134. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8135. map_freeblock_unlock();
  8136. return 0;
  8137. }
  8138. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8139. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8140. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8141. break;
  8142. case AS_CLOAKING:
  8143. case GC_CLOAKINGEXCEED:
  8144. case LG_FORCEOFVANGUARD:
  8145. case SC_REPRODUCE:
  8146. case SC_INVISIBILITY:
  8147. case RA_CAMOUFLAGE:
  8148. if (tsce) {
  8149. i = status_change_end(bl, type);
  8150. if( i )
  8151. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8152. else if( sd )
  8153. clif_skill_fail( *sd, skill_id );
  8154. map_freeblock_unlock();
  8155. return 0;
  8156. }
  8157. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8158. if( i )
  8159. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8160. else if( sd )
  8161. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8162. break;
  8163. case CG_SPECIALSINGER:
  8164. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8165. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8166. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8167. }
  8168. break;
  8169. case BD_ADAPTATION:
  8170. #ifdef RENEWAL
  8171. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8172. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8173. #else
  8174. if(tsc && tsc->getSCE(SC_DANCING)){
  8175. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8176. status_change_end(bl, SC_DANCING);
  8177. }
  8178. #endif
  8179. break;
  8180. case BA_FROSTJOKER:
  8181. case DC_SCREAM:
  8182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8183. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8184. if (md) {
  8185. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8186. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8187. char temp[70];
  8188. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8189. clif_disp_overhead(&md->bl,temp);
  8190. }
  8191. break;
  8192. case BA_PANGVOICE:
  8193. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8194. #ifdef RENEWAL
  8195. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8196. #endif
  8197. break;
  8198. case DC_WINKCHARM:
  8199. if( dstsd ) {
  8200. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8201. #ifdef RENEWAL
  8202. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8203. #endif
  8204. } else
  8205. if( dstmd )
  8206. {
  8207. if( status_get_lv(src) > status_get_lv(bl)
  8208. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8209. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8210. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8211. else
  8212. {
  8213. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8214. if(sd) clif_skill_fail( *sd, skill_id );
  8215. }
  8216. }
  8217. break;
  8218. #ifdef RENEWAL
  8219. case BD_LULLABY:
  8220. case BD_RICHMANKIM:
  8221. case BD_ETERNALCHAOS:
  8222. case BD_DRUMBATTLEFIELD:
  8223. case BD_RINGNIBELUNGEN:
  8224. case BD_ROKISWEIL:
  8225. case BD_INTOABYSS:
  8226. case BD_SIEGFRIED:
  8227. case BA_DISSONANCE:
  8228. case BA_POEMBRAGI:
  8229. case BA_WHISTLE:
  8230. case BA_ASSASSINCROSS:
  8231. case BA_APPLEIDUN:
  8232. case DC_UGLYDANCE:
  8233. case DC_HUMMING:
  8234. case DC_DONTFORGETME:
  8235. case DC_FORTUNEKISS:
  8236. case DC_SERVICEFORYOU:
  8237. skill_castend_song(src, skill_id, skill_lv, tick);
  8238. break;
  8239. #endif
  8240. case TF_STEAL:
  8241. if(sd) {
  8242. if(pc_steal_item(sd,bl,skill_lv))
  8243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8244. else
  8245. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8246. }
  8247. break;
  8248. case RG_STEALCOIN:
  8249. if(sd) {
  8250. if(pc_steal_coin(sd,bl))
  8251. {
  8252. dstmd->state.provoke_flag = src->id;
  8253. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8254. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8255. }
  8256. else
  8257. clif_skill_fail( *sd, skill_id );
  8258. }
  8259. break;
  8260. case MG_STONECURSE:
  8261. {
  8262. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8263. if (sd)
  8264. clif_skill_fail( *sd, skill_id );
  8265. break;
  8266. }
  8267. if(status_isimmune(bl) || !tsc)
  8268. break;
  8269. int32 brate = 0;
  8270. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8271. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8272. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8273. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8274. else if(sd) {
  8275. clif_skill_fail( *sd, skill_id );
  8276. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8277. if (skill_lv > 5)
  8278. { // not to consume items
  8279. map_freeblock_unlock();
  8280. return 0;
  8281. }
  8282. }
  8283. }
  8284. break;
  8285. case NV_FIRSTAID:
  8286. clif_skill_nodamage(src,bl,skill_id,5,1);
  8287. status_heal(bl,5,0,0);
  8288. break;
  8289. case AL_CURE:
  8290. if(status_isimmune(bl)) {
  8291. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8292. break;
  8293. }
  8294. status_change_end(bl, SC_SILENCE);
  8295. status_change_end(bl, SC_BLIND);
  8296. status_change_end(bl, SC_CONFUSION);
  8297. status_change_end(bl, SC_BITESCAR);
  8298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8299. break;
  8300. case TF_DETOXIFY:
  8301. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8302. status_change_end(bl, SC_POISON);
  8303. status_change_end(bl, SC_DPOISON);
  8304. break;
  8305. case PR_STRECOVERY:
  8306. if(status_isimmune(bl)) {
  8307. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8308. break;
  8309. }
  8310. if (tsc) {
  8311. status_change_end(bl, SC_FREEZE);
  8312. status_change_end(bl, SC_STONEWAIT);
  8313. status_change_end(bl, SC_STONE);
  8314. status_change_end(bl, SC_SLEEP);
  8315. status_change_end(bl, SC_STUN);
  8316. status_change_end(bl, SC_WHITEIMPRISON);
  8317. status_change_end(bl, SC_STASIS);
  8318. status_change_end(bl, SC_NETHERWORLD);
  8319. }
  8320. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8321. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8323. if(dstmd)
  8324. mob_unlocktarget(dstmd,tick);
  8325. break;
  8326. // Mercenary Supportive Skills
  8327. case MER_BENEDICTION:
  8328. status_change_end(bl, SC_CURSE);
  8329. status_change_end(bl, SC_BLIND);
  8330. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8331. break;
  8332. case MER_COMPRESS:
  8333. status_change_end(bl, SC_BLEEDING);
  8334. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8335. break;
  8336. case MER_MENTALCURE:
  8337. status_change_end(bl, SC_CONFUSION);
  8338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8339. break;
  8340. case MER_RECUPERATE:
  8341. status_change_end(bl, SC_POISON);
  8342. status_change_end(bl, SC_DPOISON);
  8343. status_change_end(bl, SC_SILENCE);
  8344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8345. break;
  8346. case MER_REGAIN:
  8347. status_change_end(bl, SC_SLEEP);
  8348. status_change_end(bl, SC_STUN);
  8349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8350. break;
  8351. case MER_TENDER:
  8352. status_change_end(bl, SC_FREEZE);
  8353. status_change_end(bl, SC_STONE);
  8354. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8355. break;
  8356. case MER_SCAPEGOAT:
  8357. if( mer && mer->master )
  8358. {
  8359. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8360. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8361. }
  8362. break;
  8363. case MER_ESTIMATION:
  8364. if( !mer )
  8365. break;
  8366. sd = mer->master;
  8367. [[fallthrough]];
  8368. case WZ_ESTIMATION:
  8369. if( sd == nullptr )
  8370. break;
  8371. if( dstsd )
  8372. { // Fail on Players
  8373. clif_skill_fail( *sd, skill_id );
  8374. break;
  8375. }
  8376. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8377. clif_skill_estimation(sd, bl);
  8378. if( skill_id == MER_ESTIMATION )
  8379. sd = nullptr;
  8380. break;
  8381. case BS_REPAIRWEAPON:
  8382. if(sd && dstsd)
  8383. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8384. break;
  8385. case MC_IDENTIFY:
  8386. if(sd) {
  8387. clif_item_identify_list(sd);
  8388. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8389. map_freeblock_unlock();
  8390. return 1;
  8391. }
  8392. else { // consume sp only if succeeded
  8393. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8394. status_zap(src,0,req.sp);
  8395. }
  8396. }
  8397. break;
  8398. // Weapon Refining [Celest]
  8399. case WS_WEAPONREFINE:
  8400. if( sd != nullptr ){
  8401. clif_item_refine_list( *sd );
  8402. }
  8403. break;
  8404. case MC_VENDING:
  8405. if(sd)
  8406. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8407. if ( !pc_can_give_items(sd) )
  8408. clif_skill_fail( *sd, skill_id );
  8409. else {
  8410. sd->state.prevend = 1;
  8411. sd->state.workinprogress = WIP_DISABLE_ALL;
  8412. sd->vend_skill_lv = skill_lv;
  8413. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8414. if (i < MAX_CART) {
  8415. // Save the cart before opening the vending UI
  8416. sd->state.pending_vending_ui = true;
  8417. intif_storage_save(sd, &sd->cart);
  8418. }
  8419. else{
  8420. // Instantly open the vending UI
  8421. sd->state.pending_vending_ui = false;
  8422. clif_openvendingreq( *sd, 2+skill_lv );
  8423. }
  8424. }
  8425. }
  8426. break;
  8427. case AL_TELEPORT:
  8428. case ALL_ODINS_RECALL:
  8429. if(sd)
  8430. {
  8431. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8432. clif_skill_teleportmessage( *sd, NOTIFY_MAPINFO_CANT_TP );
  8433. break;
  8434. }
  8435. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8436. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8437. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8438. break;
  8439. }
  8440. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8441. sd->hd->blockskill.clear();
  8442. sd->hd->blockskill.shrink_to_fit();
  8443. }
  8444. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8445. {
  8446. if( skill_lv == 1 )
  8447. pc_randomwarp(sd,CLR_TELEPORT);
  8448. else
  8449. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8450. break;
  8451. }
  8452. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8453. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8454. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8455. else
  8456. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8457. } else
  8458. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8459. break;
  8460. case NPC_EXPULSION:
  8461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8462. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8463. break;
  8464. case AL_HOLYWATER:
  8465. if(sd) {
  8466. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8467. struct skill_unit* su;
  8468. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8469. skill_delunit(su);
  8470. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8471. }
  8472. else
  8473. clif_skill_fail( *sd, skill_id );
  8474. }
  8475. break;
  8476. case TF_PICKSTONE:
  8477. if(sd) {
  8478. unsigned char eflag;
  8479. struct item item_tmp;
  8480. struct block_list tbl;
  8481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8482. memset(&item_tmp,0,sizeof(item_tmp));
  8483. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8484. item_tmp.nameid = ITEMID_STONE;
  8485. item_tmp.identify = 1;
  8486. tbl.id = 0;
  8487. // Commented because of duplicate animation [Lemongrass]
  8488. // At the moment this displays the pickup animation a second time
  8489. // If this is required in older clients, we need to add a version check here
  8490. //clif_takeitem(&sd->bl,&tbl);
  8491. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8492. if(eflag) {
  8493. clif_additem(sd,0,0,eflag);
  8494. if (battle_config.skill_drop_items_full)
  8495. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8496. }
  8497. }
  8498. break;
  8499. case ASC_CDP:
  8500. if(sd) {
  8501. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8502. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8503. else
  8504. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8505. }
  8506. break;
  8507. case RG_STRIPWEAPON:
  8508. case RG_STRIPSHIELD:
  8509. case RG_STRIPARMOR:
  8510. case RG_STRIPHELM:
  8511. case ST_FULLSTRIP:
  8512. case GC_WEAPONCRUSH:
  8513. case SC_STRIPACCESSARY:
  8514. case ABC_STRIP_SHADOW: {
  8515. bool i;
  8516. //Special message when trying to use strip on FCP [Jobbie]
  8517. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8518. {
  8519. clif_gospel_info(sd, 0x28);
  8520. break;
  8521. }
  8522. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8523. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8524. //Nothing stripped.
  8525. if( sd && !i )
  8526. clif_skill_fail( *sd, skill_id );
  8527. break;
  8528. }
  8529. case AM_BERSERKPITCHER:
  8530. case AM_POTIONPITCHER:
  8531. {
  8532. int j,hp = 0,sp = 0;
  8533. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8534. map_freeblock_unlock();
  8535. return 1;
  8536. }
  8537. if( sd ) {
  8538. int x,bonus=100;
  8539. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8540. x = skill_lv%11 - 1;
  8541. j = pc_search_inventory(sd, require.itemid[x]);
  8542. if (j < 0 || require.itemid[x] <= 0) {
  8543. clif_skill_fail( *sd, skill_id );
  8544. map_freeblock_unlock();
  8545. return 1;
  8546. }
  8547. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8548. clif_skill_fail( *sd, skill_id );
  8549. map_freeblock_unlock();
  8550. return 1;
  8551. }
  8552. if( skill_id == AM_BERSERKPITCHER ) {
  8553. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8554. clif_skill_fail( *sd, skill_id );
  8555. map_freeblock_unlock();
  8556. return 1;
  8557. }
  8558. }
  8559. potion_flag = 1;
  8560. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8561. potion_target = bl->id;
  8562. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8563. potion_flag = potion_target = 0;
  8564. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8565. bonus += sd->status.base_level;
  8566. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8567. hp = tstatus->max_hp * potion_per_hp / 100;
  8568. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8569. if( dstsd ) {
  8570. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8571. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8572. }
  8573. } else {
  8574. if( potion_hp > 0 ) {
  8575. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8576. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8577. if( dstsd )
  8578. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8579. }
  8580. if( potion_sp > 0 ) {
  8581. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8582. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8583. if( dstsd )
  8584. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8585. }
  8586. }
  8587. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8588. hp += hp * bonus / 100;
  8589. }
  8590. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8591. sp += sp * bonus / 100;
  8592. }
  8593. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8594. hp += hp * j / 100;
  8595. sp += sp * j / 100;
  8596. }
  8597. } else {
  8598. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8599. switch (skill_lv) {
  8600. case 1: hp = 45; break;
  8601. case 2: hp = 105; break;
  8602. case 3: hp = 175; break;
  8603. default: hp = 325; break;
  8604. }
  8605. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8606. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8607. if( dstsd )
  8608. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8609. }
  8610. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8611. hp += hp * j / 100;
  8612. sp += sp * j / 100;
  8613. }
  8614. // Final heal increased by HPlus.
  8615. // Is this the right place for this??? [Rytech]
  8616. // Can HPlus also affect SP recovery???
  8617. if (sd && sstatus->hplus > 0) {
  8618. hp += hp * sstatus->hplus / 100;
  8619. sp += sp * sstatus->hplus / 100;
  8620. }
  8621. if (tsc && tsc->count) {
  8622. uint8 penalty = 0;
  8623. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8624. hp += hp / 10;
  8625. sp += sp / 10;
  8626. }
  8627. if (tsc->getSCE(SC_CRITICALWOUND))
  8628. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8629. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8630. penalty += 20;
  8631. if (tsc->getSCE(SC_NORECOVER_STATE))
  8632. penalty = 100;
  8633. if (penalty > 0) {
  8634. hp -= hp * penalty / 100;
  8635. sp -= sp * penalty / 100;
  8636. }
  8637. }
  8638. #ifdef RENEWAL
  8639. if (bl->type == BL_HOM)
  8640. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8641. #endif
  8642. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8643. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8644. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  8645. if( sp > 0 )
  8646. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  8647. if (tsc) {
  8648. #ifdef RENEWAL
  8649. if (tsc->getSCE(SC_EXTREMITYFIST))
  8650. sp = 0;
  8651. #endif
  8652. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8653. hp = 0;
  8654. sp = 0;
  8655. }
  8656. }
  8657. status_heal(bl,hp,sp,0);
  8658. }
  8659. break;
  8660. case AM_CP_WEAPON:
  8661. case AM_CP_SHIELD:
  8662. case AM_CP_ARMOR:
  8663. case AM_CP_HELM:
  8664. {
  8665. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8666. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8667. clif_skill_fail( *sd, skill_id );
  8668. map_freeblock_unlock(); // Don't consume item requirements
  8669. return 0;
  8670. }
  8671. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8672. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8673. }
  8674. break;
  8675. case AM_TWILIGHT1:
  8676. if (sd) {
  8677. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8678. //Prepare 200 White Potions.
  8679. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8680. clif_skill_fail( *sd, skill_id );
  8681. }
  8682. break;
  8683. case AM_TWILIGHT2:
  8684. if (sd) {
  8685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8686. //Prepare 200 Slim White Potions.
  8687. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8688. clif_skill_fail( *sd, skill_id );
  8689. }
  8690. break;
  8691. case AM_TWILIGHT3:
  8692. if (sd) {
  8693. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8694. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8695. if( ebottle >= 0 )
  8696. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8697. //check if you can produce all three, if not, then fail:
  8698. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8699. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8700. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8701. || ebottle < 200 //200 empty bottle are required at total.
  8702. ) {
  8703. clif_skill_fail( *sd, skill_id );
  8704. break;
  8705. }
  8706. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8707. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8708. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8709. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8710. }
  8711. break;
  8712. case SA_DISPELL:
  8713. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8714. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8715. break; // Outside PvP it should only affect party members and no skill fail message
  8716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8717. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8718. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8719. || rnd()%100 >= 50+10*skill_lv)
  8720. {
  8721. if (sd)
  8722. clif_skill_fail( *sd, skill_id );
  8723. break;
  8724. }
  8725. if(status_isimmune(bl))
  8726. break;
  8727. //Remove bonus_script by Dispell
  8728. if (dstsd)
  8729. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8730. // Monsters will unlock their target instead
  8731. else if (dstmd)
  8732. mob_unlocktarget(dstmd, tick);
  8733. if(!tsc || !tsc->count)
  8734. break;
  8735. //Statuses that can't be Dispelled
  8736. for (const auto &it : status_db) {
  8737. sc_type status = static_cast<sc_type>(it.first);
  8738. if (!tsc->getSCE(status))
  8739. continue;
  8740. if (it.second->flag[SCF_NODISPELL])
  8741. continue;
  8742. switch (status) {
  8743. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8744. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8745. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8746. case SC_FORTUNE: case SC_SERVICE4U:
  8747. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8748. continue; //If in song area don't end it, even if config enabled
  8749. break;
  8750. case SC_ASSUMPTIO:
  8751. if( bl->type == BL_MOB )
  8752. continue;
  8753. break;
  8754. }
  8755. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8756. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8757. status_change_end(bl, status);
  8758. }
  8759. break;
  8760. }
  8761. //Affect all targets on splash area.
  8762. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8763. src, skill_id, skill_lv, tick, flag|1,
  8764. skill_castend_damage_id);
  8765. break;
  8766. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8767. {
  8768. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8769. #ifdef RENEWAL
  8770. |BLOWN_DONT_SEND_PACKET
  8771. #endif
  8772. ));
  8773. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8774. #ifdef RENEWAL
  8775. if(blew_count > 0)
  8776. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8777. #else
  8778. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8779. #endif
  8780. }
  8781. break;
  8782. case TK_HIGHJUMP:
  8783. {
  8784. int x,y, dir = unit_getdir(src);
  8785. struct map_data *mapdata = &map[src->m];
  8786. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8787. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8788. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8789. ) {
  8790. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8791. break;
  8792. } else if(dir%2) {
  8793. //Diagonal
  8794. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8795. y = src->y + diry[dir]*(skill_lv*4)/3;
  8796. } else {
  8797. x = src->x + dirx[dir]*skill_lv*2;
  8798. y = src->y + diry[dir]*skill_lv*2;
  8799. }
  8800. int x1 = x + dirx[dir];
  8801. int y1 = y + diry[dir];
  8802. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8803. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8804. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8805. unit_movepos(src, x, y, 1, 0))
  8806. clif_blown(src);
  8807. }
  8808. break;
  8809. case SA_CASTCANCEL:
  8810. case SO_SPELLFIST:
  8811. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8812. unit_skillcastcancel(src,1);
  8813. if(sd) {
  8814. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8815. if( skill_id == SO_SPELLFIST ){
  8816. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8817. sd->skill_id_old = sd->skill_lv_old = 0;
  8818. break;
  8819. }
  8820. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8821. if(sp < 0) sp = 0;
  8822. status_zap(src, 0, sp);
  8823. }
  8824. break;
  8825. case SA_SPELLBREAKER:
  8826. {
  8827. int sp;
  8828. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  8829. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  8830. sp = status_percent_damage(bl, src, 0, -20, false);
  8831. status_heal(bl, 0, sp, 2);
  8832. }
  8833. else {
  8834. struct unit_data* ud = unit_bl2ud(bl);
  8835. if (!ud || ud->skilltimer == INVALID_TIMER)
  8836. break; //Nothing to cancel.
  8837. int hp = 0;
  8838. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8839. if (rnd_chance(90, 100))
  8840. {
  8841. if (sd) clif_skill_fail( *sd, skill_id );
  8842. break;
  8843. }
  8844. }
  8845. #ifdef RENEWAL
  8846. else // HP damage does not work on bosses in renewal
  8847. #endif
  8848. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  8849. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  8850. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8851. unit_skillcastcancel(bl, 0);
  8852. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  8853. status_zap(bl, 0, sp);
  8854. // Recover some of the SP used
  8855. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  8856. // If damage would be lethal, it does not deal damage
  8857. if (hp && hp < tstatus->hp) {
  8858. clif_damage(src, bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  8859. status_zap(bl, hp, 0);
  8860. // Recover 50% of damage dealt
  8861. status_heal(src, hp / 2, 0, 2);
  8862. }
  8863. }
  8864. }
  8865. break;
  8866. case SA_MAGICROD:
  8867. #ifdef RENEWAL
  8868. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8869. #endif
  8870. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8871. break;
  8872. case SA_AUTOSPELL:
  8873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8874. if (sd) {
  8875. sd->state.workinprogress = WIP_DISABLE_ALL;
  8876. clif_autospell( *sd, skill_lv );
  8877. } else {
  8878. int maxlv=1,spellid=0;
  8879. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8880. if(skill_lv >= 10) {
  8881. spellid = MG_FROSTDIVER;
  8882. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8883. // maxlv = 10;
  8884. // else
  8885. maxlv = skill_lv - 9;
  8886. }
  8887. else if(skill_lv >=8) {
  8888. spellid = MG_FIREBALL;
  8889. maxlv = skill_lv - 7;
  8890. }
  8891. else if(skill_lv >=5) {
  8892. spellid = MG_SOULSTRIKE;
  8893. maxlv = skill_lv - 4;
  8894. }
  8895. else if(skill_lv >=2) {
  8896. int i_rnd = rnd()%3;
  8897. spellid = spellarray[i_rnd];
  8898. maxlv = skill_lv - 1;
  8899. }
  8900. else if(skill_lv > 0) {
  8901. spellid = MG_NAPALMBEAT;
  8902. maxlv = 3;
  8903. }
  8904. if(spellid > 0)
  8905. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8906. skill_get_time(SA_AUTOSPELL,skill_lv));
  8907. }
  8908. break;
  8909. case BS_GREED:
  8910. if(sd){
  8911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8912. map_foreachinallrange(skill_greed,bl,
  8913. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8914. }
  8915. break;
  8916. case SA_ELEMENTWATER:
  8917. case SA_ELEMENTFIRE:
  8918. case SA_ELEMENTGROUND:
  8919. case SA_ELEMENTWIND:
  8920. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8921. break;
  8922. [[fallthrough]];
  8923. case NPC_ATTRICHANGE:
  8924. case NPC_CHANGEWATER:
  8925. case NPC_CHANGEGROUND:
  8926. case NPC_CHANGEFIRE:
  8927. case NPC_CHANGEWIND:
  8928. case NPC_CHANGEPOISON:
  8929. case NPC_CHANGEHOLY:
  8930. case NPC_CHANGEDARKNESS:
  8931. case NPC_CHANGETELEKINESIS:
  8932. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8933. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8934. skill_get_time(skill_id, skill_lv)));
  8935. break;
  8936. case NPC_PROVOCATION:
  8937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8938. if (md) mob_unlocktarget(md, tick);
  8939. break;
  8940. case NPC_REBIRTH:
  8941. if( md && md->state.rebirth )
  8942. break; // only works once
  8943. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8944. break;
  8945. case NPC_DARKBLESSING:
  8946. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8947. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8948. break;
  8949. case NPC_LICK:
  8950. status_zap(bl, 0, 100);
  8951. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8952. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8953. break;
  8954. case NPC_SUICIDE:
  8955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8956. status_kill(src); //When suiciding, neither exp nor drops is given.
  8957. break;
  8958. case NPC_SUMMONSLAVE:
  8959. case NPC_SUMMONMONSTER:
  8960. case NPC_DEATHSUMMON:
  8961. if(md && md->skill_idx >= 0)
  8962. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8963. break;
  8964. case NPC_CALLSLAVE:
  8965. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8966. break;
  8967. case NPC_RANDOMMOVE:
  8968. if (md) {
  8969. md->next_walktime = tick - 1;
  8970. if (md->special_state.ai == AI_SPHERE)
  8971. unit_escape(&md->bl, bl, 7, 2);
  8972. else
  8973. mob_randomwalk(md,tick);
  8974. }
  8975. break;
  8976. case NPC_SPEEDUP:
  8977. {
  8978. // or does it increase casting rate? just a guess xD
  8979. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8980. if (i_type > SC_ASPDPOTION3)
  8981. i_type = SC_ASPDPOTION3;
  8982. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8983. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8984. }
  8985. break;
  8986. case NPC_REVENGE:
  8987. // not really needed... but adding here anyway ^^
  8988. if (md && md->master_id > 0) {
  8989. struct block_list *mbl, *tbl;
  8990. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  8991. (tbl = battle_gettargeted(mbl)) == nullptr)
  8992. break;
  8993. md->state.provoke_flag = tbl->id;
  8994. mob_target(md, tbl, sstatus->rhw.range);
  8995. }
  8996. break;
  8997. case NPC_RUN:
  8998. if (md) {
  8999. block_list* tbl = map_id2bl(md->target_id);
  9000. if (tbl) {
  9001. md->state.can_escape = 1;
  9002. mob_unlocktarget(md, tick);
  9003. // Official distance is 7, if level > 1, distance = level
  9004. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 2);
  9005. if (time) {
  9006. // Need to set state here as it's not set otherwise
  9007. md->state.skillstate = MSS_WALK;
  9008. // Set AI to inactive for the duration of this movement
  9009. md->last_thinktime = tick + time;
  9010. }
  9011. }
  9012. }
  9013. break;
  9014. case NPC_TRANSFORMATION:
  9015. case NPC_METAMORPHOSIS:
  9016. if(md && md->skill_idx >= 0) {
  9017. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9018. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9019. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9020. if (class_) mob_class_change(md, class_);
  9021. }
  9022. break;
  9023. case NPC_EMOTION_ON:
  9024. case NPC_EMOTION:
  9025. //val[0] is the emotion to use.
  9026. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9027. //val[1] 'sets' the mode
  9028. //val[2] adds to the current mode
  9029. //val[3] removes from the current mode
  9030. //val[4] if set, asks to delete the previous mode change.
  9031. if(md && md->skill_idx >= 0 && tsc)
  9032. {
  9033. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  9034. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9035. status_change_end(bl, type);
  9036. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9037. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  9038. mob_unlocktarget(md,tick);
  9039. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9040. sc_start4(src,src, type, 100, skill_lv,
  9041. md->db->skill[md->skill_idx]->val[1],
  9042. md->db->skill[md->skill_idx]->val[2],
  9043. md->db->skill[md->skill_idx]->val[3],
  9044. skill_get_time(skill_id, skill_lv));
  9045. //Reset aggressive state depending on resulting mode
  9046. if (!battle_config.npc_emotion_behavior)
  9047. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9048. }
  9049. break;
  9050. case NPC_POWERUP:
  9051. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9052. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9053. break;
  9054. case NPC_AGIUP:
  9055. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9056. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9057. break;
  9058. case NPC_INVISIBLE:
  9059. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9060. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9061. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9062. break;
  9063. case NPC_SIEGEMODE:
  9064. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9065. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9066. break;
  9067. case NPC_INVINCIBLEOFF:
  9068. case MER_INVINCIBLEOFF2:
  9069. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9070. status_change_end(bl, SC_INVINCIBLE);
  9071. break;
  9072. case WE_MALE: {
  9073. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9074. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9075. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9076. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  9077. }
  9078. }
  9079. break;
  9080. case WE_FEMALE: {
  9081. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9082. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9083. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9084. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  9085. }
  9086. }
  9087. break;
  9088. // parent-baby skills
  9089. case WE_BABY:
  9090. if(sd){
  9091. map_session_data *f_sd = pc_get_father(sd);
  9092. map_session_data *m_sd = pc_get_mother(sd);
  9093. if( (!f_sd && !m_sd) // if neither was found
  9094. || (sd->status.party_id != 0 && //not in same party
  9095. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9096. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9097. ))
  9098. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9099. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9100. ) {
  9101. clif_skill_fail( *sd, skill_id );
  9102. map_freeblock_unlock();
  9103. return 0;
  9104. }
  9105. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9106. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9107. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9108. }
  9109. break;
  9110. case WE_CALLALLFAMILY:
  9111. if (sd) {
  9112. map_session_data *p_sd = pc_get_partner(sd);
  9113. map_session_data *c_sd = pc_get_child(sd);
  9114. if (!p_sd && !c_sd) { // Fail if no family members are found
  9115. clif_skill_fail( *sd, skill_id );
  9116. map_freeblock_unlock();
  9117. return 1;
  9118. }
  9119. // Partner must be on the same map and in same party
  9120. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9121. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9122. // Child must be on the same map and in same party as the parent casting
  9123. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9124. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9125. }
  9126. break;
  9127. case WE_ONEFOREVER:
  9128. if (sd) {
  9129. map_session_data *p_sd = pc_get_partner(sd);
  9130. map_session_data *c_sd = pc_get_child(sd);
  9131. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9132. clif_skill_fail( *sd, skill_id );
  9133. map_freeblock_unlock();
  9134. return 1;
  9135. }
  9136. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9137. clif_skill_fail( *sd, skill_id );
  9138. break;
  9139. }
  9140. if (status_isdead(bl)) {
  9141. int per = 30, sper = 0;
  9142. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9143. break;
  9144. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9145. break;
  9146. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9147. break;
  9148. if (dstsd->special_state.restart_full_recover)
  9149. per = sper = 100;
  9150. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9151. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9152. }
  9153. }
  9154. break;
  9155. case WE_CHEERUP:
  9156. if (sd) {
  9157. map_session_data *f_sd = pc_get_father(sd);
  9158. map_session_data *m_sd = pc_get_mother(sd);
  9159. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9160. clif_skill_fail( *sd, skill_id );
  9161. map_freeblock_unlock();
  9162. return 1;
  9163. }
  9164. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9165. if (dstsd == f_sd || dstsd == m_sd)
  9166. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9167. } else
  9168. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9169. }
  9170. break;
  9171. case PF_HPCONVERSION:
  9172. {
  9173. int hp, sp;
  9174. hp = sstatus->max_hp/10;
  9175. sp = hp * 10 * skill_lv / 100;
  9176. if (!status_charge(src,hp,0)) {
  9177. if (sd) clif_skill_fail( *sd, skill_id );
  9178. break;
  9179. }
  9180. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9181. status_heal(bl,0,sp,2);
  9182. }
  9183. break;
  9184. case MA_REMOVETRAP:
  9185. case HT_REMOVETRAP:
  9186. {
  9187. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9188. std::shared_ptr<s_skill_unit_group> sg;
  9189. std::shared_ptr<s_skill_db> skill_group;
  9190. // Mercenaries can remove any trap
  9191. // Players can only remove their own traps or traps on Vs maps.
  9192. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9193. {
  9194. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9195. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9196. { // prevent picking up expired traps
  9197. if( battle_config.skill_removetrap_type )
  9198. { // get back all items used to deploy the trap
  9199. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9200. {
  9201. if( skill_group->require.itemid[i] > 0 )
  9202. {
  9203. int flag2;
  9204. struct item item_tmp;
  9205. memset(&item_tmp,0,sizeof(item_tmp));
  9206. item_tmp.nameid = skill_group->require.itemid[i];
  9207. item_tmp.identify = 1;
  9208. item_tmp.amount = skill_group->require.amount[i];
  9209. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9210. clif_additem(sd,0,0,flag2);
  9211. if (battle_config.skill_drop_items_full)
  9212. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9213. }
  9214. }
  9215. }
  9216. }
  9217. else
  9218. { // get back 1 trap
  9219. struct item item_tmp;
  9220. memset(&item_tmp,0,sizeof(item_tmp));
  9221. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9222. item_tmp.identify = 1;
  9223. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9224. {
  9225. clif_additem(sd,0,0,flag);
  9226. if (battle_config.skill_drop_items_full)
  9227. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9228. }
  9229. }
  9230. }
  9231. skill_delunit(su);
  9232. }else if(sd)
  9233. clif_skill_fail( *sd, skill_id );
  9234. }
  9235. break;
  9236. case HT_SPRINGTRAP:
  9237. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9238. {
  9239. struct skill_unit *su=nullptr;
  9240. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9241. switch(su->group->unit_id){
  9242. case UNT_ANKLESNARE: // ankle snare
  9243. if (su->group->val2 != 0)
  9244. // if it is already trapping something don't spring it,
  9245. // remove trap should be used instead
  9246. break;
  9247. [[fallthrough]];
  9248. case UNT_BLASTMINE:
  9249. case UNT_SKIDTRAP:
  9250. case UNT_LANDMINE:
  9251. case UNT_SHOCKWAVE:
  9252. case UNT_SANDMAN:
  9253. case UNT_FLASHER:
  9254. case UNT_FREEZINGTRAP:
  9255. case UNT_CLAYMORETRAP:
  9256. case UNT_TALKIEBOX:
  9257. su->group->unit_id = UNT_USED_TRAPS;
  9258. clif_changetraplook(bl, UNT_USED_TRAPS);
  9259. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9260. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9261. }
  9262. }
  9263. }
  9264. break;
  9265. case BD_ENCORE:
  9266. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9267. if(sd)
  9268. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9269. break;
  9270. case TR_RETROSPECTION:
  9271. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9272. if (sd)
  9273. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9274. break;
  9275. case AS_SPLASHER:
  9276. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9277. // Renewal dropped the 3/4 hp requirement
  9278. #ifndef RENEWAL
  9279. || tstatus-> hp > tstatus->max_hp*3/4
  9280. #endif
  9281. ) {
  9282. if (sd) clif_skill_fail( *sd, skill_id );
  9283. map_freeblock_unlock();
  9284. return 1;
  9285. }
  9286. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9287. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9288. break;
  9289. case PF_MINDBREAKER:
  9290. {
  9291. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9292. map_freeblock_unlock();
  9293. return 1;
  9294. }
  9295. if (tsce)
  9296. { //HelloKitty2 (?) explained that this silently fails when target is
  9297. //already inflicted. [Skotlex]
  9298. map_freeblock_unlock();
  9299. return 1;
  9300. }
  9301. //Has a 55% + skill_lv*5% success chance.
  9302. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9303. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9304. {
  9305. if (sd) clif_skill_fail( *sd, skill_id );
  9306. map_freeblock_unlock();
  9307. return 0;
  9308. }
  9309. unit_skillcastcancel(bl,0);
  9310. if (dstmd)
  9311. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9312. }
  9313. break;
  9314. case PF_SOULCHANGE:
  9315. {
  9316. unsigned int sp1 = 0, sp2 = 0;
  9317. if (dstmd) {
  9318. if (dstmd->state.soul_change_flag) {
  9319. if(sd) clif_skill_fail( *sd, skill_id );
  9320. break;
  9321. }
  9322. dstmd->state.soul_change_flag = 1;
  9323. sp2 = sstatus->max_sp * 3 /100;
  9324. status_heal(src, 0, sp2, 2);
  9325. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9326. break;
  9327. }
  9328. sp1 = sstatus->sp;
  9329. sp2 = tstatus->sp;
  9330. #ifdef RENEWAL
  9331. sp1 = sp1 / 2;
  9332. sp2 = sp2 / 2;
  9333. if (tsc && tsc->getSCE(SC_EXTREMITYFIST))
  9334. sp1 = tstatus->sp;
  9335. #endif
  9336. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9337. sp1 = tstatus->sp;
  9338. status_set_sp(src, sp2, 3);
  9339. status_set_sp(bl, sp1, 3);
  9340. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9341. }
  9342. break;
  9343. // Slim Pitcher
  9344. case CR_SLIMPITCHER:
  9345. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9346. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9347. break;
  9348. if (potion_hp || potion_sp) {
  9349. int hp = potion_hp, sp = potion_sp;
  9350. hp = hp * (100 + (tstatus->vit * 2))/100;
  9351. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9352. if (dstsd) {
  9353. if (hp)
  9354. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9355. if (sp)
  9356. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9357. }
  9358. if (tsc && tsc->count) {
  9359. uint8 penalty = 0;
  9360. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9361. hp += hp / 10;
  9362. sp += sp / 10;
  9363. }
  9364. if (tsc->getSCE(SC_CRITICALWOUND))
  9365. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9366. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9367. penalty += 20;
  9368. if (tsc->getSCE(SC_NORECOVER_STATE))
  9369. penalty = 100;
  9370. if (penalty > 0) {
  9371. hp -= hp * penalty / 100;
  9372. sp -= sp * penalty / 100;
  9373. }
  9374. }
  9375. if(hp > 0)
  9376. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  9377. if(sp > 0)
  9378. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  9379. status_heal(bl,hp,sp,0);
  9380. }
  9381. break;
  9382. // Full Chemical Protection
  9383. case CR_FULLPROTECTION:
  9384. {
  9385. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9386. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9387. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9388. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9389. continue;
  9390. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9391. s++;
  9392. }
  9393. if( sd && !s ){
  9394. clif_skill_fail( *sd, skill_id );
  9395. map_freeblock_unlock(); // Don't consume item requirements
  9396. return 0;
  9397. }
  9398. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9399. }
  9400. break;
  9401. case RG_CLEANER: //AppleGirl
  9402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9403. break;
  9404. #ifndef RENEWAL
  9405. case CG_LONGINGFREEDOM:
  9406. {
  9407. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9408. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9409. {
  9410. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9411. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9412. }
  9413. }
  9414. break;
  9415. #endif
  9416. case CG_TAROTCARD:
  9417. {
  9418. int card = -1;
  9419. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9420. //Target currently has the SUN tarot card effect and is immune to any other effect
  9421. map_freeblock_unlock();
  9422. return 0;
  9423. }
  9424. if( rnd() % 100 > skill_lv * 8 ||
  9425. #ifndef RENEWAL
  9426. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9427. #endif
  9428. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9429. if( sd )
  9430. clif_skill_fail( *sd, skill_id );
  9431. map_freeblock_unlock();
  9432. return 0;
  9433. }
  9434. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9435. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9436. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9437. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9438. }
  9439. break;
  9440. case SL_ALCHEMIST:
  9441. case SL_ASSASIN:
  9442. case SL_BARDDANCER:
  9443. case SL_BLACKSMITH:
  9444. case SL_CRUSADER:
  9445. case SL_HUNTER:
  9446. case SL_KNIGHT:
  9447. case SL_MONK:
  9448. case SL_PRIEST:
  9449. case SL_ROGUE:
  9450. case SL_SAGE:
  9451. case SL_SOULLINKER:
  9452. case SL_STAR:
  9453. case SL_SUPERNOVICE:
  9454. case SL_WIZARD:
  9455. case SL_HIGH:
  9456. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9457. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9458. // 1% chance to erase death count on successful cast
  9459. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9460. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9461. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9462. status_calc_pc( dstsd, SCO_NONE );
  9463. }
  9464. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9465. }else{
  9466. if( sd ){
  9467. clif_skill_fail( *sd, skill_id );
  9468. }
  9469. }
  9470. break;
  9471. case SP_SOULGOLEM:
  9472. case SP_SOULSHADOW:
  9473. case SP_SOULFALCON:
  9474. case SP_SOULFAIRY:
  9475. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9476. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9477. }else{
  9478. if( sd ){
  9479. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9480. }
  9481. }
  9482. break;
  9483. case SP_SOULREVOLVE:
  9484. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9485. if (sd)
  9486. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9487. break;
  9488. }
  9489. status_heal(bl, 0, 50*skill_lv, 2);
  9490. status_change_end(bl, SC_SPIRIT);
  9491. status_change_end(bl, SC_SOULGOLEM);
  9492. status_change_end(bl, SC_SOULSHADOW);
  9493. status_change_end(bl, SC_SOULFALCON);
  9494. status_change_end(bl, SC_SOULFAIRY);
  9495. break;
  9496. case SL_SWOO:
  9497. if (tsce) {
  9498. if(sd)
  9499. clif_skill_fail( *sd, skill_id );
  9500. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9501. status_change_end(bl, SC_SWOO);
  9502. break;
  9503. }
  9504. [[fallthrough]];
  9505. case SL_SKA: // [marquis007]
  9506. case SL_SKE:
  9507. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9508. clif_skill_fail( *sd, skill_id );
  9509. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9510. break;
  9511. }
  9512. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9513. if (skill_id == SL_SKE)
  9514. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9515. break;
  9516. // New guild skills [Celest]
  9517. case GD_BATTLEORDER:
  9518. case GD_REGENERATION:
  9519. case GD_RESTORE:
  9520. case GD_EMERGENCY_MOVE:
  9521. if(flag&1) {
  9522. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9523. if( skill_id == GD_RESTORE )
  9524. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9525. else
  9526. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9527. }
  9528. } else if (status_get_guild_id(src)) {
  9529. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9530. map_foreachinallrange(skill_area_sub, src,
  9531. skill_get_splash(skill_id, skill_lv), BL_PC,
  9532. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9533. skill_castend_nodamage_id);
  9534. if (sd)
  9535. #ifdef RENEWAL
  9536. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9537. #else
  9538. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9539. #endif
  9540. }
  9541. break;
  9542. case GD_EMERGENCYCALL:
  9543. case GD_ITEMEMERGENCYCALL:
  9544. {
  9545. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9546. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9547. uint8 j = 0, calls = 0, called = 0;
  9548. // i don't know if it actually summons in a circle, but oh well. ;P
  9549. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9550. if (!g)
  9551. break;
  9552. if (skill_id == GD_ITEMEMERGENCYCALL)
  9553. switch (skill_lv) {
  9554. case 1: calls = 7; break;
  9555. case 2: calls = 12; break;
  9556. case 3: calls = 20; break;
  9557. default: calls = 0; break;
  9558. }
  9559. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9560. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9561. if (j > 8)
  9562. j = 0;
  9563. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9564. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9565. continue;
  9566. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9567. continue;
  9568. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9569. dx[j] = dy[j] = 0;
  9570. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9571. called++;
  9572. }
  9573. }
  9574. if (sd)
  9575. #ifdef RENEWAL
  9576. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9577. #else
  9578. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9579. #endif
  9580. }
  9581. break;
  9582. case GD_CHARGESHOUT_FLAG:
  9583. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9584. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9585. if (md) {
  9586. sd->guild->chargeshout_flag_id = md->bl.id;
  9587. md->master_id = src->id;
  9588. if (md->deletetimer != INVALID_TIMER)
  9589. delete_timer(md->deletetimer, mob_timer_delete);
  9590. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9591. mob_spawn(md);
  9592. }
  9593. }
  9594. break;
  9595. case GD_CHARGESHOUT_BEATING:
  9596. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9597. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9598. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9599. clif_skill_fail( *sd, skill_id );
  9600. else
  9601. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9602. } else if (sd)
  9603. clif_skill_fail( *sd, skill_id );
  9604. break;
  9605. case SG_FEEL:
  9606. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9607. if (sd) {
  9608. if(!sd->feel_map[skill_lv-1].index)
  9609. clif_feel_req(sd->fd,sd, skill_lv);
  9610. else
  9611. clif_feel_info(sd, skill_lv-1, 1);
  9612. }
  9613. break;
  9614. case SG_HATE:
  9615. if (sd) {
  9616. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9617. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9618. clif_skill_fail( *sd, skill_id );
  9619. }
  9620. break;
  9621. case SJ_DOCUMENT:
  9622. if (sd) {
  9623. switch (skill_lv) {
  9624. case 1:
  9625. pc_resetfeel(sd);
  9626. break;
  9627. case 2:
  9628. pc_resethate(sd);
  9629. break;
  9630. case 3:
  9631. pc_resetfeel(sd);
  9632. pc_resethate(sd);
  9633. break;
  9634. }
  9635. }
  9636. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9637. break;
  9638. case GS_GLITTERING:
  9639. if(sd) {
  9640. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9641. if(rnd()%100 < (20+10*skill_lv))
  9642. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9643. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9644. pc_delspiritball(sd,1,0);
  9645. }
  9646. break;
  9647. case GS_CRACKER:
  9648. /* per official standards, this skill works on players and mobs. */
  9649. if (sd && (dstsd || dstmd))
  9650. {
  9651. i =65 -5*distance_bl(src,bl); //Base rate
  9652. if (i < 30) i = 30;
  9653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9654. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9655. }
  9656. break;
  9657. case AM_CALLHOMUN: //[orn]
  9658. if (sd && !hom_call(sd))
  9659. clif_skill_fail( *sd, skill_id );
  9660. #ifdef RENEWAL
  9661. else if (sd && hom_is_active(sd->hd))
  9662. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9663. #endif
  9664. break;
  9665. case AM_REST:
  9666. if (sd) {
  9667. if (hom_vaporize(sd,HOM_ST_REST))
  9668. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9669. else
  9670. clif_skill_fail( *sd, skill_id );
  9671. }
  9672. break;
  9673. case HAMI_CASTLE: //[orn]
  9674. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9675. int x = src->x, y = src->y;
  9676. if (hd)
  9677. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9678. // Move source
  9679. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9680. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9681. clif_blown(src);
  9682. // Move target
  9683. if (unit_movepos(bl,x,y,0,0)) {
  9684. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9685. clif_blown(bl);
  9686. }
  9687. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9688. }
  9689. }
  9690. else if (hd && hd->master) // Failed
  9691. clif_skill_fail( *hd->master, skill_id );
  9692. else if (sd)
  9693. clif_skill_fail( *sd, skill_id );
  9694. break;
  9695. case HVAN_CHAOTIC: //[orn]
  9696. {
  9697. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9698. int r = rnd()%100;
  9699. i = (skill_lv-1)%5;
  9700. if(r<per[i][0]) //Self
  9701. bl = src;
  9702. else if(r<per[i][1]) //Master
  9703. bl = battle_get_master(src);
  9704. else //Enemy
  9705. bl = map_id2bl(battle_gettarget(src));
  9706. if (!bl) bl = src;
  9707. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9708. //Eh? why double skill packet?
  9709. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9710. clif_skill_nodamage(src,bl,skill_id,i,1);
  9711. status_heal(bl, i, 0, 0);
  9712. }
  9713. break;
  9714. //Homun single-target support skills [orn]
  9715. case HAMI_BLOODLUST:
  9716. case HFLI_FLEET:
  9717. case HFLI_SPEED:
  9718. case HLIF_CHANGE:
  9719. case MH_ANGRIFFS_MODUS:
  9720. case MH_GOLDENE_FERSE:
  9721. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9722. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9723. if (hd)
  9724. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9725. break;
  9726. case NPC_DRAGONFEAR:
  9727. if (flag&1) {
  9728. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9729. int j;
  9730. j = i = rnd()%ARRAYLENGTH(sc);
  9731. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9732. i++;
  9733. if ( i == ARRAYLENGTH(sc) )
  9734. i = 0;
  9735. if (i == j)
  9736. break;
  9737. }
  9738. break;
  9739. }
  9740. [[fallthrough]];
  9741. case NPC_WIDEBLEEDING:
  9742. case NPC_WIDEBLEEDING2:
  9743. case NPC_WIDECONFUSE:
  9744. case NPC_WIDECONFUSE2:
  9745. case NPC_WIDECURSE:
  9746. case NPC_WIDECURSE2:
  9747. case NPC_WIDEFREEZE:
  9748. case NPC_WIDEFREEZE2:
  9749. case NPC_WIDESLEEP:
  9750. case NPC_WIDESLEEP2:
  9751. case NPC_WIDESILENCE:
  9752. case NPC_WIDESILENCE2:
  9753. case NPC_WIDESTONE:
  9754. case NPC_WIDESTONE2:
  9755. case NPC_WIDESTUN:
  9756. case NPC_WIDESTUN2:
  9757. case NPC_SLOWCAST:
  9758. case NPC_WIDEHELLDIGNITY:
  9759. case NPC_WIDEHEALTHFEAR:
  9760. case NPC_WIDEBODYBURNNING:
  9761. case NPC_WIDEFROSTMISTY:
  9762. case NPC_WIDECOLD:
  9763. case NPC_WIDE_DEEP_SLEEP:
  9764. case NPC_WIDESIREN:
  9765. case NPC_WIDEWEB:
  9766. if (flag&1){
  9767. switch ( type ) {
  9768. case SC_BURNING:
  9769. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9770. break;
  9771. case SC_STONEWAIT:
  9772. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9773. break;
  9774. default:
  9775. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9776. }
  9777. }
  9778. else {
  9779. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9780. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9781. map_foreachinallrange(skill_area_sub, bl,
  9782. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9783. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9784. skill_castend_nodamage_id);
  9785. }
  9786. break;
  9787. case NPC_WIDESOULDRAIN:
  9788. if (flag&1)
  9789. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9790. else {
  9791. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9792. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9793. map_foreachinallrange(skill_area_sub, bl,
  9794. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9795. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9796. skill_castend_nodamage_id);
  9797. }
  9798. break;
  9799. case NPC_FIRESTORM: {
  9800. int sflag = flag;
  9801. if( skill_lv > 1 )
  9802. sflag |= 4;
  9803. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9804. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9805. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9806. }
  9807. break;
  9808. case ALL_PARTYFLEE:
  9809. if( sd && !(flag&1) ) {
  9810. if( !sd->status.party_id ) {
  9811. clif_skill_fail( *sd, skill_id );
  9812. break;
  9813. }
  9814. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9815. } else
  9816. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9817. break;
  9818. case NPC_TALK:
  9819. case ALL_WEWISH:
  9820. case ALL_CATCRY:
  9821. case ALL_DREAM_SUMMERNIGHT:
  9822. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9823. break;
  9824. case ALL_BUYING_STORE:
  9825. if( sd )
  9826. {// players only, skill allows 5 buying slots
  9827. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9828. }
  9829. break;
  9830. case RK_ENCHANTBLADE:
  9831. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9832. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9833. break;
  9834. case RK_DRAGONHOWLING:
  9835. if( flag&1)
  9836. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9837. else
  9838. {
  9839. skill_area_temp[2] = 0;
  9840. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9841. map_foreachinallrange(skill_area_sub, src,
  9842. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9843. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9844. skill_castend_nodamage_id);
  9845. }
  9846. break;
  9847. case LG_EARTHDRIVE: {
  9848. int dummy = 1;
  9849. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9850. i = skill_get_splash(skill_id,skill_lv);
  9851. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9852. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9853. }
  9854. break;
  9855. case RK_LUXANIMA:
  9856. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9857. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9858. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9859. break;
  9860. case RK_GIANTGROWTH:
  9861. case RK_STONEHARDSKIN:
  9862. case RK_VITALITYACTIVATION:
  9863. case RK_ABUNDANCE:
  9864. case RK_CRUSHSTRIKE:
  9865. case RK_REFRESH:
  9866. case RK_MILLENNIUMSHIELD:
  9867. if (sd) {
  9868. uint8 rune_level = 1; // RK_GIANTGROWTH
  9869. if (skill_id == RK_VITALITYACTIVATION)
  9870. rune_level = 2;
  9871. else if (skill_id == RK_STONEHARDSKIN)
  9872. rune_level = 4;
  9873. else if (skill_id == RK_ABUNDANCE)
  9874. rune_level = 6;
  9875. else if (skill_id == RK_CRUSHSTRIKE)
  9876. rune_level = 7;
  9877. else if (skill_id == RK_REFRESH)
  9878. rune_level = 8;
  9879. else if (skill_id == RK_MILLENNIUMSHIELD)
  9880. rune_level = 9;
  9881. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9882. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9883. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9884. else if (skill_id == RK_STONEHARDSKIN)
  9885. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9886. } else
  9887. clif_skill_fail( *sd, skill_id );
  9888. }
  9889. break;
  9890. case NPC_MILLENNIUMSHIELD:
  9891. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9892. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9893. break;
  9894. case RK_FIGHTINGSPIRIT: {
  9895. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9896. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9897. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9898. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9899. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9900. break;
  9901. }
  9902. case GC_ROLLINGCUTTER:
  9903. {
  9904. short count = 1;
  9905. skill_area_temp[2] = 0;
  9906. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  9907. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9908. { // Every time the skill is casted the status change is reseted adding a counter.
  9909. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9910. if( count > 10 )
  9911. count = 10; // Max coounter
  9912. status_change_end(bl, SC_ROLLINGCUTTER);
  9913. }
  9914. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9915. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9916. }
  9917. break;
  9918. case GC_WEAPONBLOCKING:
  9919. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9920. status_change_end(bl, SC_WEAPONBLOCKING);
  9921. else
  9922. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9924. break;
  9925. case GC_CREATENEWPOISON:
  9926. if( sd )
  9927. {
  9928. clif_skill_produce_mix_list(sd,skill_id,25);
  9929. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9930. }
  9931. break;
  9932. case GC_POISONINGWEAPON:
  9933. if( sd ) {
  9934. clif_poison_list( *sd, skill_lv );
  9935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9936. }
  9937. break;
  9938. case GC_ANTIDOTE:
  9939. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9940. if( tsc )
  9941. {
  9942. status_change_end(bl, SC_PARALYSE);
  9943. status_change_end(bl, SC_PYREXIA);
  9944. status_change_end(bl, SC_DEATHHURT);
  9945. status_change_end(bl, SC_LEECHESEND);
  9946. status_change_end(bl, SC_VENOMBLEED);
  9947. status_change_end(bl, SC_MAGICMUSHROOM);
  9948. status_change_end(bl, SC_TOXIN);
  9949. status_change_end(bl, SC_OBLIVIONCURSE);
  9950. }
  9951. break;
  9952. case GC_PHANTOMMENACE:
  9953. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9954. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9955. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9956. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9957. break;
  9958. case GC_HALLUCINATIONWALK:
  9959. {
  9960. int heal = status_get_max_hp(bl) / 10;
  9961. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9962. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9963. break;
  9964. }
  9965. if( !status_charge(bl,heal,0) )
  9966. {
  9967. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9968. break;
  9969. }
  9970. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9971. }
  9972. break;
  9973. case AB_ANCILLA:
  9974. if( sd ) {
  9975. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9976. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9977. }
  9978. break;
  9979. case AB_CLEMENTIA:
  9980. case AB_CANTO:
  9981. {
  9982. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9983. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9984. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  9985. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9986. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9987. else if( sd )
  9988. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9989. }
  9990. break;
  9991. case AB_PRAEFATIO:
  9992. case AB_RENOVATIO:
  9993. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9994. if (skill_id == AB_PRAEFATIO)
  9995. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  9996. else
  9997. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9998. } else if( sd )
  9999. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10000. break;
  10001. case AB_CHEAL:
  10002. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10003. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10004. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10005. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10006. if( partycount > 1 )
  10007. i += (i / 100) * (partycount * 10) / 4;
  10008. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10009. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10010. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10011. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10012. i = ~i + 1;
  10013. status_heal(bl, i, 0, 0);
  10014. }
  10015. } else if( sd )
  10016. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10017. break;
  10018. case NPC_CHEAL:
  10019. if( flag&1 ) {
  10020. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10021. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10022. if (status_isimmune(bl))
  10023. i = 0;
  10024. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10025. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10026. i = ~i + 1;
  10027. status_heal(bl, i, 0, 0);
  10028. }
  10029. }
  10030. else {
  10031. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10032. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10033. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10034. }
  10035. break;
  10036. case AB_ORATIO:
  10037. if( flag&1 )
  10038. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10039. else {
  10040. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10041. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10042. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10043. }
  10044. break;
  10045. case AB_LAUDAAGNUS:
  10046. if( flag&1 || !sd || !sd->status.party_id ) {
  10047. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10048. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10049. // Success Chance: (60 + 10 * Skill Level) %
  10050. if( rnd()%100 > 60+10*skill_lv ) break;
  10051. status_change_end(bl, SC_FREEZE);
  10052. status_change_end(bl, SC_STONE);
  10053. status_change_end(bl, SC_BLIND);
  10054. status_change_end(bl, SC_BURNING);
  10055. status_change_end(bl, SC_FREEZING);
  10056. status_change_end(bl, SC_CRYSTALIZE);
  10057. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10058. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10059. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10060. } else if( sd )
  10061. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10062. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10063. break;
  10064. case AB_LAUDARAMUS:
  10065. if( flag&1 || !sd || !sd->status.party_id ) {
  10066. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10067. // Success Chance: (60 + 10 * Skill Level) %
  10068. if( rnd()%100 > 60+10*skill_lv ) break;
  10069. status_change_end(bl, SC_SLEEP);
  10070. status_change_end(bl, SC_STUN);
  10071. status_change_end(bl, SC_MANDRAGORA);
  10072. status_change_end(bl, SC_SILENCE);
  10073. status_change_end(bl, SC_DEEPSLEEP);
  10074. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10075. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10076. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10077. } else if( sd )
  10078. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10079. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10080. break;
  10081. case AB_CLEARANCE:
  10082. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  10083. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10084. break;
  10085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10086. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10087. if (sd)
  10088. clif_skill_fail( *sd, skill_id );
  10089. break;
  10090. }
  10091. if(status_isimmune(bl))
  10092. break;
  10093. //Remove bonus_script by Clearance
  10094. if (dstsd)
  10095. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10096. if(!tsc || !tsc->count)
  10097. break;
  10098. //Statuses change that can't be removed by Cleareance
  10099. for (const auto &it : status_db) {
  10100. sc_type status = static_cast<sc_type>(it.first);
  10101. if (!tsc->getSCE(status))
  10102. continue;
  10103. if (it.second->flag[SCF_NOCLEARANCE])
  10104. continue;
  10105. switch (status) {
  10106. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10107. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10108. case SC_FORTUNE: case SC_SERVICE4U:
  10109. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10110. continue; //If in song area don't end it, even if config enabled
  10111. break;
  10112. case SC_ASSUMPTIO:
  10113. if (bl->type == BL_MOB)
  10114. continue;
  10115. break;
  10116. }
  10117. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10118. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10119. status_change_end(bl,status);
  10120. }
  10121. break;
  10122. }
  10123. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10124. break;
  10125. case AB_SILENTIUM:
  10126. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10127. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10128. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10129. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10130. break;
  10131. case WL_STASIS:
  10132. if (flag&1)
  10133. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10134. else {
  10135. struct map_data *mapdata = map_getmapdata(src->m);
  10136. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  10137. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10138. }
  10139. break;
  10140. case NPC_DANCINGBLADE:
  10141. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10142. break;
  10143. case WL_CHAINLIGHTNING:
  10144. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10145. break;
  10146. case WL_WHITEIMPRISON:
  10147. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10148. {
  10149. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10150. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10151. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10152. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10153. if( sd )
  10154. skill_blockpc_start(sd,skill_id,4000);
  10155. if( !(tsc && tsc->getSCE(type)) ){
  10156. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  10157. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10158. if( sd && !i )
  10159. clif_skill_fail( *sd, skill_id );
  10160. }
  10161. }else
  10162. if( sd )
  10163. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10164. break;
  10165. case NPC_JACKFROST:
  10166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10167. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10168. break;
  10169. case WL_SIENNAEXECRATE:
  10170. if( status_isimmune(bl) || !tsc )
  10171. break;
  10172. if( flag&1 ) {
  10173. if( bl->id == skill_area_temp[1] )
  10174. break; // Already work on this target
  10175. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10176. } else {
  10177. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10178. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10179. if( rnd()%100 < rate ) { // Success on First Target
  10180. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10181. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10182. skill_area_temp[1] = bl->id;
  10183. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10184. }
  10185. // Doesn't send failure packet if it fails on defense.
  10186. }
  10187. else if( sd ) // Failure on Rate
  10188. clif_skill_fail( *sd, skill_id );
  10189. }
  10190. break;
  10191. case WL_SUMMONFB:
  10192. case WL_SUMMONBL:
  10193. case WL_SUMMONWB:
  10194. case WL_SUMMONSTONE:
  10195. {
  10196. if (sc == nullptr)
  10197. break;
  10198. e_wl_spheres element;
  10199. switch (skill_id) { // Set val2. The SC element for this ball
  10200. case WL_SUMMONFB:
  10201. element = WLS_FIRE;
  10202. break;
  10203. case WL_SUMMONBL:
  10204. element = WLS_WIND;
  10205. break;
  10206. case WL_SUMMONWB:
  10207. element = WLS_WATER;
  10208. break;
  10209. case WL_SUMMONSTONE:
  10210. element = WLS_STONE;
  10211. break;
  10212. }
  10213. if (skill_lv == 1) {
  10214. sc_type sphere = SC_NONE;
  10215. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10216. if (sc->getSCE(i) == nullptr) {
  10217. sphere = static_cast<sc_type>(i); // Take the free SC
  10218. break;
  10219. }
  10220. }
  10221. if (sphere == SC_NONE) {
  10222. if (sd) // No free slots to put SC
  10223. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10224. break;
  10225. }
  10226. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10227. } else {
  10228. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10229. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10230. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10231. }
  10232. }
  10233. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10234. }
  10235. break;
  10236. case WL_READING_SB_READING:
  10237. if (sd) {
  10238. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10239. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10240. break;
  10241. }
  10242. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10243. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10244. }
  10245. break;
  10246. case RA_FEARBREEZE:
  10247. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10248. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10249. break;
  10250. case RA_WUGMASTERY:
  10251. if( sd ) {
  10252. if( !pc_iswug(sd) )
  10253. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10254. else
  10255. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10256. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10257. }
  10258. break;
  10259. case RA_WUGRIDER:
  10260. if( sd ) {
  10261. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10262. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10263. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10264. } else if( pc_isridingwug(sd) ) {
  10265. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10266. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10267. }
  10268. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10269. }
  10270. break;
  10271. case RA_WUGDASH:
  10272. if( tsce ) {
  10273. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10274. map_freeblock_unlock();
  10275. return 0;
  10276. }
  10277. if( sd && pc_isridingwug(sd) ) {
  10278. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10279. clif_walkok(*sd);
  10280. }
  10281. break;
  10282. case RA_SENSITIVEKEEN:
  10283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10284. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10285. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10286. break;
  10287. case NC_F_SIDESLIDE:
  10288. case NC_B_SIDESLIDE:
  10289. {
  10290. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10291. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10293. }
  10294. break;
  10295. case NC_SELFDESTRUCTION:
  10296. if( sd ) {
  10297. if( pc_ismadogear(sd) )
  10298. pc_setmadogear(sd, false);
  10299. skill_area_temp[1] = 0;
  10300. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10301. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10302. status_set_sp(src, 0, 0);
  10303. skill_clear_unitgroup(src);
  10304. }
  10305. break;
  10306. case NC_EMERGENCYCOOL:
  10307. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10308. if (sd) {
  10309. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10310. int16 limit[] = { -45, -75, -105 };
  10311. i = 0;
  10312. for (const auto &reqItem : req.eqItem) {
  10313. if (pc_search_inventory(sd, reqItem) != -1)
  10314. break;
  10315. i++;
  10316. }
  10317. pc_overheat(*sd, limit[min(i, 2)]);
  10318. }
  10319. break;
  10320. case NC_ANALYZE:
  10321. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10322. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10323. break;
  10324. case NC_MAGNETICFIELD:
  10325. if (flag & 1) {
  10326. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10327. } else {
  10328. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10329. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10330. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10331. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10332. }
  10333. break;
  10334. case NC_REPAIR:
  10335. if( sd ) {
  10336. int heal, hp = 0;
  10337. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10338. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10339. break;
  10340. }
  10341. switch(skill_lv) {
  10342. case 1: hp = 4; break;
  10343. case 2: hp = 7; break;
  10344. case 3: hp = 13; break;
  10345. case 4: hp = 17; break;
  10346. case 5: default: hp = 23; break;
  10347. }
  10348. heal = dstsd->status.max_hp * hp / 100;
  10349. status_heal(bl,heal,0,2);
  10350. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10351. }
  10352. break;
  10353. case NC_DISJOINT:
  10354. {
  10355. if( bl->type != BL_MOB ) break;
  10356. md = map_id2md(bl->id);
  10357. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10358. status_kill(bl);
  10359. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10360. }
  10361. break;
  10362. case SC_AUTOSHADOWSPELL:
  10363. if( sd ) {
  10364. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10365. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10366. {
  10367. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10368. clif_autoshadowspell_list( *sd );
  10369. clif_skill_nodamage(src,bl,skill_id,1,1);
  10370. }
  10371. else
  10372. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10373. }
  10374. break;
  10375. case SC_SHADOWFORM:
  10376. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10377. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10378. dstsd->shadowform_id = src->id;
  10379. }
  10380. else if( sd )
  10381. clif_skill_fail( *sd, skill_id );
  10382. break;
  10383. case SC_BODYPAINT:
  10384. if( flag&1 ) {
  10385. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10386. status_change_end(bl,SC_HIDING);
  10387. status_change_end(bl,SC_CLOAKING);
  10388. status_change_end(bl,SC_CLOAKINGEXCEED);
  10389. status_change_end(bl,SC_CAMOUFLAGE);
  10390. status_change_end(bl,SC_NEWMOON);
  10391. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10392. status_change_end(bl, SC__SHADOWFORM);
  10393. }
  10394. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10395. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10396. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10397. } else {
  10398. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10399. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10400. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10401. }
  10402. break;
  10403. case SC_ENERVATION:
  10404. case SC_GROOMY:
  10405. case SC_LAZINESS:
  10406. case SC_UNLUCKY:
  10407. case SC_WEAKNESS:
  10408. if( !(tsc && tsc->getSCE(type)) ) {
  10409. int rate;
  10410. if (status_get_class_(bl) == CLASS_BOSS)
  10411. break;
  10412. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10413. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10414. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10415. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10416. } else if( sd )
  10417. clif_skill_fail( *sd, skill_id );
  10418. break;
  10419. case SC_IGNORANCE:
  10420. if( !(tsc && tsc->getSCE(type)) ) {
  10421. int rate;
  10422. if (status_get_class_(bl) == CLASS_BOSS)
  10423. break;
  10424. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10425. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10426. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10427. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10428. int sp = 100 * skill_lv;
  10429. if( dstmd )
  10430. sp = dstmd->level;
  10431. if( !dstmd )
  10432. status_zap(bl, 0, sp);
  10433. status_heal(src, 0, sp / 2, 3);
  10434. } else if( sd )
  10435. clif_skill_fail( *sd, skill_id );
  10436. } else if( sd )
  10437. clif_skill_fail( *sd, skill_id );
  10438. break;
  10439. case LG_TRAMPLE:
  10440. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10441. if (rnd()%100 < (25 + 25 * skill_lv))
  10442. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10443. status_change_end(bl, SC_SV_ROOTTWIST);
  10444. break;
  10445. case LG_REFLECTDAMAGE:
  10446. if( tsc && tsc->getSCE(type) )
  10447. status_change_end(bl,type);
  10448. else
  10449. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10450. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10451. break;
  10452. case LG_PIETY:
  10453. if( flag&1 )
  10454. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10455. else {
  10456. skill_area_temp[2] = 0;
  10457. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10458. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10459. }
  10460. break;
  10461. case SR_CURSEDCIRCLE:
  10462. if( flag&1 ) {
  10463. if( status_get_class_(bl) == CLASS_BOSS )
  10464. break;
  10465. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10466. if( bl->type == BL_MOB )
  10467. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10468. clif_bladestop(src, bl->id, 1);
  10469. map_freeblock_unlock();
  10470. return 1;
  10471. }
  10472. } else {
  10473. int count = 0;
  10474. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10475. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10476. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10477. if( sd ) pc_delspiritball(sd, count, 0);
  10478. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10479. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10480. }
  10481. break;
  10482. case NPC_SR_CURSEDCIRCLE:
  10483. if( flag&1 ) {
  10484. if( status_get_class_(bl) == CLASS_BOSS )
  10485. break;
  10486. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10487. if( bl->type == BL_MOB )
  10488. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10489. clif_bladestop(src, bl->id, 1);
  10490. map_freeblock_unlock();
  10491. return 1;
  10492. }
  10493. } else {
  10494. int count = 0;
  10495. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10496. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10497. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10498. if( sd ) pc_delspiritball(sd, count, 0);
  10499. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10500. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10501. }
  10502. break;
  10503. case SR_RAISINGDRAGON:
  10504. if( sd ) {
  10505. short max = 5 + skill_lv;
  10506. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10507. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10508. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10509. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10510. }
  10511. break;
  10512. case SR_ASSIMILATEPOWER:
  10513. if (flag&1) {
  10514. i = 0;
  10515. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10516. if (dstsd->spiritball > 0) {
  10517. i = dstsd->spiritball;
  10518. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10519. }
  10520. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10521. i += dstsd->spiritcharm;
  10522. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10523. }
  10524. }
  10525. if (i)
  10526. status_percent_heal(src, 0, i);
  10527. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10528. } else {
  10529. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10530. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10531. }
  10532. break;
  10533. case SR_POWERVELOCITY:
  10534. if( !dstsd )
  10535. break;
  10536. if( sd && dstsd->spiritball <= 5 ) {
  10537. for(i = 0; i <= 5; i++) {
  10538. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10539. pc_delspiritball(sd, sd->spiritball, 0);
  10540. }
  10541. }
  10542. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10543. break;
  10544. case SR_GENTLETOUCH_CURE:
  10545. {
  10546. unsigned int heal;
  10547. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10548. heal = 0;
  10549. else {
  10550. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10551. status_heal(bl, heal, 0, 0);
  10552. }
  10553. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10554. status_change_end(bl, SC_STONE);
  10555. status_change_end(bl, SC_FREEZE);
  10556. status_change_end(bl, SC_STUN);
  10557. status_change_end(bl, SC_POISON);
  10558. status_change_end(bl, SC_SILENCE);
  10559. status_change_end(bl, SC_BLIND);
  10560. status_change_end(bl, SC_HALLUCINATION);
  10561. }
  10562. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10563. }
  10564. break;
  10565. case SR_GENTLETOUCH_ENERGYGAIN:
  10566. case SR_GENTLETOUCH_CHANGE:
  10567. case SR_GENTLETOUCH_REVITALIZE:
  10568. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10569. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10570. break;
  10571. case SR_FLASHCOMBO: {
  10572. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10573. const int delay[] = { 0, 750, 1250 };
  10574. if (sd) // Disable attacking/acting/moving for skill's duration.
  10575. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10576. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10577. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10578. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10579. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10580. }
  10581. break;
  10582. case WA_SWING_DANCE:
  10583. case WA_MOONLIT_SERENADE:
  10584. case WA_SYMPHONY_OF_LOVER:
  10585. case MI_RUSH_WINDMILL:
  10586. case MI_ECHOSONG:
  10587. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10589. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10590. } else if( sd ) {
  10591. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10592. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10593. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10594. }
  10595. break;
  10596. case MI_HARMONIZE:
  10597. if( src != bl )
  10598. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10599. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10600. break;
  10601. case WM_DEADHILLHERE:
  10602. if( bl->type == BL_PC ) {
  10603. if( !status_isdead(bl) )
  10604. break;
  10605. int heal = tstatus->sp;
  10606. if( heal <= 0 )
  10607. heal = 1;
  10608. tstatus->hp = heal;
  10609. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10610. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10611. pc_revive((TBL_PC*)bl,heal,0);
  10612. clif_resurrection( *bl );
  10613. }
  10614. break;
  10615. case WM_VOICEOFSIREN:
  10616. if (flag&1)
  10617. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10618. else {
  10619. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10620. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10621. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10622. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10623. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10624. }
  10625. break;
  10626. case WM_GLOOMYDAY:
  10627. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10628. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10629. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10630. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10631. { // !TODO: Which skills aren't boosted anymore?
  10632. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10633. break;
  10634. }
  10635. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10636. break;
  10637. case WM_SATURDAY_NIGHT_FEVER:
  10638. if( flag&1 ) {
  10639. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10640. } else if (sd) {
  10641. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10642. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10644. }
  10645. }
  10646. break;
  10647. case WM_SIRCLEOFNATURE:
  10648. case WM_SONG_OF_MANA:
  10649. case WM_DANCE_WITH_WUG:
  10650. case WM_LERADS_DEW:
  10651. case WM_UNLIMITED_HUMMING_VOICE:
  10652. if( flag&1 ) { // These affect to to all party members near the caster.
  10653. if( sc && sc->getSCE(type) ) {
  10654. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10655. }
  10656. } else if( sd ) {
  10657. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10658. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  10659. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10660. }
  10661. break;
  10662. case WM_MELODYOFSINK:
  10663. if( flag&1 ) {
  10664. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10665. } else { // These affect to all targets around the caster.
  10666. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10667. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10668. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10669. }
  10670. }
  10671. break;
  10672. case WM_BEYOND_OF_WARCRY:
  10673. if( flag&1 ) {
  10674. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10675. } else { // These affect to all targets around the caster.
  10676. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10677. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10679. }
  10680. }
  10681. break;
  10682. case WM_SOUND_OF_DESTRUCTION:
  10683. if (flag&1) {
  10684. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10685. } else {
  10686. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10687. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10688. }
  10689. break;
  10690. case WM_RANDOMIZESPELL:
  10691. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10692. status_change_end(bl, SC_SONGOFMANA);
  10693. status_change_end(bl, SC_DANCEWITHWUG);
  10694. status_change_end(bl, SC_LERADSDEW);
  10695. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10696. status_change_end(bl, SC_BEYONDOFWARCRY);
  10697. status_change_end(bl, SC_MELODYOFSINK);
  10698. status_change_end(bl, SC_BEYONDOFWARCRY);
  10699. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10700. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10701. }
  10702. break;
  10703. case RETURN_TO_ELDICASTES:
  10704. case ALL_GUARDIAN_RECALL:
  10705. case ECLAGE_RECALL:
  10706. case ALL_PRONTERA_RECALL:
  10707. case ALL_GLASTHEIM_RECALL:
  10708. case ALL_THANATOS_RECALL:
  10709. case ALL_LIGHTHALZEN_RECALL:
  10710. if( sd != nullptr ){
  10711. short x=0, y=0; // Destination position.
  10712. unsigned short mapindex=0;
  10713. switch(skill_id){
  10714. default:
  10715. case RETURN_TO_ELDICASTES:
  10716. x = 198;
  10717. y = 187;
  10718. mapindex = mapindex_name2id(MAP_DICASTES);
  10719. break;
  10720. case ALL_GUARDIAN_RECALL:
  10721. x = 44;
  10722. y = 151;
  10723. mapindex = mapindex_name2id(MAP_MORA);
  10724. break;
  10725. case ECLAGE_RECALL:
  10726. x = 47;
  10727. y = 31;
  10728. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10729. break;
  10730. case ALL_PRONTERA_RECALL:
  10731. if(skill_lv == 1) {
  10732. x = 115;
  10733. y = 72;
  10734. }
  10735. else if(skill_lv == 2) {
  10736. x = 159;
  10737. y = 192;
  10738. }
  10739. mapindex = mapindex_name2id(MAP_PRONTERA);
  10740. break;
  10741. case ALL_GLASTHEIM_RECALL:
  10742. x = 200;
  10743. y = 268;
  10744. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10745. break;
  10746. case ALL_THANATOS_RECALL:
  10747. x = 139;
  10748. y = 156;
  10749. mapindex = mapindex_name2id(MAP_THANATOS);
  10750. break;
  10751. case ALL_LIGHTHALZEN_RECALL:
  10752. x = 307;
  10753. y = 307;
  10754. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10755. break;
  10756. }
  10757. if(!mapindex)
  10758. { //Given map not found?
  10759. clif_skill_fail( *sd, skill_id );
  10760. map_freeblock_unlock();
  10761. return 0;
  10762. }
  10763. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10764. }
  10765. break;
  10766. case ECL_SNOWFLIP:
  10767. case ECL_PEONYMAMY:
  10768. case ECL_SADAGUI:
  10769. case ECL_SEQUOIADUST:
  10770. switch(skill_id){
  10771. case ECL_SNOWFLIP:
  10772. status_change_end(bl, SC_SLEEP);
  10773. status_change_end(bl, SC_BLEEDING);
  10774. status_change_end(bl, SC_BURNING);
  10775. status_change_end(bl, SC_DEEPSLEEP);
  10776. break;
  10777. case ECL_PEONYMAMY:
  10778. status_change_end(bl, SC_FREEZE);
  10779. status_change_end(bl, SC_FREEZING);
  10780. status_change_end(bl, SC_CRYSTALIZE);
  10781. break;
  10782. case ECL_SADAGUI:
  10783. status_change_end(bl, SC_STUN);
  10784. status_change_end(bl, SC_CONFUSION);
  10785. status_change_end(bl, SC_HALLUCINATION);
  10786. status_change_end(bl, SC_FEAR);
  10787. break;
  10788. case ECL_SEQUOIADUST:
  10789. status_change_end(bl, SC_STONE);
  10790. status_change_end(bl, SC_POISON);
  10791. status_change_end(bl, SC_CURSE);
  10792. status_change_end(bl, SC_BLIND);
  10793. status_change_end(bl, SC_ORCISH);
  10794. status_change_end(bl, SC_DECREASEAGI);
  10795. break;
  10796. }
  10797. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10798. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10799. break;
  10800. case GM_SANDMAN:
  10801. if( tsc ) {
  10802. if( tsc->opt1 == OPT1_SLEEP )
  10803. tsc->opt1 = 0;
  10804. else
  10805. tsc->opt1 = OPT1_SLEEP;
  10806. clif_changeoption(bl);
  10807. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10808. }
  10809. break;
  10810. case SO_ARRULLO:
  10811. {
  10812. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10813. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10814. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10815. }
  10816. break;
  10817. case WM_LULLABY_DEEPSLEEP:
  10818. if (flag&1) {
  10819. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10820. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10821. sc_start(src, bl, type, rate, skill_lv, duration);
  10822. } else {
  10823. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10824. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10825. }
  10826. break;
  10827. case SO_SUMMON_AGNI:
  10828. case SO_SUMMON_AQUA:
  10829. case SO_SUMMON_VENTUS:
  10830. case SO_SUMMON_TERA:
  10831. if( sd ) {
  10832. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10833. // Remove previous elemental first.
  10834. if( sd->ed )
  10835. elemental_delete(sd->ed);
  10836. // Summoning the new one.
  10837. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10838. clif_skill_fail( *sd, skill_id );
  10839. break;
  10840. }
  10841. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10842. }
  10843. break;
  10844. case SO_EL_CONTROL:
  10845. if( sd ) {
  10846. int mode;
  10847. if( !sd->ed ) break;
  10848. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10849. elemental_delete(sd->ed);
  10850. break;
  10851. }
  10852. switch( skill_lv ) {// Select mode bassed on skill level used.
  10853. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10854. case 2: mode = EL_MODE_ASSIST; break;
  10855. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10856. }
  10857. if( !elemental_change_mode(sd->ed,mode) ) {
  10858. clif_skill_fail( *sd, skill_id );
  10859. break;
  10860. }
  10861. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10862. }
  10863. break;
  10864. case SO_EL_ACTION:
  10865. if( sd ) {
  10866. int duration = 3000;
  10867. if( !sd->ed )
  10868. break;
  10869. switch(sd->ed->db->class_) {
  10870. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10871. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10872. duration = 6000;
  10873. break;
  10874. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10875. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10876. duration = 9000;
  10877. break;
  10878. }
  10879. sd->skill_id_old = skill_id;
  10880. elemental_action(sd->ed, bl, tick);
  10881. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10882. skill_blockpc_start(sd, skill_id, duration);
  10883. }
  10884. break;
  10885. case SO_EL_CURE:
  10886. if( sd ) {
  10887. s_elemental_data *ed = sd->ed;
  10888. int s_hp, s_sp;
  10889. if( !ed )
  10890. break;
  10891. s_hp = sd->battle_status.hp * 10 / 100;
  10892. s_sp = sd->battle_status.sp * 10 / 100;
  10893. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10894. clif_skill_fail( *sd, skill_id );
  10895. break;
  10896. }
  10897. status_heal(&ed->bl,s_hp,s_sp,3);
  10898. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10899. }
  10900. break;
  10901. case GN_CHANGEMATERIAL:
  10902. case SO_EL_ANALYSIS:
  10903. if( sd ) {
  10904. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10905. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10906. }
  10907. break;
  10908. case NPC_MANDRAGORA:
  10909. case GN_MANDRAGORA:
  10910. if( flag&1 ) {
  10911. int rate;
  10912. if (skill_id == NPC_MANDRAGORA)
  10913. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10914. else
  10915. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10916. if (rate < 10)
  10917. rate = 10;
  10918. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10919. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10920. if (rnd()%100 < rate) {
  10921. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10922. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10923. }
  10924. } else {
  10925. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10926. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10927. }
  10928. break;
  10929. case GN_SLINGITEM:
  10930. if( sd ) {
  10931. i = sd->equip_index[EQI_AMMO];
  10932. if( i < 0 )
  10933. break; // No ammo.
  10934. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10935. if( ammo_id == 0 )
  10936. break;
  10937. sd->itemid = ammo_id;
  10938. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10939. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10940. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10941. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10942. else
  10943. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10944. } else //Otherwise, it fails, shows animation and removes items.
  10945. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  10946. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10947. switch (ammo_id) {
  10948. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10949. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10950. status_percent_heal(bl, 1, 0);
  10951. break;
  10952. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10953. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10954. status_percent_heal(bl, 2, 0);
  10955. break;
  10956. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10957. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10958. status_percent_heal(bl, 5, 0);
  10959. break;
  10960. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10961. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10962. status_percent_heal(bl, 0, 2);
  10963. break;
  10964. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10965. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10966. status_percent_heal(bl, 0, 4);
  10967. break;
  10968. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10969. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10970. status_percent_heal(bl, 0, 8);
  10971. break;
  10972. default:
  10973. if (dstsd)
  10974. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10975. break;
  10976. }
  10977. }
  10978. }
  10979. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10980. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10981. break;
  10982. case GN_MIX_COOKING:
  10983. case GN_MAKEBOMB:
  10984. case GN_S_PHARMACY:
  10985. if( sd ) {
  10986. int qty = 1;
  10987. sd->skill_id_old = skill_id;
  10988. sd->skill_lv_old = skill_lv;
  10989. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10990. qty = 10;
  10991. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10992. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10993. }
  10994. break;
  10995. case EL_CIRCLE_OF_FIRE:
  10996. case EL_PYROTECHNIC:
  10997. case EL_HEATER:
  10998. case EL_TROPIC:
  10999. case EL_AQUAPLAY:
  11000. case EL_COOLER:
  11001. case EL_CHILLY_AIR:
  11002. case EL_GUST:
  11003. case EL_BLAST:
  11004. case EL_WILD_STORM:
  11005. case EL_PETROLOGY:
  11006. case EL_CURSED_SOIL:
  11007. case EL_UPHEAVAL:
  11008. case EL_FIRE_CLOAK:
  11009. case EL_WATER_DROP:
  11010. case EL_WIND_CURTAIN:
  11011. case EL_SOLID_SKIN:
  11012. case EL_STONE_SHIELD:
  11013. case EL_WIND_STEP:
  11014. case EM_EL_FLAMETECHNIC:
  11015. case EM_EL_FLAMEARMOR:
  11016. case EM_EL_COLD_FORCE:
  11017. case EM_EL_CRYSTAL_ARMOR:
  11018. case EM_EL_GRACE_BREEZE:
  11019. case EM_EL_EYES_OF_STORM:
  11020. case EM_EL_EARTH_CARE:
  11021. case EM_EL_STRONG_PROTECTION:
  11022. case EM_EL_DEEP_POISONING:
  11023. case EM_EL_POISON_SHIELD:
  11024. {
  11025. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11026. if( ele ) {
  11027. sc_type type2 = (sc_type)(type-1);
  11028. status_change *esc = status_get_sc(&ele->bl);
  11029. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11030. status_change_end(src,type);
  11031. status_change_end(bl,type2);
  11032. } else {
  11033. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11034. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11035. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11036. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11037. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11038. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11039. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11040. }
  11041. }
  11042. }
  11043. break;
  11044. case EL_FIRE_MANTLE:
  11045. case EL_WATER_BARRIER:
  11046. case EL_ZEPHYR:
  11047. case EL_POWER_OF_GAIA:
  11048. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11049. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11050. break;
  11051. case EL_WATER_SCREEN: {
  11052. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11053. if( ele ) {
  11054. status_change *esc = status_get_sc(&ele->bl);
  11055. sc_type type2 = (sc_type)(type-1);
  11056. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11057. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11058. status_change_end(bl,type);
  11059. status_change_end(src,type2);
  11060. } else {
  11061. // This not heals at the end.
  11062. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11063. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11064. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11065. }
  11066. }
  11067. }
  11068. break;
  11069. case KO_KAHU_ENTEN:
  11070. case KO_HYOUHU_HUBUKI:
  11071. case KO_KAZEHU_SEIRAN:
  11072. case KO_DOHU_KOUKAI:
  11073. if (sd) {
  11074. int ele_type = skill_get_ele(skill_id,skill_lv);
  11075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11076. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11077. }
  11078. break;
  11079. case KO_ZANZOU:
  11080. if(sd){
  11081. struct mob_data *md2;
  11082. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11083. if( md2 )
  11084. {
  11085. md2->master_id = src->id;
  11086. md2->special_state.ai = AI_ZANZOU;
  11087. if( md2->deletetimer != INVALID_TIMER )
  11088. delete_timer(md2->deletetimer, mob_timer_delete);
  11089. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11090. mob_spawn( md2 );
  11091. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11092. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11093. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11094. }
  11095. }
  11096. break;
  11097. case KO_KYOUGAKU:
  11098. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11099. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11100. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11101. }else if( sd )
  11102. clif_skill_fail( *sd, skill_id );
  11103. break;
  11104. case KO_JYUSATSU:
  11105. if( dstsd && tsc && !tsc->getSCE(type) &&
  11106. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  11107. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11108. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11109. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11110. if( status_get_lv(bl) <= status_get_lv(src) )
  11111. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11112. }else if( sd )
  11113. clif_skill_fail( *sd, skill_id );
  11114. break;
  11115. case KO_GENWAKU:
  11116. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11117. int x = src->x, y = src->y;
  11118. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11119. clif_skill_fail( *sd, skill_id );
  11120. break;
  11121. }
  11122. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11123. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11124. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11125. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11126. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11127. clif_blown(src);
  11128. if (!unit_blown_immune(bl, 0x1)) {
  11129. unit_movepos(bl,x,y,0,0);
  11130. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11131. clif_sitting(bl); //Avoid sitting sync problem
  11132. clif_blown(bl);
  11133. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11134. }
  11135. }
  11136. }
  11137. break;
  11138. case OB_AKAITSUKI:
  11139. case OB_OBOROGENSOU:
  11140. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11141. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11142. clif_skill_fail( *sd, skill_id );
  11143. break;
  11144. }
  11145. [[fallthrough]];
  11146. case KO_IZAYOI:
  11147. case OB_ZANGETSU:
  11148. case KG_KYOMU:
  11149. case KG_KAGEMUSYA:
  11150. case SP_SOULDIVISION:
  11151. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11152. if (bl->type != BL_PC) {
  11153. if (sd)
  11154. clif_skill_fail( *sd, skill_id );
  11155. break;
  11156. }
  11157. }
  11158. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11159. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11160. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11161. break;
  11162. case KG_KAGEHUMI:
  11163. if( flag&1 ){
  11164. if (bl->type != BL_PC)
  11165. break;
  11166. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11167. status_change_end(bl, SC_HIDING);
  11168. status_change_end(bl, SC_CLOAKING);
  11169. status_change_end(bl, SC_CLOAKINGEXCEED);
  11170. status_change_end(bl, SC_CAMOUFLAGE);
  11171. status_change_end(bl, SC_NEWMOON);
  11172. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11173. status_change_end(bl, SC__SHADOWFORM);
  11174. status_change_end(bl, SC_MARIONETTE);
  11175. status_change_end(bl, SC_HARMONIZE);
  11176. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11177. }
  11178. }else{
  11179. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11180. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11181. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11182. }
  11183. break;
  11184. case MH_SILENT_BREEZE:
  11185. {
  11186. int heal = 5 * status_get_lv(&hd->bl) +
  11187. #ifdef RENEWAL
  11188. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11189. #else
  11190. status_base_matk_min(&hd->battle_status);
  11191. #endif
  11192. //Silences the homunculus and target
  11193. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11194. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11195. //Recover the target's HP
  11196. status_heal(bl,heal,0,3);
  11197. //Removes these SC from target
  11198. if (tsc) {
  11199. const enum sc_type scs[] = {
  11200. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11201. };
  11202. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11203. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11204. }
  11205. if (hd)
  11206. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11207. }
  11208. break;
  11209. case MH_OVERED_BOOST:
  11210. if (hd && battle_get_master(src)) {
  11211. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11212. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11213. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11214. }
  11215. break;
  11216. case MH_GRANITIC_ARMOR:
  11217. case MH_PYROCLASTIC:
  11218. if(hd) {
  11219. struct block_list *s_bl = battle_get_master(src);
  11220. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  11221. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11222. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11223. }
  11224. break;
  11225. case MH_LIGHT_OF_REGENE: //self
  11226. if(hd) {
  11227. struct block_list *s_bl = battle_get_master(src);
  11228. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11229. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11230. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11231. }
  11232. break;
  11233. case MH_STYLE_CHANGE:
  11234. if(hd){
  11235. struct status_change_entry *sce;
  11236. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11237. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11238. else sce->val1 = MH_MD_FIGHTING;
  11239. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11240. // char output[128];
  11241. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11242. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11243. //}
  11244. }
  11245. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11246. }
  11247. break;
  11248. case MH_GOLDENE_TONE:
  11249. case MH_TEMPERING: {
  11250. block_list* master_bl = battle_get_master(src);
  11251. if (master_bl != nullptr){
  11252. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11253. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11254. }
  11255. if (hd)
  11256. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11257. } break;
  11258. case MH_PAIN_KILLER:
  11259. bl = battle_get_master(src);
  11260. if (bl != nullptr)
  11261. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11262. if (hd)
  11263. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11264. break;
  11265. case MH_MAGMA_FLOW:
  11266. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11267. if (hd)
  11268. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11269. break;
  11270. case MH_SUMMON_LEGION: {
  11271. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11272. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11273. struct mob_data *sum_md;
  11274. int i_slave,c=0;
  11275. int maxcount = qty[skill_lv-1];
  11276. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11277. if(c >= maxcount) {
  11278. map_freeblock_unlock();
  11279. return 0; //max qty already spawned
  11280. }
  11281. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11282. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11283. if (sum_md) {
  11284. sum_md->master_id = src->id;
  11285. sum_md->special_state.ai = AI_LEGION;
  11286. if (sum_md->deletetimer != INVALID_TIMER)
  11287. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11288. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11289. mob_spawn(sum_md); //Now it is ready for spawning.
  11290. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11291. }
  11292. }
  11293. if (hd)
  11294. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11295. }
  11296. break;
  11297. case RL_RICHS_COIN:
  11298. if (sd) {
  11299. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11300. for (i = 0; i < 10; i++)
  11301. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11302. }
  11303. break;
  11304. case RL_C_MARKER:
  11305. if (sd) {
  11306. // If marked by someone else remove it
  11307. if (tsce && tsce->val2 != src->id)
  11308. status_change_end(bl, type);
  11309. // Check if marked before
  11310. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11311. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11312. // Find empty slot
  11313. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11314. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11315. clif_skill_fail( *sd, skill_id );
  11316. break;
  11317. }
  11318. }
  11319. sd->c_marker[i] = bl->id;
  11320. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11321. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11322. }
  11323. // If mob casts this, at least SC_C_MARKER as debuff
  11324. else {
  11325. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11326. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11327. }
  11328. break;
  11329. case RL_QD_SHOT:
  11330. if (sd) {
  11331. skill_area_temp[1] = bl->id;
  11332. // Check surrounding
  11333. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11334. if (skill_area_temp[0])
  11335. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11336. // Main target always receives damage
  11337. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11338. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11339. } else {
  11340. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11341. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11342. }
  11343. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11344. skill_area_temp[0] = 0;
  11345. skill_area_temp[1] = 0;
  11346. break;
  11347. case RL_FLICKER:
  11348. if (sd) {
  11349. sd->flicker = true;
  11350. skill_area_temp[1] = 0;
  11351. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11352. // Detonate RL_B_TRAP
  11353. if (pc_checkskill(sd, RL_B_TRAP))
  11354. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11355. // Detonate RL_H_MINE
  11356. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11357. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11358. sd->flicker = false;
  11359. }
  11360. break;
  11361. case SO_ELEMENTAL_SHIELD:
  11362. if (!sd || sd->status.party_id == 0 || flag&1) {
  11363. if (sd && sd->status.party_id == 0) {
  11364. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11365. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11366. elemental_delete(sd->ed);
  11367. }
  11368. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11369. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11370. }
  11371. else {
  11372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11373. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11374. elemental_delete(sd->ed);
  11375. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11376. }
  11377. break;
  11378. case SU_HIDE:
  11379. if (tsce) {
  11380. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11381. status_change_end(bl, type);
  11382. map_freeblock_unlock();
  11383. return 0;
  11384. }
  11385. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11386. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11387. break;
  11388. case SU_STOOP:
  11389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11390. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11391. break;
  11392. case SU_SV_ROOTTWIST:
  11393. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11394. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11395. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11396. break;
  11397. }
  11398. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11399. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11400. else {
  11401. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11402. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11403. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11404. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11405. }
  11406. break;
  11407. case SU_TUNABELLY:
  11408. {
  11409. unsigned int heal = 0;
  11410. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11411. heal = 0;
  11412. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11413. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11414. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11415. status_heal(bl, heal, 0, 0);
  11416. }
  11417. break;
  11418. case SU_BUNCHOFSHRIMP:
  11419. case SU_HISS:
  11420. case SU_PURRING:
  11421. case SU_MEOWMEOW:
  11422. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11423. int duration = skill_get_time(skill_id, skill_lv);
  11424. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11425. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11426. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11427. } else if (sd) {
  11428. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11429. }
  11430. break;
  11431. case SU_SHRIMPARTY:
  11432. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11433. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11434. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11435. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11436. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11437. }
  11438. } else if (sd)
  11439. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11440. break;
  11441. case SU_POWEROFFLOCK:
  11442. if (flag&1) {
  11443. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11444. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11445. } else {
  11446. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11447. if (battle_config.skill_wall_check)
  11448. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11449. else
  11450. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11451. }
  11452. break;
  11453. case ALL_EQSWITCH:
  11454. if( sd ){
  11455. clif_equipswitch_reply( sd, false );
  11456. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11457. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11458. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11459. }
  11460. }
  11461. }
  11462. break;
  11463. case AB_VITUPERATUM:
  11464. if (flag&1)
  11465. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11466. else {
  11467. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11468. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11469. }
  11470. break;
  11471. case AB_CONVENIO:
  11472. if (sd) {
  11473. party_data *p = party_search(sd->status.party_id);
  11474. int i = 0, count = 0;
  11475. // Only usable in party
  11476. if (p == nullptr) {
  11477. clif_skill_fail( *sd, skill_id );
  11478. break;
  11479. }
  11480. // Only usable as party leader.
  11481. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11482. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11483. clif_skill_fail( *sd, skill_id );
  11484. break;
  11485. }
  11486. // Do the teleport part
  11487. for (i = 0; i < MAX_PARTY; ++i) {
  11488. map_session_data *pl_sd = p->data[i].sd;
  11489. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11490. sd->bl.m != pl_sd->bl.m)
  11491. continue;
  11492. // Respect /call configuration
  11493. if( pl_sd->status.disable_call ){
  11494. continue;
  11495. }
  11496. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11497. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11498. count++;
  11499. }
  11500. }
  11501. if (!count)
  11502. clif_skill_fail( *sd, skill_id );
  11503. }
  11504. break;
  11505. case NPC_PULSESTRIKE2:
  11506. for (int i = 0; i < 3; i++)
  11507. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11508. break;
  11509. case BO_THE_WHOLE_PROTECTION:
  11510. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11511. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11512. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11513. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11514. continue;
  11515. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11516. }
  11517. } else if (sd) {
  11518. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11519. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11520. }
  11521. break;
  11522. case TR_MUSICAL_INTERLUDE:
  11523. case TR_JAWAII_SERENADE:
  11524. case TR_PRON_MARCH:
  11525. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11526. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11527. else if (sd) {
  11528. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11529. sd->skill_id_song = skill_id;
  11530. sd->skill_lv_song = skill_lv;
  11531. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11532. flag |= 2;
  11533. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11534. }
  11535. break;
  11536. case TR_GEF_NOCTURN:
  11537. case TR_AIN_RHAPSODY:
  11538. if (flag & 1)
  11539. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11540. else if (sd) {
  11541. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11542. sd->skill_id_song = skill_id;
  11543. sd->skill_lv_song = skill_lv;
  11544. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11545. flag |= 2;
  11546. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11547. }
  11548. break;
  11549. case TR_ROKI_CAPRICCIO:
  11550. case TR_NIPELHEIM_REQUIEM:
  11551. if (flag & 1) { // Need official success chances.
  11552. uint16 success_chance = 5 * skill_lv;
  11553. if (flag & 2)
  11554. success_chance *= 2;
  11555. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11556. if (skill_id == TR_ROKI_CAPRICCIO) {
  11557. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11558. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11559. } else { // TR_NIPELHEIM_REQUIEM
  11560. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11561. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11562. }
  11563. } else if (sd) {
  11564. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11565. sd->skill_id_song = skill_id;
  11566. sd->skill_lv_song = skill_lv;
  11567. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11568. flag |= 2;
  11569. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11570. }
  11571. break;
  11572. case ABR_NET_REPAIR:
  11573. case ABR_NET_SUPPORT:
  11574. if (flag & 1) {
  11575. int heal_amount;
  11576. if (skill_id == ABR_NET_REPAIR) {
  11577. heal_amount = tstatus->max_hp * 10 / 100;
  11578. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11579. status_heal(bl, heal_amount, 0, 0);
  11580. } else { // ABR_NET_SUPPORT
  11581. heal_amount = tstatus->max_sp * 3 / 100;
  11582. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11583. status_heal(bl, 0, heal_amount, 0);
  11584. }
  11585. } else {
  11586. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11587. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11588. }
  11589. break;
  11590. case WH_HAWK_M:
  11591. if (sd) {
  11592. if (!pc_isfalcon(sd))
  11593. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11594. else
  11595. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11596. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11597. }
  11598. break;
  11599. case EM_SUMMON_ELEMENTAL_ARDOR:
  11600. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11601. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11602. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11603. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11604. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11605. if (sd == nullptr)
  11606. break;
  11607. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11608. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11609. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11610. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11611. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11612. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11613. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11614. // Remove the old elemental before summoning the super one.
  11615. elemental_delete(sd->ed);
  11616. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11617. clif_skill_fail( *sd, skill_id );
  11618. break;
  11619. } else // Elemental summoned. Buff the player with the bonus.
  11620. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11621. } else {
  11622. clif_skill_fail( *sd, skill_id );
  11623. break;
  11624. }
  11625. }
  11626. break;
  11627. case EM_ELEMENTAL_VEIL:
  11628. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11629. if (sd == nullptr)
  11630. break;
  11631. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11632. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11633. else
  11634. clif_skill_fail( *sd, skill_id );
  11635. break;
  11636. case MT_M_MACHINE:
  11637. case BO_BIONIC_PHARMACY:
  11638. if (sd) {
  11639. sd->skill_id_old = skill_id;
  11640. sd->skill_lv_old = skill_lv;
  11641. if (skill_id == MT_M_MACHINE)
  11642. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11643. else // BO_BIONIC_PHARMACY
  11644. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11645. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11646. }
  11647. break;
  11648. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11649. case MT_SUMMON_ABR_DUAL_CANNON:
  11650. case MT_SUMMON_ABR_MOTHER_NET:
  11651. case MT_SUMMON_ABR_INFINITY: {
  11652. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11653. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11654. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11655. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11656. if (md) {
  11657. md->master_id = src->id;
  11658. md->special_state.ai = AI_ABR;
  11659. if (md->deletetimer != INVALID_TIMER)
  11660. delete_timer(md->deletetimer, mob_timer_delete);
  11661. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11662. mob_spawn(md);
  11663. }
  11664. }
  11665. break;
  11666. case BO_WOODENWARRIOR:
  11667. case BO_WOODEN_FAIRY:
  11668. case BO_CREEPER:
  11669. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11670. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11671. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11672. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11673. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11674. if (md) {
  11675. md->master_id = src->id;
  11676. md->special_state.ai = AI_BIONIC;
  11677. if (md->deletetimer != INVALID_TIMER)
  11678. delete_timer(md->deletetimer, mob_timer_delete);
  11679. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11680. mob_spawn(md);
  11681. }
  11682. }
  11683. break;
  11684. #ifdef RENEWAL
  11685. case CG_HERMODE:
  11686. skill_castend_song(src, skill_id, skill_lv, tick);
  11687. break;
  11688. #endif
  11689. case NPC_LEASH:
  11690. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11691. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11692. return 0;
  11693. }
  11694. clif_blown( bl );
  11695. break;
  11696. case NPC_WIDELEASH:
  11697. if( flag & 1 ){
  11698. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11699. return 0;
  11700. }
  11701. clif_blown( bl );
  11702. }else{
  11703. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11704. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11705. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11706. }
  11707. break;
  11708. case HN_HELLS_DRIVE:
  11709. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11710. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  11711. break;
  11712. case NW_THE_VIGILANTE_AT_NIGHT:
  11713. i = skill_get_splash(skill_id, skill_lv);
  11714. skill_area_temp[0] = 0;
  11715. skill_area_temp[1] = bl->id;
  11716. skill_area_temp[2] = 0;
  11717. if (sd && sd->weapontype1 == W_GATLING) {
  11718. i = 5; // 11x11
  11719. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv, 1);
  11720. } else
  11721. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv, 1);
  11722. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  11723. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  11724. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11725. break;
  11726. case NW_INTENSIVE_AIM:
  11727. if (tsc && tsc->getSCE(type)) {
  11728. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11729. status_change_end(bl, type);
  11730. } else {
  11731. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11732. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11733. }
  11734. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11735. break;
  11736. case NW_HIDDEN_CARD:
  11737. case NW_AUTO_FIRING_LAUNCHER:
  11738. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11739. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11740. break;
  11741. case NW_GRENADE_FRAGMENT:
  11742. status_change_end(src, type);
  11743. if (skill_lv < 7)
  11744. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11745. else if (skill_lv == 7) {
  11746. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  11747. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  11748. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  11749. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  11750. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  11751. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  11752. }
  11753. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11754. break;
  11755. default: {
  11756. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11757. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11759. map_freeblock_unlock();
  11760. return 1;
  11761. }
  11762. }
  11763. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11764. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11765. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11766. }
  11767. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11768. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11769. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11770. }
  11771. if( sd && !(flag&1) )
  11772. {// ensure that the skill last-cast tick is recorded
  11773. sd->canskill_tick = gettick();
  11774. if( sd->state.arrow_atk )
  11775. {// consume arrow on last invocation to this skill.
  11776. battle_consume_ammo(sd, skill_id, skill_lv);
  11777. }
  11778. skill_onskillusage(sd, bl, skill_id, tick);
  11779. // perform skill requirement consumption
  11780. if (!(flag&SKILL_NOCONSUME_REQ))
  11781. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11782. }
  11783. map_freeblock_unlock();
  11784. return 0;
  11785. }
  11786. /**
  11787. * Checking that causing skill failed
  11788. * @param src Caster
  11789. * @param target Target
  11790. * @param skill_id
  11791. * @param skill_lv
  11792. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11793. **/
  11794. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11795. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11796. int inf = skill->inf;
  11797. status_change *tsc = status_get_sc(target);
  11798. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11799. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11800. switch (skill_id) {
  11801. case AL_HEAL:
  11802. case AL_INCAGI:
  11803. case AL_DECAGI:
  11804. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11805. case AB_RENOVATIO:
  11806. case AB_HIGHNESSHEAL:
  11807. if (tsc && tsc->option&OPTION_MADOGEAR)
  11808. return USESKILL_FAIL_TOTARGET;
  11809. break;
  11810. case RG_BACKSTAP:
  11811. {
  11812. #ifndef RENEWAL
  11813. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11814. if (map_check_dir(dir, t_dir))
  11815. return USESKILL_FAIL_MAX;
  11816. #endif
  11817. if (check_distance_bl(src, target, 0))
  11818. return USESKILL_FAIL_MAX;
  11819. }
  11820. break;
  11821. case PR_TURNUNDEAD:
  11822. {
  11823. struct status_data *tstatus = status_get_status_data(target);
  11824. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11825. return USESKILL_FAIL_MAX;
  11826. }
  11827. break;
  11828. case PR_LEXDIVINA:
  11829. case MER_LEXDIVINA:
  11830. {
  11831. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11832. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11833. return USESKILL_FAIL_LEVEL;
  11834. else
  11835. return -1; //Works on silenced allies
  11836. }
  11837. break;
  11838. case RA_WUGSTRIKE:
  11839. // Check if path can be reached
  11840. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11841. return USESKILL_FAIL_MAX;
  11842. break;
  11843. case MG_NAPALMBEAT:
  11844. case MG_FIREBALL:
  11845. case HT_BLITZBEAT:
  11846. case AS_GRIMTOOTH:
  11847. case MO_COMBOFINISH:
  11848. case NC_VULCANARM:
  11849. case SR_TIGERCANNON:
  11850. // These can damage traps, but can't target traps directly
  11851. if (target->type == BL_SKILL) {
  11852. TBL_SKILL *su = (TBL_SKILL*)target;
  11853. if (!su || !su->group)
  11854. return USESKILL_FAIL_MAX;
  11855. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11856. return USESKILL_FAIL_MAX;
  11857. }
  11858. break;
  11859. case IQ_SECOND_FLAME:
  11860. case IQ_SECOND_FAITH:
  11861. case IQ_SECOND_JUDGEMENT:
  11862. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11863. return USESKILL_FAIL_LEVEL;
  11864. break;
  11865. case IQ_THIRD_PUNISH:
  11866. case IQ_THIRD_FLAME_BOMB:
  11867. case IQ_THIRD_CONSECRATION:
  11868. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11869. return USESKILL_FAIL_LEVEL;
  11870. break;
  11871. }
  11872. if (inf&INF_ATTACK_SKILL ||
  11873. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11874. ) // Casted through combo.
  11875. inf = BCT_ENEMY; //Offensive skill.
  11876. else if (skill->inf2[INF2_NOTARGETENEMY])
  11877. inf = BCT_NOENEMY;
  11878. else
  11879. inf = 0;
  11880. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11881. inf |=
  11882. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11883. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11884. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11885. inf &= ~BCT_NEUTRAL;
  11886. }
  11887. switch (skill_id) {
  11888. // Cannot be casted to Emperium
  11889. case WZ_ESTIMATION:
  11890. case SL_SKE:
  11891. case SL_SKA:
  11892. case RK_PHANTOMTHRUST:
  11893. case NPC_PHANTOMTHRUST:
  11894. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11895. return USESKILL_FAIL_MAX;
  11896. break;
  11897. }
  11898. if (inf && battle_check_target(src, target, inf) <= 0) {
  11899. switch(skill_id) {
  11900. case RK_PHANTOMTHRUST:
  11901. case NPC_PHANTOMTHRUST:
  11902. case AB_CLEARANCE:
  11903. return USESKILL_FAIL_TOTARGET;
  11904. default:
  11905. return USESKILL_FAIL_LEVEL;
  11906. }
  11907. }
  11908. // Fogwall makes all offensive-type targetted skills fail at 75%
  11909. // Jump Kick can still fail even though you can jump to friendly targets.
  11910. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11911. return USESKILL_FAIL_LEVEL;
  11912. return -1;
  11913. }
  11914. TIMER_FUNC( skill_keep_using ){
  11915. map_session_data* sd = map_id2sd( id );
  11916. if( sd && sd->skill_keep_using.skill_id ){
  11917. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11918. sd->skill_keep_using.tid = INVALID_TIMER;
  11919. }
  11920. return 0;
  11921. }
  11922. /**
  11923. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11924. * @param tid
  11925. * @param tick
  11926. * @param data
  11927. **/
  11928. TIMER_FUNC(skill_castend_id){
  11929. struct block_list *target, *src;
  11930. map_session_data *sd;
  11931. struct mob_data *md;
  11932. struct unit_data *ud;
  11933. int flag = 0;
  11934. src = map_id2bl(id);
  11935. if( src == nullptr )
  11936. {
  11937. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  11938. return 0;// not found
  11939. }
  11940. ud = unit_bl2ud(src);
  11941. if( ud == nullptr )
  11942. {
  11943. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  11944. return 0;// ???
  11945. }
  11946. sd = BL_CAST(BL_PC, src);
  11947. md = BL_CAST(BL_MOB, src);
  11948. status_change *sc = status_get_sc(src);
  11949. if( src->prev == nullptr ) {
  11950. ud->skilltimer = INVALID_TIMER;
  11951. return 0;
  11952. }
  11953. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11954. if( ud->skilltimer != tid ) {
  11955. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11956. ud->skilltimer = INVALID_TIMER;
  11957. return 0;
  11958. }
  11959. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11960. {// restore original walk speed
  11961. ud->skilltimer = INVALID_TIMER;
  11962. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11963. } else
  11964. ud->skilltimer = INVALID_TIMER;
  11965. }
  11966. if (ud->skilltarget == id)
  11967. target = src;
  11968. else
  11969. target = map_id2bl(ud->skilltarget);
  11970. // Use a do so that you can break out of it when the skill fails.
  11971. do {
  11972. bool fail = false;
  11973. int8 res = USESKILL_FAIL_LEVEL;
  11974. if (!target || target->prev == nullptr)
  11975. break;
  11976. if (src->m != target->m || status_isdead(src))
  11977. break;
  11978. //These should become skill_castend_pos
  11979. switch (ud->skill_id) {
  11980. case WE_CALLPARTNER:
  11981. if (sd) {
  11982. map_session_data *p_sd = pc_get_partner(sd);
  11983. if (p_sd && p_sd->state.autotrade) {
  11984. fail = true;
  11985. break;
  11986. } else
  11987. clif_callpartner(*sd);
  11988. }
  11989. break;
  11990. case WE_CALLPARENT:
  11991. if (sd) {
  11992. map_session_data *f_sd = pc_get_father(sd);
  11993. map_session_data *m_sd = pc_get_mother(sd);
  11994. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11995. fail = true;
  11996. break;
  11997. }
  11998. }
  11999. break;
  12000. case WE_CALLBABY:
  12001. if (sd) {
  12002. map_session_data *c_sd = pc_get_child(sd);
  12003. if (c_sd && c_sd->state.autotrade) {
  12004. fail = true;
  12005. break;
  12006. }
  12007. }
  12008. break;
  12009. case AM_RESURRECTHOMUN:
  12010. case PF_SPIDERWEB:
  12011. {
  12012. //Find a random spot to place the skill. [Skotlex]
  12013. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12014. ud->skillx = target->x + splash;
  12015. ud->skilly = target->y + splash;
  12016. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12017. ud->skillx = target->x;
  12018. ud->skilly = target->y;
  12019. }
  12020. ud->skilltimer = tid;
  12021. return skill_castend_pos(tid,tick,id,data);
  12022. }
  12023. case GN_WALLOFTHORN:
  12024. case SC_ESCAPE:
  12025. case WL_FROSTMISTY:
  12026. case SU_CN_POWDERING:
  12027. case AG_RAIN_OF_CRYSTAL:
  12028. ud->skillx = target->x;
  12029. ud->skilly = target->y;
  12030. ud->skilltimer = tid;
  12031. return skill_castend_pos(tid,tick,id,data);
  12032. }
  12033. // Failing
  12034. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12035. if (sd && res != USESKILL_FAIL_MAX)
  12036. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12037. break;
  12038. }
  12039. //Avoid doing double checks for instant-cast skills.
  12040. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12041. break;
  12042. if(md) {
  12043. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12044. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12045. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12046. }
  12047. if (src != target && battle_config.skill_add_range &&
  12048. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12049. {
  12050. if (sd) {
  12051. clif_skill_fail( *sd, ud->skill_id);
  12052. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12053. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12054. }
  12055. break;
  12056. }
  12057. #ifdef OFFICIAL_WALKPATH
  12058. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12059. {
  12060. if (sd) {
  12061. clif_skill_fail( *sd, ud->skill_id );
  12062. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12063. }
  12064. break;
  12065. }
  12066. #endif
  12067. if( sd )
  12068. {
  12069. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12070. break;
  12071. else {
  12072. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12073. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12074. // Give AP
  12075. if (add_ap > 0) {
  12076. switch (ud->skill_id) {
  12077. case TR_ROSEBLOSSOM:
  12078. case TR_RHYTHMSHOOTING:
  12079. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12080. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12081. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12082. break;
  12083. case TR_GEF_NOCTURN:
  12084. case TR_ROKI_CAPRICCIO:
  12085. case TR_AIN_RHAPSODY:
  12086. case TR_MUSICAL_INTERLUDE:
  12087. case TR_JAWAII_SERENADE:
  12088. case TR_NIPELHEIM_REQUIEM:
  12089. case TR_PRON_MARCH:
  12090. if (sd->skill_id_old == TR_RETROSPECTION) {
  12091. add_ap += add_ap * 50 / 100;
  12092. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12093. }
  12094. break;
  12095. case WH_CRESCIVE_BOLT:
  12096. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12097. add_ap += 2;
  12098. }
  12099. break;
  12100. }
  12101. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12102. }
  12103. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  12104. clif_skill_fail( *sd, ud->skill_id );
  12105. break; // Show a skill fail message (Damage type consumes requirements)
  12106. }
  12107. }
  12108. }
  12109. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12110. break;
  12111. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12112. ud->state.running = 0;
  12113. status_change_end(src, SC_RUN);
  12114. flag = 1;
  12115. }
  12116. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12117. unit_stop_walking(src,1);
  12118. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12119. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12120. if (sd) { //Cooldown application
  12121. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  12122. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12123. }
  12124. if( battle_config.display_status_timers && sd )
  12125. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12126. if( sd )
  12127. {
  12128. switch( ud->skill_id )
  12129. {
  12130. case GS_DESPERADO:
  12131. case RL_FIREDANCE:
  12132. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12133. break;
  12134. case KN_BRANDISHSPEAR:
  12135. case CR_GRANDCROSS: {
  12136. sc_type type;
  12137. if (ud->skill_id == KN_BRANDISHSPEAR)
  12138. type = SC_STRIPWEAPON;
  12139. else
  12140. type = SC_STRIPSHIELD;
  12141. if (sc && sc->getSCE(type)) {
  12142. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12143. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12144. break;
  12145. }
  12146. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12147. // During Grand Cross you are in ankle state (cannot move or teleport)
  12148. if (ud->skill_id == CR_GRANDCROSS)
  12149. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12150. break;
  12151. }
  12152. }
  12153. }
  12154. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12155. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12156. // This is also important for monster skill usage behavior
  12157. if (src->type == BL_MOB)
  12158. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12159. else
  12160. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12161. }
  12162. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12163. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12164. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12165. map_freeblock_lock();
  12166. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12167. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12168. else
  12169. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12170. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, *sd) && skill_check_condition_castbegin(*sd, ud->skill_id, ud->skill_lv) ){
  12171. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12172. }
  12173. if(sc && sc->count) {
  12174. if (ud->skill_id != RA_CAMOUFLAGE)
  12175. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12176. if(sc->getSCE(SC_SPIRIT) &&
  12177. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12178. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12179. ud->skill_id != WZ_WATERBALL)
  12180. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12181. #ifndef RENEWAL
  12182. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12183. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  12184. #endif
  12185. }
  12186. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12187. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12188. if (ud->skilltimer == INVALID_TIMER) {
  12189. if(md) md->skill_idx = -1;
  12190. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12191. ud->skill_lv = ud->skilltarget = 0;
  12192. }
  12193. map_freeblock_unlock();
  12194. return 1;
  12195. } while(0);
  12196. //Skill failed.
  12197. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12198. { //When Asura fails... (except when it fails from Wall of Fog)
  12199. //Consume SP/spheres
  12200. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12201. status_set_sp(src, 0, 0);
  12202. sc_start(src, src, SC_EXTREMITYFIST, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12203. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12204. status_change_end(src, SC_BLADESTOP);
  12205. if( target && target->m == src->m ) { //Move character to target anyway.
  12206. short x, y;
  12207. short dir = map_calc_dir(src,target->x,target->y);
  12208. //Move 3 cells (From Caster)
  12209. if( dir > 0 && dir < 4 )
  12210. x = -3;
  12211. else if( dir > 4 )
  12212. x = 3;
  12213. else
  12214. x = 0;
  12215. if( dir > 2 && dir < 6 )
  12216. y = -3;
  12217. else if( dir == 7 || dir < 2 )
  12218. y = 3;
  12219. else
  12220. y = 0;
  12221. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12222. clif_blown(src);
  12223. clif_spiritball(src);
  12224. }
  12225. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12226. }
  12227. }
  12228. ud->skill_id = ud->skilltarget = 0;
  12229. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12230. ud->canact_tick = tick;
  12231. //You can't place a skill failed packet here because it would be
  12232. //sent in ALL cases, even cases where skill_check_condition fails
  12233. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12234. if (sd) {
  12235. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12236. if (sd->skill_keep_using.skill_id > 0) {
  12237. sd->skill_keep_using.skill_id = 0;
  12238. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12239. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12240. sd->skill_keep_using.tid = INVALID_TIMER;
  12241. }
  12242. }
  12243. } else if (md)
  12244. md->skill_idx = -1;
  12245. return 0;
  12246. }
  12247. /*==========================================
  12248. *
  12249. *------------------------------------------*/
  12250. TIMER_FUNC(skill_castend_pos){
  12251. struct block_list* src = map_id2bl(id);
  12252. map_session_data *sd;
  12253. struct unit_data *ud = unit_bl2ud(src);
  12254. struct mob_data *md;
  12255. nullpo_ret(ud);
  12256. sd = BL_CAST(BL_PC , src);
  12257. md = BL_CAST(BL_MOB, src);
  12258. if( src->prev == nullptr ) {
  12259. ud->skilltimer = INVALID_TIMER;
  12260. return 0;
  12261. }
  12262. if( ud->skilltimer != tid )
  12263. {
  12264. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12265. ud->skilltimer = INVALID_TIMER;
  12266. return 0;
  12267. }
  12268. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12269. {// restore original walk speed
  12270. ud->skilltimer = INVALID_TIMER;
  12271. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12272. } else
  12273. ud->skilltimer = INVALID_TIMER;
  12274. do {
  12275. if( status_isdead(src) )
  12276. break;
  12277. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12278. break;
  12279. if(tid != INVALID_TIMER)
  12280. { //Avoid double checks on instant cast skills. [Skotlex]
  12281. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12282. break;
  12283. if (battle_config.skill_add_range &&
  12284. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12285. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12286. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12287. break;
  12288. }
  12289. }
  12290. if( sd )
  12291. {
  12292. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12293. break;
  12294. else {
  12295. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12296. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12297. // Give AP
  12298. if (add_ap > 0) {
  12299. switch (ud->skill_id) {
  12300. case WH_DEEPBLINDTRAP:
  12301. case WH_SOLIDTRAP:
  12302. case WH_SWIFTTRAP:
  12303. case WH_FLAMETRAP:
  12304. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12305. add_ap += 1;
  12306. break;
  12307. }
  12308. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12309. }
  12310. }
  12311. }
  12312. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12313. break;
  12314. if(md) {
  12315. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12316. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12317. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12318. }
  12319. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12320. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12321. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12322. if (ud->walktimer != INVALID_TIMER)
  12323. unit_stop_walking(src,1);
  12324. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12325. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12326. if (sd) { //Cooldown application
  12327. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12328. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12329. }
  12330. if( battle_config.display_status_timers && sd )
  12331. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12332. // if( sd )
  12333. // {
  12334. // switch( ud->skill_id )
  12335. // {
  12336. // case ????:
  12337. // sd->canequip_tick = tick + ????;
  12338. // break;
  12339. // }
  12340. // }
  12341. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12342. // This is also important for monster skill usage behavior
  12343. if (src->type == BL_MOB)
  12344. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12345. else
  12346. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12347. map_freeblock_lock();
  12348. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12349. if (ud->skill_id != RA_CAMOUFLAGE)
  12350. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12351. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12352. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12353. if (ud->skilltimer == INVALID_TIMER) {
  12354. if (md) md->skill_idx = -1;
  12355. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12356. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12357. }
  12358. map_freeblock_unlock();
  12359. return 1;
  12360. } while(0);
  12361. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12362. ud->canact_tick = tick;
  12363. ud->skill_id = ud->skill_lv = 0;
  12364. if(sd)
  12365. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12366. else if(md)
  12367. md->skill_idx = -1;
  12368. return 0;
  12369. }
  12370. /* skill count without self */
  12371. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12372. struct block_list* src = va_arg(ap, struct block_list*);
  12373. if( src->id != bl->id ) {
  12374. return 1;
  12375. }
  12376. return 0;
  12377. }
  12378. /*==========================================
  12379. *
  12380. *------------------------------------------*/
  12381. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12382. {
  12383. map_session_data* sd;
  12384. status_change* sc;
  12385. struct status_change_entry *sce;
  12386. std::shared_ptr<s_skill_unit_group> sg;
  12387. enum sc_type type;
  12388. int i;
  12389. //if(skill_lv <= 0) return 0;
  12390. if(skill_id > 0 && !skill_lv) return 0; // celest
  12391. nullpo_ret(src);
  12392. if(status_isdead(src))
  12393. return 0;
  12394. sd = BL_CAST(BL_PC, src);
  12395. sc = status_get_sc(src);
  12396. type = skill_get_sc(skill_id);
  12397. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  12398. switch (skill_id) { //Skill effect.
  12399. case WZ_METEOR:
  12400. case WZ_ICEWALL:
  12401. case MO_BODYRELOCATION:
  12402. case CR_CULTIVATION:
  12403. case HW_GANBANTEIN:
  12404. case LG_EARTHDRIVE:
  12405. case SC_ESCAPE:
  12406. case SU_CN_METEOR:
  12407. case NPC_RAINOFMETEOR:
  12408. case HN_METEOR_STORM_BUSTER:
  12409. case NW_GRENADES_DROPPING:
  12410. break; //Effect is displayed on respective switch case.
  12411. default:
  12412. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12413. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12414. else
  12415. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12416. }
  12417. switch(skill_id)
  12418. {
  12419. case PR_BENEDICTIO:
  12420. skill_area_temp[1] = src->id;
  12421. i = skill_get_splash(skill_id, skill_lv);
  12422. map_foreachinallarea(skill_area_sub,
  12423. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12424. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12425. skill_castend_nodamage_id);
  12426. map_foreachinallarea(skill_area_sub,
  12427. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12428. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12429. skill_castend_damage_id);
  12430. break;
  12431. case BS_HAMMERFALL:
  12432. i = skill_get_splash(skill_id, skill_lv);
  12433. map_foreachinallarea(skill_area_sub,
  12434. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12435. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12436. skill_castend_nodamage_id);
  12437. break;
  12438. case HT_DETECTING:
  12439. i = skill_get_splash(skill_id, skill_lv);
  12440. map_foreachinallarea( status_change_timer_sub,
  12441. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12442. src,nullptr,SC_SIGHT,tick);
  12443. skill_reveal_trap_inarea(src, i, x, y);
  12444. break;
  12445. case SR_RIDEINLIGHTNING:
  12446. case NW_BASIC_GRENADE:
  12447. i = skill_get_splash(skill_id, skill_lv);
  12448. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12449. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12450. break;
  12451. case NPC_LEX_AETERNA:
  12452. i = skill_get_splash(skill_id, skill_lv);
  12453. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12454. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12455. break;
  12456. case SA_VOLCANO:
  12457. case SA_DELUGE:
  12458. case SA_VIOLENTGALE:
  12459. { //Does not consumes if the skill is already active. [Skotlex]
  12460. std::shared_ptr<s_skill_unit_group> sg2;
  12461. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12462. {
  12463. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12464. {
  12465. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12466. return 0; // not to consume items
  12467. }
  12468. else
  12469. sg2->limit = 0; //Disable it.
  12470. }
  12471. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12472. break;
  12473. }
  12474. // Skill Unit Setting
  12475. case MG_SAFETYWALL: {
  12476. int dummy = 1;
  12477. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12478. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12479. return 0; // Don't consume gems if cast on Land Protector
  12480. }
  12481. }
  12482. [[fallthrough]];
  12483. case MG_FIREWALL:
  12484. case MG_THUNDERSTORM:
  12485. case AL_PNEUMA:
  12486. case WZ_FIREPILLAR:
  12487. case WZ_QUAGMIRE:
  12488. case WZ_VERMILION:
  12489. case WZ_STORMGUST:
  12490. case WZ_HEAVENDRIVE:
  12491. case NPC_GROUNDDRIVE:
  12492. case PR_SANCTUARY:
  12493. case PR_MAGNUS:
  12494. case CR_GRANDCROSS:
  12495. case NPC_GRANDDARKNESS:
  12496. case HT_SKIDTRAP:
  12497. case MA_SKIDTRAP:
  12498. case HT_LANDMINE:
  12499. case MA_LANDMINE:
  12500. case HT_ANKLESNARE:
  12501. case HT_SHOCKWAVE:
  12502. case HT_SANDMAN:
  12503. case MA_SANDMAN:
  12504. case HT_FLASHER:
  12505. case HT_FREEZINGTRAP:
  12506. case MA_FREEZINGTRAP:
  12507. case HT_BLASTMINE:
  12508. case HT_CLAYMORETRAP:
  12509. case AS_VENOMDUST:
  12510. case AM_DEMONSTRATION:
  12511. case PF_FOGWALL:
  12512. case PF_SPIDERWEB:
  12513. case HT_TALKIEBOX:
  12514. case WE_CALLPARTNER:
  12515. case WE_CALLPARENT:
  12516. case WE_CALLBABY:
  12517. case SA_LANDPROTECTOR:
  12518. #ifndef RENEWAL
  12519. case BD_LULLABY:
  12520. case BD_RICHMANKIM:
  12521. case BD_ETERNALCHAOS:
  12522. case BD_DRUMBATTLEFIELD:
  12523. case BD_RINGNIBELUNGEN:
  12524. case BD_ROKISWEIL:
  12525. case BD_INTOABYSS:
  12526. case BD_SIEGFRIED:
  12527. case BA_DISSONANCE:
  12528. case BA_POEMBRAGI:
  12529. case BA_WHISTLE:
  12530. case BA_ASSASSINCROSS:
  12531. case BA_APPLEIDUN:
  12532. case DC_UGLYDANCE:
  12533. case DC_HUMMING:
  12534. case DC_DONTFORGETME:
  12535. case DC_FORTUNEKISS:
  12536. case DC_SERVICEFORYOU:
  12537. #endif
  12538. case CG_MOONLIT:
  12539. case GS_DESPERADO:
  12540. case NJ_KAENSIN:
  12541. case NJ_BAKUENRYU:
  12542. case NJ_SUITON:
  12543. case NJ_HYOUSYOURAKU:
  12544. case NJ_RAIGEKISAI:
  12545. case NJ_KAMAITACHI:
  12546. #ifdef RENEWAL
  12547. case HW_GRAVITATION:
  12548. #endif
  12549. case NPC_EVILLAND:
  12550. case NPC_VENOMFOG:
  12551. case NPC_COMET:
  12552. case NPC_WIDESUCK:
  12553. case NPC_ICEMINE:
  12554. case NPC_FLAMECROSS:
  12555. case NPC_HELLBURNING:
  12556. case NPC_REVERBERATION:
  12557. case WL_COMET:
  12558. case RA_ELECTRICSHOCKER:
  12559. case RA_CLUSTERBOMB:
  12560. case RA_MAGENTATRAP:
  12561. case RA_COBALTTRAP:
  12562. case RA_MAIZETRAP:
  12563. case RA_VERDURETRAP:
  12564. case RA_FIRINGTRAP:
  12565. case RA_ICEBOUNDTRAP:
  12566. case SC_MANHOLE:
  12567. case SC_DIMENSIONDOOR:
  12568. case SC_CHAOSPANIC:
  12569. case SC_MAELSTROM:
  12570. case SC_BLOODYLUST:
  12571. case WM_POEMOFNETHERWORLD:
  12572. case SO_PSYCHIC_WAVE:
  12573. case NPC_PSYCHIC_WAVE:
  12574. case SO_VACUUM_EXTREME:
  12575. case GN_THORNS_TRAP:
  12576. case SO_EARTHGRAVE:
  12577. case SO_DIAMONDDUST:
  12578. case SO_FIRE_INSIGNIA:
  12579. case SO_WATER_INSIGNIA:
  12580. case SO_WIND_INSIGNIA:
  12581. case SO_EARTH_INSIGNIA:
  12582. case KO_ZENKAI:
  12583. case MH_LAVA_SLIDE:
  12584. case MH_VOLCANIC_ASH:
  12585. case MH_BLAST_FORGE:
  12586. case MH_POISON_MIST:
  12587. case MH_STEINWAND:
  12588. case MH_XENO_SLASHER:
  12589. case LG_KINGS_GRACE:
  12590. case SJ_BOOKOFCREATINGSTAR:
  12591. case RL_B_TRAP:
  12592. case NPC_STORMGUST2:
  12593. case AG_RAIN_OF_CRYSTAL:
  12594. case AG_MYSTERY_ILLUSION:
  12595. case AG_STRANTUM_TREMOR:
  12596. case AG_TORNADO_STORM:
  12597. case AG_FLORAL_FLARE_ROAD:
  12598. case IG_CROSS_RAIN:
  12599. case CD_PNEUMATICUS_PROCELLA:
  12600. case ABC_ABYSS_STRIKE:
  12601. case ABC_ABYSS_SQUARE:
  12602. case WH_DEEPBLINDTRAP:
  12603. case WH_SOLIDTRAP:
  12604. case WH_SWIFTTRAP:
  12605. case WH_FLAMETRAP:
  12606. case BO_ACIDIFIED_ZONE_WATER:
  12607. case BO_ACIDIFIED_ZONE_GROUND:
  12608. case BO_ACIDIFIED_ZONE_WIND:
  12609. case BO_ACIDIFIED_ZONE_FIRE:
  12610. case EM_DIAMOND_STORM:
  12611. case EM_LIGHTNING_LAND:
  12612. case EM_VENOM_SWAMP:
  12613. case EM_CONFLAGRATION:
  12614. case EM_TERRA_DRIVE:
  12615. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12616. [[fallthrough]];
  12617. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12618. case GN_WALLOFTHORN:
  12619. case GN_DEMONIC_FIRE:
  12620. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12621. break;
  12622. case WZ_ICEWALL:
  12623. case NPC_CANE_OF_EVIL_EYE:
  12624. flag|=1;
  12625. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12626. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12627. break;
  12628. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12629. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12630. flag|=1;
  12631. break;
  12632. case NPC_EARTHQUAKE:
  12633. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12634. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12635. break;
  12636. #ifndef RENEWAL
  12637. case HP_BASILICA:
  12638. if( sc->getSCE(SC_BASILICA) ) {
  12639. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12640. return 0;
  12641. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12642. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12643. if (sd)
  12644. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  12645. return 0;
  12646. }
  12647. skill_clear_unitgroup(src);
  12648. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12649. flag|=1;
  12650. }
  12651. break;
  12652. #endif
  12653. #ifndef RENEWAL
  12654. case CG_HERMODE:
  12655. skill_clear_unitgroup(src);
  12656. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12657. sc_start4(src,src,SC_DANCING,100,
  12658. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12659. flag|=1;
  12660. #endif
  12661. break;
  12662. case RG_CLEANER: // [Valaris]
  12663. i = skill_get_splash(skill_id, skill_lv);
  12664. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12665. break;
  12666. case SO_WARMER:
  12667. case SO_CLOUD_KILL:
  12668. case NPC_CLOUD_KILL:
  12669. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12670. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12671. break;
  12672. case SU_CN_POWDERING:
  12673. case SU_NYANGGRASS:
  12674. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12675. if (skill_id == SU_CN_POWDERING)
  12676. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12677. else
  12678. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12679. }
  12680. flag |= 1;
  12681. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12682. break;
  12683. case SU_CN_METEOR:
  12684. if (sd) {
  12685. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12686. skill_id = SU_CN_METEOR2;
  12687. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12688. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12689. }
  12690. [[fallthrough]];
  12691. case WZ_METEOR:
  12692. {
  12693. int area = skill_get_splash(skill_id, skill_lv);
  12694. short tmpx = 0, tmpy = 0;
  12695. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12696. // Creates a random Cell in the Splash Area
  12697. tmpx = x - area + rnd() % (area * 2 + 1);
  12698. tmpy = y - area + rnd() % (area * 2 + 1);
  12699. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12700. }
  12701. }
  12702. break;
  12703. case AL_WARP:
  12704. if(sd)
  12705. {
  12706. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12707. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12708. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12709. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12710. );
  12711. }
  12712. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12713. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12714. return 0; // not to consume item.
  12715. case MO_BODYRELOCATION:
  12716. if (unit_movepos(src, x, y, 2, 1)) {
  12717. #if PACKETVER >= 20111005
  12718. clif_snap(src, src->x, src->y);
  12719. #else
  12720. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12721. #endif
  12722. if (sd)
  12723. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12724. }
  12725. break;
  12726. case NJ_SHADOWJUMP:
  12727. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12728. clif_blown(src);
  12729. status_change_end(src, SC_HIDING);
  12730. break;
  12731. case AM_SPHEREMINE:
  12732. case AM_CANNIBALIZE:
  12733. {
  12734. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12735. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12736. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12737. struct mob_data *md;
  12738. // Correct info, don't change any of this! [celest]
  12739. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12740. if (md) {
  12741. md->master_id = src->id;
  12742. md->special_state.ai = ai;
  12743. if( md->deletetimer != INVALID_TIMER )
  12744. delete_timer(md->deletetimer, mob_timer_delete);
  12745. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12746. mob_spawn (md); //Now it is ready for spawning.
  12747. }
  12748. }
  12749. break;
  12750. // Slim Pitcher [Celest]
  12751. case CR_SLIMPITCHER:
  12752. if (sd) {
  12753. int i_lv = 0, j = 0;
  12754. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12755. i_lv = skill_lv%11 - 1;
  12756. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12757. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12758. {
  12759. clif_skill_fail( *sd, skill_id );
  12760. return 1;
  12761. }
  12762. potion_flag = 1;
  12763. potion_hp = 0;
  12764. potion_sp = 0;
  12765. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12766. potion_flag = 0;
  12767. //Apply skill bonuses
  12768. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12769. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12770. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12771. + pc_skillheal_bonus(sd, skill_id);
  12772. potion_hp = potion_hp * (100+i_lv)/100;
  12773. potion_sp = potion_sp * (100+i_lv)/100;
  12774. // Final heal increased by HPlus.
  12775. // Is this the right place for this??? [Rytech]
  12776. // Can HPlus also affect SP recovery???
  12777. status_data *sstatus = status_get_status_data(src);
  12778. if (sstatus && sstatus->hplus > 0) {
  12779. potion_hp += potion_hp * sstatus->hplus / 100;
  12780. potion_sp += potion_sp * sstatus->hplus / 100;
  12781. }
  12782. if(potion_hp > 0 || potion_sp > 0) {
  12783. i_lv = skill_get_splash(skill_id, skill_lv);
  12784. map_foreachinallarea(skill_area_sub,
  12785. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12786. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12787. skill_castend_nodamage_id);
  12788. }
  12789. } else {
  12790. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12791. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12792. potion_flag = 1;
  12793. potion_hp = 0;
  12794. potion_sp = 0;
  12795. run_script(item->script,0,src->id,0);
  12796. potion_flag = 0;
  12797. potion_hp = potion_hp * (100+id)/100;
  12798. potion_sp = potion_sp * (100+id)/100;
  12799. if(potion_hp > 0 || potion_sp > 0) {
  12800. id = skill_get_splash(skill_id, skill_lv);
  12801. map_foreachinallarea(skill_area_sub,
  12802. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12803. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12804. skill_castend_nodamage_id);
  12805. }
  12806. }
  12807. break;
  12808. case HW_GANBANTEIN:
  12809. if (rnd()%100 < 80) {
  12810. int dummy = 1;
  12811. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12812. i = skill_get_splash(skill_id, skill_lv);
  12813. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12814. } else {
  12815. if (sd) clif_skill_fail( *sd, skill_id );
  12816. return 1;
  12817. }
  12818. break;
  12819. #ifndef RENEWAL
  12820. case HW_GRAVITATION:
  12821. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12822. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12823. flag|=1;
  12824. break;
  12825. #endif
  12826. // Plant Cultivation [Celest]
  12827. case CR_CULTIVATION:
  12828. if (sd) {
  12829. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12830. {
  12831. clif_skill_fail( *sd, skill_id );
  12832. return 1;
  12833. }
  12834. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12835. if (rnd()%100 < 50) {
  12836. clif_skill_fail( *sd, skill_id );
  12837. } else {
  12838. TBL_MOB* md = nullptr;
  12839. int t, mob_id;
  12840. if (skill_lv == 1)
  12841. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12842. else {
  12843. int rand_val = rnd() % 100;
  12844. if (rand_val < 30)
  12845. mob_id = MOBID_GREEN_PLANT;
  12846. else if (rand_val < 55)
  12847. mob_id = MOBID_RED_PLANT;
  12848. else if (rand_val < 80)
  12849. mob_id = MOBID_YELLOW_PLANT;
  12850. else if (rand_val < 90)
  12851. mob_id = MOBID_WHITE_PLANT;
  12852. else if (rand_val < 98)
  12853. mob_id = MOBID_BLUE_PLANT;
  12854. else
  12855. mob_id = MOBID_SHINING_PLANT;
  12856. }
  12857. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12858. if (!md)
  12859. break;
  12860. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12861. {
  12862. if( md->deletetimer != INVALID_TIMER )
  12863. delete_timer(md->deletetimer, mob_timer_delete);
  12864. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12865. }
  12866. mob_spawn(md);
  12867. }
  12868. }
  12869. break;
  12870. case SG_SUN_WARM:
  12871. case SG_MOON_WARM:
  12872. case SG_STAR_WARM:
  12873. skill_clear_unitgroup(src);
  12874. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12875. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12876. flag|=1;
  12877. break;
  12878. case PA_GOSPEL:
  12879. if (sce && sce->val4 == BCT_SELF)
  12880. {
  12881. status_change_end(src, SC_GOSPEL);
  12882. return 0;
  12883. }
  12884. else
  12885. {
  12886. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12887. if (!sg) break;
  12888. if (sce)
  12889. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12890. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12891. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12892. }
  12893. break;
  12894. case NJ_TATAMIGAESHI:
  12895. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12896. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12897. break;
  12898. case AM_RESURRECTHOMUN: //[orn]
  12899. if (sd)
  12900. {
  12901. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12902. {
  12903. clif_skill_fail( *sd, skill_id );
  12904. break;
  12905. }
  12906. }
  12907. break;
  12908. case AC_SHOWER:
  12909. status_change_end(src, SC_CAMOUFLAGE);
  12910. [[fallthrough]];
  12911. case MA_SHOWER:
  12912. case NC_COLDSLOWER:
  12913. case RK_DRAGONBREATH:
  12914. case RK_DRAGONBREATH_WATER:
  12915. case NPC_DRAGONBREATH:
  12916. case WL_FROSTMISTY:
  12917. case RL_HAMMER_OF_GOD:
  12918. // Cast center might be relevant later (e.g. for knockback direction)
  12919. skill_area_temp[4] = x;
  12920. skill_area_temp[5] = y;
  12921. i = skill_get_splash(skill_id,skill_lv);
  12922. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12923. break;
  12924. case SO_ARRULLO:
  12925. i = skill_get_splash(skill_id,skill_lv);
  12926. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12927. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12928. break;
  12929. case GC_POISONSMOKE:
  12930. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12931. if( sd )
  12932. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  12933. return 0;
  12934. }
  12935. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12936. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12937. break;
  12938. case AB_EPICLESIS:
  12939. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12940. i = skill_get_splash(skill_id, skill_lv);
  12941. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12942. }
  12943. break;
  12944. case WL_EARTHSTRAIN:
  12945. {
  12946. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12947. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12948. for( w = 1; w <= wave; w++ )
  12949. {
  12950. switch( dir ){
  12951. case 0: case 1: case 7: sy = y + w; break;
  12952. case 3: case 4: case 5: sy = y - w; break;
  12953. case 2: sx = x - w; break;
  12954. case 6: sx = x + w; break;
  12955. }
  12956. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12957. }
  12958. }
  12959. break;
  12960. case RA_DETONATOR:
  12961. i = skill_get_splash(skill_id, skill_lv);
  12962. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12963. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12964. break;
  12965. case NC_NEUTRALBARRIER:
  12966. case NC_STEALTHFIELD:
  12967. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12968. skill_clear_unitgroup(src);
  12969. return 0;
  12970. }
  12971. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12972. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  12973. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12974. }
  12975. break;
  12976. case NC_SILVERSNIPER:
  12977. {
  12978. struct mob_data *md;
  12979. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12980. if( md ) {
  12981. md->master_id = src->id;
  12982. md->special_state.ai = AI_FAW;
  12983. if( md->deletetimer != INVALID_TIMER )
  12984. delete_timer(md->deletetimer, mob_timer_delete);
  12985. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12986. mob_spawn(md);
  12987. }
  12988. }
  12989. break;
  12990. case NC_MAGICDECOY:
  12991. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  12992. break;
  12993. case SC_FEINTBOMB: {
  12994. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12995. if( group == nullptr || group->unit == nullptr ) {
  12996. if (sd)
  12997. clif_skill_fail( *sd, skill_id );
  12998. return 1;
  12999. }
  13000. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13001. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13002. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  13003. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13004. }
  13005. break;
  13006. case SC_ESCAPE:
  13007. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13008. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13009. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13010. flag |= 1;
  13011. break;
  13012. case LG_BANDING:
  13013. if( sc && sc->getSCE(SC_BANDING) )
  13014. status_change_end(src,SC_BANDING);
  13015. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13016. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13017. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13018. break;
  13019. case WM_DOMINION_IMPULSE:
  13020. i = skill_get_splash(skill_id, skill_lv);
  13021. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13022. break;
  13023. case WM_GREAT_ECHO:
  13024. i = skill_get_splash(skill_id,skill_lv);
  13025. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13026. break;
  13027. case WM_SEVERE_RAINSTORM:
  13028. flag |= 1;
  13029. if (sd)
  13030. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13031. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13032. break;
  13033. case GN_CRAZYWEED: {
  13034. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13035. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13036. int x1 = x - area + rnd()%(area * 2 + 1);
  13037. int y1 = y - area + rnd()%(area * 2 + 1);
  13038. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13039. }
  13040. }
  13041. break;
  13042. case GN_FIRE_EXPANSION: {
  13043. struct unit_data* ud = unit_bl2ud(src);
  13044. if (!ud) break;
  13045. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13046. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13047. if (it != ud->skillunits.end()) {
  13048. auto* unit_group = it->get();
  13049. skill_unit* su = unit_group->unit;
  13050. switch (skill_lv) {
  13051. case 1: {
  13052. // TODO:
  13053. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13054. skill_delunit(su);
  13055. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13056. flag |= 1;
  13057. }
  13058. break;
  13059. case 2:
  13060. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13061. if (su != nullptr)
  13062. skill_delunit(su);
  13063. break;
  13064. case 3:
  13065. skill_delunit(su);
  13066. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13067. flag |= 1;
  13068. break;
  13069. case 4:
  13070. skill_delunit(su);
  13071. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13072. flag |= 1;
  13073. break;
  13074. case 5: {
  13075. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13076. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13077. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13078. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13079. if (su != nullptr)
  13080. skill_delunit(su);
  13081. }
  13082. break;
  13083. }
  13084. }
  13085. }
  13086. break;
  13087. case SO_FIREWALK:
  13088. case SO_ELECTRICWALK:
  13089. case NPC_FIREWALK:
  13090. case NPC_ELECTRICWALK:
  13091. if( sc && sc->getSCE(type) )
  13092. status_change_end(src,type);
  13093. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13094. break;
  13095. case KO_MAKIBISHI:
  13096. for( i = 0; i < (skill_lv+2); i++ ) {
  13097. x = src->x - 1 + rnd()%3;
  13098. y = src->y - 1 + rnd()%3;
  13099. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13100. }
  13101. break;
  13102. case KO_MUCHANAGE: {
  13103. struct status_data *sstatus;
  13104. int rate = 0;
  13105. sstatus = status_get_status_data(src);
  13106. i = skill_get_splash(skill_id,skill_lv);
  13107. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13108. if( rate < 0 )
  13109. rate = 0;
  13110. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  13111. if( rnd()%100 < rate )
  13112. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13113. }
  13114. break;
  13115. case RL_FALLEN_ANGEL:
  13116. if (unit_movepos(src,x,y,1,1)) {
  13117. clif_snap(src, src->x, src->y);
  13118. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13119. } else {
  13120. if (sd)
  13121. clif_skill_fail( *sd, skill_id );
  13122. }
  13123. break;
  13124. case RL_FIRE_RAIN: {
  13125. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13126. int sx = x = src->x, sy = y = src->y;
  13127. for (w = 0; w <= wave; w++) {
  13128. switch (dir) {
  13129. case DIR_NORTH:
  13130. case DIR_NORTHWEST:
  13131. case DIR_NORTHEAST:
  13132. sy = y + w;
  13133. break;
  13134. case DIR_WEST:
  13135. sx = x - w;
  13136. break;
  13137. case DIR_SOUTHWEST:
  13138. case DIR_SOUTH:
  13139. case DIR_SOUTHEAST:
  13140. sy = y - w;
  13141. break;
  13142. case DIR_EAST:
  13143. sx = x + w;
  13144. break;
  13145. }
  13146. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13147. }
  13148. }
  13149. break;
  13150. case NPC_MAGMA_ERUPTION:
  13151. case NC_MAGMA_ERUPTION:
  13152. // 1st, AoE 'slam' damage
  13153. i = skill_get_splash(skill_id, skill_lv);
  13154. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13155. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13156. // 2nd, AoE 'eruption' unit
  13157. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13158. break;
  13159. case SU_LOPE:
  13160. {
  13161. uint8 dir = map_calc_dir(src, x, y);
  13162. // Fails on noteleport maps, except for GvG and BG maps
  13163. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13164. x = src->x;
  13165. y = src->y;
  13166. }
  13167. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  13168. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  13169. clif_blown(src);
  13170. }
  13171. break;
  13172. case AG_ASTRAL_STRIKE:
  13173. i = skill_get_splash(skill_id, skill_lv);
  13174. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13175. flag |= 1;
  13176. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13177. break;
  13178. case AG_VIOLENT_QUAKE:
  13179. case AG_ALL_BLOOM: {
  13180. int area = skill_get_splash(skill_id, skill_lv);
  13181. int unit_time = skill_get_time(skill_id, skill_lv);
  13182. int unit_interval = skill_get_unit_interval(skill_id);
  13183. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13184. // Grab Climax's effect level if active.
  13185. // This affects the behavior of certain skills in certain ways.
  13186. if (sc && sc->getSCE(SC_CLIMAX))
  13187. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13188. if (skill_id == AG_VIOLENT_QUAKE) {
  13189. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13190. // Fixes rising rocks spawn area to 7x7.
  13191. if (climax_lv == 5)
  13192. area = 3;
  13193. } else { // AG_ALL_BLOOM
  13194. sub_skill = AG_ALL_BLOOM_ATK;
  13195. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13196. unit_time /= 2;
  13197. unit_interval /= 2;
  13198. }
  13199. }
  13200. // Displays the earthquake / flower garden.
  13201. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13202. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13203. i = skill_get_splash(skill_id, skill_lv);
  13204. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13205. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13206. tmpx = x - area + rnd() % (area * 2 + 1);
  13207. tmpy = y - area + rnd() % (area * 2 + 1);
  13208. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13209. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13210. tmpx = x - area + rnd() % (area * 2 + 1);
  13211. tmpy = y - area + rnd() % (area * 2 + 1);
  13212. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13213. }
  13214. }
  13215. // One final attack the size of the flower garden is dealt after
  13216. // all rose buds explode if Climax level 5 is active.
  13217. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13218. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13219. }
  13220. break;
  13221. case NPC_RAINOFMETEOR:
  13222. {
  13223. int area = skill_get_splash(skill_id, skill_lv);
  13224. short tmpx = 0, tmpy = 0;
  13225. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13226. // Casts a double meteor in the first interval.
  13227. if (i == 1) {
  13228. // The first meteor is at the center
  13229. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13230. // The second meteor is near the first
  13231. tmpx = x - 1 + rnd()%3;
  13232. tmpy = y - 1 + rnd()%3;
  13233. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13234. }
  13235. else { // Casts 1 meteor per interval in the splash area
  13236. tmpx = x - area + rnd()%(area * 2 + 1);
  13237. tmpy = y - area + rnd()%(area * 2 + 1);
  13238. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13239. }
  13240. }
  13241. }
  13242. break;
  13243. case HN_JACK_FROST_NOVA:
  13244. case HN_GROUND_GRAVITATION: {
  13245. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13246. if( sd != nullptr ){
  13247. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13248. }
  13249. return 0;
  13250. }
  13251. int splash = skill_get_splash(skill_id, skill_lv);
  13252. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13253. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13254. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13255. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13256. }
  13257. }
  13258. break;
  13259. case HN_METEOR_STORM_BUSTER: {
  13260. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13261. if( sd != nullptr ){
  13262. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13263. }
  13264. return 0;
  13265. }
  13266. int splash = skill_get_splash(skill_id, skill_lv);
  13267. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13268. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13269. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13270. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13271. }
  13272. }
  13273. break;
  13274. case NW_WILD_FIRE:
  13275. i = skill_get_splash(skill_id, skill_lv);
  13276. if (sd && sd->status.weapon == W_GRENADE)
  13277. i += 2;
  13278. map_foreachinallarea(skill_area_sub,
  13279. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13280. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13281. skill_castend_damage_id);
  13282. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13283. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13284. break;
  13285. case NW_HASTY_FIRE_IN_THE_HOLE:
  13286. i = skill_get_splash(skill_id, skill_lv);
  13287. if (flag & 1){
  13288. i++;
  13289. }
  13290. if (flag & 2){
  13291. i++;
  13292. }
  13293. map_foreachinallarea(skill_area_sub,
  13294. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13295. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13296. skill_castend_damage_id);
  13297. if (!(flag & 1)) {
  13298. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13299. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13300. }
  13301. break;
  13302. case NW_GRENADES_DROPPING: {
  13303. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13304. uint16 tmpx = rnd_value( x - splash, x + splash );
  13305. uint16 tmpy = rnd_value( y - splash, y + splash );
  13306. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13307. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13308. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13309. }
  13310. } break;
  13311. case NW_MISSION_BOMBARD:
  13312. i = skill_get_splash(skill_id,skill_lv);
  13313. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13314. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13315. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13316. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13317. }
  13318. break;
  13319. default:
  13320. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13321. return 1;
  13322. }
  13323. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13324. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13325. if( sd )
  13326. {// ensure that the skill last-cast tick is recorded
  13327. sd->canskill_tick = gettick();
  13328. if( sd->state.arrow_atk && !(flag&1) )
  13329. {// consume arrow if this is a ground skill
  13330. battle_consume_ammo(sd, skill_id, skill_lv);
  13331. }
  13332. skill_onskillusage(sd, nullptr, skill_id, tick);
  13333. // perform skill requirement consumption
  13334. if (!(flag&SKILL_NOCONSUME_REQ))
  13335. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13336. }
  13337. return 0;
  13338. }
  13339. /*==========================================
  13340. *
  13341. *------------------------------------------*/
  13342. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13343. {
  13344. nullpo_ret(sd);
  13345. //Simplify skill_failed code.
  13346. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13347. if(skill_id != sd->menuskill_id)
  13348. return 0;
  13349. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  13350. skill_failed(sd);
  13351. return 0;
  13352. }
  13353. if( sd->sc.cant.cast ) {
  13354. skill_failed(sd);
  13355. return 0;
  13356. }
  13357. pc_stop_attack(sd);
  13358. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13359. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13360. if(strcmp(mapname,"cancel")==0) {
  13361. skill_failed(sd);
  13362. return 0;
  13363. }
  13364. switch(skill_id)
  13365. {
  13366. case AL_TELEPORT:
  13367. case ALL_ODINS_RECALL:
  13368. //The storage window is closed automatically by the client when there's
  13369. //any kind of map change, so we need to restore it automatically
  13370. //bugreport:8027
  13371. if(strcmp(mapname,"Random") == 0)
  13372. pc_randomwarp(sd,CLR_TELEPORT);
  13373. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13374. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13375. clif_refresh_storagewindow(sd);
  13376. break;
  13377. case AL_WARP:
  13378. if( sd != nullptr ){
  13379. const struct s_point_str *p[4];
  13380. std::shared_ptr<s_skill_unit_group> group;
  13381. int i, lv, wx, wy;
  13382. int maxcount=0;
  13383. int x,y;
  13384. unsigned short mapindex;
  13385. mapindex = mapindex_name2id((char*)mapname);
  13386. if(!mapindex) { //Given map not found?
  13387. clif_skill_fail( *sd, skill_id );
  13388. skill_failed(sd);
  13389. return 0;
  13390. }
  13391. p[0] = &sd->status.save_point;
  13392. p[1] = &sd->status.memo_point[0];
  13393. p[2] = &sd->status.memo_point[1];
  13394. p[3] = &sd->status.memo_point[2];
  13395. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13396. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13397. if (maxcount == 0) {
  13398. clif_skill_fail( *sd, skill_id );
  13399. skill_failed(sd);
  13400. return 0;
  13401. }
  13402. }
  13403. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13404. wx = sd->menuskill_val>>16;
  13405. wy = sd->menuskill_val&0xffff;
  13406. if( lv <= 0 ) return 0;
  13407. if( lv > 4 ) lv = 4; // crash prevention
  13408. // check if the chosen map exists in the memo list
  13409. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13410. if( i < lv ) {
  13411. x=p[i]->x;
  13412. y=p[i]->y;
  13413. } else {
  13414. skill_failed(sd);
  13415. return 0;
  13416. }
  13417. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  13418. { // This checks versus skill_id/skill_lv...
  13419. skill_failed(sd);
  13420. return 0;
  13421. }
  13422. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13423. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13424. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13425. skill_failed(sd);
  13426. return 0;
  13427. }
  13428. group->val1 = (group->val1<<16)|(short)0;
  13429. // record the destination coordinates
  13430. group->val2 = (x<<16)|y;
  13431. group->val3 = mapindex;
  13432. }
  13433. break;
  13434. }
  13435. sd->menuskill_id = sd->menuskill_val = 0;
  13436. return 0;
  13437. #undef skill_failed
  13438. }
  13439. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13440. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13441. {
  13442. struct skill_unit* target = (struct skill_unit*)bl;
  13443. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13444. int flag = va_arg(ap, int);
  13445. if (src == target)
  13446. return 0;
  13447. if (!target->group || !(target->group->state.song_dance&0x1))
  13448. return 0;
  13449. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13450. return 0;
  13451. if (flag) //Set dissonance
  13452. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13453. else //Remove dissonance
  13454. target->val2 &= ~(1 << UF_ENSEMBLE);
  13455. skill_getareachar_skillunit_visibilty(target, AREA);
  13456. return 1;
  13457. }
  13458. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13459. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13460. //When 1, this unit has been positioned, so start the cancel effect.
  13461. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13462. {
  13463. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13464. return 0;
  13465. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13466. return 0; //Nothing to remove, this unit is not overlapped.
  13467. if (unit->val1 != unit->group->skill_id)
  13468. { //Reset state
  13469. unit->val1 = unit->group->skill_id;
  13470. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13471. }
  13472. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13473. }
  13474. /**
  13475. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13476. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13477. * @param flag 0 Convert
  13478. * @param flag 1 Revert
  13479. * @return true success
  13480. * @TODO: This should be completely removed later and rewritten
  13481. * The entire execution of the overlapping songs instances is dirty and hacked together
  13482. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13483. */
  13484. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13485. {
  13486. static int prevflag = 1; // by default the backup is empty
  13487. static s_skill_unit_group backup;
  13488. std::shared_ptr<s_skill_unit_group> group;
  13489. if( unit == nullptr || (group = unit->group) == nullptr )
  13490. return false;
  13491. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13492. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13493. return false;
  13494. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13495. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13496. flag ? "read an empty backup" : "write to a full backup",
  13497. group->skill_id, group->skill_lv, group->src_id);
  13498. return false;
  13499. }
  13500. prevflag = flag;
  13501. if (!flag) { //Transform
  13502. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13503. // backup
  13504. backup.skill_id = group->skill_id;
  13505. backup.skill_lv = group->skill_lv;
  13506. backup.unit_id = group->unit_id;
  13507. backup.target_flag = group->target_flag;
  13508. backup.bl_flag = group->bl_flag;
  13509. backup.interval = group->interval;
  13510. // replace
  13511. group->skill_id = skill_id;
  13512. group->skill_lv = 1;
  13513. group->unit_id = skill_get_unit_id(skill_id);
  13514. group->target_flag = skill_get_unit_target(skill_id);
  13515. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13516. group->interval = skill_get_unit_interval(skill_id);
  13517. } else { //Restore
  13518. group->skill_id = backup.skill_id;
  13519. group->skill_lv = backup.skill_lv;
  13520. group->unit_id = backup.unit_id;
  13521. group->target_flag = backup.target_flag;
  13522. group->bl_flag = backup.bl_flag;
  13523. group->interval = backup.interval;
  13524. }
  13525. return true;
  13526. }
  13527. /**
  13528. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13529. * @param src Object that triggers the skill
  13530. * @param skill_id Skill ID
  13531. * @param skill_lv Skill level of used skill
  13532. * @param x Position x
  13533. * @param y Position y
  13534. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13535. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13536. * @return s_skill_unit_group
  13537. */
  13538. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13539. {
  13540. std::shared_ptr<s_skill_unit_group> group;
  13541. int i, val1 = 0, val2 = 0, val3 = 0;
  13542. t_tick limit;
  13543. int link_group_id = 0;
  13544. int target, interval, range;
  13545. t_itemid req_item = 0;
  13546. struct s_skill_unit_layout *layout;
  13547. map_session_data *sd;
  13548. struct status_data *status;
  13549. status_change *sc;
  13550. int active_flag = 1;
  13551. int subunt = 0;
  13552. bool hidden = false;
  13553. struct map_data *mapdata;
  13554. nullpo_retr(nullptr, src);
  13555. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13556. mapdata = map_getmapdata(src->m);
  13557. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13558. range = skill_get_unit_range(skill_id,skill_lv);
  13559. interval = skill->unit_interval;
  13560. target = skill_get_unit_target(skill_id);
  13561. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13562. sd = BL_CAST(BL_PC, src);
  13563. status = status_get_status_data(src);
  13564. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13565. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13566. switch( skill_id ) {
  13567. case MH_STEINWAND:
  13568. val2 = 4 + skill_lv;
  13569. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13570. break;
  13571. case MG_SAFETYWALL:
  13572. val2 = skill_lv + 1;
  13573. #ifdef RENEWAL
  13574. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13575. #endif
  13576. break;
  13577. case MG_FIREWALL:
  13578. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13579. limit = limit*3/2;
  13580. val2 = 4+skill_lv;
  13581. break;
  13582. case AL_WARP:
  13583. val1=skill_lv+6;
  13584. if(!(flag&1))
  13585. limit=2000;
  13586. else // previous implementation (not used anymore)
  13587. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13588. if( src->type != BL_SKILL ) return nullptr;
  13589. group = ((TBL_SKILL*)src)->group;
  13590. src = map_id2bl(group->src_id);
  13591. if( !src ) return nullptr;
  13592. val2 = group->val2; //Copy the (x,y) position you warp to
  13593. val3 = group->val3; //as well as the mapindex to warp to.
  13594. }
  13595. break;
  13596. #ifndef RENEWAL
  13597. case HP_BASILICA:
  13598. val1 = src->id; // Store caster id.
  13599. break;
  13600. #endif
  13601. case PR_SANCTUARY:
  13602. case NPC_EVILLAND:
  13603. val1=skill_lv+3;
  13604. break;
  13605. case WZ_METEOR:
  13606. case SU_CN_METEOR:
  13607. case SU_CN_METEOR2:
  13608. case NPC_RAINOFMETEOR:
  13609. case HN_METEOR_STORM_BUSTER:
  13610. limit = flag;
  13611. flag = 0; // Flag should not influence anything else for these skills
  13612. break;
  13613. case WZ_FIREPILLAR:
  13614. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13615. return nullptr;
  13616. if((flag&1)!=0)
  13617. limit=1000;
  13618. val1=skill_lv+2;
  13619. break;
  13620. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13621. case AM_DEMONSTRATION:
  13622. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13623. target = BCT_ALL;
  13624. break;
  13625. case HT_SKIDTRAP:
  13626. case MA_SKIDTRAP:
  13627. //Save position of caster
  13628. val1 = ((src->x)<<16)|(src->y);
  13629. [[fallthrough]];
  13630. case HT_ANKLESNARE:
  13631. case HT_SHOCKWAVE:
  13632. case HT_SANDMAN:
  13633. case MA_SANDMAN:
  13634. case HT_CLAYMORETRAP:
  13635. case HT_LANDMINE:
  13636. case MA_LANDMINE:
  13637. case HT_FLASHER:
  13638. case HT_FREEZINGTRAP:
  13639. case MA_FREEZINGTRAP:
  13640. case HT_BLASTMINE:
  13641. case RA_ELECTRICSHOCKER:
  13642. case RA_CLUSTERBOMB:
  13643. case RA_MAGENTATRAP:
  13644. case RA_COBALTTRAP:
  13645. case RA_MAIZETRAP:
  13646. case RA_VERDURETRAP:
  13647. case RA_FIRINGTRAP:
  13648. case RA_ICEBOUNDTRAP:
  13649. case RL_B_TRAP:
  13650. case SC_ESCAPE:
  13651. {
  13652. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13653. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13654. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13655. req_item = req.itemid[i];
  13656. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13657. break;
  13658. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13659. target = BCT_ALL;
  13660. }
  13661. break;
  13662. case SA_LANDPROTECTOR:
  13663. case SA_VOLCANO:
  13664. case SA_DELUGE:
  13665. case SA_VIOLENTGALE:
  13666. case SC_CHAOSPANIC:
  13667. {
  13668. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13669. if (old_sg != nullptr)
  13670. { //HelloKitty confirmed that these are interchangeable,
  13671. //so you can change element and not consume gemstones.
  13672. if ((
  13673. old_sg->skill_id == SA_VOLCANO ||
  13674. old_sg->skill_id == SA_DELUGE ||
  13675. old_sg->skill_id == SA_VIOLENTGALE
  13676. ) && old_sg->limit > 0)
  13677. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13678. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13679. if (limit < 0) //This can happen...
  13680. limit = skill_get_time(skill_id,skill_lv);
  13681. }
  13682. skill_clear_group(src,1);
  13683. }
  13684. break;
  13685. }
  13686. case BA_WHISTLE:
  13687. val1 = skill_lv + status->agi / 10; // Flee increase
  13688. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13689. if (sd) {
  13690. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13691. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13692. }
  13693. break;
  13694. case DC_HUMMING:
  13695. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13696. if (sd)
  13697. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13698. break;
  13699. case BA_POEMBRAGI:
  13700. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13701. //For some reason at level 10 the base delay reduction is 50%.
  13702. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13703. if (sd) {
  13704. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13705. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13706. }
  13707. break;
  13708. case DC_DONTFORGETME:
  13709. #ifdef RENEWAL
  13710. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13711. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13712. #else
  13713. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13714. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13715. #endif
  13716. if (sd) {
  13717. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13718. #ifdef RENEWAL
  13719. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13720. #else
  13721. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13722. #endif
  13723. }
  13724. val1 *= 10; //Because 10 is actually 1% aspd
  13725. break;
  13726. case DC_SERVICEFORYOU:
  13727. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13728. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13729. if (sd) {
  13730. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13731. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13732. }
  13733. break;
  13734. case BA_ASSASSINCROSS:
  13735. if (sd)
  13736. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13737. val1 += 5 + skill_lv + (status->agi / 20);
  13738. val1 *= 10; // ASPD works with 1000 as 100%
  13739. break;
  13740. case DC_FORTUNEKISS:
  13741. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13742. val1 *= 10; //Because every 10 crit is an actual cri point.
  13743. if (sd)
  13744. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13745. break;
  13746. case BD_DRUMBATTLEFIELD:
  13747. val1 = (skill_lv+1)*25; //Atk increase
  13748. val2 = (skill_lv+1)*2; //Def increase
  13749. break;
  13750. case BD_RINGNIBELUNGEN:
  13751. val1 = (skill_lv+2)*25; //Atk increase
  13752. break;
  13753. case BD_RICHMANKIM:
  13754. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13755. break;
  13756. case BD_SIEGFRIED:
  13757. val1 = 55 + skill_lv*5; //Elemental Resistance
  13758. val2 = skill_lv*10; //Status ailment resistance
  13759. break;
  13760. case WE_CALLPARTNER:
  13761. if (sd) val1 = sd->status.partner_id;
  13762. break;
  13763. case WE_CALLPARENT:
  13764. if (sd) {
  13765. val1 = sd->status.father;
  13766. val2 = sd->status.mother;
  13767. }
  13768. break;
  13769. case WE_CALLBABY:
  13770. if (sd) val1 = sd->status.child;
  13771. break;
  13772. case NJ_KAENSIN:
  13773. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13774. val2 = (skill_lv+1)/2 + 4;
  13775. break;
  13776. case NJ_SUITON:
  13777. skill_clear_group(src, 1);
  13778. break;
  13779. case GS_GROUNDDRIFT:
  13780. {
  13781. // Ground Drift Element is decided when it's placed.
  13782. int ele = skill_get_ele(skill_id, skill_lv);
  13783. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13784. if (ele == ELE_RANDOM)
  13785. val1 = element[rnd()%5]; // Use random from available unit visual?
  13786. else if (ele == ELE_ENDOWED)
  13787. val1 = status_get_attack_sc_element(src,sc);
  13788. else if (ele == ELE_WEAPON) {
  13789. val1 = status->rhw.ele;
  13790. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13791. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13792. }
  13793. switch (val1) {
  13794. case ELE_FIRE:
  13795. subunt++;
  13796. [[fallthrough]];
  13797. case ELE_WATER:
  13798. subunt++;
  13799. [[fallthrough]];
  13800. case ELE_POISON:
  13801. subunt++;
  13802. [[fallthrough]];
  13803. case ELE_DARK:
  13804. subunt++;
  13805. [[fallthrough]];
  13806. case ELE_WIND:
  13807. break;
  13808. default:
  13809. subunt = rnd()%5;
  13810. break;
  13811. }
  13812. break;
  13813. }
  13814. case GC_POISONSMOKE:
  13815. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13816. return nullptr;
  13817. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13818. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13819. limit = skill_get_time(skill_id, skill_lv);
  13820. break;
  13821. case NPC_COMET:
  13822. case WL_COMET:
  13823. if (sc) {
  13824. sc->comet_x = x;
  13825. sc->comet_y = y;
  13826. }
  13827. break;
  13828. case GD_LEADERSHIP:
  13829. case GD_GLORYWOUNDS:
  13830. case GD_SOULCOLD:
  13831. case GD_HAWKEYES:
  13832. limit = 1000000;//it doesn't matter
  13833. break;
  13834. case LG_BANDING:
  13835. limit = -1;
  13836. break;
  13837. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13838. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13839. target = BCT_ALL;
  13840. [[fallthrough]];
  13841. case WM_SEVERE_RAINSTORM:
  13842. case SO_WATER_INSIGNIA:
  13843. case SO_FIRE_INSIGNIA:
  13844. case SO_WIND_INSIGNIA:
  13845. case SO_EARTH_INSIGNIA:
  13846. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13847. return nullptr;
  13848. break;
  13849. case SO_CLOUD_KILL:
  13850. case NPC_CLOUD_KILL:
  13851. skill_clear_group(src, 4);
  13852. break;
  13853. case SO_WARMER:
  13854. skill_clear_group(src, 8);
  13855. break;
  13856. case SO_FIREWALK:
  13857. case SO_ELECTRICWALK:
  13858. limit = skill_get_time2(skill_id, skill_lv);
  13859. break;
  13860. case GN_WALLOFTHORN:
  13861. // Turns to Firewall
  13862. if( flag&1 )
  13863. limit = 3000;
  13864. val3 = (x<<16)|y;
  13865. break;
  13866. case GN_DEMONIC_FIRE:
  13867. if (flag) { // Fire Expansion level 1
  13868. limit = flag + 10000;
  13869. flag = 0;
  13870. }
  13871. break;
  13872. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13873. case GN_FIRE_EXPANSION_TEAR_GAS:
  13874. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13875. break;
  13876. case KO_ZENKAI:
  13877. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13878. val1 = sd->spiritcharm;
  13879. val2 = sd->spiritcharm_type;
  13880. limit = 6000 * val1;
  13881. subunt = sd->spiritcharm_type - 1;
  13882. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13883. }
  13884. break;
  13885. #ifndef RENEWAL
  13886. case HW_GRAVITATION:
  13887. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13888. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13889. break;
  13890. #endif
  13891. case SO_VACUUM_EXTREME:
  13892. // Coordinates
  13893. val1 = x;
  13894. val2 = y;
  13895. val3 = 0; // Suck target at n seconds.
  13896. break;
  13897. case MH_POISON_MIST:
  13898. case MH_BLAST_FORGE:
  13899. case MH_LAVA_SLIDE:
  13900. skill_clear_group(src, 1);
  13901. break;
  13902. case MH_VOLCANIC_ASH:
  13903. if (!map_flag_vs(src->m))
  13904. target = BCT_ENEMY;
  13905. break;
  13906. case AG_VIOLENT_QUAKE:
  13907. case AG_ALL_BLOOM:
  13908. if (sc && sc->getSCE(SC_CLIMAX)) {
  13909. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13910. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13911. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13912. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13913. }
  13914. break;
  13915. case AG_VIOLENT_QUAKE_ATK:
  13916. case AG_ALL_BLOOM_ATK:
  13917. case AG_ALL_BLOOM_ATK2:
  13918. limit = flag;
  13919. flag = 0;
  13920. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13921. range = 4; // Rising rocks splash is increased to 9x9.
  13922. break;
  13923. case WH_DEEPBLINDTRAP:
  13924. case WH_SOLIDTRAP:
  13925. case WH_SWIFTTRAP:
  13926. case WH_FLAMETRAP:
  13927. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13928. break;
  13929. case NW_GRENADES_DROPPING:
  13930. limit = skill_get_time2(skill_id,skill_lv);
  13931. break;
  13932. }
  13933. // Init skill unit group
  13934. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13935. if (group == nullptr)
  13936. return nullptr;
  13937. group->val1 = val1;
  13938. group->val2 = val2;
  13939. group->val3 = val3;
  13940. group->link_group_id = link_group_id;
  13941. group->target_flag = target;
  13942. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13943. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13944. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13945. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13946. group->item_id = req_item;
  13947. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13948. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13949. active_flag = 0;
  13950. // Put message for Talkie Box & Graffiti
  13951. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13952. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13953. if (sd)
  13954. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13955. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13956. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13957. }
  13958. // Dance skill
  13959. if (group->state.song_dance) {
  13960. if(sd) {
  13961. sd->skill_id_dance = skill_id;
  13962. sd->skill_lv_dance = skill_lv;
  13963. }
  13964. if (
  13965. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13966. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13967. )
  13968. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13969. }
  13970. // Set skill unit
  13971. limit = group->limit;
  13972. for( i = 0; i < layout->count; i++ ) {
  13973. struct skill_unit *unit;
  13974. int ux = x + layout->dx[i];
  13975. int uy = y + layout->dy[i];
  13976. int unit_val1 = skill_lv;
  13977. int unit_val2 = 0;
  13978. int alive = 1;
  13979. // are the coordinates out of range?
  13980. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13981. continue;
  13982. }
  13983. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13984. continue; // don't place skill units on walls (except for songs/dances/encores)
  13985. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13986. continue; // no path between cell and caster
  13987. switch( skill_id ) {
  13988. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13989. case HT_LANDMINE:
  13990. case MA_LANDMINE:
  13991. case HT_ANKLESNARE:
  13992. case HT_SHOCKWAVE:
  13993. case HT_SANDMAN:
  13994. case MA_SANDMAN:
  13995. case HT_FLASHER:
  13996. case HT_FREEZINGTRAP:
  13997. case MA_FREEZINGTRAP:
  13998. case HT_SKIDTRAP:
  13999. case MA_SKIDTRAP:
  14000. case HT_CLAYMORETRAP:
  14001. case HT_BLASTMINE:
  14002. case SC_ESCAPE:
  14003. unit_val1 = 3500;
  14004. break;
  14005. case MG_FIREWALL:
  14006. case NJ_KAENSIN:
  14007. unit_val2 = group->val2;
  14008. break;
  14009. case CR_GRANDCROSS:
  14010. case NPC_GRANDDARKNESS:
  14011. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14012. break;
  14013. case WZ_ICEWALL:
  14014. unit_val1 = 200 + 200*skill_lv;
  14015. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14016. break;
  14017. case WZ_WATERBALL:
  14018. //Check if there are cells that can be turned into waterball units
  14019. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14020. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14021. break; //Turn water, deluge or suiton into waterball cell
  14022. continue;
  14023. case GS_DESPERADO:
  14024. unit_val1 = abs(layout->dx[i]);
  14025. unit_val2 = abs(layout->dy[i]);
  14026. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14027. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14028. if (unit_val1) unit_val1--;
  14029. unit_val1 = 36 -12*unit_val1;
  14030. } else //Diagonal edges
  14031. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14032. if (unit_val1 < 1) unit_val1 = 1;
  14033. unit_val2 = 0;
  14034. break;
  14035. case NPC_REVERBERATION:
  14036. unit_val1 = 1 + skill_lv;
  14037. break;
  14038. case WM_POEMOFNETHERWORLD:
  14039. unit_val1 = 1 + skill_lv;
  14040. break;
  14041. case GN_WALLOFTHORN:
  14042. if (flag&1) // Turned become Firewall
  14043. break;
  14044. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14045. unit_val2 = 20; // Max hits
  14046. break;
  14047. case RL_B_TRAP:
  14048. unit_val1 = 3500;
  14049. unit_val2 = 0;
  14050. break;
  14051. default:
  14052. if (group->state.song_dance&0x1)
  14053. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  14054. break;
  14055. }
  14056. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14057. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14058. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14059. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14060. // Check active cell to failing or remove current unit
  14061. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14062. if( !alive )
  14063. continue;
  14064. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14065. unit->limit = limit;
  14066. unit->range = range;
  14067. if (skill_id == PF_FOGWALL && alive == 2)
  14068. { //Double duration of cells on top of Deluge/Suiton
  14069. unit->limit *= 2;
  14070. group->limit = unit->limit;
  14071. }
  14072. // Execute on all targets standing on this cell
  14073. if (range == 0 && active_flag)
  14074. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14075. }
  14076. if (!group->alive_count)
  14077. { //No cells? Something that was blocked completely by Land Protector?
  14078. skill_delunitgroup(group);
  14079. return nullptr;
  14080. }
  14081. //success, unit created.
  14082. switch( skill_id ) {
  14083. case NJ_TATAMIGAESHI: //Store number of tiles.
  14084. group->val1 = group->alive_count;
  14085. break;
  14086. }
  14087. return group;
  14088. }
  14089. /*==========================================
  14090. *
  14091. *------------------------------------------*/
  14092. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14093. {
  14094. skill_unit_onplace(unit, bl, tick);
  14095. }
  14096. /**
  14097. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14098. * while skill unit initialized or moved (such by knock back).
  14099. * As a follow of skill_unit_effect flag &1
  14100. * @param unit
  14101. * @param bl Target
  14102. * @param tick
  14103. */
  14104. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14105. {
  14106. struct block_list *ss; // Actual source that cast the skill unit
  14107. status_change *sc;
  14108. struct status_change_entry *sce;
  14109. struct status_data *tstatus;
  14110. enum sc_type type;
  14111. uint16 skill_id;
  14112. nullpo_ret(unit);
  14113. nullpo_ret(bl);
  14114. if(bl->prev == nullptr || !unit->alive || status_isdead(bl))
  14115. return 0;
  14116. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14117. if (sg == nullptr)
  14118. return 0;
  14119. nullpo_ret(ss = map_id2bl(sg->src_id));
  14120. tstatus = status_get_status_data(bl);
  14121. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  14122. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14123. return 0; //AoE skills are ineffective. [Skotlex]
  14124. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14125. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14126. return 0; //Songs don't work in Basilica
  14127. sc = status_get_sc(bl);
  14128. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14129. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14130. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14131. status_change_end(bl, SC_VACUUM_EXTREME);
  14132. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14133. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14134. type = skill_get_sc(sg->skill_id);
  14135. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14136. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14137. switch (sg->unit_id) {
  14138. case UNT_SPIDERWEB:
  14139. if (sc) {
  14140. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14141. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14142. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14143. const struct TimerData* td;
  14144. struct map_data *mapdata = map_getmapdata(bl->m);
  14145. if (mapdata_flag_vs(mapdata))
  14146. sec /= 2;
  14147. if (sc->getSCE(type)) {
  14148. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14149. //Already triple affected, immune
  14150. sg->limit = DIFF_TICK(tick, sg->tick);
  14151. break;
  14152. }
  14153. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14154. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14155. sec *= (sc->getSCE(type)->val1 + 1);
  14156. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14157. sec *= (sc->getSCE(type)->val1 + 1);
  14158. //Add group id to status change
  14159. if (sc->getSCE(type)->val2 == 0)
  14160. sc->getSCE(type)->val2 = sg->group_id;
  14161. else if (sc->getSCE(type)->val3 == 0)
  14162. sc->getSCE(type)->val3 = sg->group_id;
  14163. else if (sc->getSCE(type)->val4 == 0)
  14164. sc->getSCE(type)->val4 = sg->group_id;
  14165. //Overwrite status change with new duration
  14166. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14167. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14168. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14169. }
  14170. else {
  14171. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14172. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14173. if (td)
  14174. sec = DIFF_TICK(td->tick, tick);
  14175. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14176. clif_fixpos( *bl );
  14177. }
  14178. else
  14179. sec = 3000; //Couldn't trap it?
  14180. }
  14181. sg->val2 = bl->id;
  14182. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14183. }
  14184. break;
  14185. case UNT_SAFETYWALL:
  14186. if (!sce)
  14187. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14188. break;
  14189. case UNT_BLOODYLUST:
  14190. if (sg->src_id == bl->id)
  14191. break; //Does not affect the caster.
  14192. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14193. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14194. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14195. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14196. break;
  14197. case UNT_PNEUMA:
  14198. if (!sce)
  14199. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14200. break;
  14201. case UNT_CHAOSPANIC:
  14202. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14203. break;
  14204. case UNT_WARP_WAITING: {
  14205. int working = sg->val1&0xffff;
  14206. if(bl->type==BL_PC && !working){
  14207. map_session_data *sd = (map_session_data *)bl;
  14208. if((!sd->chatID || battle_config.chat_warpportal)
  14209. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14210. {
  14211. int x = sg->val2>>16;
  14212. int y = sg->val2&0xffff;
  14213. int count = sg->val1>>16;
  14214. unsigned short m = sg->val3;
  14215. if( --count <= 0 )
  14216. skill_delunitgroup(sg);
  14217. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14218. working = 1;/* we break it because officials break it, lovely stuff. */
  14219. sg->val1 = (count<<16)|working;
  14220. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14221. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14222. }
  14223. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14224. int16 m = map_mapindex2mapid(sg->val3);
  14225. if (m < 0) break; //Map not available on this map-server.
  14226. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  14227. }
  14228. }
  14229. break;
  14230. case UNT_QUAGMIRE:
  14231. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  14232. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14233. break;
  14234. case UNT_VOLCANO:
  14235. case UNT_DELUGE:
  14236. case UNT_VIOLENTGALE:
  14237. case UNT_FIRE_INSIGNIA:
  14238. case UNT_WATER_INSIGNIA:
  14239. case UNT_WIND_INSIGNIA:
  14240. case UNT_EARTH_INSIGNIA:
  14241. if(!sce)
  14242. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14243. break;
  14244. case UNT_WATER_BARRIER:
  14245. case UNT_ZEPHYR:
  14246. case UNT_POWER_OF_GAIA:
  14247. if (bl->id == ss->id)
  14248. break; // Doesn't affect the Elemental
  14249. if (!sce)
  14250. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14251. break;
  14252. case UNT_SUITON:
  14253. if(!sce)
  14254. sc_start4(ss, bl,type,100,sg->skill_lv,
  14255. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  14256. 0,0,sg->limit);
  14257. break;
  14258. case UNT_HERMODE:
  14259. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  14260. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14261. [[fallthrough]];
  14262. case UNT_RICHMANKIM:
  14263. case UNT_ETERNALCHAOS:
  14264. case UNT_DRUMBATTLEFIELD:
  14265. case UNT_RINGNIBELUNGEN:
  14266. case UNT_ROKISWEIL:
  14267. case UNT_INTOABYSS:
  14268. case UNT_SIEGFRIED:
  14269. //Needed to check when a dancer/bard leaves their ensemble area.
  14270. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14271. return skill_id;
  14272. if (!sce)
  14273. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14274. break;
  14275. case UNT_WHISTLE:
  14276. case UNT_ASSASSINCROSS:
  14277. case UNT_POEMBRAGI:
  14278. case UNT_APPLEIDUN:
  14279. case UNT_HUMMING:
  14280. case UNT_DONTFORGETME:
  14281. case UNT_FORTUNEKISS:
  14282. case UNT_SERVICEFORYOU:
  14283. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14284. return 0;
  14285. if (!sc) return 0;
  14286. if (!sce)
  14287. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14288. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14289. sce->val4 = 0; //remove the mark that we stepped out
  14290. delete_timer(sce->timer, status_change_timer);
  14291. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14292. }
  14293. break;
  14294. case UNT_FOGWALL:
  14295. if (!sce)
  14296. {
  14297. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14298. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14299. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14300. }
  14301. break;
  14302. #ifndef RENEWAL
  14303. case UNT_GRAVITATION:
  14304. if (!sce)
  14305. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14306. break;
  14307. case UNT_BASILICA:
  14308. {
  14309. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14310. if (i > 0) {
  14311. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14312. break;
  14313. }
  14314. if (!sce && i <= 0)
  14315. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14316. }
  14317. break;
  14318. #endif
  14319. case UNT_MOONLIT:
  14320. //Knockback out of area if affected char isn't in Moonlit effect
  14321. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14322. break;
  14323. if (ss == bl) //Also needed to prevent infinite loop crash.
  14324. break;
  14325. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14326. break;
  14327. case UNT_REVERBERATION:
  14328. if (sg->src_id == bl->id)
  14329. break; //Does not affect the caster.
  14330. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14331. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14332. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14333. sg->unit_id = UNT_USED_TRAPS;
  14334. break;
  14335. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14336. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14337. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14338. break;
  14339. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14340. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14341. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14342. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14343. break;
  14344. case UNT_VOLCANIC_ASH:
  14345. if (!sce)
  14346. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14347. break;
  14348. case UNT_KINGS_GRACE:
  14349. if (!sce) {
  14350. int state = 0;
  14351. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14352. state |= BCT_GUILD;
  14353. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14354. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14355. }
  14356. break;
  14357. case UNT_STEALTHFIELD:
  14358. if( bl->id == sg->src_id )
  14359. break; // Doesn't work on self (video shows that)
  14360. if (!sce)
  14361. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14362. break;
  14363. case UNT_NEUTRALBARRIER:
  14364. if (!sce)
  14365. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14366. break;
  14367. case UNT_WARMER:
  14368. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14369. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14370. break;
  14371. case UNT_CATNIPPOWDER:
  14372. if (sg->src_id == bl->id)
  14373. break; // Does not affect the caster or Boss.
  14374. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14375. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14376. break;
  14377. case UNT_NYANGGRASS:
  14378. if (!sce)
  14379. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14380. break;
  14381. case UNT_CREATINGSTAR:
  14382. if (!sce)
  14383. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14384. break;
  14385. case UNT_GD_LEADERSHIP:
  14386. case UNT_GD_GLORYWOUNDS:
  14387. case UNT_GD_SOULCOLD:
  14388. case UNT_GD_HAWKEYES:
  14389. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14390. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14391. break;
  14392. }
  14393. return skill_id;
  14394. }
  14395. /**
  14396. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14397. * @param unit Skill unit
  14398. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14399. * @param tick
  14400. */
  14401. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14402. {
  14403. struct block_list *ss;
  14404. TBL_PC* tsd;
  14405. struct status_data *tstatus;
  14406. status_change *sc, *tsc;
  14407. struct skill_unit_group_tickset *ts;
  14408. enum sc_type type;
  14409. uint16 skill_id;
  14410. t_tick diff = 0;
  14411. nullpo_ret(unit);
  14412. nullpo_ret(bl);
  14413. if (bl->prev == nullptr || !unit->alive || status_isdead(bl))
  14414. return 0;
  14415. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14416. if (sg == nullptr)
  14417. return 0;
  14418. nullpo_ret(ss = map_id2bl(sg->src_id));
  14419. tsd = BL_CAST(BL_PC, bl);
  14420. tsc = status_get_sc(bl);
  14421. sc = status_get_sc(ss);
  14422. tstatus = status_get_status_data(bl);
  14423. type = skill_get_sc(sg->skill_id);
  14424. skill_id = sg->skill_id;
  14425. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14426. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14427. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14428. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14429. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14430. if (sg->interval == -1) {
  14431. switch (sg->unit_id) {
  14432. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14433. case UNT_FIREPILLAR_ACTIVE:
  14434. case UNT_ELECTRICSHOCKER:
  14435. case UNT_MANHOLE:
  14436. return 0;
  14437. default:
  14438. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14439. return 0;
  14440. }
  14441. }
  14442. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14443. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14444. diff = DIFF_TICK(tick,ts->tick);
  14445. if (diff < 0)
  14446. return 0;
  14447. ts->tick = tick+sg->interval;
  14448. }
  14449. // Wall of Thorn damaged by Fire element unit [Cydh]
  14450. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14451. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14452. struct skill_unit *su = (struct skill_unit *)bl;
  14453. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14454. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14455. su->group->limit = sg->limit = 0;
  14456. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14457. return skill_id;
  14458. }
  14459. }
  14460. switch (sg->unit_id) {
  14461. // Units that deals simple attack
  14462. case UNT_GRAVITATION:
  14463. case UNT_EARTHSTRAIN:
  14464. case UNT_FIREWALK:
  14465. case UNT_ELECTRICWALK:
  14466. case UNT_PSYCHIC_WAVE:
  14467. case UNT_LAVA_SLIDE:
  14468. case UNT_MAKIBISHI:
  14469. case UNT_VENOMFOG:
  14470. case UNT_ICEMINE:
  14471. case UNT_FLAMECROSS:
  14472. case UNT_HELLBURNING:
  14473. case UNT_CANE_OF_EVIL_EYE:
  14474. case UNT_RAIN_OF_CRYSTAL:
  14475. case UNT_MYSTERY_ILLUSION:
  14476. case UNT_STRANTUM_TREMOR:
  14477. case UNT_TORNADO_STORM:
  14478. case UNT_FLORAL_FLARE_ROAD:
  14479. case UNT_CROSS_RAIN:
  14480. case UNT_PNEUMATICUS_PROCELLA:
  14481. case UNT_LIGHTNING_LAND:
  14482. case UNT_VENOM_SWAMP:
  14483. case UNT_CONFLAGRATION:
  14484. case UNT_DEEPBLINDTRAP:
  14485. case UNT_SOLIDTRAP:
  14486. case UNT_SWIFTTRAP:
  14487. case UNT_FLAMETRAP:
  14488. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14489. break;
  14490. case UNT_DUMMYSKILL:
  14491. switch (sg->skill_id) {
  14492. case SG_SUN_WARM: //SG skills [Komurka]
  14493. case SG_MOON_WARM:
  14494. case SG_STAR_WARM: {
  14495. int count = 0;
  14496. const int x = bl->x, y = bl->y;
  14497. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14498. do {
  14499. if( bl->type == BL_PC )
  14500. status_zap(bl, 0, 15); // sp damage to players
  14501. else // mobs
  14502. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14503. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14504. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14505. } else { //should end when out of sp.
  14506. sg->limit = DIFF_TICK(tick,sg->tick);
  14507. break;
  14508. }
  14509. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14510. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14511. }
  14512. break;
  14513. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14514. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14515. if (tsc)
  14516. tsc->sg_counter++; //SG hit counter.
  14517. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14518. tsc->sg_counter=0; //Attack absorbed.
  14519. break;
  14520. #endif
  14521. case GS_DESPERADO:
  14522. if (rnd()%100 < unit->val1)
  14523. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14524. break;
  14525. case NPC_COMET:
  14526. case WL_COMET:
  14527. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14528. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14529. break;
  14530. case NPC_WIDESUCK: {
  14531. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14532. if (heal > 0) {
  14533. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14534. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14535. status_heal(ss,heal,0,0);
  14536. }
  14537. }
  14538. break;
  14539. case CR_GRANDCROSS:
  14540. case NPC_GRANDDARKNESS:
  14541. if(!battle_config.gx_allhit)
  14542. unit->val1--;
  14543. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14544. break;
  14545. default:
  14546. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14547. }
  14548. break;
  14549. case UNT_FIREWALL:
  14550. case UNT_KAEN: {
  14551. int count = 0;
  14552. const int x = bl->x, y = bl->y;
  14553. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14554. break;
  14555. //Take into account these hit more times than the timer interval can handle.
  14556. do
  14557. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14558. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14559. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14560. if (unit->val2 <= 0)
  14561. skill_delunit(unit);
  14562. }
  14563. break;
  14564. case UNT_SANCTUARY:
  14565. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14566. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14567. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14568. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14569. } else {
  14570. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14571. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14572. #ifdef RENEWAL
  14573. if (md && md->mob_id == MOBID_EMPERIUM)
  14574. break;
  14575. #endif
  14576. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14577. break;
  14578. if( tstatus->hp >= tstatus->max_hp )
  14579. break;
  14580. if( status_isimmune(bl) )
  14581. heal = 0;
  14582. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14583. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14584. heal = ~heal + 1;
  14585. status_heal(bl, heal, 0, 0);
  14586. }
  14587. break;
  14588. case UNT_EVILLAND:
  14589. //Will heal demon and undead element monsters, but not players.
  14590. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14591. { //Damage enemies
  14592. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14593. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14594. } else {
  14595. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14596. if (tstatus->hp >= tstatus->max_hp)
  14597. break;
  14598. if (status_isimmune(bl))
  14599. heal = 0;
  14600. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14601. status_heal(bl, heal, 0, 0);
  14602. }
  14603. break;
  14604. case UNT_MAGNUS:
  14605. #ifndef RENEWAL
  14606. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14607. break;
  14608. #endif
  14609. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14610. break;
  14611. case UNT_FIREPILLAR_WAITING:
  14612. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14613. skill_delunit(unit);
  14614. break;
  14615. case UNT_SKIDTRAP: {
  14616. //Knockback away from position of user during placement [Playtester]
  14617. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14618. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14619. sg->unit_id = UNT_USED_TRAPS;
  14620. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14621. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14622. #ifdef RENEWAL
  14623. // In renewal, target will be stopped for 3 seconds
  14624. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14625. #else
  14626. // In pre-renewal, if target was a monster, it will unlock target and become idle
  14627. struct mob_data* md = BL_CAST(BL_MOB, bl);
  14628. if (md)
  14629. mob_unlocktarget(md, tick);
  14630. #endif
  14631. }
  14632. break;
  14633. case UNT_ANKLESNARE:
  14634. case UNT_MANHOLE:
  14635. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14636. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14637. if (sg->unit_id == UNT_ANKLESNARE) {
  14638. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  14639. #ifndef RENEWAL
  14640. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  14641. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  14642. sec /= 5;
  14643. #endif
  14644. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  14645. }
  14646. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14647. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14648. if( td )
  14649. sec = DIFF_TICK(td->tick, tick);
  14650. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14651. || !unit_blown_immune(bl,0x1) )
  14652. {
  14653. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14654. clif_fixpos( *bl );
  14655. }
  14656. sg->val2 = bl->id;
  14657. } else
  14658. sec = 3000; //Couldn't trap it?
  14659. if (sg->unit_id == UNT_ANKLESNARE) {
  14660. clif_skillunit_update( unit->bl );
  14661. /**
  14662. * If you're snared from a trap that was invisible this makes the trap be
  14663. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14664. * bugreport:3961
  14665. **/
  14666. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14667. }
  14668. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14669. sg->interval = -1;
  14670. unit->range = 0;
  14671. }
  14672. break;
  14673. case UNT_EARTHQUAKE:
  14674. sg->val1++; // Hit count
  14675. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14676. break;
  14677. case UNT_ELECTRICSHOCKER:
  14678. if( bl->id != ss->id ) {
  14679. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14680. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14681. clif_fixpos( *bl );
  14682. }
  14683. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14684. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14685. }
  14686. break;
  14687. case UNT_VENOMDUST:
  14688. if(tsc && !tsc->getSCE(type))
  14689. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14690. break;
  14691. case UNT_LANDMINE:
  14692. //Land Mine only hits single target
  14693. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14694. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14695. sg->limit = 1500;
  14696. break;
  14697. case UNT_MAGENTATRAP:
  14698. case UNT_COBALTTRAP:
  14699. case UNT_MAIZETRAP:
  14700. case UNT_VERDURETRAP:
  14701. if( bl->type == BL_PC )// it won't work on players
  14702. break;
  14703. [[fallthrough]];
  14704. case UNT_FIRINGTRAP:
  14705. case UNT_ICEBOUNDTRAP:
  14706. case UNT_CLUSTERBOMB:
  14707. if( bl->id == ss->id )// it won't trigger on caster
  14708. break;
  14709. [[fallthrough]];
  14710. case UNT_BLASTMINE:
  14711. case UNT_SHOCKWAVE:
  14712. case UNT_SANDMAN:
  14713. case UNT_FLASHER:
  14714. case UNT_FREEZINGTRAP:
  14715. case UNT_FIREPILLAR_ACTIVE:
  14716. case UNT_CLAYMORETRAP:
  14717. {
  14718. int bl_flag = sg->bl_flag;
  14719. if (tsc && tsc->getSCE(SC__MANHOLE))
  14720. break;
  14721. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14722. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14723. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14724. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14725. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14726. sg->limit = DIFF_TICK(tick, sg->tick) +
  14727. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14728. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14729. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14730. }
  14731. break;
  14732. case UNT_TALKIEBOX:
  14733. if (sg->src_id == bl->id)
  14734. break;
  14735. if (sg->val2 == 0) {
  14736. clif_talkiebox(&unit->bl, sg->valstr);
  14737. sg->unit_id = UNT_USED_TRAPS;
  14738. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14739. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14740. sg->val2 = -1;
  14741. }
  14742. break;
  14743. case UNT_LULLABY:
  14744. if (ss->id == bl->id)
  14745. break;
  14746. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14747. break;
  14748. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14749. if (ss->id != bl->id)
  14750. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14751. break;
  14752. case UNT_DISSONANCE:
  14753. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14754. break;
  14755. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14756. int heal;
  14757. #ifdef RENEWAL
  14758. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14759. if (md && md->mob_id == MOBID_EMPERIUM)
  14760. break;
  14761. #endif
  14762. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14763. break; // affects self only when soullinked
  14764. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14765. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14766. heal = ~heal + 1;
  14767. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14768. status_heal(bl, heal, 0, 0);
  14769. }
  14770. break;
  14771. case UNT_TATAMIGAESHI:
  14772. case UNT_DEMONSTRATION:
  14773. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14774. break;
  14775. case UNT_GOSPEL:
  14776. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14777. break;
  14778. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14779. { // Support Effect only on party, not guild
  14780. int heal;
  14781. int i = rnd() % 13; // Positive buff count
  14782. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14783. switch (i)
  14784. {
  14785. case 0: // Heal 1000~9999 HP
  14786. heal = rnd() % 9000 + 1000;
  14787. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14788. status_heal(bl, heal, 0, 0);
  14789. break;
  14790. case 1: // End all negative status
  14791. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14792. if (tsd) clif_gospel_info(tsd, 0x15);
  14793. break;
  14794. case 2: // Immunity to all status
  14795. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14796. if (tsd) clif_gospel_info(tsd, 0x16);
  14797. break;
  14798. case 3: // MaxHP +100%
  14799. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14800. if (tsd) clif_gospel_info(tsd, 0x17);
  14801. break;
  14802. case 4: // MaxSP +100%
  14803. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14804. if (tsd) clif_gospel_info(tsd, 0x18);
  14805. break;
  14806. case 5: // All stats +20
  14807. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14808. if (tsd) clif_gospel_info(tsd, 0x19);
  14809. break;
  14810. case 6: // Level 10 Blessing
  14811. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14812. break;
  14813. case 7: // Level 10 Increase AGI
  14814. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14815. break;
  14816. case 8: // Enchant weapon with Holy element
  14817. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14818. if (tsd) clif_gospel_info(tsd, 0x1c);
  14819. break;
  14820. case 9: // Enchant armor with Holy element
  14821. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14822. if (tsd) clif_gospel_info(tsd, 0x1d);
  14823. break;
  14824. case 10: // DEF +25%
  14825. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14826. if (tsd) clif_gospel_info(tsd, 0x1e);
  14827. break;
  14828. case 11: // ATK +100%
  14829. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14830. if (tsd) clif_gospel_info(tsd, 0x1f);
  14831. break;
  14832. case 12: // HIT/Flee +50
  14833. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14834. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14835. if (tsd) clif_gospel_info(tsd, 0x20);
  14836. break;
  14837. }
  14838. }
  14839. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14840. { // Offensive Effect
  14841. int i = rnd() % 10; // Negative buff count
  14842. switch (i)
  14843. {
  14844. case 0: // Deal 3000~7999 damage reduced by DEF
  14845. case 1: // Deal 1500~5499 damage unreducable
  14846. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14847. break;
  14848. case 2: // Curse
  14849. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14850. break;
  14851. case 3: // Blind
  14852. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14853. break;
  14854. case 4: // Poison
  14855. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14856. break;
  14857. case 5: // Level 10 Provoke
  14858. clif_skill_nodamage(nullptr, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14859. break;
  14860. case 6: // DEF -100%
  14861. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14862. break;
  14863. case 7: // ATK -100%
  14864. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14865. break;
  14866. case 8: // Flee -100%
  14867. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14868. break;
  14869. case 9: // Speed/ASPD -25%
  14870. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14871. break;
  14872. }
  14873. }
  14874. break;
  14875. #ifndef RENEWAL
  14876. case UNT_BASILICA:
  14877. {
  14878. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14879. if (i > 0) {
  14880. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14881. break;
  14882. }
  14883. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14884. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14885. }
  14886. break;
  14887. #endif
  14888. case UNT_GROUNDDRIFT_WIND:
  14889. case UNT_GROUNDDRIFT_DARK:
  14890. case UNT_GROUNDDRIFT_POISON:
  14891. case UNT_GROUNDDRIFT_WATER:
  14892. case UNT_GROUNDDRIFT_FIRE:
  14893. map_foreachinrange(skill_trap_splash,&unit->bl,
  14894. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14895. &unit->bl,tick);
  14896. sg->unit_id = UNT_USED_TRAPS;
  14897. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14898. sg->limit=DIFF_TICK(tick,sg->tick);
  14899. break;
  14900. case UNT_POISONSMOKE:
  14901. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14902. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14903. break;
  14904. case UNT_EPICLESIS:
  14905. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14906. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14907. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14908. int hp, sp;
  14909. switch( sg->skill_lv ) {
  14910. case 1: case 2: hp = 3; sp = 2; break;
  14911. case 3: case 4: hp = 4; sp = 3; break;
  14912. case 5: default: hp = 5; sp = 4; break;
  14913. }
  14914. hp = tstatus->max_hp * hp / 100;
  14915. sp = tstatus->max_sp * sp / 100;
  14916. if (tstatus->hp < tstatus->max_hp)
  14917. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14918. if (tstatus->sp < tstatus->max_sp)
  14919. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14920. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14921. hp = ~hp + 1;
  14922. status_heal(bl, hp, sp, 3);
  14923. }
  14924. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14925. // Doesn't remove Invisibility or Chase Walk.
  14926. status_change_end(bl,SC_HIDING);
  14927. status_change_end(bl,SC_CLOAKING);
  14928. status_change_end(bl,SC_CLOAKINGEXCEED);
  14929. status_change_end(bl,SC_CAMOUFLAGE);
  14930. status_change_end(bl,SC_NEWMOON);
  14931. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14932. status_change_end(bl, SC__SHADOWFORM);
  14933. }
  14934. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14935. }
  14936. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14937. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14938. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14939. break;
  14940. case UNT_DIMENSIONDOOR:
  14941. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14942. pc_randomwarp(tsd,CLR_TELEPORT);
  14943. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14944. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14945. break;
  14946. case UNT_REVERBERATION:
  14947. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14948. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14949. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14950. sg->unit_id = UNT_USED_TRAPS;
  14951. break;
  14952. case UNT_SEVERE_RAINSTORM:
  14953. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14954. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14955. break;
  14956. case UNT_NETHERWORLD:
  14957. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14958. if (!(tsc && tsc->getSCE(type))) {
  14959. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14960. sg->limit = DIFF_TICK(tick,sg->tick);
  14961. sg->unit_id = UNT_USED_TRAPS;
  14962. }
  14963. }
  14964. break;
  14965. case UNT_THORNS_TRAP:
  14966. if( tsc ) {
  14967. if( !sg->val2 ) {
  14968. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14969. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14970. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14971. if( td )
  14972. sec = DIFF_TICK(td->tick, tick);
  14973. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14974. clif_fixpos( *bl );
  14975. sg->val2 = bl->id;
  14976. } else
  14977. sec = 3000; // Couldn't trap it?
  14978. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14979. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14980. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14981. }
  14982. break;
  14983. case UNT_WALLOFTHORN:
  14984. if (unit->val2-- <= 0) // Max hit reached
  14985. break;
  14986. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14987. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14988. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14989. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  14990. break;
  14991. case UNT_DEMONIC_FIRE:
  14992. switch( sg->val2 ) {
  14993. case 1:
  14994. default:
  14995. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14996. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14997. break;
  14998. }
  14999. break;
  15000. case UNT_ZEPHYR:
  15001. if (ss == bl)
  15002. break; // Doesn't affect the Elemental
  15003. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15004. break;
  15005. case UNT_CLOUD_KILL:
  15006. if (tsc && !tsc->getSCE(type))
  15007. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  15008. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15009. break;
  15010. case UNT_VACUUM_EXTREME:
  15011. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15012. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  15013. return 0;
  15014. // Apply effect and suck targets one-by-one each n seconds
  15015. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  15016. break;
  15017. case UNT_BANDING:
  15018. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15019. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  15020. break;
  15021. case UNT_FIRE_MANTLE:
  15022. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15023. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15024. break;
  15025. case UNT_ZENKAI_WATER:
  15026. case UNT_ZENKAI_LAND:
  15027. case UNT_ZENKAI_FIRE:
  15028. case UNT_ZENKAI_WIND:
  15029. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15030. switch( sg->unit_id ) {
  15031. case UNT_ZENKAI_WATER:
  15032. switch (rnd()%2 + 1) {
  15033. case 1:
  15034. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15035. break;
  15036. case 2:
  15037. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15038. break;
  15039. }
  15040. break;
  15041. case UNT_ZENKAI_LAND:
  15042. switch (rnd()%2 + 1) {
  15043. case 1:
  15044. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15045. break;
  15046. case 2:
  15047. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15048. break;
  15049. }
  15050. break;
  15051. case UNT_ZENKAI_FIRE:
  15052. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15053. break;
  15054. case UNT_ZENKAI_WIND:
  15055. switch (rnd()%3 + 1) {
  15056. case 1:
  15057. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15058. break;
  15059. case 2:
  15060. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15061. break;
  15062. case 3:
  15063. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15064. break;
  15065. }
  15066. break;
  15067. }
  15068. } else
  15069. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15070. break;
  15071. case UNT_POISON_MIST:
  15072. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15073. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  15074. break;
  15075. case UNT_CHAOSPANIC:
  15076. if (tsc && tsc->getSCE(type))
  15077. break;
  15078. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15079. break;
  15080. case UNT_B_TRAP:
  15081. if (tsc && tsc->getSCE(type))
  15082. break;
  15083. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15084. unit->val2++; // Mark as ever been used
  15085. break;
  15086. case UNT_FIRE_RAIN:
  15087. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  15088. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15089. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  15090. break;
  15091. case UNT_MAGMA_ERUPTION:
  15092. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15093. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15094. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15095. else
  15096. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15097. break;
  15098. case UNT_ACIDIFIED_ZONE_WATER:
  15099. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15100. break;
  15101. case UNT_ACIDIFIED_ZONE_GROUND:
  15102. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15103. break;
  15104. case UNT_ACIDIFIED_ZONE_WIND:
  15105. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15106. break;
  15107. case UNT_ACIDIFIED_ZONE_FIRE:
  15108. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15109. break;
  15110. case UNT_ASTRAL_STRIKE:
  15111. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15112. break;
  15113. case UNT_ABYSS_SQUARE: {
  15114. short flag = 0;
  15115. // Check to see if the caster is in the AoE.
  15116. if (distance_bl(ss, &unit->bl) <= unit->range)
  15117. flag |= 2; // If yes, skill hits twice.
  15118. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15119. }
  15120. break;
  15121. }
  15122. if (bl->type == BL_MOB && ss != bl)
  15123. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15124. return skill_id;
  15125. }
  15126. /**
  15127. * Triggered when a char steps out of a skill unit
  15128. * @param src Skill unit from char moved out
  15129. * @param bl Char
  15130. * @param tick
  15131. */
  15132. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15133. {
  15134. status_change *sc;
  15135. struct status_change_entry *sce;
  15136. enum sc_type type;
  15137. nullpo_ret(src);
  15138. nullpo_ret(bl);
  15139. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15140. if (sg == nullptr)
  15141. return 0;
  15142. sc = status_get_sc(bl);
  15143. type = skill_get_sc(sg->skill_id);
  15144. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15145. if (bl->prev == nullptr || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15146. return 0;
  15147. switch(sg->unit_id){
  15148. case UNT_SAFETYWALL:
  15149. case UNT_PNEUMA:
  15150. case UNT_EPICLESIS://Arch Bishop
  15151. if (sce)
  15152. status_change_end(bl, type);
  15153. break;
  15154. #ifndef RENEWAL
  15155. case UNT_BASILICA:
  15156. if (sce && sce->val4 != bl->id)
  15157. status_change_end(bl, type);
  15158. break;
  15159. #endif
  15160. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15161. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15162. status_change_end(bl, type);
  15163. break;
  15164. case UNT_DISSONANCE:
  15165. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  15166. {
  15167. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  15168. if(skill_get_inf2(i, INF2_ISSONG)) {
  15169. type = skill_get_sc(i);
  15170. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15171. if(sce)
  15172. return i;
  15173. }
  15174. }
  15175. }
  15176. [[fallthrough]];
  15177. case UNT_WHISTLE:
  15178. case UNT_ASSASSINCROSS:
  15179. case UNT_POEMBRAGI:
  15180. case UNT_APPLEIDUN:
  15181. case UNT_HUMMING:
  15182. case UNT_DONTFORGETME:
  15183. case UNT_FORTUNEKISS:
  15184. case UNT_SERVICEFORYOU:
  15185. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15186. return -1;
  15187. }
  15188. return sg->skill_id;
  15189. }
  15190. /**
  15191. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  15192. * @param skill_id Skill ID
  15193. * @param bl A char
  15194. * @param tick
  15195. */
  15196. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  15197. {
  15198. status_change *sc;
  15199. struct status_change_entry *sce;
  15200. enum sc_type type;
  15201. sc = status_get_sc(bl);
  15202. if (sc && !sc->count)
  15203. sc = nullptr;
  15204. type = skill_get_sc(skill_id);
  15205. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15206. switch (skill_id)
  15207. {
  15208. case WZ_QUAGMIRE:
  15209. if (bl->type==BL_MOB)
  15210. break;
  15211. if (sce)
  15212. status_change_end(bl, type);
  15213. break;
  15214. case BD_LULLABY:
  15215. case BD_RICHMANKIM:
  15216. case BD_ETERNALCHAOS:
  15217. case BD_DRUMBATTLEFIELD:
  15218. case BD_RINGNIBELUNGEN:
  15219. case BD_ROKISWEIL:
  15220. case BD_INTOABYSS:
  15221. case BD_SIEGFRIED:
  15222. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  15223. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  15224. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  15225. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  15226. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  15227. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  15228. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  15229. status_change_end(bl, SC_DANCING);
  15230. }
  15231. [[fallthrough]];
  15232. case MH_STEINWAND:
  15233. case MG_SAFETYWALL:
  15234. case AL_PNEUMA:
  15235. case SA_VOLCANO:
  15236. case SA_DELUGE:
  15237. case SA_VIOLENTGALE:
  15238. case CG_HERMODE:
  15239. #ifndef RENEWAL
  15240. case HW_GRAVITATION:
  15241. case HP_BASILICA:
  15242. #endif
  15243. case NJ_SUITON:
  15244. case SC_MAELSTROM:
  15245. case EL_WATER_BARRIER:
  15246. case EL_ZEPHYR:
  15247. case EL_POWER_OF_GAIA:
  15248. case SO_WARMER:
  15249. case SO_FIRE_INSIGNIA:
  15250. case SO_WATER_INSIGNIA:
  15251. case SO_WIND_INSIGNIA:
  15252. case SO_EARTH_INSIGNIA:
  15253. case SJ_BOOKOFCREATINGSTAR:
  15254. case SC_BLOODYLUST:
  15255. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  15256. case GN_FIRE_EXPANSION_TEAR_GAS:
  15257. case LG_KINGS_GRACE:
  15258. case NC_STEALTHFIELD:
  15259. case NC_NEUTRALBARRIER:
  15260. case SU_NYANGGRASS:
  15261. if (sce)
  15262. status_change_end(bl, type);
  15263. break;
  15264. case BA_DISSONANCE:
  15265. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  15266. {
  15267. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  15268. if(skill_get_inf2(i, INF2_ISSONG)){
  15269. type = skill_get_sc(i);
  15270. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15271. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  15272. delete_timer(sce->timer, status_change_timer);
  15273. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15274. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  15275. }
  15276. }
  15277. }
  15278. }
  15279. break;
  15280. case BA_POEMBRAGI:
  15281. case BA_WHISTLE:
  15282. case BA_ASSASSINCROSS:
  15283. case BA_APPLEIDUN:
  15284. case DC_HUMMING:
  15285. case DC_DONTFORGETME:
  15286. case DC_FORTUNEKISS:
  15287. case DC_SERVICEFORYOU:
  15288. if (sce)
  15289. {
  15290. delete_timer(sce->timer, status_change_timer);
  15291. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15292. //not possible on our current implementation.
  15293. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15294. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15295. }
  15296. break;
  15297. case PF_FOGWALL:
  15298. if (sce)
  15299. {
  15300. status_change_end(bl, type);
  15301. if ((sce=sc->getSCE(SC_BLIND)))
  15302. {
  15303. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15304. status_change_end(bl, SC_BLIND);
  15305. else {
  15306. delete_timer(sce->timer, status_change_timer);
  15307. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15308. }
  15309. }
  15310. }
  15311. break;
  15312. case GD_LEADERSHIP:
  15313. case GD_GLORYWOUNDS:
  15314. case GD_SOULCOLD:
  15315. case GD_HAWKEYES:
  15316. if( !(sce && sce->val4) )
  15317. status_change_end(bl, type);
  15318. break;
  15319. }
  15320. return skill_id;
  15321. }
  15322. /*==========================================
  15323. * Invoked when a unit cell has been placed/removed/deleted.
  15324. * flag values:
  15325. * flag&1: Invoke onplace function (otherwise invoke onout)
  15326. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15327. * flag&8: Recursive
  15328. *------------------------------------------*/
  15329. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15330. {
  15331. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15332. t_tick tick = va_arg(ap,t_tick);
  15333. unsigned int flag = va_arg(ap,unsigned int);
  15334. uint16 skill_id;
  15335. bool dissonance = false;
  15336. bool isTarget = false;
  15337. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  15338. return 0;
  15339. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15340. if (group == nullptr)
  15341. return 0;
  15342. if( !(flag&8) ) {
  15343. dissonance = skill_dance_switch(unit, 0);
  15344. //Target-type check.
  15345. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15346. }
  15347. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15348. skill_id = group->skill_id;
  15349. if( isTarget ){
  15350. if( flag&1 )
  15351. skill_unit_onplace(unit,bl,tick);
  15352. else {
  15353. if( skill_unit_onout(unit,bl,tick) == -1 )
  15354. return 0; // Don't let a Bard/Dancer update their own song timer
  15355. }
  15356. if( flag&4 )
  15357. skill_unit_onleft(skill_id, bl, tick);
  15358. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15359. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15360. if( dissonance ) {
  15361. skill_dance_switch(unit, 1);
  15362. //we placed a dissonance, let's update
  15363. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15364. }
  15365. return 0;
  15366. }
  15367. /**
  15368. * Check skill unit while receiving damage
  15369. * @param unit Skill unit
  15370. * @param damage Received damage
  15371. * @return Damage
  15372. */
  15373. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15374. {
  15375. nullpo_ret(unit);
  15376. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15377. if (sg == nullptr)
  15378. return 0;
  15379. switch( sg->unit_id ) {
  15380. case UNT_BLASTMINE:
  15381. case UNT_SKIDTRAP:
  15382. case UNT_LANDMINE:
  15383. case UNT_SHOCKWAVE:
  15384. case UNT_SANDMAN:
  15385. case UNT_FLASHER:
  15386. case UNT_CLAYMORETRAP:
  15387. case UNT_FREEZINGTRAP:
  15388. case UNT_ANKLESNARE:
  15389. case UNT_ICEWALL:
  15390. case UNT_WALLOFTHORN:
  15391. case UNT_REVERBERATION:
  15392. case UNT_NETHERWORLD:
  15393. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15394. break;
  15395. default:
  15396. damage = 0;
  15397. break;
  15398. }
  15399. return damage;
  15400. }
  15401. /**
  15402. * Check char condition around the skill caster
  15403. * @param bl Char around area
  15404. * @param *c Counter for 'valid' condition found
  15405. * @param *p_sd Stores 'rid' of char found
  15406. * @param skill_id Skill ID
  15407. * @param skill_lv Level of used skill
  15408. */
  15409. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15410. {
  15411. int *c, skill_id;
  15412. struct block_list *src;
  15413. map_session_data *sd;
  15414. map_session_data *tsd;
  15415. int *p_sd; //Contains the list of characters found.
  15416. nullpo_ret(bl);
  15417. nullpo_ret(tsd=(map_session_data*)bl);
  15418. nullpo_ret(src=va_arg(ap,struct block_list *));
  15419. nullpo_ret(sd=(map_session_data*)src);
  15420. c=va_arg(ap,int *);
  15421. p_sd = va_arg(ap, int *);
  15422. skill_id = va_arg(ap,int);
  15423. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15424. if (skill_id == PR_BENEDICTIO) {
  15425. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15426. return 0;
  15427. }
  15428. else if (is_chorus) {
  15429. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15430. return 0;
  15431. }
  15432. else if (*c >= 1) // Check for one companion for all other cases.
  15433. return 0;
  15434. if (bl == src)
  15435. return 0;
  15436. if(pc_isdead(tsd))
  15437. return 0;
  15438. if (tsd->sc.cant.cast)
  15439. return 0;
  15440. if( is_chorus ) {
  15441. if( tsd->status.party_id && sd->status.party_id &&
  15442. tsd->status.party_id == sd->status.party_id &&
  15443. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15444. p_sd[(*c)++] = tsd->bl.id;
  15445. return 1;
  15446. } else {
  15447. switch(skill_id) {
  15448. case PR_BENEDICTIO: {
  15449. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15450. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15451. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15452. && sd->status.sp >= 10)
  15453. p_sd[(*c)++]=tsd->bl.id;
  15454. return 1;
  15455. }
  15456. case AB_ADORAMUS:
  15457. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15458. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15459. p_sd[(*c)++] = tsd->bl.id;
  15460. return 1;
  15461. case TR_GEF_NOCTURN:
  15462. case TR_ROKI_CAPRICCIO:
  15463. case TR_AIN_RHAPSODY:
  15464. case TR_MUSICAL_INTERLUDE:
  15465. case TR_JAWAII_SERENADE:
  15466. case TR_NIPELHEIM_REQUIEM:
  15467. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15468. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15469. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15470. p_sd[(*c)++] = tsd->bl.id;
  15471. return 1;
  15472. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15473. {
  15474. uint16 skill_lv;
  15475. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15476. return 0;
  15477. if (sd->status.sex != tsd->status.sex &&
  15478. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15479. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15480. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15481. sd->status.party_id && tsd->status.party_id &&
  15482. sd->status.party_id == tsd->status.party_id &&
  15483. !tsd->sc.getSCE(SC_DANCING))
  15484. {
  15485. p_sd[(*c)++]=tsd->bl.id;
  15486. return skill_lv;
  15487. }
  15488. }
  15489. break;
  15490. }
  15491. }
  15492. return 0;
  15493. }
  15494. /**
  15495. * Checks and stores partners for ensemble skills [Skotlex]
  15496. * Max partners is 2.
  15497. * @param sd Caster
  15498. * @param skill_id
  15499. * @param skill_lv
  15500. * @param range Area range to check
  15501. * @param cast_flag Special handle
  15502. */
  15503. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15504. {
  15505. static int c=0;
  15506. static int p_sd[MAX_PARTY];
  15507. int i;
  15508. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15509. if (!sd)
  15510. return 0;
  15511. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15512. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15513. if (cast_flag) { //Execute the skill on the partners.
  15514. map_session_data* tsd;
  15515. switch (skill_id) {
  15516. case PR_BENEDICTIO:
  15517. case WM_GREAT_ECHO:
  15518. for (i = 0; i < c; i++) {
  15519. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  15520. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15521. }
  15522. return c;
  15523. case AB_ADORAMUS:
  15524. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  15525. i = 2 * (*skill_lv);
  15526. status_charge(&tsd->bl, 0, i);
  15527. }
  15528. break;
  15529. default:
  15530. if( is_chorus )
  15531. break;//Chorus skills are not to be parsed as ensembles
  15532. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15533. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  15534. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15535. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15536. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15537. tsd->skill_id_dance = skill_id;
  15538. tsd->skill_lv_dance = *skill_lv;
  15539. #ifdef RENEWAL
  15540. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15541. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15542. #endif
  15543. }
  15544. }
  15545. return c;
  15546. }
  15547. }
  15548. //Else: new search for partners.
  15549. c = 0;
  15550. memset (p_sd, 0, sizeof(p_sd));
  15551. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15552. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15553. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15554. *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.
  15555. return c;
  15556. }
  15557. /**
  15558. * Sub function to count how many spawned mob is around.
  15559. * Some skills check with matched AI.
  15560. * @param rid Source ID
  15561. * @param mob_class Monster ID
  15562. * @param skill_id Used skill
  15563. * @param *c Counter for found monster
  15564. */
  15565. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15566. {
  15567. int *c,src_id,mob_class,skill;
  15568. uint16 ai;
  15569. struct mob_data *md;
  15570. md=(struct mob_data*)bl;
  15571. src_id=va_arg(ap,int);
  15572. mob_class=va_arg(ap,int);
  15573. skill=va_arg(ap,int);
  15574. c=va_arg(ap,int *);
  15575. switch (skill) {
  15576. case AM_SPHEREMINE:
  15577. ai = AI_SPHERE;
  15578. break;
  15579. case AM_CANNIBALIZE:
  15580. ai = AI_FLORA;
  15581. break;
  15582. case KO_ZANZOU:
  15583. ai = AI_ZANZOU;
  15584. break;
  15585. case MH_SUMMON_LEGION:
  15586. ai = AI_LEGION;
  15587. break;
  15588. case NC_SILVERSNIPER:
  15589. case NC_MAGICDECOY:
  15590. ai = AI_FAW;
  15591. break;
  15592. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15593. case MT_SUMMON_ABR_DUAL_CANNON:
  15594. case MT_SUMMON_ABR_MOTHER_NET:
  15595. case MT_SUMMON_ABR_INFINITY:
  15596. ai = AI_ABR;
  15597. break;
  15598. case BO_WOODENWARRIOR:
  15599. case BO_WOODEN_FAIRY:
  15600. case BO_CREEPER:
  15601. case BO_HELLTREE:
  15602. ai = AI_BIONIC;
  15603. break;
  15604. default:
  15605. ai = AI_FLORA;
  15606. break;
  15607. }
  15608. if( md->master_id != src_id || md->special_state.ai != ai)
  15609. return 0; //Non alchemist summoned mobs have nothing to do here.
  15610. if(md->mob_id==mob_class)
  15611. (*c)++;
  15612. return 1;
  15613. }
  15614. /**
  15615. * Determines if a given skill should be made to consume ammo
  15616. * when used by the player. [Skotlex]
  15617. * @param sd Player
  15618. * @param skill_id Skill ID
  15619. * @return True if skill is need ammo; False otherwise.
  15620. */
  15621. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15622. {
  15623. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15624. return (
  15625. battle_config.arrow_decrement == 2 &&
  15626. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15627. skill_id != HT_PHANTASMIC &&
  15628. skill->skill_type == BF_WEAPON &&
  15629. !skill->nk[NK_NODAMAGE] &&
  15630. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15631. );
  15632. }
  15633. /**
  15634. * Check SC required to cast a skill
  15635. * @param sc
  15636. * @param skill_id
  15637. * @return True if condition is met, False otherwise
  15638. **/
  15639. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  15640. if (require.status.empty())
  15641. return true;
  15642. status_change *sc = &sd.sc;
  15643. if (sc == nullptr) {
  15644. clif_skill_fail( sd, skill_id );
  15645. return false;
  15646. }
  15647. // May have multiple requirements
  15648. for (const auto &reqStatus : require.status) {
  15649. if (reqStatus == SC_NONE)
  15650. continue;
  15651. useskill_fail_cause cause;
  15652. switch (reqStatus) {
  15653. // Official fail message
  15654. case SC_PUSH_CART:
  15655. cause = USESKILL_FAIL_CART;
  15656. break;
  15657. case SC_POISONINGWEAPON:
  15658. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15659. break;
  15660. case SC_WEAPONBLOCK_ON:
  15661. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15662. break;
  15663. default:
  15664. cause = USESKILL_FAIL_LEVEL;
  15665. break;
  15666. }
  15667. if (!sc->getSCE(reqStatus)) {
  15668. clif_skill_fail( sd, skill_id, cause );
  15669. return false;
  15670. }
  15671. }
  15672. return true;
  15673. }
  15674. /**
  15675. * Check SC of BL
  15676. * @param sc
  15677. * @param skill_id
  15678. * @return 1 if condition is met, 0 otherwise
  15679. **/
  15680. int skill_check_bl_sc(struct block_list *target, va_list ap) {
  15681. nullpo_ret(target);
  15682. int sc_id = va_arg(ap,int);
  15683. status_change *sc = status_get_sc(target);
  15684. if (sc && sc->getSCE(sc_id))
  15685. return 1;
  15686. return 0;
  15687. }
  15688. /**
  15689. * Check skill condition when cast begin
  15690. * For ammo, only check if the skill need ammo
  15691. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15692. * @param sd Player who uses skill
  15693. * @param skill_id ID of used skill
  15694. * @param skill_lv Level of used skill
  15695. * @return true: All condition passed, false: Failed
  15696. */
  15697. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  15698. struct s_skill_condition require;
  15699. int i;
  15700. if (sd.chatID)
  15701. return false;
  15702. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  15703. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15704. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15705. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  15706. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  15707. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  15708. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  15709. return true;
  15710. }
  15711. switch( sd.menuskill_id ) {
  15712. case AM_PHARMACY:
  15713. switch( skill_id ) {
  15714. case AM_PHARMACY:
  15715. case AC_MAKINGARROW:
  15716. case BS_REPAIRWEAPON:
  15717. case AM_TWILIGHT1:
  15718. case AM_TWILIGHT2:
  15719. case AM_TWILIGHT3:
  15720. return false;
  15721. }
  15722. break;
  15723. case GN_MIX_COOKING:
  15724. case GN_MAKEBOMB:
  15725. case GN_S_PHARMACY:
  15726. case GN_CHANGEMATERIAL:
  15727. case MT_M_MACHINE:
  15728. case BO_BIONIC_PHARMACY:
  15729. if( sd.menuskill_id != skill_id )
  15730. return false;
  15731. break;
  15732. }
  15733. struct status_data* status = &sd.battle_status;
  15734. status_change* sc = &sd.sc;
  15735. if( !sc->count )
  15736. sc = nullptr;
  15737. if( sd.skillitem == skill_id )
  15738. {
  15739. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15740. sd.state.abra_flag = 0;
  15741. else
  15742. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15743. if( (i = sd.itemindex) == -1 ||
  15744. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  15745. sd.inventory_data[i] == nullptr ||
  15746. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15747. sd.inventory.u.items_inventory[i].amount < 1
  15748. )
  15749. { //Something went wrong, item exploit?
  15750. sd.itemid = 0;
  15751. sd.itemindex = -1;
  15752. return false;
  15753. }
  15754. //Consume
  15755. sd.itemid = 0;
  15756. sd.itemindex = -1;
  15757. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd.inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15758. ; //Do not consume item.
  15759. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  15760. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15761. }
  15762. if(!sd.skillitem_keep_requirement)
  15763. return true;
  15764. }
  15765. if( pc_is90overweight(&sd) ) {
  15766. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  15767. return false;
  15768. }
  15769. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15770. return false;
  15771. //Checks if disabling skill - in which case no SP requirements are necessary
  15772. if( sc && skill_disable_check(*sc,skill_id))
  15773. return true;
  15774. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15775. // Check the skills that can be used while mounted on a warg
  15776. if( pc_isridingwug(&sd) ) {
  15777. if(!inf2[INF2_ALLOWONWARG])
  15778. return false; // in official there is no message.
  15779. }
  15780. if( pc_ismadogear(&sd) ) {
  15781. // Skills that are unusable when Mado is equipped. [Jobbie]
  15782. if(!inf2[INF2_ALLOWONMADO]){
  15783. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  15784. return false;
  15785. }
  15786. }
  15787. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15788. // return false;
  15789. require = skill_get_requirement(&sd,skill_id,skill_lv);
  15790. //Can only update state when weapon/arrow info is checked.
  15791. sd.state.arrow_atk = require.ammo?1:0;
  15792. // perform skill-group checks
  15793. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15794. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15795. clif_skill_fail( sd, skill_id );
  15796. return false;
  15797. }
  15798. }
  15799. else if(inf2[INF2_ISENSEMBLE]) {
  15800. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15801. clif_skill_fail( sd, skill_id );
  15802. return false;
  15803. }
  15804. }
  15805. // perform skill-specific checks (and actions)
  15806. switch( skill_id ) {
  15807. case RG_GRAFFITI:
  15808. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15809. clif_skill_fail( sd, skill_id );
  15810. return false;
  15811. }
  15812. break;
  15813. case SO_SPELLFIST:
  15814. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  15815. clif_skill_fail( sd, skill_id );
  15816. return false;
  15817. }
  15818. [[fallthrough]];
  15819. case SA_CASTCANCEL:
  15820. if(sd.ud.skilltimer == INVALID_TIMER) {
  15821. clif_skill_fail( sd, skill_id );
  15822. return false;
  15823. }
  15824. break;
  15825. case AS_CLOAKING:
  15826. {
  15827. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15828. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15829. int dir;
  15830. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dirx[dir], sd.bl.y+diry[dir], CELL_CHKNOPASS) != 0 );
  15831. if( dir == DIR_MAX ) {
  15832. clif_skill_fail( sd, skill_id );
  15833. return false;
  15834. }
  15835. }
  15836. break;
  15837. }
  15838. case AL_WARP:
  15839. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  15840. char output[128];
  15841. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  15842. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  15843. return false;
  15844. }
  15845. break;
  15846. case AL_HOLYWATER:
  15847. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15848. clif_skill_fail( sd, skill_id );
  15849. return false;
  15850. }
  15851. break;
  15852. case MO_CALLSPIRITS:
  15853. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15854. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15855. if(sd.spiritball >= skill_lv) {
  15856. clif_skill_fail( sd, skill_id );
  15857. return false;
  15858. }
  15859. break;
  15860. case MO_FINGEROFFENSIVE:
  15861. case GS_FLING:
  15862. case SR_RIDEINLIGHTNING:
  15863. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  15864. sd.spiritball_old = require.spiritball = sd.spiritball;
  15865. else
  15866. sd.spiritball_old = require.spiritball;
  15867. break;
  15868. case MO_CHAINCOMBO:
  15869. if(!sc)
  15870. return false;
  15871. if(sc->getSCE(SC_BLADESTOP))
  15872. break;
  15873. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15874. break;
  15875. return false;
  15876. case MO_COMBOFINISH:
  15877. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15878. return false;
  15879. break;
  15880. case CH_TIGERFIST:
  15881. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15882. return false;
  15883. break;
  15884. case CH_CHAINCRUSH:
  15885. if(!(sc && sc->getSCE(SC_COMBO)))
  15886. return false;
  15887. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15888. return false;
  15889. break;
  15890. case SJ_SOLARBURST:
  15891. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15892. return 0;
  15893. break;
  15894. case MO_EXTREMITYFIST:
  15895. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15896. // return false;
  15897. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15898. break;
  15899. if( sc && sc->getSCE(SC_COMBO) ) {
  15900. switch(sc->getSCE(SC_COMBO)->val1) {
  15901. case MO_COMBOFINISH:
  15902. case CH_TIGERFIST:
  15903. case CH_CHAINCRUSH:
  15904. break;
  15905. default:
  15906. return false;
  15907. }
  15908. }
  15909. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15910. clif_skill_fail( sd, skill_id );
  15911. return false;
  15912. }
  15913. sd.spiritball_old = sd.spiritball;
  15914. break;
  15915. case TK_MISSION:
  15916. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15917. clif_skill_fail( sd, skill_id );
  15918. return false;
  15919. }
  15920. break;
  15921. case ASC_EDP:
  15922. #ifdef RENEWAL
  15923. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15924. #else
  15925. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15926. #endif
  15927. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  15928. return false;
  15929. }
  15930. break;
  15931. case TK_READYCOUNTER:
  15932. case TK_READYDOWN:
  15933. case TK_READYSTORM:
  15934. case TK_READYTURN:
  15935. case TK_JUMPKICK:
  15936. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15937. clif_skill_fail( sd, skill_id );
  15938. return false;
  15939. }
  15940. break;
  15941. case TK_TURNKICK:
  15942. case TK_STORMKICK:
  15943. case TK_DOWNKICK:
  15944. case TK_COUNTER:
  15945. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15946. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15947. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15948. return false; //Combo needs to be ready
  15949. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15950. //Do not repeat a kick.
  15951. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15952. break;
  15953. status_change_end(&sd.bl, SC_COMBO);
  15954. return false;
  15955. }
  15956. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  15957. unit_cancel_combo(&sd.bl);
  15958. return false;
  15959. }
  15960. break; //Combo ready.
  15961. #ifndef RENEWAL
  15962. case BD_ADAPTATION:
  15963. {
  15964. int time;
  15965. if(!(sc && sc->getSCE(SC_DANCING))) {
  15966. clif_skill_fail( sd, skill_id );
  15967. return false;
  15968. }
  15969. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15970. if (skill_get_time(
  15971. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15972. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15973. - time < skill_get_time2(skill_id,skill_lv))
  15974. {
  15975. clif_skill_fail( sd, skill_id );
  15976. return false;
  15977. }
  15978. }
  15979. break;
  15980. #endif
  15981. case PR_BENEDICTIO:
  15982. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  15983. clif_skill_fail( sd, skill_id );
  15984. return false;
  15985. }
  15986. break;
  15987. case SL_SMA:
  15988. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15989. return false;
  15990. break;
  15991. case HT_POWER:
  15992. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15993. return false;
  15994. break;
  15995. #ifndef RENEWAL
  15996. case CG_HERMODE:
  15997. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  15998. clif_skill_fail( sd, skill_id );
  15999. return false;
  16000. }
  16001. break;
  16002. #endif
  16003. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16004. {
  16005. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  16006. int size = range*2+1;
  16007. for (s=0;s<size*size;s++) {
  16008. int x = sd.bl.x+(s%size-range);
  16009. int y = sd.bl.y+(s/size-range);
  16010. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16011. clif_skill_fail( sd, skill_id );
  16012. return false;
  16013. }
  16014. }
  16015. }
  16016. break;
  16017. #ifndef RENEWAL
  16018. case PR_REDEMPTIO:
  16019. {
  16020. t_exp exp = pc_nextbaseexp(&sd);
  16021. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16022. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16023. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16024. return false;
  16025. }
  16026. break;
  16027. }
  16028. case HP_BASILICA:
  16029. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16030. // When castbegin, needs 7x7 clear area
  16031. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16032. int size = range*2+1;
  16033. for( s=0;s<size*size;s++ ) {
  16034. int x = sd.bl.x+(s%size-range);
  16035. int y = sd.bl.y+(s/size-range);
  16036. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16037. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16038. return false;
  16039. }
  16040. }
  16041. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16042. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16043. return false;
  16044. }
  16045. }
  16046. break;
  16047. #endif
  16048. case AM_TWILIGHT2:
  16049. case AM_TWILIGHT3:
  16050. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16051. clif_skill_fail( sd, skill_id );
  16052. return false;
  16053. }
  16054. break;
  16055. case SG_SUN_WARM:
  16056. case SG_MOON_WARM:
  16057. case SG_STAR_WARM:
  16058. if (sc && sc->getSCE(SC_MIRACLE))
  16059. break;
  16060. i = skill_id-SG_SUN_WARM;
  16061. if (sd.bl.m == sd.feel_map[i].m)
  16062. break;
  16063. clif_skill_fail( sd, skill_id );
  16064. return false;
  16065. break;
  16066. case SG_SUN_COMFORT:
  16067. case SG_MOON_COMFORT:
  16068. case SG_STAR_COMFORT:
  16069. if (sc && sc->getSCE(SC_MIRACLE))
  16070. break;
  16071. i = skill_id-SG_SUN_COMFORT;
  16072. if (sd.bl.m == sd.feel_map[i].m &&
  16073. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16074. break;
  16075. clif_skill_fail( sd, skill_id );
  16076. return false;
  16077. case SG_FUSION:
  16078. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16079. break;
  16080. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16081. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16082. if( require.sp > 0 ) {
  16083. if (status->sp < (unsigned int)require.sp)
  16084. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16085. else
  16086. status_zap(&sd.bl, 0, require.sp);
  16087. }
  16088. return false;
  16089. case GD_BATTLEORDER:
  16090. case GD_REGENERATION:
  16091. case GD_RESTORE:
  16092. case GD_CHARGESHOUT_FLAG:
  16093. case GD_CHARGESHOUT_BEATING:
  16094. case GD_EMERGENCY_MOVE:
  16095. if (!map_flag_gvg2(sd.bl.m)) {
  16096. clif_skill_fail( sd, skill_id );
  16097. return false;
  16098. }
  16099. [[fallthrough]];
  16100. case GD_EMERGENCYCALL:
  16101. case GD_ITEMEMERGENCYCALL:
  16102. // other checks were already done in skill_isNotOk()
  16103. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16104. return false;
  16105. break;
  16106. case GS_GLITTERING:
  16107. case RL_RICHS_COIN:
  16108. if(sd.spiritball >= 10) {
  16109. clif_skill_fail( sd, skill_id );
  16110. return false;
  16111. }
  16112. break;
  16113. case NJ_ISSEN:
  16114. #ifdef RENEWAL
  16115. if (status->hp < (status->hp/100)) {
  16116. #else
  16117. if (status->hp < 2) {
  16118. #endif
  16119. clif_skill_fail( sd, skill_id );
  16120. return false;
  16121. }
  16122. [[fallthrough]];
  16123. case NJ_BUNSINJYUTSU:
  16124. if (!(sc && sc->getSCE(SC_NEN))) {
  16125. clif_skill_fail( sd, skill_id );
  16126. return false;
  16127. }
  16128. break;
  16129. case NJ_ZENYNAGE:
  16130. case KO_MUCHANAGE:
  16131. if(sd.status.zeny < require.zeny) {
  16132. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16133. return false;
  16134. }
  16135. break;
  16136. case PF_HPCONVERSION:
  16137. if (status->sp == status->max_sp)
  16138. return false; //Unusable when at full SP.
  16139. break;
  16140. case SP_KAUTE: // Fail if below 30% MaxHP.
  16141. if (status->hp < 30 * status->max_hp / 100) {
  16142. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16143. return false;
  16144. }
  16145. break;
  16146. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16147. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16148. clif_skill_fail( sd, skill_id );
  16149. return false;
  16150. }
  16151. break;
  16152. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16153. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  16154. clif_skill_fail( sd, skill_id );
  16155. return false;
  16156. }
  16157. break;
  16158. case AB_ANCILLA: {
  16159. int count = 0;
  16160. for( i = 0; i < MAX_INVENTORY; i++ )
  16161. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16162. count += sd.inventory.u.items_inventory[i].amount;
  16163. if( count >= 3 ) {
  16164. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  16165. return false;
  16166. }
  16167. }
  16168. break;
  16169. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16170. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16171. && sd.special_state.no_gemstone == 0
  16172. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16173. clif_skill_fail( sd, skill_id );
  16174. return false;
  16175. }
  16176. break;
  16177. case WL_SUMMONFB:
  16178. case WL_SUMMONBL:
  16179. case WL_SUMMONWB:
  16180. case WL_SUMMONSTONE:
  16181. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  16182. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  16183. if (i == SC_SPHERE_5 + 1) { // No more free slots
  16184. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16185. return false;
  16186. }
  16187. }
  16188. break;
  16189. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  16190. case WL_RELEASE: {
  16191. int active_spheres = 0, req_spheres = 0;
  16192. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  16193. if (sc && sc->getSCE(i))
  16194. active_spheres++;
  16195. }
  16196. // Cast requirement
  16197. if (skill_id == WL_TETRAVORTEX)
  16198. req_spheres = 4;
  16199. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  16200. req_spheres = 1;
  16201. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  16202. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  16203. return false;
  16204. }
  16205. }
  16206. break;
  16207. case GC_HALLUCINATIONWALK:
  16208. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  16209. clif_skill_fail( sd, skill_id );
  16210. return false;
  16211. }
  16212. break;
  16213. case NPC_HALLUCINATIONWALK:
  16214. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  16215. return false;
  16216. }
  16217. break;
  16218. case RA_WUGMASTERY:
  16219. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  16220. clif_skill_fail( sd, skill_id );
  16221. return false;
  16222. }
  16223. break;
  16224. case RA_WUGSTRIKE:
  16225. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  16226. clif_skill_fail( sd, skill_id );
  16227. return false;
  16228. }
  16229. break;
  16230. case RA_WUGRIDER:
  16231. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  16232. clif_skill_fail( sd, skill_id );
  16233. return false;
  16234. }
  16235. break;
  16236. case RA_WUGDASH:
  16237. if(!pc_isridingwug(&sd)) {
  16238. clif_skill_fail( sd, skill_id );
  16239. return false;
  16240. }
  16241. else {
  16242. int16 sx = sd.bl.x;
  16243. int16 sy = sd.bl.y;
  16244. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  16245. switch (dir) {
  16246. case DIR_NORTH: sy++; break;
  16247. case DIR_NORTHWEST: sx--; sy++; break;
  16248. case DIR_WEST: sx--; break;
  16249. case DIR_SOUTHWEST: sx--; sy--; break;
  16250. case DIR_SOUTH: sy--; break;
  16251. case DIR_SOUTHEAST: sx++; sy--; break;
  16252. case DIR_EAST: sx++; break;
  16253. case DIR_NORTHEAST: sx++; sy++; break;
  16254. }
  16255. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  16256. return false;
  16257. }
  16258. }
  16259. break;
  16260. case LG_RAYOFGENESIS:
  16261. case LG_BANDING:
  16262. if( sc && sc->getSCE(SC_INSPIRATION) )
  16263. return true; // Don't check for partner.
  16264. break;
  16265. case LG_PRESTIGE:
  16266. if( sc && sc->getSCE(SC_INSPIRATION) )
  16267. return true; // Don't check for partner.
  16268. if( sc && sc->getSCE(SC_BANDING) ) {
  16269. clif_skill_fail( sd, skill_id );
  16270. return false;
  16271. }
  16272. break;
  16273. case LG_RAGEBURST:
  16274. if( sd.spiritball == 0 ) {
  16275. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  16276. return false;
  16277. }
  16278. sd.spiritball_old = require.spiritball = sd.spiritball;
  16279. break;
  16280. case SR_FALLENEMPIRE:
  16281. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16282. return false;
  16283. break;
  16284. case SR_CRESCENTELBOW:
  16285. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16286. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  16287. return false;
  16288. }
  16289. break;
  16290. case SR_CURSEDCIRCLE:
  16291. if (map_flag_gvg2(sd.bl.m)) {
  16292. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16293. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16294. char output[128];
  16295. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  16296. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  16297. return false;
  16298. }
  16299. }
  16300. if( sd.spiritball > 0 )
  16301. sd.spiritball_old = require.spiritball = sd.spiritball;
  16302. else {
  16303. clif_skill_fail( sd, skill_id );
  16304. return false;
  16305. }
  16306. break;
  16307. case SR_GATEOFHELL:
  16308. if( sd.spiritball > 0 )
  16309. sd.spiritball_old = require.spiritball;
  16310. break;
  16311. case SC_MANHOLE:
  16312. case SC_DIMENSIONDOOR:
  16313. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16314. clif_skill_fail( sd, skill_id );
  16315. return false;
  16316. }
  16317. break;
  16318. case SC_FEINTBOMB:
  16319. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKMAELSTROM) ) {
  16320. clif_skill_fail( sd, skill_id );
  16321. return false;
  16322. }
  16323. break;
  16324. case WM_GREAT_ECHO: {
  16325. int count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16326. if (count > 0)
  16327. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16328. }
  16329. break;
  16330. case SO_FIREWALK:
  16331. case SO_ELECTRICWALK:
  16332. case NPC_FIREWALK:
  16333. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16334. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16335. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16336. clif_skill_fail( sd, skill_id );
  16337. return false;
  16338. }
  16339. break;
  16340. case SO_EL_CONTROL:
  16341. if( !sd.status.ele_id || !sd.ed ) {
  16342. clif_skill_fail( sd, skill_id );
  16343. return false;
  16344. }
  16345. break;
  16346. case KO_JYUMONJIKIRI:
  16347. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  16348. return true;
  16349. else {
  16350. clif_skill_fail( sd, skill_id );
  16351. return false;
  16352. }
  16353. break;
  16354. case KO_KAHU_ENTEN:
  16355. case KO_HYOUHU_HUBUKI:
  16356. case KO_KAZEHU_SEIRAN:
  16357. case KO_DOHU_KOUKAI:
  16358. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  16359. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16360. return false;
  16361. }
  16362. break;
  16363. case KO_KAIHOU:
  16364. case KO_ZENKAI:
  16365. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  16366. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  16367. return false;
  16368. }
  16369. break;
  16370. case SJ_FULLMOONKICK:
  16371. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16372. clif_skill_fail( sd, skill_id );
  16373. return false;
  16374. }
  16375. break;
  16376. case SJ_STAREMPEROR:
  16377. case SJ_NOVAEXPLOSING:
  16378. case SJ_GRAVITYCONTROL:
  16379. case SJ_BOOKOFDIMENSION:
  16380. case SJ_BOOKOFCREATINGSTAR:
  16381. case SP_SOULDIVISION:
  16382. case SP_SOULEXPLOSION:
  16383. if (!map_flag_vs(sd.bl.m)) {
  16384. clif_skill_fail( sd, skill_id );
  16385. return false;
  16386. }
  16387. break;
  16388. case SP_SWHOO:
  16389. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16390. return false;
  16391. break;
  16392. case DK_SERVANT_W_PHANTOM:
  16393. case DK_SERVANT_W_DEMOL:
  16394. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  16395. sd.servantball_old = require.spiritball = sd.servantball;
  16396. else
  16397. sd.servantball_old = require.spiritball;
  16398. break;
  16399. case IQ_SECOND_FAITH:
  16400. case IQ_THIRD_PUNISH:
  16401. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16402. return false;
  16403. break;
  16404. case IQ_SECOND_JUDGEMENT:
  16405. case IQ_THIRD_CONSECRATION:
  16406. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16407. return false;
  16408. break;
  16409. case IQ_SECOND_FLAME:
  16410. case IQ_THIRD_FLAME_BOMB:
  16411. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16412. return false;
  16413. break;
  16414. }
  16415. /* check state required */
  16416. switch (require.state) {
  16417. case ST_HIDDEN:
  16418. if(!pc_ishiding(&sd)) {
  16419. clif_skill_fail( sd, skill_id );
  16420. return false;
  16421. }
  16422. break;
  16423. case ST_RIDING:
  16424. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  16425. clif_skill_fail( sd, skill_id );
  16426. return false;
  16427. }
  16428. break;
  16429. case ST_FALCON:
  16430. if(!pc_isfalcon(&sd)) {
  16431. clif_skill_fail( sd, skill_id );
  16432. return false;
  16433. }
  16434. break;
  16435. case ST_CART:
  16436. if(!pc_iscarton(&sd)) {
  16437. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  16438. return false;
  16439. }
  16440. break;
  16441. case ST_SHIELD:
  16442. if(sd.status.shield <= 0) {
  16443. clif_skill_fail( sd, skill_id );
  16444. return false;
  16445. }
  16446. break;
  16447. case ST_RECOVER_WEIGHT_RATE:
  16448. #ifdef RENEWAL
  16449. if(pc_is70overweight(&sd)) {
  16450. #else
  16451. if(pc_is50overweight(&sd)) {
  16452. #endif
  16453. clif_skill_fail( sd, skill_id );
  16454. return false;
  16455. }
  16456. break;
  16457. case ST_MOVE_ENABLE:
  16458. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16459. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16460. if (!unit_can_move(&sd.bl)) {
  16461. clif_skill_fail( sd, skill_id );
  16462. return false;
  16463. }
  16464. break;
  16465. case ST_WATER:
  16466. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16467. break;
  16468. if (map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKWATER) && !map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR))
  16469. break;
  16470. clif_skill_fail( sd, skill_id );
  16471. return false;
  16472. case ST_RIDINGDRAGON:
  16473. if( !pc_isridingdragon(&sd) ) {
  16474. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  16475. return false;
  16476. }
  16477. break;
  16478. case ST_WUG:
  16479. if( !pc_iswug(&sd) ) {
  16480. clif_skill_fail( sd, skill_id );
  16481. return false;
  16482. }
  16483. break;
  16484. case ST_RIDINGWUG:
  16485. if( !pc_isridingwug(&sd) ) {
  16486. clif_skill_fail( sd, skill_id );
  16487. return false;
  16488. }
  16489. break;
  16490. case ST_MADO:
  16491. if( !pc_ismadogear(&sd) ) {
  16492. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  16493. return false;
  16494. }
  16495. break;
  16496. case ST_ELEMENTALSPIRIT:
  16497. case ST_ELEMENTALSPIRIT2:
  16498. if(!sd.ed) {
  16499. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  16500. return false;
  16501. }
  16502. break;
  16503. case ST_PECO:
  16504. if(!pc_isriding(&sd)) {
  16505. clif_skill_fail( sd, skill_id );
  16506. return false;
  16507. }
  16508. break;
  16509. case ST_SUNSTANCE:
  16510. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16511. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16512. return false;
  16513. }
  16514. break;
  16515. case ST_MOONSTANCE:
  16516. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16517. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16518. return false;
  16519. }
  16520. break;
  16521. case ST_STARSTANCE:
  16522. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16523. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16524. return false;
  16525. }
  16526. break;
  16527. case ST_UNIVERSESTANCE:
  16528. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16529. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16530. return false;
  16531. }
  16532. break;
  16533. }
  16534. /* check the status required */
  16535. if (!require.status.empty()) {
  16536. switch (skill_id) {
  16537. // Being checked later in skill_check_condition_castend()
  16538. case WZ_SIGHTRASHER:
  16539. break;
  16540. default:
  16541. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16542. return false;
  16543. break;
  16544. }
  16545. }
  16546. // Check for equipped item(s)
  16547. if (!require.eqItem.empty()) {
  16548. size_t count = require.eqItem.size();
  16549. for (const auto &it : require.eqItem) {
  16550. t_itemid reqeqit = it;
  16551. if (!reqeqit)
  16552. break; // Skill has no required item(s); get out of here
  16553. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16554. case NC_PILEBUNKER:
  16555. case RL_P_ALTER:
  16556. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16557. count--;
  16558. if (!count) {
  16559. if( skill_id == RL_P_ALTER ){
  16560. clif_msg( &sd, MSI_FAIL_NEED_EQUIPPED_PROPERTY_SAINT_BULLET );
  16561. }else{
  16562. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16563. }
  16564. return false;
  16565. } else
  16566. continue;
  16567. }
  16568. break;
  16569. case NC_ACCELERATION:
  16570. case NC_SELFDESTRUCTION:
  16571. case NC_SHAPESHIFT:
  16572. case NC_EMERGENCYCOOL:
  16573. case NC_MAGNETICFIELD:
  16574. case NC_NEUTRALBARRIER:
  16575. case NC_STEALTHFIELD:
  16576. if (pc_search_inventory(&sd, reqeqit) == -1) {
  16577. count--;
  16578. if (!count) {
  16579. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  16580. return false;
  16581. } else
  16582. continue;
  16583. }
  16584. break;
  16585. default:
  16586. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16587. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  16588. return false;
  16589. }
  16590. break;
  16591. }
  16592. }
  16593. }
  16594. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16595. //mhp is the max-hp-requirement, that is,
  16596. //you must have this % or less of HP to cast it.
  16597. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16598. return false;
  16599. }
  16600. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16601. switch(skill_id) {
  16602. case RA_AIMEDBOLT:
  16603. break;
  16604. default:
  16605. switch((unsigned int)log2(require.weapon)) {
  16606. case W_REVOLVER:
  16607. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_HANDGUN);
  16608. break;
  16609. case W_RIFLE:
  16610. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_RIFLE);
  16611. break;
  16612. case W_GATLING:
  16613. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GATLING);
  16614. break;
  16615. case W_SHOTGUN:
  16616. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_SHOTGUN);
  16617. break;
  16618. case W_GRENADE:
  16619. clif_msg(&sd, MSI_FAIL_NEED_EQUIPPED_GUN_GRANADE);
  16620. break;
  16621. default:
  16622. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16623. break;
  16624. }
  16625. return false;
  16626. }
  16627. }
  16628. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16629. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16630. return false;
  16631. }
  16632. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16633. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  16634. return false;
  16635. }
  16636. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  16637. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16638. return false;
  16639. }
  16640. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16641. switch (skill_id) { // Skills that require soul spheres.
  16642. case SP_SOULGOLEM:
  16643. case SP_SOULSHADOW:
  16644. case SP_SOULFALCON:
  16645. case SP_SOULFAIRY:
  16646. case SP_SOULCURSE:
  16647. case SP_SPA:
  16648. case SP_SHA:
  16649. case SP_SWHOO:
  16650. case SP_SOULUNITY:
  16651. case SP_SOULDIVISION:
  16652. case SP_SOULREAPER:
  16653. case SP_SOULEXPLOSION:
  16654. case SP_KAUTE:
  16655. if (sd.soulball < require.spiritball) {
  16656. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16657. return false;
  16658. }
  16659. break;
  16660. // Skills that requires servants.
  16661. case DK_SERVANT_W_SIGN:
  16662. case DK_SERVANT_W_PHANTOM:
  16663. case DK_SERVANT_W_DEMOL:
  16664. if (sd.servantball < require.spiritball) {
  16665. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16666. return false;
  16667. }
  16668. break;
  16669. default: // Skills that require spirit/coin spheres.
  16670. if (sd.spiritball < require.spiritball) {
  16671. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16672. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  16673. else
  16674. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  16675. return false;
  16676. }
  16677. break;
  16678. }
  16679. }
  16680. return true;
  16681. }
  16682. /**
  16683. * Check skill condition when cast end.
  16684. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16685. * @param sd Player who uses skill
  16686. * @param skill_id ID of used skill
  16687. * @param skill_lv Level of used skill
  16688. * @return true: All condition passed, false: Failed
  16689. */
  16690. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16691. struct s_skill_condition require;
  16692. struct status_data *status;
  16693. int i;
  16694. short index[MAX_SKILL_ITEM_REQUIRE];
  16695. if( sd.chatID )
  16696. return false;
  16697. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  16698. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16699. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16700. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16701. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16702. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16703. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16704. return true;
  16705. }
  16706. switch( sd.menuskill_id ) { // Cast start or cast end??
  16707. case AM_PHARMACY:
  16708. switch( skill_id ) {
  16709. case AM_PHARMACY:
  16710. case AC_MAKINGARROW:
  16711. case BS_REPAIRWEAPON:
  16712. case AM_TWILIGHT1:
  16713. case AM_TWILIGHT2:
  16714. case AM_TWILIGHT3:
  16715. return false;
  16716. }
  16717. break;
  16718. case GN_MIX_COOKING:
  16719. case GN_MAKEBOMB:
  16720. case GN_S_PHARMACY:
  16721. case GN_CHANGEMATERIAL:
  16722. case MT_M_MACHINE:
  16723. case BO_BIONIC_PHARMACY:
  16724. if( sd.menuskill_id != skill_id )
  16725. return false;
  16726. break;
  16727. }
  16728. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16729. return true;
  16730. if( pc_is90overweight(&sd) ) {
  16731. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16732. return false;
  16733. }
  16734. // perform skill-specific checks (and actions)
  16735. switch( skill_id ) {
  16736. case PR_BENEDICTIO:
  16737. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  16738. break;
  16739. case AM_CANNIBALIZE:
  16740. case AM_SPHEREMINE: {
  16741. int c=0;
  16742. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16743. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16744. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16745. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16746. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16747. if(c >= maxcount ||
  16748. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16749. { //Fails when: exceed max limit. There are other plant types already out.
  16750. clif_skill_fail( sd, skill_id );
  16751. return false;
  16752. }
  16753. }
  16754. break;
  16755. }
  16756. case NC_SILVERSNIPER:
  16757. case NC_MAGICDECOY: {
  16758. int c = 0;
  16759. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16760. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16761. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16762. if( skill_id == NC_MAGICDECOY ) {
  16763. int j;
  16764. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16765. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  16766. } else
  16767. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16768. if( c >= maxcount ) {
  16769. clif_skill_fail( sd, skill_id );
  16770. return false;
  16771. }
  16772. }
  16773. }
  16774. break;
  16775. case KO_ZANZOU: {
  16776. int c = 0;
  16777. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  16778. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16779. clif_skill_fail( sd , skill_id );
  16780. return false;
  16781. }
  16782. }
  16783. break;
  16784. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16785. case MT_SUMMON_ABR_DUAL_CANNON:
  16786. case MT_SUMMON_ABR_MOTHER_NET:
  16787. case MT_SUMMON_ABR_INFINITY: {
  16788. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16789. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16790. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16791. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16792. if (c >= maxcount) {
  16793. clif_skill_fail( sd, skill_id );
  16794. return false;
  16795. }
  16796. }
  16797. break;
  16798. }
  16799. case BO_WOODENWARRIOR:
  16800. case BO_WOODEN_FAIRY:
  16801. case BO_CREEPER:
  16802. case BO_HELLTREE: {
  16803. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16804. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16805. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16806. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16807. if (c >= maxcount) {
  16808. clif_skill_fail( sd, skill_id );
  16809. return false;
  16810. }
  16811. }
  16812. break;
  16813. }
  16814. #ifdef RENEWAL
  16815. case ASC_EDP:
  16816. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  16817. if (item_edp < 0) {
  16818. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16819. return false;
  16820. } else
  16821. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16822. break;
  16823. #endif
  16824. }
  16825. status = &sd.battle_status;
  16826. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16827. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16828. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16829. return false;
  16830. }
  16831. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16832. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16833. return false;
  16834. }
  16835. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16836. uint8 extra_ammo = 0;
  16837. #ifdef RENEWAL
  16838. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16839. case WM_SEVERE_RAINSTORM:
  16840. case RL_FIREDANCE:
  16841. case RL_R_TRIP:
  16842. case RL_FIRE_RAIN:
  16843. extra_ammo = 1;
  16844. break;
  16845. default:
  16846. break;
  16847. }
  16848. #endif
  16849. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  16850. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO );
  16851. return false;
  16852. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16853. char e_msg[100];
  16854. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16855. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  16856. return false;
  16857. }
  16858. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16859. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  16860. return false;
  16861. }
  16862. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  16863. skill_get_desc(skill_id),
  16864. require.ammo_qty,
  16865. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  16866. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  16867. return false;
  16868. }
  16869. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16870. //which is the closest we have to wrong ammo type. [Skotlex]
  16871. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO ); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16872. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16873. return false;
  16874. }
  16875. }
  16876. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16877. if( !require.itemid[i] )
  16878. continue;
  16879. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  16880. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16881. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16882. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  16883. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16884. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  16885. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16886. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  16887. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16888. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint brush is required.
  16889. else if( require.itemid[i] == ITEMID_ANCILLA )
  16890. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  16891. else
  16892. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16893. return false;
  16894. }
  16895. }
  16896. /* check the status required */
  16897. if (!require.status.empty()) {
  16898. switch (skill_id) {
  16899. case WZ_SIGHTRASHER:
  16900. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16901. return false;
  16902. break;
  16903. default:
  16904. break;
  16905. }
  16906. }
  16907. return true;
  16908. }
  16909. /** Consume skill requirement
  16910. * @param sd Player who uses the skill
  16911. * @param skill_id ID of used skill
  16912. * @param skill_lv Level of used skill
  16913. * @param type Consume type
  16914. * type&1: consume the others (before skill was used);
  16915. * type&2: consume items (after skill was used)
  16916. */
  16917. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16918. {
  16919. struct s_skill_condition require;
  16920. nullpo_retv(sd);
  16921. require = skill_get_requirement(sd,skill_id,skill_lv);
  16922. if( type&1 ) {
  16923. switch( skill_id ) {
  16924. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16925. case MC_IDENTIFY:
  16926. require.sp = 0;
  16927. break;
  16928. case MO_KITRANSLATION:
  16929. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16930. require.spiritball = 0;
  16931. [[fallthrough]];
  16932. default:
  16933. if(sd->state.autocast)
  16934. require.sp = 0;
  16935. break;
  16936. }
  16937. if(require.hp || require.sp || require.ap)
  16938. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  16939. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16940. switch (skill_id) { // Skills that require soul spheres.
  16941. case SP_SOULGOLEM:
  16942. case SP_SOULSHADOW:
  16943. case SP_SOULFALCON:
  16944. case SP_SOULFAIRY:
  16945. case SP_SOULCURSE:
  16946. case SP_SPA:
  16947. case SP_SHA:
  16948. case SP_SWHOO:
  16949. case SP_SOULUNITY:
  16950. case SP_SOULDIVISION:
  16951. case SP_SOULREAPER:
  16952. case SP_SOULEXPLOSION:
  16953. case SP_KAUTE:
  16954. pc_delsoulball(sd, require.spiritball, false);
  16955. break;
  16956. // Skills that require servants.
  16957. // Note: We don't update the servants display here
  16958. // since using these skills auto trigger an animation
  16959. // with them in unique ways that makes them vanish.
  16960. case DK_SERVANT_W_SIGN:
  16961. case DK_SERVANT_W_PHANTOM:
  16962. case DK_SERVANT_W_DEMOL:
  16963. pc_delservantball( *sd, require.spiritball );
  16964. break;
  16965. default: // Skills that require spirit/coin spheres.
  16966. pc_delspiritball(sd, require.spiritball, 0);
  16967. break;
  16968. }
  16969. }
  16970. else if(require.spiritball == -1) {
  16971. sd->spiritball_old = sd->spiritball;
  16972. pc_delspiritball(sd,sd->spiritball,0);
  16973. }
  16974. if(require.zeny > 0)
  16975. {
  16976. if( skill_id == NJ_ZENYNAGE )
  16977. require.zeny = 0; //Zeny is reduced on skill_attack.
  16978. if( sd->status.zeny < require.zeny )
  16979. require.zeny = sd->status.zeny;
  16980. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16981. }
  16982. }
  16983. if( type&2 ) {
  16984. status_change *sc = &sd->sc;
  16985. int n,i;
  16986. if( !sc->count )
  16987. sc = nullptr;
  16988. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16989. {
  16990. if( !require.itemid[i] )
  16991. continue;
  16992. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  16993. continue; //Gemstones are checked, but not substracted from inventory.
  16994. switch( skill_id ){
  16995. case SA_SEISMICWEAPON:
  16996. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16997. continue;
  16998. break;
  16999. case SA_FLAMELAUNCHER:
  17000. case SA_VOLCANO:
  17001. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17002. continue;
  17003. break;
  17004. case SA_FROSTWEAPON:
  17005. case SA_DELUGE:
  17006. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17007. continue;
  17008. break;
  17009. case SA_LIGHTNINGLOADER:
  17010. case SA_VIOLENTGALE:
  17011. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17012. continue;
  17013. break;
  17014. }
  17015. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17016. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17017. }
  17018. }
  17019. }
  17020. /**
  17021. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17022. * @param sd Player's that will be checked
  17023. * @param skill_id Skill that's being used
  17024. * @param skill_lv Skill level of used skill
  17025. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17026. */
  17027. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17028. {
  17029. struct s_skill_condition req;
  17030. struct status_data *status;
  17031. status_change *sc;
  17032. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17033. memset(&req,0,sizeof(req));
  17034. if( !sd )
  17035. return req;
  17036. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17037. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17038. sc = &sd->sc;
  17039. if( !sc->count )
  17040. sc = nullptr;
  17041. //Checks if disabling skill - in which case no SP requirements are necessary
  17042. if( sc && skill_disable_check(*sc,skill_id) )
  17043. return req;
  17044. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17045. status = &sd->battle_status;
  17046. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17047. req.hp = skill->require.hp[skill_lv - 1];
  17048. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17049. if(hp_rate > 0)
  17050. req.hp += (status->hp * hp_rate)/100;
  17051. else
  17052. req.hp += (status->max_hp * (-hp_rate))/100;
  17053. req.sp = skill->require.sp[skill_lv-1];
  17054. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17055. req.sp /= 2;
  17056. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17057. req.sp -= req.sp * 30 / 100;
  17058. sp_rate = skill->require.sp_rate[skill_lv-1];
  17059. if(sp_rate > 0)
  17060. req.sp += (status->sp * sp_rate)/100;
  17061. else
  17062. req.sp += (status->max_sp * (-sp_rate))/100;
  17063. if( sd->dsprate != 100 )
  17064. req.sp = req.sp * sd->dsprate / 100;
  17065. for (auto &it : sd->skillusesprate) {
  17066. if (it.id == skill_id) {
  17067. sp_skill_rate_bonus -= it.val;
  17068. break;
  17069. }
  17070. }
  17071. for (auto &it : sd->skillusesp) {
  17072. if (it.id == skill_id) {
  17073. req.sp -= it.val;
  17074. break;
  17075. }
  17076. }
  17077. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17078. req.sp += req.sp * 30 / 100;
  17079. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17080. if( sc ) {
  17081. if( sc->getSCE(SC__LAZINESS) )
  17082. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17083. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17084. req.sp += req.sp / 4;
  17085. if( sc->getSCE(SC_OFFERTORIUM))
  17086. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17087. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17088. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17089. #ifdef RENEWAL
  17090. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17091. req.sp -= req.sp * 20 / 100;
  17092. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17093. req.sp -= req.sp * 30 / 100;
  17094. #endif
  17095. if (sc->getSCE(SC_GLOOMYDAY))
  17096. req.sp += req.sp * (skill_lv * 10) / 100;
  17097. if (sc->getSCE(SC_CRESCIVEBOLT))
  17098. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17099. }
  17100. req.ap = skill->require.ap[skill_lv - 1];
  17101. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17102. if (ap_rate > 0)
  17103. req.ap += (status->ap * ap_rate) / 100;
  17104. else
  17105. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17106. req.zeny = skill->require.zeny[skill_lv-1];
  17107. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17108. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17109. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  17110. else
  17111. req.zeny += 1000;
  17112. }
  17113. req.spiritball = skill->require.spiritball[skill_lv-1];
  17114. req.state = skill->require.state;
  17115. req.mhp = skill->require.mhp[skill_lv-1];
  17116. req.weapon = skill->require.weapon;
  17117. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  17118. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  17119. req.ammo_qty += 4;
  17120. if (req.ammo_qty)
  17121. req.ammo = skill->require.ammo;
  17122. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  17123. { //Assume this skill is using the weapon, therefore it requires arrows.
  17124. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  17125. req.ammo_qty = 1;
  17126. }
  17127. req.status = skill->require.status;
  17128. req.eqItem = skill->require.eqItem;
  17129. // Level dependence flag is determined based on the ItemCost Level label
  17130. bool level_dependent = skill->require.itemid_level_dependent;
  17131. switch( skill_id ) {
  17132. /* Skill level-dependent checks */
  17133. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  17134. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  17135. req.itemid[1] = skill->require.itemid[skill->max];
  17136. req.amount[1] = skill->require.amount[skill->max];
  17137. [[fallthrough]];
  17138. /* Normal skill requirements and gemstone checks */
  17139. default:
  17140. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  17141. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  17142. if (!level_dependent) {
  17143. switch( skill_id ) {
  17144. case AM_POTIONPITCHER:
  17145. case CR_SLIMPITCHER:
  17146. case CR_CULTIVATION:
  17147. if (i != skill_lv%11 - 1)
  17148. continue;
  17149. break;
  17150. #ifdef RENEWAL
  17151. case AM_CALLHOMUN:
  17152. // Player has no homunculus, only requires first item
  17153. if (i > 0 && sd->hd == nullptr) {
  17154. i = MAX_SKILL_ITEM_REQUIRE;
  17155. continue;
  17156. }
  17157. // Recalling from Rest state has a different consume item (stored as second item)
  17158. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  17159. req.itemid[0] = skill->require.itemid[1];
  17160. req.amount[0] = skill->require.amount[1];
  17161. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  17162. skill_area_temp[0] = 0;
  17163. i = MAX_SKILL_ITEM_REQUIRE;
  17164. continue;
  17165. }
  17166. break;
  17167. #else
  17168. case AM_CALLHOMUN:
  17169. if (sd->status.hom_id) //Don't delete items when hom is already out.
  17170. continue;
  17171. break;
  17172. #endif
  17173. case AB_ADORAMUS:
  17174. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  17175. continue;
  17176. break;
  17177. }
  17178. req.itemid[i] = skill->require.itemid[i];
  17179. req.amount[i] = skill->require.amount[i];
  17180. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  17181. int16 itIndex;
  17182. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  17183. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  17184. req.itemid[i] = ITEMID_TRAP;
  17185. else
  17186. req.itemid[i] = ITEMID_TRAP_ALLOY;
  17187. req.amount[i] = 1;
  17188. }
  17189. break;
  17190. }
  17191. }
  17192. else {
  17193. // Process level_dependent requirement
  17194. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  17195. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  17196. req.amount[0] = skill->require.amount[skill_lv - 1];
  17197. }
  17198. }
  17199. // Check requirement for gemstone.
  17200. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  17201. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  17202. req.itemid[i] = req.amount[i] = 0;
  17203. else {
  17204. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  17205. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  17206. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  17207. req.itemid[i] = req.amount[i] = 0;
  17208. else if( --req.amount[i] < 1 )
  17209. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  17210. }
  17211. }
  17212. }
  17213. // Check requirement for Magic Gear Fuel
  17214. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  17215. req.itemid[i] = req.amount[i] = 0;
  17216. }
  17217. break;
  17218. }
  17219. // Check for cost reductions due to skills & SCs
  17220. switch(skill_id) {
  17221. case MC_MAMMONITE:
  17222. #ifdef RENEWAL
  17223. case WS_CARTTERMINATION:
  17224. #endif
  17225. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  17226. #ifdef RENEWAL
  17227. req.zeny -= req.zeny*20/100;
  17228. #else
  17229. req.zeny -= req.zeny*10/100;
  17230. #endif
  17231. break;
  17232. case AL_HOLYLIGHT:
  17233. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  17234. req.sp *= 5;
  17235. break;
  17236. case SL_SMA:
  17237. case SL_STUN:
  17238. case SL_STIN:
  17239. {
  17240. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  17241. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  17242. break;
  17243. if(sd->status.base_level>=90)
  17244. req.sp -= req.sp*7*kaina_lv/100;
  17245. else if(sd->status.base_level>=80)
  17246. req.sp -= req.sp*5*kaina_lv/100;
  17247. else if(sd->status.base_level>=70)
  17248. req.sp -= req.sp*3*kaina_lv/100;
  17249. }
  17250. break;
  17251. case MO_CHAINCOMBO:
  17252. case MO_COMBOFINISH:
  17253. case CH_TIGERFIST:
  17254. case CH_CHAINCRUSH:
  17255. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  17256. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  17257. break;
  17258. case MO_BODYRELOCATION:
  17259. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  17260. req.spiritball = 0;
  17261. break;
  17262. case MO_EXTREMITYFIST:
  17263. if( sc ) {
  17264. if( sc->getSCE(SC_BLADESTOP) )
  17265. req.spiritball--;
  17266. else if( sc->getSCE(SC_COMBO) ) {
  17267. #ifndef RENEWAL
  17268. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17269. case MO_COMBOFINISH:
  17270. req.spiritball = 4;
  17271. break;
  17272. case CH_TIGERFIST:
  17273. req.spiritball = 3;
  17274. break;
  17275. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17276. req.spiritball = sd->spiritball?sd->spiritball:1;
  17277. break;
  17278. }
  17279. #else
  17280. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17281. #endif
  17282. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17283. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17284. }
  17285. break;
  17286. case LG_RAGEBURST:
  17287. req.spiritball = sd->spiritball?sd->spiritball:1;
  17288. break;
  17289. case SR_FALLENEMPIRE:
  17290. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17291. req.spiritball = 0;
  17292. break;
  17293. case SR_TIGERCANNON:
  17294. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17295. req.spiritball = 0;
  17296. break;
  17297. case SR_RAMPAGEBLASTER:
  17298. case SR_RIDEINLIGHTNING:
  17299. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17300. req.spiritball = 0;
  17301. break;
  17302. case SR_GATEOFHELL:
  17303. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17304. req.sp -= req.sp * 10 / 100;
  17305. break;
  17306. case SR_FLASHCOMBO:
  17307. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17308. req.spiritball = 0;
  17309. break;
  17310. case SO_SUMMON_AGNI:
  17311. case SO_SUMMON_AQUA:
  17312. case SO_SUMMON_VENTUS:
  17313. case SO_SUMMON_TERA: {
  17314. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17315. if( spirit_sympathy )
  17316. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17317. }
  17318. break;
  17319. case NPC_PSYCHIC_WAVE:
  17320. case SO_PSYCHIC_WAVE:
  17321. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17322. req.sp += req.sp / 2; // 1.5x SP cost
  17323. break;
  17324. }
  17325. //Check if player is using the copied skill [Cydh]
  17326. uint16 idx = skill_get_index(skill_id);
  17327. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17328. uint16 req_opt = skill->copyable.req_opt;
  17329. if (req_opt & SKILL_REQ_HPCOST)
  17330. req.hp = 0;
  17331. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17332. req.mhp = 0;
  17333. if (req_opt & SKILL_REQ_SPCOST)
  17334. req.sp = 0;
  17335. if (req_opt & SKILL_REQ_HPRATECOST)
  17336. req.hp_rate = 0;
  17337. if (req_opt & SKILL_REQ_SPRATECOST)
  17338. req.sp_rate = 0;
  17339. if (req_opt & SKILL_REQ_ZENYCOST)
  17340. req.zeny = 0;
  17341. if (req_opt & SKILL_REQ_WEAPON)
  17342. req.weapon = 0;
  17343. if (req_opt & SKILL_REQ_AMMO) {
  17344. req.ammo = 0;
  17345. req.ammo_qty = 0;
  17346. }
  17347. if (req_opt & SKILL_REQ_STATE)
  17348. req.state = ST_NONE;
  17349. if (req_opt & SKILL_REQ_STATUS) {
  17350. req.status.clear();
  17351. req.status.shrink_to_fit();
  17352. }
  17353. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17354. req.spiritball = 0;
  17355. if (req_opt & SKILL_REQ_ITEMCOST) {
  17356. memset(req.itemid, 0, sizeof(req.itemid));
  17357. memset(req.amount, 0, sizeof(req.amount));
  17358. }
  17359. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17360. req.eqItem.clear();
  17361. req.eqItem.shrink_to_fit();
  17362. }
  17363. if (req_opt & SKILL_REQ_APCOST)
  17364. req.ap = 0;
  17365. if (req_opt & SKILL_REQ_APRATECOST)
  17366. req.ap_rate = 0;
  17367. }
  17368. return req;
  17369. }
  17370. /*==========================================
  17371. * Does cast-time reductions based on dex, item bonuses and config setting
  17372. *------------------------------------------*/
  17373. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17374. nullpo_ret(bl);
  17375. double time = skill_get_cast(skill_id, skill_lv);
  17376. #ifndef RENEWAL_CAST
  17377. {
  17378. map_session_data *sd = BL_CAST(BL_PC, bl);
  17379. status_change *sc = status_get_sc(bl);
  17380. int reduce_cast_rate = 0;
  17381. uint8 flag = skill_get_castnodex(skill_id);
  17382. // Calculate base cast time (reduced by dex)
  17383. if (!(flag&1)) {
  17384. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17385. if (scale > 0) // not instant cast
  17386. time = time * (float)scale / battle_config.castrate_dex_scale;
  17387. else
  17388. return 0; // instant cast
  17389. }
  17390. // Calculate cast time reduced by item/card bonuses
  17391. if (sd) {
  17392. if (!(flag&4)) {
  17393. if (sd->castrate != 100)
  17394. reduce_cast_rate += 100 - sd->castrate;
  17395. if (sd->bonus.add_varcast != 0)
  17396. time += sd->bonus.add_varcast; // bonus bVariableCast
  17397. }
  17398. // Skill-specific reductions work regardless of flag
  17399. for (const auto &it : sd->skillcastrate) {
  17400. if (it.id == skill_id) {
  17401. time += time * it.val / 100;
  17402. break;
  17403. }
  17404. }
  17405. for (const auto &it : sd->skillvarcast) {
  17406. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17407. time += it.val;
  17408. break;
  17409. }
  17410. }
  17411. }
  17412. // These cast time reductions are processed even if the skill fails
  17413. if (sc && sc->count) {
  17414. // Magic Strings stacks additively with item bonuses
  17415. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17416. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17417. // Foresight halves the cast time, it does not stack additively
  17418. if (sc->getSCE(SC_MEMORIZE)) {
  17419. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17420. if(!(flag&2))
  17421. time -= time * 50 / 100;
  17422. // Foresight counter gets reduced even if the skill is not affected by it
  17423. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17424. status_change_end(bl, SC_MEMORIZE);
  17425. }
  17426. }
  17427. }
  17428. time = time * (1 - (float)reduce_cast_rate / 100);
  17429. }
  17430. #endif
  17431. // config cast time multiplier
  17432. if (battle_config.cast_rate != 100)
  17433. time = time * battle_config.cast_rate / 100;
  17434. // return final cast time
  17435. time = max((int)time, 0);
  17436. //ShowInfo("Castime castfix = %f\n",time);
  17437. return (int)time;
  17438. }
  17439. #ifndef RENEWAL_CAST
  17440. /**
  17441. * Get the skill cast time for Pre-Re cast
  17442. * @param bl: The caster
  17443. * @param time: Cast time before Status Change addition or reduction
  17444. * @return time: Modified castime after status change addition or reduction
  17445. */
  17446. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17447. {
  17448. if (time < 0)
  17449. return 0;
  17450. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17451. return (int)time;
  17452. status_change *sc = status_get_sc(bl);
  17453. if (sc && sc->count) {
  17454. if (!(flag&2)) {
  17455. if (sc->getSCE(SC_SLOWCAST))
  17456. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17457. if (sc->getSCE(SC_PARALYSIS))
  17458. time += sc->getSCE(SC_PARALYSIS)->val3;
  17459. if (sc->getSCE(SC_IZAYOI))
  17460. time -= time * 50 / 100;
  17461. if (sc->getSCE(SC_2011RWC_SCROLL))
  17462. time -= time * 5 / 100;
  17463. }
  17464. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17465. if(!(flag&2))
  17466. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17467. //Suffragium ends even if the skill is not affected by it
  17468. status_change_end(bl, SC_SUFFRAGIUM);
  17469. }
  17470. }
  17471. time = std::max(time, 0.0);
  17472. //ShowInfo("Castime castfix_sc = %f\n",time);
  17473. return (int)time;
  17474. }
  17475. #else
  17476. /**
  17477. * Get the skill cast time for RENEWAL_CAST.
  17478. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17479. * Additive value:
  17480. * Variable CastTime : time += value
  17481. * Fixed CastTime : fixed += value
  17482. * Multipicative value
  17483. * Variable CastTime : VARCAST_REDUCTION(value)
  17484. * Fixed CastTime : FIXEDCASTRATE2(value)
  17485. * @param bl: The caster
  17486. * @param time: Cast time without reduction
  17487. * @param skill_id: Skill ID of the casted skill
  17488. * @param skill_lv: Skill level of the casted skill
  17489. * @return time: Modified castime after status and bonus addition or reduction
  17490. */
  17491. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17492. {
  17493. nullpo_ret(bl);
  17494. if (time < 0)
  17495. return 0;
  17496. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17497. return (int)time;
  17498. status_change *sc = status_get_sc(bl);
  17499. map_session_data *sd = BL_CAST(BL_PC, bl);
  17500. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17501. uint8 flag = skill_get_castnodex(skill_id);
  17502. if (fixed < 0) {
  17503. if (battle_config.default_fixed_castrate > 0) {
  17504. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17505. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17506. } else
  17507. fixed = 0;
  17508. }
  17509. // Additive Variable Cast bonus adjustments by items
  17510. if (sd && !(flag&4)) {
  17511. if (sd->bonus.varcastrate != 0)
  17512. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17513. if (sd->bonus.fixcastrate != 0)
  17514. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17515. if (sd->bonus.add_varcast != 0)
  17516. time += sd->bonus.add_varcast; // bonus bVariableCast
  17517. if (sd->bonus.add_fixcast != 0)
  17518. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17519. for (const auto &it : sd->skillfixcast) {
  17520. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17521. fixed += it.val;
  17522. break;
  17523. }
  17524. }
  17525. for (const auto &it : sd->skillvarcast) {
  17526. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17527. time += it.val;
  17528. break;
  17529. }
  17530. }
  17531. for (const auto &it : sd->skillcastrate) {
  17532. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17533. reduce_cast_rate += it.val;
  17534. break;
  17535. }
  17536. }
  17537. for (const auto &it : sd->skillfixcastrate) {
  17538. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17539. fixcast_r = max(fixcast_r, it.val);
  17540. break;
  17541. }
  17542. }
  17543. }
  17544. // Adjusted by active statuses
  17545. if (sc && sc->count && !(flag&2)) {
  17546. // Multiplicative Variable CastTime values
  17547. if (sc->getSCE(SC_SLOWCAST))
  17548. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17549. if (sc->getSCE(SC__LAZINESS))
  17550. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17551. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17552. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17553. #ifndef RENEWAL
  17554. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17555. #endif
  17556. }
  17557. if (sc->getSCE(SC_MEMORIZE)) {
  17558. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17559. reduce_cast_rate += 50;
  17560. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17561. status_change_end(bl, SC_MEMORIZE);
  17562. }
  17563. }
  17564. if (sc->getSCE(SC_POEMBRAGI))
  17565. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17566. if (sc->getSCE(SC_IZAYOI))
  17567. VARCAST_REDUCTION(50);
  17568. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17569. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17570. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17571. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17572. if (sc->getSCE(SC_SOULFAIRY))
  17573. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17574. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17575. VARCAST_REDUCTION(80);
  17576. // Multiplicative Fixed CastTime values
  17577. if (sc->getSCE(SC_SECRAMENT))
  17578. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17579. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17580. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17581. if (sc->getSCE(SC_DANCEWITHWUG))
  17582. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17583. if (sc->getSCE(SC_HEAT_BARREL))
  17584. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17585. if (sc->getSCE(SC_FREEZING))
  17586. fixcast_r -= 50;
  17587. if (sc->getSCE(SC_SWINGDANCE))
  17588. fixcast_r = max(fixcast_r, skill_lv * 6);
  17589. // Additive Fixed CastTime values
  17590. if (sc->getSCE(SC_MANDRAGORA))
  17591. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17592. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17593. fixed -= 1000;
  17594. if (sc->getSCE(SC_IZAYOI))
  17595. fixed = 0;
  17596. if (sc->getSCE(SC_GLOOMYDAY))
  17597. fixed += skill_lv * 500;
  17598. if (sc->getSCE(SC_2011RWC_SCROLL))
  17599. VARCAST_REDUCTION(5);
  17600. }
  17601. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17602. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17603. if (varcast_r < 0)
  17604. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17605. // Apply Variable CastTime calculation by INT & DEX
  17606. if (!(flag&1))
  17607. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17608. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17609. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17610. return (int)time;
  17611. }
  17612. #endif
  17613. /*==========================================
  17614. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17615. *------------------------------------------*/
  17616. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17617. {
  17618. nullpo_ret(bl);
  17619. if (skill_id == SA_ABRACADABRA)
  17620. return 0; //Will use picked skill's delay.
  17621. if (bl->type&battle_config.no_skill_delay)
  17622. return battle_config.min_skill_delay_limit;
  17623. int delaynodex = skill_get_delaynodex(skill_id);
  17624. double time = skill_get_delay(skill_id, skill_lv);
  17625. if (time < 0)
  17626. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17627. status_change* sc = status_get_sc(bl);
  17628. // Delay reductions
  17629. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17630. case MO_TRIPLEATTACK:
  17631. case MO_CHAINCOMBO:
  17632. case MO_COMBOFINISH:
  17633. case CH_TIGERFIST:
  17634. case CH_CHAINCRUSH:
  17635. case SR_DRAGONCOMBO:
  17636. case SR_FALLENEMPIRE:
  17637. case SJ_PROMINENCEKICK:
  17638. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17639. if (time == 0)
  17640. time = 1000;
  17641. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17642. break;
  17643. #ifndef RENEWAL
  17644. case HP_BASILICA:
  17645. if (sc && !sc->getSCE(SC_BASILICA))
  17646. time = 0; // There is no Delay on Basilica creation, only on cancel
  17647. break;
  17648. #endif
  17649. default:
  17650. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17651. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17652. if (scale > 0)
  17653. time = time * scale / battle_config.castrate_dex_scale;
  17654. else //To be capped later to minimum.
  17655. time = 0;
  17656. }
  17657. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17658. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17659. if (scale > 0)
  17660. time = time * scale / battle_config.castrate_dex_scale;
  17661. else //To be capped later to minimum.
  17662. time = 0;
  17663. }
  17664. }
  17665. if (sc && sc->count) {
  17666. if (sc->getSCE(SC_SPIRIT)) {
  17667. switch (skill_id) {
  17668. case CR_SHIELDBOOMERANG:
  17669. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17670. time /= 2;
  17671. break;
  17672. case AS_SONICBLOW:
  17673. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17674. time /= 2;
  17675. break;
  17676. }
  17677. }
  17678. }
  17679. int delay = 0;
  17680. if (!(delaynodex&2)) {
  17681. if (sc && sc->count) {
  17682. if (sc->getSCE(SC_POEMBRAGI))
  17683. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17684. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17685. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17686. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17687. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17688. }
  17689. }
  17690. if (!(delaynodex&4) && bl->type == BL_PC) {
  17691. map_session_data* sd = (map_session_data*)bl;
  17692. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17693. delay += sd->bonus.delayrate;
  17694. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17695. if (it.id == skill_id) {
  17696. time += it.val;
  17697. break;
  17698. }
  17699. }
  17700. }
  17701. if (delay != 0)
  17702. time = time * (1 - (float)min(delay, 100) / 100);
  17703. if (battle_config.delay_rate != 100)
  17704. time = time * battle_config.delay_rate / 100;
  17705. //ShowInfo("Delay delayfix = %f\n",time);
  17706. return max((int)time,0);
  17707. }
  17708. /*==========================================
  17709. * Weapon Repair [Celest/DracoRPG]
  17710. *------------------------------------------*/
  17711. void skill_repairweapon( map_session_data& sd, int idx ){
  17712. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17713. ITEMID_IRON_ORE,
  17714. ITEMID_IRON,
  17715. ITEMID_STEEL,
  17716. ITEMID_ORIDECON_STONE,
  17717. #ifdef RENEWAL
  17718. 0
  17719. #endif
  17720. };
  17721. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17722. ITEMID_STEEL,
  17723. #ifdef RENEWAL
  17724. 0
  17725. #endif
  17726. };
  17727. t_itemid material = 0;
  17728. struct item *item;
  17729. map_session_data *target_sd;
  17730. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  17731. return;
  17732. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17733. return;
  17734. if( idx < 0 || idx >= MAX_INVENTORY )
  17735. return; //Invalid index??
  17736. item = &target_sd->inventory.u.items_inventory[idx];
  17737. if( !item->nameid || !item->attribute )
  17738. return; //Again invalid item....
  17739. if (itemdb_ishatched_egg(item))
  17740. return;
  17741. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  17742. clif_item_repaireffect( sd, idx, true );
  17743. return;
  17744. }
  17745. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17746. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17747. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17748. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17749. }
  17750. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  17751. clif_skill_fail( sd, sd.menuskill_id );
  17752. return;
  17753. }
  17754. clif_skill_nodamage(&sd.bl,&target_sd->bl,sd.menuskill_id,1,1);
  17755. item->attribute = 0;/* clear broken state */
  17756. clif_equiplist(target_sd);
  17757. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  17758. clif_item_repaireffect( sd, idx, false );
  17759. if( sd.status.char_id != target_sd->status.char_id )
  17760. clif_item_repaireffect( *target_sd, idx, false );
  17761. }
  17762. /*==========================================
  17763. * Item Appraisal
  17764. *------------------------------------------*/
  17765. void skill_identify(map_session_data *sd, int idx)
  17766. {
  17767. bool failure = true;
  17768. nullpo_retv(sd);
  17769. sd->state.workinprogress = WIP_DISABLE_NONE;
  17770. if(idx >= 0 && idx < MAX_INVENTORY) {
  17771. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17772. failure = false;
  17773. sd->inventory.u.items_inventory[idx].identify = 1;
  17774. }
  17775. }
  17776. clif_item_identified( *sd, idx, failure );
  17777. }
  17778. /*==========================================
  17779. * Weapon Refine [Celest]
  17780. *------------------------------------------*/
  17781. void skill_weaponrefine( map_session_data& sd, int idx ){
  17782. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17783. ITEMID_PHRACON,
  17784. ITEMID_EMVERETARCON,
  17785. ITEMID_ORIDECON,
  17786. ITEMID_ORIDECON,
  17787. #ifdef RENEWAL
  17788. 0
  17789. #endif
  17790. };
  17791. if (idx >= 0 && idx < MAX_INVENTORY)
  17792. {
  17793. struct item_data *ditem = sd.inventory_data[idx];
  17794. struct item* item = &sd.inventory.u.items_inventory[idx];
  17795. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17796. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17797. clif_skill_fail( sd, sd.menuskill_id );
  17798. return;
  17799. }
  17800. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  17801. clif_upgrademessage(&sd, 2, item->nameid);
  17802. return;
  17803. }
  17804. int i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  17805. if( i < 0 ) {
  17806. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  17807. return;
  17808. }
  17809. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17810. if( info == nullptr ){
  17811. clif_skill_fail( sd, sd.menuskill_id );
  17812. return;
  17813. }
  17814. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17815. if( cost == nullptr ){
  17816. clif_skill_fail( sd, sd.menuskill_id );
  17817. return;
  17818. }
  17819. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17820. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17821. clif_skill_fail( sd, sd.menuskill_id );
  17822. return;
  17823. }
  17824. int per = ( cost->chance / 100 );
  17825. if( sd.class_&JOBL_THIRD )
  17826. per += 10;
  17827. else
  17828. per += (((signed int)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17829. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17830. if (per > rnd() % 100) {
  17831. int ep=0;
  17832. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  17833. item->refine++;
  17834. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  17835. if(item->equip) {
  17836. ep = item->equip;
  17837. pc_unequipitem(&sd,idx,3);
  17838. }
  17839. clif_delitem(sd,idx,1,3);
  17840. clif_upgrademessage(&sd, 0, item->nameid);
  17841. clif_inventorylist(&sd);
  17842. clif_refine( sd, idx, ITEMREFINING_SUCCESS );
  17843. if( ditem->type == IT_WEAPON ){
  17844. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17845. }
  17846. if (ep)
  17847. pc_equipitem(&sd,idx,ep);
  17848. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
  17849. if(item->refine == 10 &&
  17850. item->card[0] == CARD0_FORGE &&
  17851. (int)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  17852. { // Fame point system [DracoRPG]
  17853. switch(ditem->weapon_level){
  17854. case 1:
  17855. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17856. break;
  17857. case 2:
  17858. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17859. break;
  17860. case 3:
  17861. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17862. break;
  17863. }
  17864. }
  17865. } else {
  17866. item->refine = 0;
  17867. if(item->equip)
  17868. pc_unequipitem(&sd,idx,3);
  17869. clif_upgrademessage(&sd, 1, item->nameid);
  17870. clif_refine( sd, idx, ITEMREFINING_FAILURE );
  17871. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  17872. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  17873. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_FAILURE );
  17874. clif_emotion(&sd.bl, ET_HUK);
  17875. }
  17876. }
  17877. }
  17878. }
  17879. /*==========================================
  17880. *
  17881. *------------------------------------------*/
  17882. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17883. {
  17884. nullpo_ret(sd);
  17885. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17886. return 0;
  17887. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17888. uint16 maxlv = 1;
  17889. if (skill_lv == 0 || lv == 0)
  17890. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17891. #ifdef RENEWAL
  17892. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17893. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17894. else
  17895. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17896. #else
  17897. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17898. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17899. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17900. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17901. else if(skill_lv==2) maxlv=1;
  17902. else if(skill_lv==3) maxlv=2;
  17903. else if(skill_lv>=4) maxlv=3;
  17904. }
  17905. else if(skill_id==MG_SOULSTRIKE){
  17906. if(skill_lv==5) maxlv=1;
  17907. else if(skill_lv==6) maxlv=2;
  17908. else if(skill_lv>=7) maxlv=3;
  17909. }
  17910. else if(skill_id==MG_FIREBALL){
  17911. if(skill_lv==8) maxlv=1;
  17912. else if(skill_lv>=9) maxlv=2;
  17913. }
  17914. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17915. else return 0;
  17916. #endif
  17917. maxlv = min(lv, maxlv);
  17918. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17919. skill_get_time(SA_AUTOSPELL,skill_lv));
  17920. return 0;
  17921. }
  17922. /**
  17923. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17924. * @param bl: Player object
  17925. * @param ap: va_arg list
  17926. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17927. */
  17928. static int skill_sit_count(struct block_list *bl, va_list ap)
  17929. {
  17930. map_session_data *sd = (map_session_data*)bl;
  17931. int flag = va_arg(ap, int);
  17932. if (!pc_issit(sd))
  17933. return 0;
  17934. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17935. return 1;
  17936. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17937. return 1;
  17938. return 0;
  17939. }
  17940. /**
  17941. * Triggered when a player sits down to activate bonus states.
  17942. * @param bl: Player object
  17943. * @param ap: va_arg list
  17944. * @return 0
  17945. */
  17946. static int skill_sit_in(struct block_list *bl, va_list ap)
  17947. {
  17948. map_session_data *sd = (map_session_data*)bl;
  17949. int flag = va_arg(ap, int);
  17950. if (!pc_issit(sd))
  17951. return 0;
  17952. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17953. sd->state.gangsterparadise = 1;
  17954. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17955. sd->state.rest = 1;
  17956. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17957. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17958. }
  17959. return 0;
  17960. }
  17961. /**
  17962. * Triggered when a player stands up to deactivate bonus states.
  17963. * @param bl: Player object
  17964. * @param ap: va_arg list
  17965. * @return 0
  17966. */
  17967. static int skill_sit_out(struct block_list *bl, va_list ap)
  17968. {
  17969. map_session_data *sd = (map_session_data*)bl;
  17970. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17971. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17972. return 0;
  17973. if (flag&1 && sd->state.gangsterparadise)
  17974. sd->state.gangsterparadise = 0;
  17975. if (flag&2 && sd->state.rest) {
  17976. sd->state.rest = 0;
  17977. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17978. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17979. }
  17980. return 0;
  17981. }
  17982. /**
  17983. * Toggle Sit icon and player bonuses when sitting/standing.
  17984. * @param sd: Player data
  17985. * @param sitting: True when sitting or false when standing
  17986. * @return 0
  17987. */
  17988. int skill_sit(map_session_data *sd, bool sitting)
  17989. {
  17990. int flag = 0, range = 0, lv;
  17991. nullpo_ret(sd);
  17992. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17993. flag |= 1;
  17994. range = skill_get_splash(RG_GANGSTER, lv);
  17995. }
  17996. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17997. flag |= 2;
  17998. range = skill_get_splash(TK_HPTIME, lv);
  17999. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  18000. flag |= 2;
  18001. range = skill_get_splash(TK_SPTIME, lv);
  18002. }
  18003. if (sitting)
  18004. clif_status_load(&sd->bl, EFST_SIT, 1);
  18005. else
  18006. clif_status_load(&sd->bl, EFST_SIT, 0);
  18007. if (!flag) // No need to count area if no skills are learned.
  18008. return 0;
  18009. if (sitting) {
  18010. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18011. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18012. } else
  18013. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18014. return 0;
  18015. }
  18016. /*==========================================
  18017. * Do Forstjoke/Scream effect
  18018. *------------------------------------------*/
  18019. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18020. {
  18021. struct block_list *src;
  18022. uint16 skill_id,skill_lv;
  18023. t_tick tick;
  18024. nullpo_ret(bl);
  18025. nullpo_ret(src = va_arg(ap,struct block_list*));
  18026. skill_id = va_arg(ap,int);
  18027. skill_lv = va_arg(ap,int);
  18028. if(!skill_lv)
  18029. return 0;
  18030. tick = va_arg(ap,t_tick);
  18031. if (src == bl || status_isdead(bl))
  18032. return 0;
  18033. if (bl->type == BL_PC) {
  18034. map_session_data *sd = (map_session_data *)bl;
  18035. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18036. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18037. }
  18038. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18039. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  18040. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18041. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  18042. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18043. return 0;
  18044. }
  18045. /**
  18046. * Set map cell flag as skill unit effect
  18047. * @param src Skill unit
  18048. * @param skill_id
  18049. * @param skill_lv
  18050. * @param cell Cell type cell_t
  18051. * @param flag 0/1
  18052. */
  18053. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18054. {
  18055. int range = skill_get_unit_range(skill_id,skill_lv);
  18056. int x, y;
  18057. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18058. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18059. map_setcell(src->bl.m, x, y, cell, flag);
  18060. }
  18061. /**
  18062. * Do skill attack area (such splash effect) around the 'first' target.
  18063. * First target will skip skill condition, always receive damage. But,
  18064. * around it, still need target/condition validation by
  18065. * battle_check_target and status_check_skilluse
  18066. * @param bl
  18067. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18068. */
  18069. int skill_attack_area(struct block_list *bl, va_list ap)
  18070. {
  18071. struct block_list *src,*dsrc;
  18072. int atk_type,skill_id,skill_lv,flag,type;
  18073. t_tick tick;
  18074. if(status_isdead(bl))
  18075. return 0;
  18076. atk_type = va_arg(ap,int);
  18077. src = va_arg(ap,struct block_list*);
  18078. dsrc = va_arg(ap,struct block_list*);
  18079. skill_id = va_arg(ap,int);
  18080. skill_lv = va_arg(ap,int);
  18081. tick = va_arg(ap,t_tick);
  18082. flag = va_arg(ap,int);
  18083. type = va_arg(ap,int);
  18084. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18085. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18086. }
  18087. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18088. !status_check_skilluse(nullptr, bl, skill_id, 2))
  18089. return 0;
  18090. switch (skill_id) {
  18091. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18092. if (src->x == bl->x && src->y == bl->y)
  18093. return 0; //Does not hit current cell
  18094. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18095. return 0;
  18096. [[fallthrough]];
  18097. case NPC_ACIDBREATH:
  18098. case NPC_DARKNESSBREATH:
  18099. case NPC_FIREBREATH:
  18100. case NPC_ICEBREATH:
  18101. case NPC_ICEBREATH2:
  18102. case NPC_THUNDERBREATH:
  18103. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18104. default:
  18105. //Area-splash, disable skill animation.
  18106. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  18107. }
  18108. }
  18109. /**
  18110. * Clear skill unit group
  18111. * @param bl: Unit to check
  18112. * @param flag: Skill group to clear
  18113. */
  18114. int skill_clear_group(block_list *bl, uint8 flag)
  18115. {
  18116. nullpo_ret(bl);
  18117. unit_data *ud = unit_bl2ud(bl);
  18118. if (ud == nullptr)
  18119. return 0;
  18120. size_t count = 0;
  18121. bool deleted = false;
  18122. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18123. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  18124. switch ((*it)->skill_id) {
  18125. case SA_DELUGE:
  18126. case SA_VOLCANO:
  18127. case SA_VIOLENTGALE:
  18128. case SA_LANDPROTECTOR:
  18129. case NJ_SUITON:
  18130. case NJ_KAENSIN:
  18131. case SC_CHAOSPANIC:
  18132. case MH_POISON_MIST:
  18133. case MH_LAVA_SLIDE:
  18134. if (flag & 1) {
  18135. skill_delunitgroup(*it);
  18136. count++;
  18137. deleted = true;
  18138. }
  18139. break;
  18140. case SO_CLOUD_KILL:
  18141. case NPC_CLOUD_KILL:
  18142. if (flag & 4) {
  18143. skill_delunitgroup(*it);
  18144. count++;
  18145. deleted = true;
  18146. }
  18147. break;
  18148. case SO_WARMER:
  18149. if (flag & 8) {
  18150. skill_delunitgroup(*it);
  18151. count++;
  18152. deleted = true;
  18153. }
  18154. break;
  18155. default:
  18156. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  18157. skill_delunitgroup(*it);
  18158. count++;
  18159. deleted = true;
  18160. }
  18161. break;
  18162. }
  18163. }
  18164. return static_cast<int>(count);
  18165. }
  18166. /**
  18167. * Returns the first element field found [Skotlex]
  18168. * @param bl
  18169. * @return s_skill_unit_group
  18170. */
  18171. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  18172. {
  18173. nullpo_ret(bl);
  18174. unit_data *ud = unit_bl2ud(bl);
  18175. if (ud == nullptr)
  18176. return nullptr;
  18177. for (const auto su : ud->skillunits) {
  18178. switch (su->skill_id) {
  18179. case SA_DELUGE:
  18180. case SA_VOLCANO:
  18181. case SA_VIOLENTGALE:
  18182. case SA_LANDPROTECTOR:
  18183. case NJ_SUITON:
  18184. case SO_CLOUD_KILL:
  18185. case NPC_CLOUD_KILL:
  18186. case SO_WARMER:
  18187. case SC_CHAOSPANIC:
  18188. case MH_POISON_MIST:
  18189. case MH_LAVA_SLIDE:
  18190. return su;
  18191. }
  18192. }
  18193. return nullptr;
  18194. }
  18195. /// Graffiti cleaner [Valaris]
  18196. int skill_graffitiremover(struct block_list *bl, va_list ap)
  18197. {
  18198. struct skill_unit *unit = nullptr;
  18199. int remove = va_arg(ap, int);
  18200. nullpo_retr(0, bl);
  18201. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  18202. return 0;
  18203. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  18204. if (remove == 1)
  18205. skill_delunit(unit);
  18206. return 1;
  18207. }
  18208. return 0;
  18209. }
  18210. /// Greed effect
  18211. int skill_greed(struct block_list *bl, va_list ap)
  18212. {
  18213. struct block_list *src;
  18214. map_session_data *sd = nullptr;
  18215. struct flooritem_data *fitem = nullptr;
  18216. nullpo_ret(bl);
  18217. nullpo_ret(src = va_arg(ap, struct block_list *));
  18218. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  18219. pc_takeitem(sd, fitem);
  18220. return 0;
  18221. }
  18222. /// Ranger's Detonator [Jobbie/3CeAM]
  18223. int skill_detonator(struct block_list *bl, va_list ap)
  18224. {
  18225. nullpo_ret(bl);
  18226. if (bl->type != BL_SKILL)
  18227. return 0;
  18228. block_list *src = va_arg(ap, block_list *);
  18229. skill_unit *unit = (skill_unit *)bl;
  18230. if (unit == nullptr)
  18231. return 0;
  18232. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18233. if (group == nullptr || group->src_id != src->id)
  18234. return 0;
  18235. int unit_id = group->unit_id;
  18236. switch( unit_id )
  18237. { //List of Hunter and Ranger Traps that can be detonate.
  18238. case UNT_BLASTMINE:
  18239. case UNT_SANDMAN:
  18240. case UNT_CLAYMORETRAP:
  18241. case UNT_TALKIEBOX:
  18242. case UNT_CLUSTERBOMB:
  18243. case UNT_FIRINGTRAP:
  18244. case UNT_ICEBOUNDTRAP:
  18245. switch(unit_id) {
  18246. case UNT_TALKIEBOX:
  18247. clif_talkiebox(bl,group->valstr);
  18248. group->val2 = -1;
  18249. break;
  18250. case UNT_CLAYMORETRAP:
  18251. case UNT_FIRINGTRAP:
  18252. case UNT_ICEBOUNDTRAP:
  18253. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  18254. break;
  18255. default:
  18256. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  18257. break;
  18258. }
  18259. if (unit->group == nullptr)
  18260. return 0;
  18261. clif_changetraplook(bl, UNT_USED_TRAPS);
  18262. group->unit_id = UNT_USED_TRAPS;
  18263. group->limit = DIFF_TICK(gettick(),group->tick) +
  18264. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18265. break;
  18266. }
  18267. return 0;
  18268. }
  18269. /**
  18270. * Calculate Royal Guard's Banding bonus
  18271. * @param sd: Player data
  18272. * @return Number of Royal Guard
  18273. */
  18274. int skill_banding_count(map_session_data *sd)
  18275. {
  18276. nullpo_ret(sd);
  18277. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18278. }
  18279. /**
  18280. * Rebellion's Bind Trap explosion
  18281. * @author [Cydh]
  18282. */
  18283. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  18284. struct skill_unit *su = nullptr;
  18285. struct block_list *src = nullptr;
  18286. nullpo_ret(bl);
  18287. src = va_arg(ap,struct block_list *);
  18288. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18289. return 0;
  18290. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18291. return 0;
  18292. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18293. clif_changetraplook(bl, UNT_USED_TRAPS);
  18294. su->group->unit_id = UNT_USED_TRAPS;
  18295. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18296. return 1;
  18297. }
  18298. /*==========================================
  18299. * Check new skill unit cell when overlapping in other skill unit cell.
  18300. * Catched skill in cell value pushed to *unit pointer.
  18301. * Set (*alive) to 0 will ends 'new unit' check
  18302. *------------------------------------------*/
  18303. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  18304. {
  18305. uint16 skill_id;
  18306. int *alive;
  18307. struct skill_unit *unit;
  18308. skill_id = va_arg(ap,int);
  18309. alive = va_arg(ap,int *);
  18310. unit = (struct skill_unit *)bl;
  18311. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  18312. return 0;
  18313. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18314. return 0;
  18315. switch (skill_id) {
  18316. case SA_LANDPROTECTOR: {
  18317. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18318. (*alive) = 0;
  18319. skill_delunit(unit);
  18320. return 1;
  18321. }
  18322. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18323. //It deletes everything except traps and barriers
  18324. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18325. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18326. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18327. skill_delunitgroup(unit->group);
  18328. } else
  18329. skill_delunit(unit);
  18330. return 1;
  18331. }
  18332. }
  18333. break;
  18334. case GN_CRAZYWEED_ATK:
  18335. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18336. break;
  18337. [[fallthrough]];
  18338. case HW_GANBANTEIN:
  18339. case LG_EARTHDRIVE:
  18340. // Officially songs/dances are removed
  18341. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18342. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18343. skill_delunitgroup(unit->group);
  18344. } else
  18345. skill_delunit(unit);
  18346. return 1;
  18347. case SA_VOLCANO:
  18348. case SA_DELUGE:
  18349. case SA_VIOLENTGALE:
  18350. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18351. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18352. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18353. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18354. {
  18355. (*alive) = 0;
  18356. return 1;
  18357. }
  18358. /*
  18359. switch (unit->group->skill_id)
  18360. { //These cannot override each other.
  18361. case SA_VOLCANO:
  18362. case SA_DELUGE:
  18363. case SA_VIOLENTGALE:
  18364. (*alive) = 0;
  18365. return 1;
  18366. }
  18367. */
  18368. break;
  18369. case PF_FOGWALL:
  18370. switch(unit->group->skill_id) {
  18371. case SA_VOLCANO: //Can't be placed on top of these
  18372. case SA_VIOLENTGALE:
  18373. (*alive) = 0;
  18374. return 1;
  18375. case SA_DELUGE:
  18376. case NJ_SUITON:
  18377. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18378. (*alive) = 2;
  18379. break;
  18380. }
  18381. break;
  18382. case WZ_WATERBALL:
  18383. switch (unit->group->skill_id) {
  18384. case SA_DELUGE:
  18385. case NJ_SUITON:
  18386. //Consumes deluge/suiton
  18387. skill_delunit(unit);
  18388. return 1;
  18389. }
  18390. break;
  18391. case WZ_ICEWALL:
  18392. #ifndef RENEWAL
  18393. case HP_BASILICA:
  18394. case HW_GRAVITATION:
  18395. #endif
  18396. //These can't be placed on top of themselves (duration can't be refreshed)
  18397. if (unit->group->skill_id == skill_id)
  18398. {
  18399. (*alive) = 0;
  18400. return 1;
  18401. }
  18402. break;
  18403. case RL_FIRE_RAIN: {
  18404. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18405. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18406. if (uf[UF_RANGEDSINGLEUNIT]) {
  18407. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18408. skill_delunitgroup(unit->group);
  18409. } else
  18410. skill_delunit(unit);
  18411. return 1;
  18412. }
  18413. }
  18414. break;
  18415. }
  18416. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18417. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18418. (*alive) = 0;
  18419. return 1;
  18420. }
  18421. return 0;
  18422. }
  18423. /*==========================================
  18424. * Splash effect for skill unit 'trap type'.
  18425. * Chance triggered when damaged, timeout, or char step on it.
  18426. *------------------------------------------*/
  18427. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18428. {
  18429. struct block_list *src = va_arg(ap,struct block_list *);
  18430. struct skill_unit *unit = nullptr;
  18431. t_tick tick = va_arg(ap,t_tick);
  18432. struct block_list *ss; //Skill src bl
  18433. nullpo_ret(src);
  18434. unit = (struct skill_unit *)src;
  18435. if (!unit || !unit->alive || bl->prev == nullptr)
  18436. return 0;
  18437. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18438. if (sg == nullptr)
  18439. return 0;
  18440. nullpo_ret(ss = map_id2bl(sg->src_id));
  18441. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18442. return 0;
  18443. switch (sg->unit_id) {
  18444. case UNT_B_TRAP:
  18445. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18446. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18447. break;
  18448. case UNT_SHOCKWAVE:
  18449. case UNT_SANDMAN:
  18450. case UNT_FLASHER:
  18451. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18452. break;
  18453. case UNT_GROUNDDRIFT_WIND:
  18454. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18455. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18456. break;
  18457. case UNT_GROUNDDRIFT_DARK:
  18458. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18459. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18460. break;
  18461. case UNT_GROUNDDRIFT_POISON:
  18462. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18463. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18464. break;
  18465. case UNT_GROUNDDRIFT_WATER:
  18466. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18467. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18468. break;
  18469. case UNT_GROUNDDRIFT_FIRE:
  18470. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18471. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18472. break;
  18473. case UNT_ELECTRICSHOCKER:
  18474. if (bl->id != ss->id) {
  18475. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18476. break;
  18477. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18478. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18479. clif_fixpos( *bl );
  18480. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18481. }
  18482. }
  18483. break;
  18484. case UNT_MAGENTATRAP:
  18485. case UNT_COBALTTRAP:
  18486. case UNT_MAIZETRAP:
  18487. case UNT_VERDURETRAP:
  18488. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18489. struct status_data *status = status_get_status_data(bl);
  18490. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18491. status->ele_lv = (unsigned char)sg->skill_lv;
  18492. }
  18493. break;
  18494. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18495. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18496. break;
  18497. case UNT_FIRINGTRAP:
  18498. case UNT_ICEBOUNDTRAP:
  18499. if( src->id == bl->id ) break;
  18500. if( bl->type == BL_SKILL ) {
  18501. struct skill_unit *su = (struct skill_unit *)bl;
  18502. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18503. break;
  18504. }
  18505. [[fallthrough]];
  18506. case UNT_CLUSTERBOMB:
  18507. if( ss != bl )
  18508. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18509. break;
  18510. case UNT_CLAYMORETRAP:
  18511. if( src->id == bl->id ) break;
  18512. if( bl->type == BL_SKILL ) {
  18513. struct skill_unit *su = (struct skill_unit *)bl;
  18514. if (!su)
  18515. return 0;
  18516. switch(su->group->unit_id) {
  18517. case UNT_CLAYMORETRAP:
  18518. case UNT_LANDMINE:
  18519. case UNT_BLASTMINE:
  18520. case UNT_SHOCKWAVE:
  18521. case UNT_SANDMAN:
  18522. case UNT_FLASHER:
  18523. case UNT_FREEZINGTRAP:
  18524. case UNT_FIRINGTRAP:
  18525. case UNT_ICEBOUNDTRAP:
  18526. clif_changetraplook(bl, UNT_USED_TRAPS);
  18527. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18528. su->group->unit_id = UNT_USED_TRAPS;
  18529. break;
  18530. }
  18531. }
  18532. [[fallthrough]];
  18533. default: {
  18534. int split_count = 0;
  18535. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18536. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18537. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18538. }
  18539. break;
  18540. }
  18541. return 1;
  18542. }
  18543. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18544. {
  18545. uint16 skill_id, skill_lv;
  18546. struct skill_unit *unit;
  18547. nullpo_ret(bl);
  18548. skill_id = va_arg(ap,int);
  18549. skill_lv = va_arg(ap,int);
  18550. unit = (struct skill_unit *)bl;
  18551. if( unit == nullptr || unit->group == nullptr )
  18552. return 0;
  18553. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18554. return 0;
  18555. if( unit->group->skill_id == SC_MAELSTROM ) {
  18556. struct block_list *src;
  18557. if( (src = map_id2bl(unit->group->src_id)) ){
  18558. int sp = unit->group->skill_lv * skill_lv;
  18559. if( src->type == BL_PC )
  18560. sp += ((TBL_PC*)src)->status.job_level / 5;
  18561. status_heal(src, 0, sp/2, 1);
  18562. }
  18563. }
  18564. return 0;
  18565. }
  18566. /**
  18567. * Check cloaking condition
  18568. * @param bl
  18569. * @param sce
  18570. * @return True if near wall; False otherwise
  18571. */
  18572. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18573. {
  18574. bool wall = true;
  18575. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18576. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18577. { //Check for walls.
  18578. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18579. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18580. int i;
  18581. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18582. if( i == 8 )
  18583. wall = false;
  18584. }
  18585. if( sce ) {
  18586. if( !wall ) {
  18587. if( sce->val1 < 3 ) //End cloaking.
  18588. status_change_end(bl, SC_CLOAKING);
  18589. else if( sce->val4&1 ) { //Remove wall bonus
  18590. sce->val4&=~1;
  18591. status_calc_bl(bl, { SCB_SPEED });
  18592. }
  18593. } else {
  18594. if( !(sce->val4&1) ) { //Add wall speed bonus
  18595. sce->val4|=1;
  18596. status_calc_bl(bl, { SCB_SPEED });
  18597. }
  18598. }
  18599. }
  18600. return wall;
  18601. }
  18602. /** Check Shadow Form on the target
  18603. * @param bl: Target
  18604. * @param damage: Damage amount
  18605. * @param hit
  18606. * @return true - in Shadow Form state; false - otherwise
  18607. */
  18608. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18609. {
  18610. status_change *sc;
  18611. nullpo_retr(false,bl);
  18612. if (!damage)
  18613. return false;
  18614. sc = status_get_sc(bl);
  18615. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18616. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18617. if( !src || src->m != bl->m ) {
  18618. status_change_end(bl, SC__SHADOWFORM);
  18619. return false;
  18620. }
  18621. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18622. if( src->type == BL_PC )
  18623. ((TBL_PC*)src)->shadowform_id = 0;
  18624. status_change_end(bl, SC__SHADOWFORM);
  18625. return false;
  18626. }
  18627. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18628. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18629. status_change_end(bl, SC__SHADOWFORM);
  18630. if( src->type == BL_PC )
  18631. ((TBL_PC*)src)->shadowform_id = 0;
  18632. }
  18633. return true;
  18634. }
  18635. return false;
  18636. }
  18637. /**
  18638. * Check camouflage condition
  18639. * @param bl
  18640. * @param sce
  18641. * @return True if near wall; False otherwise
  18642. * @TODO: Seems wrong
  18643. */
  18644. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18645. {
  18646. bool wall = true;
  18647. if( bl->type == BL_PC ) { //Check for walls.
  18648. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18649. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18650. int i;
  18651. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18652. if( i == 8 )
  18653. wall = false;
  18654. }
  18655. if( sce ) {
  18656. if( !wall && sce->val1 < 3 ) //End camouflage.
  18657. status_change_end(bl, SC_CAMOUFLAGE);
  18658. status_calc_bl(bl, { SCB_SPEED });
  18659. }
  18660. return wall;
  18661. }
  18662. /**
  18663. * Process skill unit visibilty for single BL in area
  18664. * @param bl
  18665. * @param ap
  18666. * @author [Cydh]
  18667. **/
  18668. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18669. struct skill_unit *su = nullptr;
  18670. struct block_list *src = nullptr;
  18671. unsigned int party1 = 0;
  18672. bool visible = true;
  18673. nullpo_ret(bl);
  18674. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18675. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18676. party1 = va_arg(ap, unsigned int);
  18677. if (src != bl) {
  18678. unsigned int party2 = status_get_party_id(bl);
  18679. if (!party1 || !party2 || party1 != party2)
  18680. visible = false;
  18681. }
  18682. clif_getareachar_skillunit(bl, su, SELF, visible);
  18683. return 1;
  18684. }
  18685. /**
  18686. * Check for skill unit visibilty in area on
  18687. * - skill first placement
  18688. * - skill moved (knocked back, moved dance)
  18689. * @param su Skill unit
  18690. * @param target Affected target for this visibility @see enum send_target
  18691. * @author [Cydh]
  18692. **/
  18693. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18694. nullpo_retv(su);
  18695. if (!su->hidden) // It's not hidden, just do this!
  18696. clif_getareachar_skillunit(&su->bl, su, target, true);
  18697. else {
  18698. struct block_list *src = battle_get_master(&su->bl);
  18699. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18700. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18701. }
  18702. }
  18703. /**
  18704. * Check for skill unit visibilty on single BL on insight/spawn action
  18705. * @param su Skill unit
  18706. * @param bl Block list
  18707. * @author [Cydh]
  18708. **/
  18709. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18710. bool visible = true;
  18711. struct block_list *src = nullptr;
  18712. nullpo_retv(bl);
  18713. nullpo_retv(su);
  18714. nullpo_retv((src = battle_get_master(&su->bl)));
  18715. if (su->hidden && src != bl) {
  18716. unsigned int party1 = status_get_party_id(src);
  18717. unsigned int party2 = status_get_party_id(bl);
  18718. if (!party1 || !party2 || party1 != party2)
  18719. visible = false;
  18720. }
  18721. clif_getareachar_skillunit(bl, su, SELF, visible);
  18722. }
  18723. /**
  18724. * Initialize new skill unit for skill unit group.
  18725. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18726. * @param group Skill unit group
  18727. * @param idx
  18728. * @param x
  18729. * @param y
  18730. * @param val1
  18731. * @param val2
  18732. */
  18733. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18734. {
  18735. if (group == nullptr || group->unit == nullptr)
  18736. return nullptr;
  18737. skill_unit *unit = &group->unit[idx];
  18738. if (unit == nullptr)
  18739. return nullptr;
  18740. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18741. return unit;
  18742. if(!unit->alive)
  18743. group->alive_count++;
  18744. unit->bl.id = map_get_new_object_id();
  18745. unit->bl.type = BL_SKILL;
  18746. unit->bl.m = group->map;
  18747. unit->bl.x = x;
  18748. unit->bl.y = y;
  18749. unit->group = group;
  18750. unit->alive = 1;
  18751. unit->val1 = val1;
  18752. unit->val2 = val2;
  18753. unit->hidden = hidden;
  18754. // Stores new skill unit
  18755. idb_put(skillunit_db, unit->bl.id, unit);
  18756. map_addiddb(&unit->bl);
  18757. if(map_addblock(&unit->bl))
  18758. return nullptr;
  18759. // Perform oninit actions
  18760. switch (group->skill_id) {
  18761. case WZ_ICEWALL:
  18762. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18763. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18764. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18765. break;
  18766. case SA_LANDPROTECTOR:
  18767. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18768. break;
  18769. #ifndef RENEWAL
  18770. case HP_BASILICA:
  18771. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18772. break;
  18773. #endif
  18774. case SC_MAELSTROM:
  18775. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18776. break;
  18777. default:
  18778. if (group->state.song_dance&0x1) //Check for dissonance.
  18779. skill_dance_overlap(unit, 1);
  18780. break;
  18781. }
  18782. skill_getareachar_skillunit_visibilty(unit, AREA);
  18783. return unit;
  18784. }
  18785. /**
  18786. * Remove unit
  18787. * @param unit
  18788. */
  18789. int skill_delunit(struct skill_unit* unit)
  18790. {
  18791. nullpo_ret(unit);
  18792. if( !unit->alive )
  18793. return 0;
  18794. unit->alive = 0;
  18795. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18796. if (group == nullptr)
  18797. return 0;
  18798. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18799. skill_dance_overlap(unit, 0);
  18800. // invoke onout event
  18801. if( !unit->range )
  18802. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18803. // perform ondelete actions
  18804. switch (group->skill_id) {
  18805. case HT_ANKLESNARE:
  18806. case SC_ESCAPE:
  18807. {
  18808. struct block_list* target = map_id2bl(group->val2);
  18809. if( target )
  18810. status_change_end(target, SC_ANKLE);
  18811. }
  18812. break;
  18813. case WZ_ICEWALL:
  18814. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18815. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18816. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18817. break;
  18818. case SA_LANDPROTECTOR:
  18819. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18820. break;
  18821. #ifndef RENEWAL
  18822. case HP_BASILICA:
  18823. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18824. break;
  18825. #endif
  18826. case RA_ELECTRICSHOCKER: {
  18827. struct block_list* target = map_id2bl(group->val2);
  18828. if( target )
  18829. status_change_end(target, SC_ELECTRICSHOCKER);
  18830. }
  18831. break;
  18832. case SC_MAELSTROM:
  18833. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18834. break;
  18835. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18836. if( group->val2 ) { // Someone Traped
  18837. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18838. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18839. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18840. }
  18841. break;
  18842. }
  18843. clif_skill_delunit( *unit );
  18844. unit->group=nullptr;
  18845. map_delblock(&unit->bl); // don't free yet
  18846. map_deliddb(&unit->bl);
  18847. idb_remove(skillunit_db, unit->bl.id);
  18848. if(--group->alive_count==0)
  18849. skill_delunitgroup(group);
  18850. return 0;
  18851. }
  18852. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18853. /// Returns the target s_skill_unit_group or nullptr if not found.
  18854. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18855. return util::umap_find(skillunit_group_db, group_id);
  18856. }
  18857. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18858. /**
  18859. * Returns a new group_id that isn't being used in skillunit_group_db.
  18860. * Fatal error if nothing is available.
  18861. */
  18862. static int skill_get_new_group_id(void)
  18863. {
  18864. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  18865. return skill_unit_group_newid++;// available
  18866. {// find next id
  18867. int base_id = skill_unit_group_newid;
  18868. while( base_id != ++skill_unit_group_newid )
  18869. {
  18870. if( skill_unit_group_newid < MAX_SKILL )
  18871. skill_unit_group_newid = MAX_SKILL;
  18872. if( skill_id2group(skill_unit_group_newid) == nullptr )
  18873. return skill_unit_group_newid++;// available
  18874. }
  18875. // full loop, nothing available
  18876. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18877. exit(1);
  18878. }
  18879. }
  18880. /**
  18881. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18882. * @param src Object that cast the skill
  18883. * @param count How many 'cells' used that needed. Related with skill layout
  18884. * @param skill_id ID of used skill
  18885. * @param skill_lv Skill level of used skill
  18886. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18887. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18888. * @param interval Time interval
  18889. * @return s_skill_unit_group
  18890. */
  18891. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18892. {
  18893. nullpo_retr(nullptr, src);
  18894. unit_data *ud = unit_bl2ud(src);
  18895. nullpo_retr(nullptr, ud);
  18896. if (skill_id == 0 || skill_lv == 0)
  18897. return 0;
  18898. auto group = std::make_shared<s_skill_unit_group>();
  18899. group->src_id = src->id;
  18900. group->party_id = status_get_party_id(src);
  18901. group->guild_id = status_get_guild_id(src);
  18902. group->bg_id = bg_team_get_id(src);
  18903. group->group_id = skill_get_new_group_id();
  18904. group->link_group_id = 0;
  18905. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18906. group->unit_count = count;
  18907. group->alive_count = 0;
  18908. group->val1 = 0;
  18909. group->val2 = 0;
  18910. group->val3 = 0;
  18911. group->skill_id = skill_id;
  18912. group->skill_lv = skill_lv;
  18913. group->unit_id = unit_id;
  18914. group->map = src->m;
  18915. group->limit = limit;
  18916. group->interval = interval;
  18917. group->tick = gettick();
  18918. group->valstr = nullptr;
  18919. ud->skillunits.push_back(group);
  18920. // Stores this new group
  18921. skillunit_group_db.insert({ group->group_id, group });
  18922. return group;
  18923. }
  18924. /**
  18925. * Remove skill unit group
  18926. * @param group
  18927. * @param file
  18928. * @param line
  18929. * @param *func
  18930. */
  18931. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18932. {
  18933. struct block_list* src;
  18934. struct unit_data *ud;
  18935. short i;
  18936. int link_group_id;
  18937. if( group == nullptr ) {
  18938. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18939. return 0;
  18940. }
  18941. src = map_id2bl(group->src_id);
  18942. ud = unit_bl2ud(src);
  18943. if (!src || !ud) {
  18944. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18945. return 0;
  18946. }
  18947. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18948. switch( group->skill_id ) {
  18949. case BA_DISSONANCE:
  18950. case BA_POEMBRAGI:
  18951. case BA_WHISTLE:
  18952. case BA_ASSASSINCROSS:
  18953. case BA_APPLEIDUN:
  18954. case DC_UGLYDANCE:
  18955. case DC_HUMMING:
  18956. case DC_DONTFORGETME:
  18957. case DC_FORTUNEKISS:
  18958. case DC_SERVICEFORYOU:
  18959. case NC_NEUTRALBARRIER:
  18960. case NC_STEALTHFIELD:
  18961. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18962. break;
  18963. }
  18964. }
  18965. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18966. status_change* sc = status_get_sc(src);
  18967. if (sc && sc->getSCE(SC_DANCING)) {
  18968. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18969. status_change_end(src, SC_DANCING);
  18970. }
  18971. }
  18972. // End SC from the master when the skill group is deleted
  18973. i = SC_NONE;
  18974. switch (group->unit_id) {
  18975. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18976. #ifndef RENEWAL
  18977. case UNT_BASILICA: i = SC_BASILICA; break;
  18978. #endif
  18979. }
  18980. if (i != SC_NONE) {
  18981. status_change *sc = status_get_sc(src);
  18982. if (sc && sc->getSCE(i)) {
  18983. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18984. status_change_end(src, (sc_type)i);
  18985. }
  18986. }
  18987. switch( group->skill_id ) {
  18988. case PF_SPIDERWEB:
  18989. {
  18990. struct block_list* target = map_id2bl(group->val2);
  18991. status_change *sc;
  18992. bool removed = true;
  18993. //Clear group id from status change
  18994. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  18995. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18996. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18997. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18998. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18999. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  19000. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  19001. else //Group was already removed in status_change_end, don't call it again!
  19002. removed = false;
  19003. //The last group was cleared, end status change
  19004. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19005. status_change_end(target, SC_SPIDERWEB);
  19006. }
  19007. }
  19008. break;
  19009. case SG_SUN_WARM:
  19010. case SG_MOON_WARM:
  19011. case SG_STAR_WARM: {
  19012. status_change *sc = status_get_sc(src);
  19013. if (sc && sc->getSCE(SC_WARM)) {
  19014. sc->getSCE(SC_WARM)->val4 = 0;
  19015. status_change_end(src, SC_WARM);
  19016. }
  19017. }
  19018. break;
  19019. case LG_BANDING: {
  19020. status_change *sc = status_get_sc(src);
  19021. if (sc && sc->getSCE(SC_BANDING)) {
  19022. sc->getSCE(SC_BANDING)->val4 = 0;
  19023. status_change_end(src, SC_BANDING);
  19024. }
  19025. }
  19026. break;
  19027. case NC_NEUTRALBARRIER:
  19028. {
  19029. status_change *sc = nullptr;
  19030. if( (sc = status_get_sc(src)) != nullptr ) {
  19031. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19032. {
  19033. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19034. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19035. }
  19036. status_change_end(src,SC_NEUTRALBARRIER);
  19037. }
  19038. }
  19039. break;
  19040. case NC_STEALTHFIELD:
  19041. {
  19042. status_change *sc = nullptr;
  19043. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19044. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19045. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19046. }
  19047. }
  19048. break;
  19049. }
  19050. if (src->type==BL_PC && group->state.ammo_consume)
  19051. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19052. group->alive_count=0;
  19053. // remove all unit cells
  19054. if(group->unit != nullptr)
  19055. for( int j = 0; j < group->unit_count; j++ )
  19056. skill_delunit(&group->unit[j]);
  19057. // clear Talkie-box string
  19058. if( group->valstr != nullptr ) {
  19059. aFree(group->valstr);
  19060. group->valstr = nullptr;
  19061. }
  19062. link_group_id = group->link_group_id;
  19063. if (skillunit_group_db.erase(group->group_id) != 1)
  19064. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19065. util::vector_erase_if_exists(ud->skillunits, group);
  19066. if(link_group_id) {
  19067. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19068. if(group_cur)
  19069. skill_delunitgroup(group_cur);
  19070. }
  19071. return 1;
  19072. }
  19073. /**
  19074. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19075. * @param src
  19076. */
  19077. void skill_clear_unitgroup(struct block_list *src)
  19078. {
  19079. nullpo_retv(src);
  19080. unit_data *ud = unit_bl2ud(src);
  19081. nullpo_retv(ud);
  19082. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19083. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19084. skill_delunitgroup(*it);
  19085. }
  19086. }
  19087. /**
  19088. * Search tickset for skill unit in skill unit group
  19089. * @param bl Block List for skill_unit
  19090. * @param group Skill unit group
  19091. * @param tick
  19092. * @return skill_unit_group_tickset if found
  19093. */
  19094. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  19095. {
  19096. int i, j = -1, s, id;
  19097. struct unit_data *ud;
  19098. struct skill_unit_group_tickset *set;
  19099. nullpo_ret(bl);
  19100. if (group->interval == -1)
  19101. return nullptr;
  19102. ud = unit_bl2ud(bl);
  19103. if (!ud)
  19104. return nullptr;
  19105. set = ud->skillunittick;
  19106. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  19107. id = s = group->skill_id;
  19108. else
  19109. id = s = group->group_id;
  19110. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  19111. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  19112. if (set[k].id == id)
  19113. return &set[k];
  19114. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  19115. j=k;
  19116. }
  19117. if (j == -1) {
  19118. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  19119. j = id % MAX_SKILLUNITGROUPTICKSET;
  19120. }
  19121. set[j].id = id;
  19122. set[j].tick = tick;
  19123. return &set[j];
  19124. }
  19125. /*==========================================
  19126. * Check for validity skill unit that triggered by skill_unit_timer_sub
  19127. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  19128. *------------------------------------------*/
  19129. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  19130. {
  19131. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  19132. t_tick tick = va_arg(ap,t_tick);
  19133. nullpo_ret(unit);
  19134. if( !unit->alive || bl->prev == nullptr )
  19135. return 0;
  19136. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19137. if (group == nullptr)
  19138. return 0;
  19139. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  19140. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  19141. return 0; //AoE skills are ineffective. [Skotlex]
  19142. #ifdef RENEWAL
  19143. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  19144. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  19145. return 0;
  19146. #endif
  19147. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  19148. return 0;
  19149. skill_unit_onplace_timer(unit,bl,tick);
  19150. return 1;
  19151. }
  19152. /**
  19153. * @see DBApply
  19154. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  19155. */
  19156. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  19157. {
  19158. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  19159. t_tick tick = va_arg(ap,t_tick);
  19160. bool dissonance;
  19161. struct block_list* bl = &unit->bl;
  19162. nullpo_ret(unit);
  19163. if( !unit->alive )
  19164. return 0;
  19165. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19166. if (group == nullptr)
  19167. return 0;
  19168. // Check for expiration
  19169. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  19170. {// skill unit expired (inlined from skill_unit_onlimit())
  19171. switch( group->unit_id ) {
  19172. case UNT_ICEWALL:
  19173. unit->val1 -= 50; // icewall loses 50 hp every second
  19174. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  19175. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  19176. if( unit->val1 <= 0 )
  19177. skill_delunit(unit);
  19178. break;
  19179. case UNT_BLASTMINE:
  19180. #ifdef RENEWAL
  19181. case UNT_CLAYMORETRAP:
  19182. #endif
  19183. case UNT_GROUNDDRIFT_WIND:
  19184. case UNT_GROUNDDRIFT_DARK:
  19185. case UNT_GROUNDDRIFT_POISON:
  19186. case UNT_GROUNDDRIFT_WATER:
  19187. case UNT_GROUNDDRIFT_FIRE:
  19188. group->unit_id = UNT_USED_TRAPS;
  19189. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  19190. group->limit=DIFF_TICK(tick+1500,group->tick);
  19191. unit->limit=DIFF_TICK(tick+1500,group->tick);
  19192. break;
  19193. case UNT_ANKLESNARE:
  19194. case UNT_ELECTRICSHOCKER:
  19195. if (group->val2 > 0) { //Used Trap doesn't return back to item
  19196. skill_delunit(unit);
  19197. break;
  19198. }
  19199. [[fallthrough]];
  19200. case UNT_SKIDTRAP:
  19201. case UNT_LANDMINE:
  19202. case UNT_SHOCKWAVE:
  19203. case UNT_SANDMAN:
  19204. case UNT_FLASHER:
  19205. case UNT_FREEZINGTRAP:
  19206. #ifndef RENEWAL
  19207. case UNT_CLAYMORETRAP:
  19208. #endif
  19209. case UNT_TALKIEBOX:
  19210. case UNT_CLUSTERBOMB:
  19211. case UNT_MAGENTATRAP:
  19212. case UNT_COBALTTRAP:
  19213. case UNT_MAIZETRAP:
  19214. case UNT_VERDURETRAP:
  19215. case UNT_FIRINGTRAP:
  19216. case UNT_ICEBOUNDTRAP:
  19217. {
  19218. struct block_list* src;
  19219. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  19220. { // revert unit back into a trap
  19221. struct item item_tmp;
  19222. memset(&item_tmp,0,sizeof(item_tmp));
  19223. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  19224. item_tmp.identify = 1;
  19225. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  19226. }
  19227. skill_delunit(unit);
  19228. }
  19229. break;
  19230. case UNT_WARP_ACTIVE:
  19231. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  19232. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  19233. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  19234. // restart timers
  19235. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  19236. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  19237. // apply effect to all units standing on it
  19238. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  19239. break;
  19240. case UNT_CALLFAMILY:
  19241. {
  19242. map_session_data *sd = nullptr;
  19243. if(group->val1) {
  19244. sd = map_charid2sd(group->val1);
  19245. group->val1 = 0;
  19246. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19247. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19248. }
  19249. if(group->val2) {
  19250. sd = map_charid2sd(group->val2);
  19251. group->val2 = 0;
  19252. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19253. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19254. }
  19255. skill_delunit(unit);
  19256. }
  19257. break;
  19258. case UNT_REVERBERATION:
  19259. case UNT_NETHERWORLD:
  19260. if( unit->val1 <= 0 ) { // If it was deactivated.
  19261. skill_delunit(unit);
  19262. break;
  19263. }
  19264. clif_changetraplook(bl,UNT_USED_TRAPS);
  19265. if (group->unit_id == UNT_REVERBERATION)
  19266. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19267. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19268. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19269. group->unit_id = UNT_USED_TRAPS;
  19270. break;
  19271. case UNT_FEINTBOMB: {
  19272. struct block_list *src = map_id2bl(group->src_id);
  19273. if (src)
  19274. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  19275. skill_delunit(unit);
  19276. }
  19277. break;
  19278. case UNT_BANDING:
  19279. {
  19280. struct block_list *src = map_id2bl(group->src_id);
  19281. status_change *sc;
  19282. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  19283. skill_delunit(unit);
  19284. break;
  19285. }
  19286. // This unit isn't removed while SC_BANDING is active.
  19287. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19288. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19289. }
  19290. break;
  19291. case UNT_B_TRAP:
  19292. {
  19293. struct block_list* src;
  19294. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19295. struct item item_tmp;
  19296. memset(&item_tmp, 0, sizeof(item_tmp));
  19297. item_tmp.nameid = group->item_id;
  19298. item_tmp.identify = 1;
  19299. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19300. }
  19301. skill_delunit(unit);
  19302. }
  19303. break;
  19304. default:
  19305. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19306. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19307. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  19308. // Deal damage before expiration
  19309. break;
  19310. }
  19311. skill_delunit(unit);
  19312. break;
  19313. }
  19314. } else {// skill unit is still active
  19315. switch( group->unit_id ) {
  19316. case UNT_BLASTMINE:
  19317. case UNT_SKIDTRAP:
  19318. case UNT_LANDMINE:
  19319. case UNT_SHOCKWAVE:
  19320. case UNT_SANDMAN:
  19321. case UNT_FLASHER:
  19322. case UNT_CLAYMORETRAP:
  19323. case UNT_FREEZINGTRAP:
  19324. case UNT_TALKIEBOX:
  19325. case UNT_ANKLESNARE:
  19326. case UNT_B_TRAP:
  19327. if( unit->val1 <= 0 ) {
  19328. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19329. skill_delunit(unit);
  19330. else {
  19331. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19332. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19333. group->unit_id = UNT_USED_TRAPS;
  19334. }
  19335. }
  19336. break;
  19337. case UNT_REVERBERATION:
  19338. case UNT_NETHERWORLD:
  19339. if (unit->val1 <= 0) {
  19340. clif_changetraplook(bl,UNT_USED_TRAPS);
  19341. if (group->unit_id == UNT_REVERBERATION)
  19342. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19343. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19344. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19345. group->unit_id = UNT_USED_TRAPS;
  19346. }
  19347. break;
  19348. case UNT_WALLOFTHORN:
  19349. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19350. skill_delunitgroup(group);
  19351. break;
  19352. }
  19353. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19354. skill_delunit(unit);
  19355. break;
  19356. case UNT_SANCTUARY:
  19357. if (group->val1 <= 0) {
  19358. skill_delunitgroup(group);
  19359. }
  19360. break;
  19361. default:
  19362. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19363. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19364. group->skill_id == HN_METEOR_STORM_BUSTER) {
  19365. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19366. // Unit will expire the next interval, start dropping Meteor
  19367. block_list *src = map_id2bl(group->src_id);
  19368. if (src != nullptr) {
  19369. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19370. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19371. else
  19372. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19373. group->val2 = 1;
  19374. }
  19375. }
  19376. // No damage until expiration
  19377. return 0;
  19378. }
  19379. break;
  19380. }
  19381. }
  19382. //Don't continue if unit or even group is expired and has been deleted.
  19383. if( !group || !unit->alive )
  19384. return 0;
  19385. dissonance = skill_dance_switch(unit, 0);
  19386. if( unit->range >= 0 && group->interval != -1 )
  19387. {
  19388. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19389. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19390. group->unit_id = UNT_USED_TRAPS;
  19391. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19392. unit->range = -1; //Disable processed cell.
  19393. if (--group->val1 <= 0) { // number of live cells
  19394. //All tiles were processed, disable skill.
  19395. group->target_flag=BCT_NOONE;
  19396. group->bl_flag= BL_NUL;
  19397. }
  19398. }
  19399. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19400. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19401. group->skill_id == HN_METEOR_STORM_BUSTER ||
  19402. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19403. skill_delunit(unit);
  19404. return 0;
  19405. }
  19406. }
  19407. if( dissonance )
  19408. skill_dance_switch(unit, 1);
  19409. return 0;
  19410. }
  19411. /*==========================================
  19412. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19413. *------------------------------------------*/
  19414. TIMER_FUNC(skill_unit_timer){
  19415. map_freeblock_lock();
  19416. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19417. map_freeblock_unlock();
  19418. return 0;
  19419. }
  19420. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19421. /*==========================================
  19422. * flag :
  19423. * 1 : store that skill_unit in array
  19424. * 2 : clear that skill_unit
  19425. * 4 : call_on_left
  19426. *------------------------------------------*/
  19427. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19428. {
  19429. struct skill_unit* unit = (struct skill_unit *)bl;
  19430. struct block_list* target = va_arg(ap,struct block_list*);
  19431. t_tick tick = va_arg(ap,t_tick);
  19432. int flag = va_arg(ap,int);
  19433. bool dissonance;
  19434. uint16 skill_id;
  19435. nullpo_ret(unit);
  19436. nullpo_ret(target);
  19437. if( !unit->alive || target->prev == nullptr )
  19438. return 0;
  19439. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19440. if (group == nullptr)
  19441. return 0;
  19442. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19443. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19444. dissonance = skill_dance_switch(unit, 0);
  19445. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19446. skill_id = group->skill_id;
  19447. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19448. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19449. if( dissonance ) {
  19450. skill_dance_switch(unit, 1);
  19451. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19452. }
  19453. return 0;
  19454. }
  19455. //Target-type check.
  19456. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19457. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19458. if( flag&1 ) {
  19459. if( flag&2 ) { //Clear this skill id.
  19460. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19461. }
  19462. } else {
  19463. if( flag&2 ) { //Store this skill id.
  19464. skill_unit_cell.push_back(skill_id);
  19465. }
  19466. }
  19467. if( flag&4 )
  19468. skill_unit_onleft(skill_id,target,tick);
  19469. }
  19470. if( dissonance )
  19471. skill_dance_switch(unit, 1);
  19472. return 0;
  19473. } else {
  19474. if( flag&1 ) {
  19475. int result = skill_unit_onplace(unit,target,tick);
  19476. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19477. util::vector_erase_if_exists(skill_unit_cell, result);
  19478. }
  19479. } else {
  19480. int result = skill_unit_onout(unit,target,tick);
  19481. if( flag&2 && result > 0 ) { //Store this unit id.
  19482. skill_unit_cell.push_back(skill_id);
  19483. }
  19484. }
  19485. //TODO: Normally, this is dangerous since the unit and group could be freed
  19486. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19487. //cells do not get deleted within them. [Skotlex]
  19488. if( dissonance )
  19489. skill_dance_switch(unit, 1);
  19490. if( flag&4 )
  19491. skill_unit_onleft(skill_id,target,tick);
  19492. return 1;
  19493. }
  19494. }
  19495. /*==========================================
  19496. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19497. * Flag values:
  19498. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19499. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19500. * units to figure out when they have left a group.
  19501. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19502. *------------------------------------------*/
  19503. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19504. {
  19505. nullpo_ret(bl);
  19506. if( bl->prev == nullptr )
  19507. return 0;
  19508. if( flag&2 && !(flag&1) ) //Onout, clear data
  19509. skill_unit_cell.clear();
  19510. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19511. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19512. for (const auto &it : skill_unit_cell) {
  19513. skill_unit_onleft(it, bl, tick);
  19514. }
  19515. }
  19516. return 0;
  19517. }
  19518. /*==========================================
  19519. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19520. * @param bl Skill unit
  19521. * @param m Map
  19522. * @param dx
  19523. * @param dy
  19524. *------------------------------------------*/
  19525. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19526. t_tick tick = gettick();
  19527. struct skill_unit *su;
  19528. if (bl->type != BL_SKILL)
  19529. return;
  19530. if (!(su = (struct skill_unit *)bl))
  19531. return;
  19532. if (!su->alive)
  19533. return;
  19534. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19535. return; //Ensembles may not be moved around.
  19536. if (!bl->prev) {
  19537. bl->x = dx;
  19538. bl->y = dy;
  19539. return;
  19540. }
  19541. map_moveblock(bl, dx, dy, tick);
  19542. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19543. skill_getareachar_skillunit_visibilty(su, AREA);
  19544. return;
  19545. }
  19546. /**
  19547. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19548. * @param group Skill Group
  19549. * @param m Map
  19550. * @param dx
  19551. * @param dy
  19552. */
  19553. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19554. {
  19555. int i, j;
  19556. t_tick tick = gettick();
  19557. int *m_flag;
  19558. struct skill_unit *unit1;
  19559. struct skill_unit *unit2;
  19560. if (group == nullptr)
  19561. return;
  19562. if (group->unit_count <= 0)
  19563. return;
  19564. if (group->unit == nullptr)
  19565. return;
  19566. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19567. return; //Ensembles may not be moved around.
  19568. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19569. // m_flag
  19570. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19571. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19572. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19573. // 3: Both 1+2.
  19574. for(i = 0; i < group->unit_count; i++) {
  19575. unit1 =& group->unit[i];
  19576. if (!unit1->alive || unit1->bl.m != m)
  19577. continue;
  19578. for(j = 0; j < group->unit_count; j++) {
  19579. unit2 = &group->unit[j];
  19580. if (!unit2->alive)
  19581. continue;
  19582. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19583. m_flag[i] |= 0x1;
  19584. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19585. m_flag[i] |= 0x2;
  19586. }
  19587. }
  19588. j = 0;
  19589. for (i = 0; i < group->unit_count; i++) {
  19590. unit1 = &group->unit[i];
  19591. if (!unit1->alive)
  19592. continue;
  19593. if (!(m_flag[i]&0x2)) {
  19594. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19595. skill_dance_overlap(unit1, 0);
  19596. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19597. }
  19598. //Move Cell using "smart" criteria (avoid useless moving around)
  19599. switch(m_flag[i]) {
  19600. case 0:
  19601. //Cell moves independently, safely move it.
  19602. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19603. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19604. break;
  19605. case 1:
  19606. //Cell moves unto another cell, look for a replacement cell that won't collide
  19607. //and has no cell moving into it (flag == 2)
  19608. for(; j < group->unit_count; j++) {
  19609. int dx2, dy2;
  19610. if(m_flag[j] != 2 || !group->unit[j].alive)
  19611. continue;
  19612. //Move to where this cell would had moved.
  19613. unit2 = &group->unit[j];
  19614. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19615. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19616. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19617. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19618. j++; //Skip this cell as we have used it.
  19619. break;
  19620. }
  19621. break;
  19622. case 2:
  19623. case 3:
  19624. break; //Don't move the cell as a cell will end on this tile anyway.
  19625. }
  19626. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19627. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19628. skill_dance_overlap(unit1, 1);
  19629. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19630. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19631. }
  19632. }
  19633. aFree(m_flag);
  19634. }
  19635. /**
  19636. * Checking product requirement in player's inventory.
  19637. * Checking if player has the item or not, the amount, and the weight limit.
  19638. * @param sd Player
  19639. * @param nameid Product requested
  19640. * @param trigger Trigger criteria to match will 'ItemLv'
  19641. * @param qty Amount of item will be created
  19642. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19643. */
  19644. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19645. {
  19646. nullpo_ret(sd);
  19647. if (!item_db.exists(nameid))
  19648. return 0;
  19649. short i, j;
  19650. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19651. if (skill_produce_db[i].nameid == nameid) {
  19652. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19653. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19654. continue; // must iterate again to check other skills that produce it. [malufett]
  19655. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19656. continue; // special case
  19657. break;
  19658. }
  19659. }
  19660. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19661. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19662. return 0;
  19663. }
  19664. if (i >= MAX_SKILL_PRODUCE_DB)
  19665. return 0;
  19666. // Cannot carry the produced stuff
  19667. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19668. return 0;
  19669. // Matching the requested produce list
  19670. if (trigger >= 0) {
  19671. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19672. if (skill_produce_db[i].itemlv != trigger)
  19673. return 0;
  19674. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19675. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19676. return 0;
  19677. } else { // Weapon (itemlv must be higher or equal)
  19678. if (skill_produce_db[i].itemlv > trigger)
  19679. return 0;
  19680. }
  19681. }
  19682. // Check on player's inventory
  19683. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19684. t_itemid nameid_produce;
  19685. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19686. continue;
  19687. if (skill_produce_db[i].mat_amount[j] == 0) {
  19688. if (pc_search_inventory(sd,nameid_produce) < 0)
  19689. return 0;
  19690. } else {
  19691. unsigned short idx, amt;
  19692. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19693. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19694. amt += sd->inventory.u.items_inventory[idx].amount;
  19695. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19696. return 0;
  19697. }
  19698. }
  19699. return i + 1;
  19700. }
  19701. /**
  19702. * Attempt to produce an item
  19703. * @param sd Player
  19704. * @param skill_id Skill used
  19705. * @param nameid Requested product
  19706. * @param slot1
  19707. * @param slot2
  19708. * @param slot3
  19709. * @param qty Amount of requested item
  19710. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19711. * @return True is success, False if failed
  19712. */
  19713. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19714. {
  19715. int slot[3];
  19716. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19717. int num = -1; // exclude the recipe
  19718. struct status_data *status;
  19719. nullpo_ret(sd);
  19720. status = status_get_status_data(&sd->bl);
  19721. if( sd->skill_id_old == skill_id )
  19722. skill_lv = sd->skill_lv_old;
  19723. if (produce_idx == -1) {
  19724. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19725. return false;
  19726. idx--;
  19727. }
  19728. else
  19729. idx = produce_idx;
  19730. if (qty < 1)
  19731. qty = 1;
  19732. if (!skill_id) //A skill can be specified for some override cases.
  19733. skill_id = skill_produce_db[idx].req_skill;
  19734. if( skill_id == GC_RESEARCHNEWPOISON )
  19735. skill_id = GC_CREATENEWPOISON;
  19736. slot[0] = slot1;
  19737. slot[1] = slot2;
  19738. slot[2] = slot3;
  19739. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19740. short j;
  19741. if (slot[i] <= 0)
  19742. continue;
  19743. j = pc_search_inventory(sd,slot[i]);
  19744. if (j < 0)
  19745. continue;
  19746. if (slot[i] == ITEMID_STAR_CRUMB) {
  19747. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19748. sc++;
  19749. }
  19750. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19751. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19752. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19753. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19754. }
  19755. }
  19756. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19757. short x, j;
  19758. t_itemid id = skill_produce_db[idx].mat_id[i];
  19759. if (!item_db.exists(id))
  19760. continue;
  19761. num++;
  19762. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19763. do {
  19764. int y = 0;
  19765. j = pc_search_inventory(sd,id);
  19766. if (j >= 0) {
  19767. y = sd->inventory.u.items_inventory[j].amount;
  19768. if (y > x)
  19769. y = x;
  19770. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19771. } else {
  19772. ShowError("skill_produce_mix: material item error\n");
  19773. return false;
  19774. }
  19775. x -= y;
  19776. } while( j >= 0 && x > 0 );
  19777. }
  19778. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19779. wlv = itemdb_wlv(nameid);
  19780. else
  19781. wlv = 0;
  19782. if (!equip) {
  19783. switch (skill_id) {
  19784. case BS_IRON:
  19785. case BS_STEEL:
  19786. case BS_ENCHANTEDSTONE:
  19787. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19788. i = pc_checkskill(sd,skill_id);
  19789. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19790. switch (nameid) {
  19791. case ITEMID_IRON:
  19792. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19793. break;
  19794. case ITEMID_STEEL:
  19795. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19796. break;
  19797. case ITEMID_STAR_CRUMB:
  19798. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19799. break;
  19800. default: // Enchanted Stones
  19801. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19802. break;
  19803. }
  19804. break;
  19805. case ASC_CDP:
  19806. make_per = (2000 + 40*status->dex + 20*status->luk);
  19807. break;
  19808. case AL_HOLYWATER:
  19809. case AB_ANCILLA:
  19810. make_per = 100000; //100% success
  19811. break;
  19812. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19813. case AM_TWILIGHT1:
  19814. case AM_TWILIGHT2:
  19815. case AM_TWILIGHT3:
  19816. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19817. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19818. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19819. if (hom_is_active(sd->hd)) {//Player got a homun
  19820. int skill;
  19821. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19822. make_per += skill*100; //+1% bonus per level
  19823. }
  19824. switch(nameid){
  19825. case ITEMID_RED_POTION:
  19826. case ITEMID_YELLOW_POTION:
  19827. case ITEMID_WHITE_POTION:
  19828. make_per += (1+rnd()%100)*10 + 2000;
  19829. break;
  19830. case ITEMID_ALCOHOL:
  19831. make_per += (1+rnd()%100)*10 + 1000;
  19832. break;
  19833. case ITEMID_FIRE_BOTTLE:
  19834. case ITEMID_ACID_BOTTLE:
  19835. case ITEMID_MAN_EATER_BOTTLE:
  19836. case ITEMID_MINI_BOTTLE:
  19837. make_per += (1+rnd()%100)*10;
  19838. break;
  19839. case ITEMID_YELLOW_SLIM_POTION:
  19840. make_per -= (1+rnd()%50)*10;
  19841. break;
  19842. case ITEMID_WHITE_SLIM_POTION:
  19843. case ITEMID_COATING_BOTTLE:
  19844. make_per -= (1+rnd()%100)*10;
  19845. break;
  19846. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19847. case ITEMID_BLUE_POTION:
  19848. case ITEMID_RED_SLIM_POTION:
  19849. case ITEMID_ANODYNE:
  19850. case ITEMID_ALOEBERA:
  19851. default:
  19852. break;
  19853. }
  19854. if (battle_config.pp_rate != 100)
  19855. make_per = make_per * battle_config.pp_rate / 100;
  19856. break;
  19857. case SA_CREATECON: // Elemental Converter Creation
  19858. make_per = 100000; // should be 100% success rate
  19859. break;
  19860. case RK_RUNEMASTERY: {
  19861. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19862. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19863. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19864. int D = 0;
  19865. switch (nameid) { //rune rank it_diff 9 craftable rune
  19866. case ITEMID_BERKANA:
  19867. D = -2000;
  19868. break; //Rank S
  19869. case ITEMID_NAUTHIZ:
  19870. case ITEMID_URUZ:
  19871. D = -1500;
  19872. break; //Rank A
  19873. case ITEMID_ISA:
  19874. case ITEMID_WYRD:
  19875. D = -1000;
  19876. break; //Rank B
  19877. case ITEMID_RAIDO:
  19878. case ITEMID_THURISAZ:
  19879. case ITEMID_HAGALAZ:
  19880. case ITEMID_OTHILA:
  19881. D = -500;
  19882. break; //Rank C
  19883. default:
  19884. D = -1500;
  19885. break; //not specified =-15%
  19886. }
  19887. make_per = A + B + C + D;
  19888. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19889. if (runemastery_skill_lv > 9)
  19890. qty = 2 + rnd() % 5; // 2~6
  19891. else if (runemastery_skill_lv > 4)
  19892. qty = 2 + rnd() % 3; // 2~4
  19893. else
  19894. qty = 2;
  19895. }
  19896. break;
  19897. case GC_CREATENEWPOISON:
  19898. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19899. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19900. break;
  19901. case GN_CHANGEMATERIAL:
  19902. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19903. if (skill_changematerial_db[i].nameid == nameid) {
  19904. make_per = skill_changematerial_db[i].rate * 10;
  19905. break;
  19906. }
  19907. }
  19908. break;
  19909. case GN_S_PHARMACY:
  19910. {
  19911. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19912. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19913. switch (nameid) { // Item difficulty factor
  19914. case ITEMID_HP_INCREASE_POTION_SMALL:
  19915. case ITEMID_SP_INCREASE_POTION_SMALL:
  19916. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19917. difficulty += 10;
  19918. break;
  19919. case ITEMID_BOMB_MUSHROOM_SPORE:
  19920. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19921. difficulty += 15;
  19922. break;
  19923. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19924. case ITEMID_SP_INCREASE_POTION_LARGE:
  19925. case ITEMID_VITATA500:
  19926. difficulty += 20;
  19927. break;
  19928. case ITEMID_SEED_OF_HORNY_PLANT:
  19929. case ITEMID_BLOODSUCK_PLANT_SEED:
  19930. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19931. difficulty += 30;
  19932. break;
  19933. case ITEMID_HP_INCREASE_POTION_LARGE:
  19934. case ITEMID_CURE_FREE:
  19935. difficulty += 40;
  19936. break;
  19937. }
  19938. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19939. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19940. make_per -= difficulty;
  19941. qty = production_count[skill_lv - 1];
  19942. // Determine quantity from difficulty
  19943. if (make_per < 1)
  19944. qty -= 6;
  19945. else if (make_per < 100)
  19946. qty -= 5;
  19947. else if (make_per < 300)
  19948. qty -= 4;
  19949. else if (make_per < 400)
  19950. qty -= 3;
  19951. make_per = 100000; // Adjust success back to 100% for crafting
  19952. }
  19953. break;
  19954. case GN_MAKEBOMB:
  19955. case GN_MIX_COOKING:
  19956. {
  19957. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19958. switch (nameid) { // Item difficulty factor
  19959. // GN_MAKEBOMB
  19960. case ITEMID_APPLE_BOMB:
  19961. difficulty += 5;
  19962. break;
  19963. case ITEMID_COCONUT_BOMB:
  19964. case ITEMID_MELON_BOMB:
  19965. difficulty += 10;
  19966. break;
  19967. case ITEMID_PINEAPPLE_BOMB:
  19968. difficulty += 15;
  19969. break;
  19970. case ITEMID_BANANA_BOMB:
  19971. difficulty += 20;
  19972. break;
  19973. // GN_MIX_COOKING
  19974. case ITEMID_SAVAGE_FULL_ROAST:
  19975. case ITEMID_COCKTAIL_WARG_BLOOD:
  19976. case ITEMID_MINOR_STEW:
  19977. case ITEMID_SIROMA_ICED_TEA:
  19978. case ITEMID_DROSERA_HERB_SALAD:
  19979. case ITEMID_PETITE_TAIL_NOODLES:
  19980. difficulty += 15;
  19981. break;
  19982. }
  19983. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  19984. if (skill_lv > 1) {
  19985. make_per -= difficulty;
  19986. // Determine quantity from difficulty
  19987. if (make_per >= 30)
  19988. qty = 10 + rnd() % 2;
  19989. else if (make_per >= 10)
  19990. qty = 10;
  19991. else if (make_per >= -10)
  19992. qty = 8;
  19993. else if (make_per >= -30)
  19994. qty = 5;
  19995. else
  19996. qty = 0;
  19997. } else {
  19998. if (make_per < difficulty)
  19999. qty = 0;
  20000. }
  20001. make_per = 100000; // Adjust success back to 100% for crafting
  20002. }
  20003. break;
  20004. case MT_M_MACHINE:
  20005. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20006. if (skill_id == MT_M_MACHINE)
  20007. qty = 7 + skill_lv;
  20008. else // BO_BIONIC_PHARMACY
  20009. qty = 10 + skill_lv;
  20010. make_per = 100000;
  20011. break;
  20012. default:
  20013. if (sd->menuskill_id == AM_PHARMACY &&
  20014. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20015. { //Assume Cooking Dish
  20016. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20017. make_per = 10000; //100% Success
  20018. else
  20019. make_per = 1200 * (sd->menuskill_val - 10)
  20020. + 20 * (sd->status.base_level + 1)
  20021. + 20 * (status->dex + 1)
  20022. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20023. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20024. - 10 * (100 - status->luk + 1)
  20025. - 500 * (num - 1)
  20026. - 100 * (rnd()%4 + 1);
  20027. break;
  20028. }
  20029. make_per = 5000;
  20030. break;
  20031. }
  20032. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20033. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20034. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20035. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20036. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20037. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20038. if( wlv >= 3 ){
  20039. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20040. }
  20041. // Element Stone: -20%
  20042. if( ele ){
  20043. make_per -= 2000;
  20044. }
  20045. // Star Crumb: -15% each
  20046. make_per -= sc * 1500;
  20047. // Weapon level malus: -0/-10/-20/-30
  20048. if( wlv > 1 ){
  20049. make_per -= ( wlv * 1000 );
  20050. }
  20051. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20052. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20053. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20054. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20055. if (battle_config.wp_rate != 100)
  20056. make_per = make_per * battle_config.wp_rate / 100;
  20057. }
  20058. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20059. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20060. if (make_per < 1) make_per = 1;
  20061. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20062. struct item tmp_item;
  20063. memset(&tmp_item,0,sizeof(tmp_item));
  20064. tmp_item.nameid = nameid;
  20065. tmp_item.amount = 1;
  20066. tmp_item.identify = 1;
  20067. if (equip) {
  20068. tmp_item.card[0] = CARD0_FORGE;
  20069. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20070. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20071. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20072. } else {
  20073. //Flag is only used on the end, so it can be used here. [Skotlex]
  20074. switch (skill_id) {
  20075. case BS_DAGGER:
  20076. case BS_SWORD:
  20077. case BS_TWOHANDSWORD:
  20078. case BS_AXE:
  20079. case BS_MACE:
  20080. case BS_KNUCKLE:
  20081. case BS_SPEAR:
  20082. flag = battle_config.produce_item_name_input&0x1;
  20083. break;
  20084. case AM_PHARMACY:
  20085. case AM_TWILIGHT1:
  20086. case AM_TWILIGHT2:
  20087. case AM_TWILIGHT3:
  20088. flag = battle_config.produce_item_name_input&0x2;
  20089. break;
  20090. case AL_HOLYWATER:
  20091. case AB_ANCILLA:
  20092. flag = battle_config.produce_item_name_input&0x8;
  20093. break;
  20094. case ASC_CDP:
  20095. flag = battle_config.produce_item_name_input&0x10;
  20096. break;
  20097. default:
  20098. flag = battle_config.produce_item_name_input&0x80;
  20099. break;
  20100. }
  20101. if (flag) {
  20102. tmp_item.card[0] = CARD0_CREATE;
  20103. tmp_item.card[1] = 0;
  20104. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20105. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20106. }
  20107. }
  20108. // if(log_config.produce > 0)
  20109. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  20110. //TODO update PICKLOG
  20111. if (equip) {
  20112. clif_produceeffect(sd,0,nameid);
  20113. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20114. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  20115. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  20116. } else {
  20117. int fame = 0;
  20118. tmp_item.amount = 0;
  20119. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  20120. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  20121. tmp_item.amount = qty;
  20122. break;
  20123. }
  20124. if (qty == 1 || rnd()%10000 < make_per) { //Success
  20125. tmp_item.amount++;
  20126. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  20127. continue;
  20128. if (skill_id != AM_PHARMACY &&
  20129. skill_id != AM_TWILIGHT1 &&
  20130. skill_id != AM_TWILIGHT2 &&
  20131. skill_id != AM_TWILIGHT3)
  20132. continue;
  20133. //Add fame as needed.
  20134. switch(++sd->potion_success_counter) {
  20135. case 3:
  20136. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  20137. break;
  20138. case 5:
  20139. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  20140. break;
  20141. case 7:
  20142. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  20143. break;
  20144. case 10:
  20145. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  20146. sd->potion_success_counter = 0;
  20147. break;
  20148. }
  20149. } else //Failure
  20150. sd->potion_success_counter = 0;
  20151. }
  20152. if (fame)
  20153. pc_addfame(*sd, fame);
  20154. //Visual effects and the like.
  20155. switch (skill_id) {
  20156. case AM_PHARMACY:
  20157. case AM_TWILIGHT1:
  20158. case AM_TWILIGHT2:
  20159. case AM_TWILIGHT3:
  20160. case ASC_CDP:
  20161. case GC_CREATENEWPOISON:
  20162. clif_produceeffect(sd,2,nameid);
  20163. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20164. break;
  20165. case BS_IRON:
  20166. case BS_STEEL:
  20167. case BS_ENCHANTEDSTONE:
  20168. clif_produceeffect(sd,0,nameid);
  20169. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20170. break;
  20171. default: //Those that don't require a skill?
  20172. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  20173. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  20174. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  20175. }
  20176. break;
  20177. }
  20178. }
  20179. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  20180. int j, k = 0, l;
  20181. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  20182. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20183. if (skill_changematerial_db[i].nameid == nameid){
  20184. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  20185. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  20186. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  20187. tmp_item.amount = (isStackable ? total_qty : 1);
  20188. for (l = 0; l < total_qty; l += tmp_item.amount) {
  20189. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20190. clif_additem(sd,0,0,flag);
  20191. if( battle_config.skill_drop_items_full ){
  20192. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20193. }
  20194. }
  20195. }
  20196. k++;
  20197. }
  20198. }
  20199. break;
  20200. }
  20201. }
  20202. if (k) {
  20203. clif_produceeffect(sd,6,nameid);
  20204. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20205. clif_msg_skill(sd,skill_id, MSI_SKILL_SUCCESS);
  20206. return true;
  20207. }
  20208. } else if (tmp_item.amount) { //Success
  20209. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20210. clif_additem(sd,0,0,flag);
  20211. if( battle_config.skill_drop_items_full ){
  20212. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20213. }
  20214. }
  20215. switch (skill_id) {
  20216. case RK_RUNEMASTERY:
  20217. clif_produceeffect(sd, 4, nameid);
  20218. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20219. break;
  20220. case GN_MIX_COOKING:
  20221. case GN_MAKEBOMB:
  20222. case GN_S_PHARMACY:
  20223. clif_produceeffect(sd, 6, nameid);
  20224. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20225. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20226. break;
  20227. case MT_M_MACHINE:
  20228. clif_produceeffect(sd, 0, nameid);
  20229. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  20230. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20231. break;
  20232. case BO_BIONIC_PHARMACY:
  20233. clif_produceeffect(sd, 2, nameid);
  20234. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  20235. clif_msg_skill(sd, skill_id, MSI_SKILL_SUCCESS);
  20236. break;
  20237. }
  20238. return true;
  20239. }
  20240. }
  20241. //Failure
  20242. // if(log_config.produce)
  20243. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  20244. //TODO update PICKLOG
  20245. if (equip) {
  20246. clif_produceeffect(sd,1,nameid);
  20247. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20248. } else {
  20249. switch (skill_id) {
  20250. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  20251. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  20252. [[fallthrough]];
  20253. case AM_PHARMACY:
  20254. case AM_TWILIGHT1:
  20255. case AM_TWILIGHT2:
  20256. case AM_TWILIGHT3:
  20257. case GC_CREATENEWPOISON:
  20258. clif_produceeffect(sd,3,nameid);
  20259. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20260. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  20261. break;
  20262. case BS_IRON:
  20263. case BS_STEEL:
  20264. case BS_ENCHANTEDSTONE:
  20265. clif_produceeffect(sd,1,nameid);
  20266. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20267. break;
  20268. case RK_RUNEMASTERY:
  20269. clif_produceeffect(sd,5,nameid);
  20270. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20271. break;
  20272. case GN_MIX_COOKING:
  20273. if (qty == 0) {
  20274. item tmp_item;
  20275. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20276. int rate = rnd() % 1000 + 1;
  20277. memset(&tmp_item, 0, sizeof(tmp_item));
  20278. if (rate < 500)
  20279. i = 0;
  20280. else if (rate < 750)
  20281. i = 1;
  20282. else if (rate < 850)
  20283. i = 2;
  20284. else if (rate < 950)
  20285. i = 3;
  20286. else
  20287. i = 4;
  20288. tmp_item.nameid = compensation[i];
  20289. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20290. tmp_item.identify = 1;
  20291. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20292. clif_additem(sd,0,0,flag);
  20293. if( battle_config.skill_drop_items_full ){
  20294. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20295. }
  20296. }
  20297. clif_produceeffect(sd,7,nameid);
  20298. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20299. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20300. }
  20301. break;
  20302. case GN_MAKEBOMB:
  20303. case GN_S_PHARMACY:
  20304. case GN_CHANGEMATERIAL:
  20305. clif_produceeffect(sd,7,nameid);
  20306. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20307. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20308. break;
  20309. case MT_M_MACHINE:
  20310. clif_produceeffect(sd, 1, nameid);
  20311. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  20312. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20313. break;
  20314. case BO_BIONIC_PHARMACY:
  20315. clif_produceeffect(sd, 3, nameid);
  20316. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  20317. clif_msg_skill(sd, skill_id, MSI_SKILL_FAIL);
  20318. break;
  20319. default:
  20320. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20321. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20322. // todo: What in the world is this calculation
  20323. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20324. }
  20325. break;
  20326. }
  20327. }
  20328. return false;
  20329. }
  20330. /**
  20331. * Attempt to create arrow by specified material
  20332. * @param sd Player
  20333. * @param nameid Item ID of material
  20334. * @return True if created, False is failed
  20335. */
  20336. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20337. {
  20338. nullpo_ret(sd);
  20339. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20340. return false;
  20341. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20342. for (const auto &it : skill_arrow_db) {
  20343. if (nameid == it.second->nameid) {
  20344. arrow = it.second;
  20345. break;
  20346. }
  20347. }
  20348. short j;
  20349. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20350. return false;
  20351. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20352. for (const auto &it : arrow->created) {
  20353. char flag = 0;
  20354. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20355. continue;
  20356. struct item tmp_item = { 0 };
  20357. tmp_item.identify = 1;
  20358. tmp_item.nameid = it.first;
  20359. tmp_item.amount = it.second;
  20360. if (battle_config.produce_item_name_input&0x4) {
  20361. tmp_item.card[0] = CARD0_CREATE;
  20362. tmp_item.card[1] = 0;
  20363. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20364. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20365. }
  20366. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20367. clif_additem(sd,0,0,flag);
  20368. if( battle_config.skill_drop_items_full )
  20369. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  20370. }
  20371. }
  20372. return true;
  20373. }
  20374. /**
  20375. * Enchant weapon with poison
  20376. * @param sd Player
  20377. * @nameid Item ID of poison type
  20378. */
  20379. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  20380. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20381. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20382. return;
  20383. }
  20384. sc_type type;
  20385. int chance;
  20386. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20387. char output[CHAT_SIZE_MAX];
  20388. const char *msg;
  20389. switch( nameid ) {
  20390. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20391. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20392. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20393. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20394. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20395. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20396. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20397. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20398. default:
  20399. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20400. return;
  20401. }
  20402. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20403. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  20404. sc_start4(&sd.bl,&sd.bl, SC_POISONINGWEAPON, 100, pc_checkskill(&sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  20405. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  20406. status_change_start(&sd.bl, &sd.bl, type, 10000, sd.menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  20407. sprintf(output, msg_txt(&sd,721), msg);
  20408. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  20409. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20410. clif_msg(&sd,msg);
  20411. #endif*/
  20412. }
  20413. /**
  20414. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20415. * @param bl: Object
  20416. * @param skill_id: Skill invoking to determine if Magic type
  20417. */
  20418. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20419. {
  20420. status_change *sc = status_get_sc(bl);
  20421. // non-offensive and non-magic skills do not affect the status
  20422. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20423. return;
  20424. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20425. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20426. status_change_end(bl, SC_MAGICPOWER);
  20427. } else {
  20428. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20429. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20430. if(bl->type == BL_PC){// update current display.
  20431. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  20432. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  20433. }
  20434. }
  20435. }
  20436. }
  20437. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  20438. int x, y, i, class_, skill;
  20439. struct mob_data *md;
  20440. skill = sd.menuskill_val;
  20441. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(&sd,nameid)) < 0 || !skill || pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20442. clif_skill_fail( sd, NC_MAGICDECOY );
  20443. return;
  20444. }
  20445. // Spawn Position
  20446. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  20447. x = sd.sc.comet_x;
  20448. y = sd.sc.comet_y;
  20449. sd.sc.comet_x = 0;
  20450. sd.sc.comet_y = 0;
  20451. sd.menuskill_val = 0;
  20452. // Item picked decides the mob class
  20453. switch(nameid) {
  20454. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20455. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20456. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20457. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20458. default:
  20459. clif_skill_fail( sd, NC_MAGICDECOY );
  20460. return;
  20461. }
  20462. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  20463. if( md ) {
  20464. struct unit_data *ud = unit_bl2ud(&md->bl);
  20465. md->master_id = sd.bl.id;
  20466. md->special_state.ai = AI_FAW;
  20467. if(ud) {
  20468. ud->skill_id = NC_MAGICDECOY;
  20469. ud->skill_lv = skill;
  20470. }
  20471. if( md->deletetimer != INVALID_TIMER )
  20472. delete_timer(md->deletetimer, mob_timer_delete);
  20473. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20474. mob_spawn(md);
  20475. }
  20476. }
  20477. /**
  20478. * Process Warlock Spellbooks
  20479. * @param sd: Player data
  20480. * @param nameid: Spellbook item used
  20481. */
  20482. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20483. if (reading_spellbook_db.empty())
  20484. return;
  20485. status_change *sc = status_get_sc(&sd.bl);
  20486. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20487. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20488. break;
  20489. if (i == SC_MAXSPELLBOOK) {
  20490. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  20491. return;
  20492. }
  20493. }
  20494. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20495. if (spell == nullptr)
  20496. return;
  20497. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20498. if (skill_lv == 0) { // Caster hasn't learned the skill
  20499. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20500. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  20501. return;
  20502. }
  20503. uint16 points = spell->points;
  20504. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20505. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20506. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  20507. return;
  20508. }
  20509. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20510. if (!sc->getSCE(i)) {
  20511. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20512. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20513. break;
  20514. }
  20515. }
  20516. } else {
  20517. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20518. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20519. }
  20520. // Reading Spell Book SP cost same as the sealed spell.
  20521. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20522. }
  20523. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  20524. int lv, prob, aslvl = 0;
  20525. uint16 id, sk_idx = 0;
  20526. if (sd.sc.getSCE(SC_STOP)) {
  20527. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  20528. status_change_end(&sd.bl,SC_STOP);
  20529. }
  20530. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20531. return;
  20532. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd.status.skill[sk_idx].id) == 0 || sd.status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20533. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  20534. return;
  20535. }
  20536. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20537. lv = min(lv,sd.status.skill[sk_idx].lv);
  20538. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20539. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20540. }
  20541. int skill_elementalanalysis( map_session_data& sd, int n, uint16 skill_lv, unsigned short* item_list ){
  20542. nullpo_ret(item_list);
  20543. if( n <= 0 )
  20544. return 1;
  20545. for( int i = 0; i < n; i++ ) {
  20546. t_itemid nameid, product;
  20547. int add_amount, del_amount, idx;
  20548. struct item tmp_item;
  20549. idx = item_list[i*2+0]-2;
  20550. if( idx < 0 || idx >= MAX_INVENTORY ){
  20551. return 1;
  20552. }
  20553. del_amount = item_list[i*2+1];
  20554. if( skill_lv == 2 )
  20555. del_amount -= (del_amount % 10);
  20556. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20557. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  20558. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20559. return 1;
  20560. }
  20561. switch( nameid ) {
  20562. // Level 1
  20563. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20564. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20565. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20566. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20567. // Level 2
  20568. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20569. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20570. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20571. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20572. default:
  20573. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20574. return 1;
  20575. }
  20576. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20577. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20578. return 1;
  20579. }
  20580. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20581. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20582. return 1;
  20583. }
  20584. memset(&tmp_item,0,sizeof(tmp_item));
  20585. tmp_item.nameid = product;
  20586. tmp_item.amount = add_amount;
  20587. tmp_item.identify = 1;
  20588. if( tmp_item.amount ) {
  20589. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20590. if( flag != 0 ) {
  20591. clif_additem(&sd,0,0,flag);
  20592. if( battle_config.skill_drop_items_full )
  20593. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,4,0);
  20594. }
  20595. }
  20596. }
  20597. return 0;
  20598. }
  20599. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20600. int i, j, k, c, p = 0, amount;
  20601. t_itemid nameid;
  20602. nullpo_ret(sd);
  20603. nullpo_ret(item_list);
  20604. // Search for objects that can be created.
  20605. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20606. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20607. p = 0;
  20608. do {
  20609. c = 0;
  20610. // Verification of overlap between the objects required and the list submitted.
  20611. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20612. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20613. for( k = 0; k < n; k++ ) {
  20614. int idx = item_list[k*2+0]-2;
  20615. if( idx < 0 || idx >= MAX_INVENTORY ){
  20616. return 0;
  20617. }
  20618. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20619. amount = item_list[k*2+1];
  20620. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20621. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_FAIL_MATERIAL_IDENTITY);
  20622. return 0;
  20623. }
  20624. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  20625. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20626. c++; // match
  20627. }
  20628. }
  20629. else
  20630. break; // No more items required
  20631. }
  20632. p++;
  20633. } while(n == j && c == n);
  20634. p--;
  20635. if ( p > 0 ) {
  20636. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20637. return 1;
  20638. }
  20639. }
  20640. }
  20641. if( p == 0)
  20642. clif_msg_skill(sd, GN_CHANGEMATERIAL, MSI_SKILL_RECIPE_NOTEXIST);
  20643. return 0;
  20644. }
  20645. /**
  20646. * For Royal Guard's LG_TRAMPLE
  20647. */
  20648. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20649. {
  20650. skill_unit *su = (struct skill_unit *)bl;
  20651. nullpo_ret(su);
  20652. std::shared_ptr<s_skill_unit_group> sg;
  20653. t_tick tick = va_arg(ap, t_tick);
  20654. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20655. switch( sg->unit_id ) {
  20656. case UNT_CLAYMORETRAP:
  20657. case UNT_FIRINGTRAP:
  20658. case UNT_ICEBOUNDTRAP:
  20659. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20660. break;
  20661. case UNT_LANDMINE:
  20662. case UNT_BLASTMINE:
  20663. case UNT_SHOCKWAVE:
  20664. case UNT_SANDMAN:
  20665. case UNT_FLASHER:
  20666. case UNT_FREEZINGTRAP:
  20667. case UNT_CLUSTERBOMB:
  20668. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20669. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20670. else
  20671. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20672. break;
  20673. }
  20674. // Traps aren't recovered.
  20675. skill_delunit(su);
  20676. }
  20677. return 0;
  20678. }
  20679. /*==========================================
  20680. *
  20681. *------------------------------------------*/
  20682. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20683. int i;
  20684. nullpo_retr(-1, sd);
  20685. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20686. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20687. }
  20688. TIMER_FUNC(skill_blockpc_end){
  20689. map_session_data *sd = map_id2sd(id);
  20690. int i = (int)data;
  20691. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20692. return 0;
  20693. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20694. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20695. return 0;
  20696. }
  20697. aFree(sd->scd[i]);
  20698. sd->scd[i] = nullptr;
  20699. return 1;
  20700. }
  20701. /**
  20702. * Flags a singular skill as being blocked from persistent usage.
  20703. * @param sd the player the skill delay affects
  20704. * @param skill_id the skill which should be delayed
  20705. * @param tick the length of time the delay should last
  20706. * @param load whether this assignment is being loaded upon player login
  20707. * @return 0 if successful, -1 otherwise
  20708. */
  20709. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20710. int i;
  20711. nullpo_retr(-1, sd);
  20712. if (!skill_id || tick < 1)
  20713. return -1;
  20714. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20715. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20716. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20717. aFree(sd->scd[i]);
  20718. sd->scd[i] = nullptr;
  20719. }
  20720. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20721. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20722. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20723. sd->scd[i]->skill_id = skill_id;
  20724. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20725. if (battle_config.display_status_timers)
  20726. clif_skill_cooldown( *sd, skill_id, tick );
  20727. return 1;
  20728. } else {
  20729. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20730. return 0;
  20731. }
  20732. }
  20733. int skill_blockpc_clear(map_session_data *sd) {
  20734. int i;
  20735. nullpo_ret(sd);
  20736. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20737. if (!sd->scd[i])
  20738. continue;
  20739. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20740. aFree(sd->scd[i]);
  20741. sd->scd[i] = nullptr;
  20742. }
  20743. return 1;
  20744. }
  20745. TIMER_FUNC(skill_blockhomun_end){
  20746. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20747. if (hd) {
  20748. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20749. if (skill != hd->blockskill.end())
  20750. hd->blockskill.erase(skill);
  20751. }
  20752. return 1;
  20753. }
  20754. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20755. {
  20756. nullpo_retr(-1, hd);
  20757. if (!skill_db.exists(skill_id))
  20758. return -1;
  20759. auto skill = util::vector_get(hd->blockskill, skill_id);
  20760. if (tick < 1 && skill != hd->blockskill.end()) {
  20761. hd->blockskill.erase(skill);
  20762. return -1;
  20763. }
  20764. hd->blockskill.push_back(skill_id);
  20765. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20766. }
  20767. TIMER_FUNC(skill_blockmerc_end){
  20768. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20769. if (md) {
  20770. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20771. if (skill != md->blockskill.end())
  20772. md->blockskill.erase(skill);
  20773. }
  20774. return 1;
  20775. }
  20776. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20777. {
  20778. nullpo_retr(-1, md);
  20779. if (!skill_db.exists(skill_id))
  20780. return -1;
  20781. auto skill = util::vector_get(md->blockskill, skill_id);
  20782. if (tick < 1 && skill != md->blockskill.end()) {
  20783. md->blockskill.erase(skill);
  20784. return -1;
  20785. }
  20786. md->blockskill.push_back(skill_id);
  20787. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20788. }
  20789. /**
  20790. * Adds a new skill unit entry for this player to recast after map load
  20791. * @param sd: Player
  20792. * @param skill_id: Skill ID to save
  20793. * @param skill_lv: Skill level to save
  20794. */
  20795. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20796. {
  20797. struct skill_usave *sus = nullptr;
  20798. if (idb_exists(skillusave_db,sd->status.char_id))
  20799. idb_remove(skillusave_db,sd->status.char_id);
  20800. CREATE(sus, struct skill_usave, 1);
  20801. idb_put(skillusave_db, sd->status.char_id, sus);
  20802. sus->skill_id = skill_id;
  20803. sus->skill_lv = skill_lv;
  20804. }
  20805. /**
  20806. * Loads saved skill unit entries for this player after map load
  20807. * @param sd: Player
  20808. */
  20809. void skill_usave_trigger(map_session_data *sd)
  20810. {
  20811. skill_usave *sus;
  20812. std::shared_ptr<s_skill_unit_group> group;
  20813. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20814. return;
  20815. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20816. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20817. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20818. idb_remove(skillusave_db, sd->status.char_id);
  20819. }
  20820. /*
  20821. *
  20822. */
  20823. int skill_split_str (char *str, char **val, int num)
  20824. {
  20825. int i;
  20826. for( i = 0; i < num && str; i++ ) {
  20827. val[i] = str;
  20828. str = strchr(str,',');
  20829. if( str )
  20830. *str++ = 0;
  20831. }
  20832. return i;
  20833. }
  20834. /*
  20835. *
  20836. */
  20837. void skill_init_unit_layout (void) {
  20838. int i,j,pos = 0;
  20839. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20840. // standard square layouts go first
  20841. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20842. int size = i*2+1;
  20843. skill_unit_layout[i].count = size*size;
  20844. for (j=0; j<size*size; j++) {
  20845. skill_unit_layout[i].dx[j] = (j%size-i);
  20846. skill_unit_layout[i].dy[j] = (j/size-i);
  20847. }
  20848. }
  20849. // afterwards add special ones
  20850. pos = i;
  20851. for (const auto &it : skill_db) {
  20852. std::shared_ptr<s_skill_db> skill = it.second;
  20853. uint16 skill_id = skill->nameid;
  20854. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20855. continue;
  20856. if( skill_id == EL_FIRE_MANTLE ) {
  20857. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20858. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20859. skill_unit_layout[pos].count = 8;
  20860. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20861. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20862. } else {
  20863. switch (skill_id) {
  20864. case MG_FIREWALL:
  20865. case WZ_ICEWALL:
  20866. case WL_EARTHSTRAIN:
  20867. case RL_FIRE_RAIN:
  20868. // these will be handled later
  20869. break;
  20870. case PR_SANCTUARY:
  20871. case NPC_EVILLAND: {
  20872. static const int dx[] = {
  20873. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20874. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20875. static const int dy[]={
  20876. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20877. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20878. skill_unit_layout[pos].count = 21;
  20879. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20880. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20881. }
  20882. break;
  20883. case PR_MAGNUS: {
  20884. static const int dx[] = {
  20885. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20886. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20887. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20888. static const int dy[] = {
  20889. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20890. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20891. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20892. skill_unit_layout[pos].count = 33;
  20893. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20894. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20895. }
  20896. break;
  20897. case AS_VENOMDUST: {
  20898. static const int dx[] = {-1, 0, 0, 0, 1};
  20899. static const int dy[] = { 0,-1, 0, 1, 0};
  20900. skill_unit_layout[pos].count = 5;
  20901. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20902. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20903. }
  20904. break;
  20905. case CR_GRANDCROSS:
  20906. case NPC_GRANDDARKNESS: {
  20907. static const int dx[] = {
  20908. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20909. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20910. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20911. static const int dy[] = {
  20912. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20913. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20914. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20915. skill_unit_layout[pos].count = 29;
  20916. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20917. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20918. }
  20919. break;
  20920. case PF_FOGWALL: {
  20921. static const int dx[] = {
  20922. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20923. static const int dy[] = {
  20924. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20925. skill_unit_layout[pos].count = 15;
  20926. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20927. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20928. }
  20929. break;
  20930. case PA_GOSPEL: {
  20931. static const int dx[] = {
  20932. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20933. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20934. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20935. -1, 0, 1};
  20936. static const int dy[] = {
  20937. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20938. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20939. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20940. 3, 3, 3};
  20941. skill_unit_layout[pos].count = 33;
  20942. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20943. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20944. }
  20945. break;
  20946. case NJ_KAENSIN: {
  20947. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20948. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  20949. skill_unit_layout[pos].count = 24;
  20950. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20951. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20952. }
  20953. break;
  20954. case NJ_TATAMIGAESHI: {
  20955. //Level 1 (count 4, cross of 3x3)
  20956. static const int dx1[] = {-1, 1, 0, 0};
  20957. static const int dy1[] = { 0, 0,-1, 1};
  20958. //Level 2-3 (count 8, cross of 5x5)
  20959. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20960. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20961. //Level 4-5 (count 12, cross of 7x7
  20962. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20963. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20964. //lv1
  20965. j = 0;
  20966. skill_unit_layout[pos].count = 4;
  20967. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20968. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20969. skill->unit_layout_type[j] = pos;
  20970. //lv2/3
  20971. j++;
  20972. pos++;
  20973. skill_unit_layout[pos].count = 8;
  20974. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20975. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20976. skill->unit_layout_type[j] = pos;
  20977. skill->unit_layout_type[++j] = pos;
  20978. //lv4/5
  20979. j++;
  20980. pos++;
  20981. skill_unit_layout[pos].count = 12;
  20982. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20983. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20984. skill->unit_layout_type[j] = pos;
  20985. skill->unit_layout_type[++j] = pos;
  20986. //Fill in the rest using lv 5.
  20987. for (;j<MAX_SKILL_LEVEL;j++)
  20988. skill->unit_layout_type[j] = pos;
  20989. //Skip, this way the check below will fail and continue to the next skill.
  20990. pos++;
  20991. }
  20992. break;
  20993. case GN_WALLOFTHORN: {
  20994. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20995. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20996. skill_unit_layout[pos].count = 16;
  20997. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20998. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20999. }
  21000. break;
  21001. case NPC_FLAMECROSS: {
  21002. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21003. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21004. skill_unit_layout[pos].count = 8;
  21005. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21006. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21007. }
  21008. break;
  21009. default:
  21010. ShowError("unknown unit layout at skill %d\n",i);
  21011. break;
  21012. }
  21013. }
  21014. if (!skill_unit_layout[pos].count)
  21015. continue;
  21016. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21017. skill->unit_layout_type[j] = pos;
  21018. pos++;
  21019. }
  21020. // firewall and icewall have 8 layouts (direction-dependent)
  21021. firewall_unit_pos = pos;
  21022. for (i=0;i<8;i++) {
  21023. if (i&1) {
  21024. skill_unit_layout[pos].count = 5;
  21025. if (i&0x2) {
  21026. int dx[] = {-1,-1, 0, 0, 1};
  21027. int dy[] = { 1, 0, 0,-1,-1};
  21028. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21029. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21030. } else {
  21031. int dx[] = { 1, 1 ,0, 0,-1};
  21032. int dy[] = { 1, 0, 0,-1,-1};
  21033. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21034. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21035. }
  21036. } else {
  21037. skill_unit_layout[pos].count = 3;
  21038. if (i%4==0) {
  21039. int dx[] = {-1, 0, 1};
  21040. int dy[] = { 0, 0, 0};
  21041. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21042. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21043. } else {
  21044. int dx[] = { 0, 0, 0};
  21045. int dy[] = {-1, 0, 1};
  21046. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21047. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21048. }
  21049. }
  21050. pos++;
  21051. }
  21052. icewall_unit_pos = pos;
  21053. for (i=0;i<8;i++) {
  21054. skill_unit_layout[pos].count = 5;
  21055. if (i&1) {
  21056. if (i&0x2) {
  21057. int dx[] = {-2,-1, 0, 1, 2};
  21058. int dy[] = { 2, 1, 0,-1,-2};
  21059. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21060. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21061. } else {
  21062. int dx[] = { 2, 1 ,0,-1,-2};
  21063. int dy[] = { 2, 1, 0,-1,-2};
  21064. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21065. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21066. }
  21067. } else {
  21068. if (i%4==0) {
  21069. int dx[] = {-2,-1, 0, 1, 2};
  21070. int dy[] = { 0, 0, 0, 0, 0};
  21071. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21072. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21073. } else {
  21074. int dx[] = { 0, 0, 0, 0, 0};
  21075. int dy[] = {-2,-1, 0, 1, 2};
  21076. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21077. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21078. }
  21079. }
  21080. pos++;
  21081. }
  21082. earthstrain_unit_pos = pos;
  21083. for( i = 0; i < 8; i++ )
  21084. { // For each Direction
  21085. skill_unit_layout[pos].count = 15;
  21086. switch( i )
  21087. {
  21088. case 0: case 1: case 3: case 4: case 5: case 7:
  21089. {
  21090. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21091. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21092. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21093. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21094. }
  21095. break;
  21096. case 2:
  21097. case 6:
  21098. {
  21099. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21100. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21101. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21102. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21103. }
  21104. break;
  21105. }
  21106. pos++;
  21107. }
  21108. firerain_unit_pos = pos;
  21109. for( i = 0; i < 8; i++ ) {
  21110. skill_unit_layout[pos].count = 3;
  21111. switch( i ) {
  21112. case 0: case 1: case 3: case 4: case 5: case 7:
  21113. {
  21114. static const int dx[] = {-1, 0, 1};
  21115. static const int dy[] = { 0, 0, 0};
  21116. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21117. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21118. }
  21119. break;
  21120. case 2:
  21121. case 6:
  21122. {
  21123. static const int dx[] = { 0, 0, 0};
  21124. static const int dy[] = {-1, 0, 1};
  21125. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21126. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21127. }
  21128. break;
  21129. }
  21130. pos++;
  21131. }
  21132. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  21133. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21134. }
  21135. void skill_init_nounit_layout (void) {
  21136. int i, pos = 0;
  21137. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  21138. for( i = 0; i < 8; i++ ) {
  21139. if( i&1 ) {
  21140. skill_nounit_layout[pos].count = 33;
  21141. if( i&2 ) {
  21142. if( i&4 ) { // 7
  21143. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21144. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21145. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21146. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21147. } else { // 3
  21148. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21149. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21150. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21151. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21152. }
  21153. } else {
  21154. if( i&4 ) { // 5
  21155. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21156. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21157. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21158. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21159. } else { // 1
  21160. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21161. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21162. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21163. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21164. }
  21165. }
  21166. } else {
  21167. skill_nounit_layout[pos].count = 21;
  21168. if( i&2 ) {
  21169. if( i&4 ) { // 6
  21170. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  21171. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21172. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21173. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21174. } else { // 2
  21175. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  21176. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21177. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21178. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21179. }
  21180. } else {
  21181. if( i&4 ) { // 4
  21182. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21183. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  21184. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21185. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21186. } else { // 0
  21187. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21188. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  21189. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21190. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21191. }
  21192. }
  21193. }
  21194. pos++;
  21195. }
  21196. for( i = 0; i < 8; i++ ) {
  21197. if( i&1 ) {
  21198. skill_nounit_layout[pos].count = 74;
  21199. if( i&2 ) {
  21200. if( i&4 ) { // 7
  21201. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21202. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  21203. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  21204. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21205. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21206. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21207. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21208. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21209. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21210. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21211. } else { // 3
  21212. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21213. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21214. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21215. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21216. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21217. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21218. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21219. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21220. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21221. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21222. }
  21223. } else {
  21224. if( i&4 ) { // 5
  21225. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21226. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21227. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21228. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21229. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21230. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21231. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21232. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21233. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21234. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21235. } else { // 1
  21236. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21237. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21238. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21239. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21240. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21241. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  21242. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  21243. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21244. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21245. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21246. }
  21247. }
  21248. } else {
  21249. skill_nounit_layout[pos].count = 44;
  21250. if( i&2 ) {
  21251. if( i&4 ) { // 6
  21252. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  21253. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21254. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21255. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21256. } else { // 2
  21257. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  21258. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21259. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21260. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21261. }
  21262. } else {
  21263. if( i&4 ) { // 4
  21264. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21265. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21266. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21267. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21268. } else { // 0
  21269. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21270. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21271. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21272. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21273. }
  21274. }
  21275. }
  21276. pos++;
  21277. }
  21278. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21279. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21280. }
  21281. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21282. status_change *sc = status_get_sc(bl);
  21283. if( !sc || !bl || !skill_id )
  21284. return 0; // Can do it
  21285. switch (type) {
  21286. case SC_ANKLE:
  21287. if (skill_id == AL_TELEPORT)
  21288. return 1;
  21289. break;
  21290. case SC_STASIS:
  21291. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21292. return 1; // Can't do it.
  21293. break;
  21294. case SC_KAGEHUMI:
  21295. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21296. return 1;
  21297. break;
  21298. case SC_BITE:
  21299. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21300. return 1;
  21301. break;
  21302. }
  21303. return 0;
  21304. }
  21305. /**
  21306. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21307. * @param sc: Status changes active on target
  21308. * @param skill_id: Skill to toggle
  21309. * @return True on success or false otherwise
  21310. */
  21311. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21312. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21313. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21314. return false;
  21315. if (skill->inf2[INF2_TOGGLEABLE]) {
  21316. if (sc.getSCE(skill->sc))
  21317. return true;
  21318. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21319. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21320. return true;
  21321. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21322. return true;
  21323. }
  21324. return false;
  21325. }
  21326. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21327. int type = 0;
  21328. switch( skill_id ) {
  21329. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21330. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21331. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21332. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21333. }
  21334. type += skill_lv - 1;
  21335. return type;
  21336. }
  21337. /**
  21338. * Check before do `unit_movepos` call
  21339. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21340. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21341. **/
  21342. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21343. status_change *sc;
  21344. nullpo_retr(false, bl);
  21345. struct map_data *mapdata = map_getmapdata(bl->m);
  21346. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21347. return false;
  21348. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21349. return false;
  21350. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21351. return false;
  21352. sc = status_get_sc(bl);
  21353. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21354. return false;
  21355. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21356. }
  21357. /**
  21358. * Get skill duration after adjustments by skill_duration mapflag
  21359. * @param mapdata: Source map data
  21360. * @param skill_id: Skill ID
  21361. * @param skill_lv: Skill level
  21362. * @return Adjusted skill duration
  21363. */
  21364. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21365. int time = 0;
  21366. if (!(time = skill_get_time(skill_id, skill_lv)))
  21367. return 0;
  21368. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21369. return time / 100 * mapdata->skill_duration[skill_id];
  21370. return time;
  21371. }
  21372. const std::string SkillDatabase::getDefaultLocation() {
  21373. return std::string(db_path) + "/skill_db.yml";
  21374. }
  21375. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21376. int32 value;
  21377. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21378. if (!skNode.is_seq()) {
  21379. if (!this->asInt32(node, nodeName, value))
  21380. return false;
  21381. for (size_t i = 0; i < S; i++)
  21382. arr[i] = value;
  21383. } else {
  21384. uint16 max_level = 0;
  21385. for (const auto& it : skNode) {
  21386. uint16 skill_lv;
  21387. if (!this->asUInt16(it, "Level", skill_lv))
  21388. continue;
  21389. if (skill_lv > MAX_SKILL_LEVEL) {
  21390. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21391. return false;
  21392. }
  21393. if (!this->asInt32(it, subNodeName, value))
  21394. continue;
  21395. arr[skill_lv - 1] = value;
  21396. max_level = max(max_level, skill_lv);
  21397. }
  21398. size_t i = max_level, j;
  21399. // Check for linear change with increasing steps until we reach half of the data acquired.
  21400. for (size_t step = 1; step <= i / 2; step++) {
  21401. int diff = arr[i - 1] - arr[i - step - 1];
  21402. for (j = i - 1; j >= step; j--) {
  21403. if ((arr[j] - arr[j - step]) != diff)
  21404. break;
  21405. }
  21406. if (j >= step) // No match, try next step.
  21407. continue;
  21408. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21409. arr[i] = arr[i - step] + diff;
  21410. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21411. arr[i] = 1;
  21412. diff = 0;
  21413. step = 1;
  21414. }
  21415. }
  21416. return true;
  21417. }
  21418. // Unable to determine linear trend, fill remaining array values with last value
  21419. for (; i < S; i++)
  21420. arr[i] = arr[max_level - 1];
  21421. }
  21422. return true;
  21423. }
  21424. /**
  21425. * Reads and parses an entry from the skill_db.
  21426. * @param node: YAML node containing the entry.
  21427. * @return count of successfully parsed rows
  21428. */
  21429. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21430. uint16 skill_id;
  21431. if (!this->asUInt16(node, "Id", skill_id))
  21432. return 0;
  21433. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21434. bool exists = skill != nullptr;
  21435. if (!exists) {
  21436. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21437. return 0;
  21438. skill = std::make_shared<s_skill_db>();
  21439. skill->nameid = skill_id;
  21440. }
  21441. if (this->nodeExists(node, "Name")) {
  21442. std::string name;
  21443. if (!this->asString(node, "Name", name))
  21444. return 0;
  21445. name.resize(SKILL_NAME_LENGTH);
  21446. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21447. }
  21448. if (this->nodeExists(node, "Description")) {
  21449. std::string name;
  21450. if (!this->asString(node, "Description", name))
  21451. return 0;
  21452. name.resize(SKILL_DESC_LENGTH);
  21453. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21454. }
  21455. if (this->nodeExists(node, "MaxLevel")) {
  21456. uint16 skill_lv;
  21457. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21458. return 0;
  21459. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21460. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21461. return 0;
  21462. }
  21463. skill->max = skill_lv;
  21464. }
  21465. if (this->nodeExists(node, "Type")) {
  21466. std::string type;
  21467. if (!this->asString(node, "Type", type))
  21468. return 0;
  21469. std::string type_constant = "BF_" + type;
  21470. int64 constant;
  21471. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21472. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21473. return 0;
  21474. }
  21475. if (constant < BF_NONE || constant > BF_MISC) {
  21476. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21477. return 0;
  21478. }
  21479. skill->skill_type = static_cast<e_battle_flag>(constant);
  21480. } else {
  21481. if (!exists)
  21482. skill->skill_type = BF_NONE;
  21483. }
  21484. if (this->nodeExists(node, "TargetType")) {
  21485. std::string inf;
  21486. if (!this->asString(node, "TargetType", inf))
  21487. return 0;
  21488. std::string inf_constant = "INF_" + inf + "_SKILL";
  21489. int64 constant;
  21490. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21491. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21492. return 0;
  21493. }
  21494. skill->inf = static_cast<uint16>(constant);
  21495. }
  21496. if (this->nodeExists(node, "DamageFlags")) {
  21497. const auto& damageNode = node["DamageFlags"];
  21498. for (const auto& it : damageNode) {
  21499. std::string nk;
  21500. c4::from_chars(it.key(), &nk);
  21501. std::string nk_constant = "NK_" + nk;
  21502. int64 constant;
  21503. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21504. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21505. return 0;
  21506. }
  21507. bool active;
  21508. if (!this->asBool(damageNode, nk, active))
  21509. return 0;
  21510. if (active)
  21511. skill->nk.set(static_cast<uint8>(constant));
  21512. else
  21513. skill->nk.reset(static_cast<uint8>(constant));
  21514. }
  21515. }
  21516. if (this->nodeExists(node, "Flags")) {
  21517. const auto& infoNode = node["Flags"];
  21518. for (const auto& it : infoNode) {
  21519. std::string inf2;
  21520. c4::from_chars(it.key(), &inf2);
  21521. std::string inf2_constant = "INF2_" + inf2;
  21522. int64 constant;
  21523. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21524. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21525. continue;
  21526. }
  21527. bool active;
  21528. if (!this->asBool(infoNode, inf2, active))
  21529. return 0;
  21530. if (active)
  21531. skill->inf2.set(static_cast<uint8>(constant));
  21532. else
  21533. skill->inf2.reset(static_cast<uint8>(constant));
  21534. }
  21535. }
  21536. if (this->nodeExists(node, "Range")) {
  21537. if (!this->parseNode("Range", "Size", node, skill->range))
  21538. return 0;
  21539. } else {
  21540. if (!exists)
  21541. memset(skill->range, 0, sizeof(skill->range));
  21542. }
  21543. if (this->nodeExists(node, "Hit")) {
  21544. std::string hit;
  21545. if (!this->asString(node, "Hit", hit))
  21546. return 0;
  21547. std::string hit_constant = "DMG_" + hit;
  21548. int64 constant;
  21549. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21550. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21551. return 0;
  21552. }
  21553. skill->hit = static_cast<e_damage_type>(constant);
  21554. } else {
  21555. if (!exists)
  21556. skill->hit = DMG_NORMAL;
  21557. }
  21558. if (this->nodeExists(node, "HitCount")) {
  21559. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21560. return 0;
  21561. } else {
  21562. if (!exists)
  21563. memset(skill->num, 0, sizeof(skill->num));
  21564. }
  21565. if (this->nodeExists(node, "Element")) {
  21566. const auto elementNode = node["Element"];
  21567. std::string element;
  21568. if (!elementNode.is_seq()) {
  21569. if (!this->asString(node, "Element", element))
  21570. return 0;
  21571. std::string element_constant = "ELE_" + element;
  21572. int64 constant;
  21573. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21574. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21575. return 0;
  21576. }
  21577. if (constant == ELE_NONE) {
  21578. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21579. return 0;
  21580. }
  21581. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21582. } else {
  21583. for (const auto& it : elementNode) {
  21584. uint16 skill_lv;
  21585. if (!this->asUInt16(it, "Level", skill_lv))
  21586. continue;
  21587. if (skill_lv > MAX_SKILL_LEVEL) {
  21588. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21589. return false;
  21590. }
  21591. if (!this->asString(it, "Element", element))
  21592. continue;
  21593. std::string element_constant = "ELE_" + element;
  21594. int64 constant;
  21595. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21596. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21597. return 0;
  21598. }
  21599. if (constant == ELE_NONE) {
  21600. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21601. return 0;
  21602. }
  21603. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21604. }
  21605. }
  21606. } else {
  21607. if (!exists)
  21608. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21609. }
  21610. if (this->nodeExists(node, "SplashArea")) {
  21611. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21612. return 0;
  21613. } else {
  21614. if (!exists)
  21615. memset(skill->splash, 0, sizeof(skill->splash));
  21616. }
  21617. if (this->nodeExists(node, "ActiveInstance")) {
  21618. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21619. return 0;
  21620. } else {
  21621. if (!exists)
  21622. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21623. }
  21624. if (this->nodeExists(node, "Knockback")) {
  21625. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21626. return 0;
  21627. } else {
  21628. if (!exists)
  21629. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21630. }
  21631. if (this->nodeExists(node, "CopyFlags")) {
  21632. const auto& copyNode = node["CopyFlags"];
  21633. if (this->nodeExists(copyNode, "Skill")) {
  21634. const auto& copyskillNode = copyNode["Skill"];
  21635. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21636. bool active;
  21637. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21638. return 0;
  21639. if (active)
  21640. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21641. else
  21642. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21643. }
  21644. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21645. bool active;
  21646. if (!this->asBool(copyskillNode, "Reproduce", active))
  21647. return 0;
  21648. if (active)
  21649. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21650. else
  21651. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21652. }
  21653. } else {
  21654. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21655. return 0;
  21656. }
  21657. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21658. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21659. for (const auto& it : copyreqNode) {
  21660. std::string req;
  21661. c4::from_chars(it.key(), &req);
  21662. std::string req_constant = "SKILL_REQ_" + req;
  21663. int64 constant;
  21664. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21665. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21666. return 0;
  21667. }
  21668. skill->copyable.req_opt |= constant;
  21669. }
  21670. } else {
  21671. if (!exists)
  21672. skill->copyable.req_opt = 0;
  21673. }
  21674. }
  21675. if (this->nodeExists(node, "NoNearNpc")) {
  21676. const auto& npcNode = node["NoNearNpc"];
  21677. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21678. uint16 range;
  21679. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21680. return 0;
  21681. skill->unit_nonearnpc_range = range;
  21682. } else {
  21683. if (!exists)
  21684. skill->unit_nonearnpc_range = 0;
  21685. }
  21686. if (this->nodeExists(npcNode, "Type")) {
  21687. const auto& npctypeNode = npcNode["Type"];
  21688. for (const auto& it : npctypeNode) {
  21689. std::string type;
  21690. c4::from_chars(it.key(), &type);
  21691. std::string type_constant = "SKILL_NONEAR_" + type;
  21692. int64 constant;
  21693. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21694. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21695. return 0;
  21696. }
  21697. bool active;
  21698. if (!this->asBool(npctypeNode, type, active))
  21699. return 0;
  21700. if (active)
  21701. skill->unit_nonearnpc_type |= constant;
  21702. else
  21703. skill->unit_nonearnpc_type &= ~constant;
  21704. }
  21705. } else {
  21706. if (!exists)
  21707. skill->unit_nonearnpc_type = 0;
  21708. }
  21709. }
  21710. if (this->nodeExists(node, "CastCancel")) {
  21711. bool active;
  21712. if (!this->asBool(node, "CastCancel", active))
  21713. return 0;
  21714. skill->castcancel = active;
  21715. } else {
  21716. if (!exists)
  21717. skill->castcancel = false;
  21718. }
  21719. if (this->nodeExists(node, "CastDefenseReduction")) {
  21720. uint16 reduction;
  21721. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21722. return 0;
  21723. skill->cast_def_rate = reduction;
  21724. } else {
  21725. if (!exists)
  21726. skill->cast_def_rate = 0;
  21727. }
  21728. if (this->nodeExists(node, "CastTime")) {
  21729. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21730. return 0;
  21731. } else {
  21732. if (!exists)
  21733. memset(skill->cast, 0, sizeof(skill->cast));
  21734. }
  21735. if (this->nodeExists(node, "AfterCastActDelay")) {
  21736. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21737. return 0;
  21738. } else {
  21739. if (!exists)
  21740. memset(skill->delay, 0, sizeof(skill->delay));
  21741. }
  21742. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21743. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21744. return 0;
  21745. } else {
  21746. if (!exists)
  21747. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21748. }
  21749. if (this->nodeExists(node, "Duration1")) {
  21750. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21751. return 0;
  21752. } else {
  21753. if (!exists)
  21754. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21755. }
  21756. if (this->nodeExists(node, "Duration2")) {
  21757. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21758. return 0;
  21759. } else {
  21760. if (!exists)
  21761. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21762. }
  21763. if (this->nodeExists(node, "Cooldown")) {
  21764. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21765. return 0;
  21766. } else {
  21767. if (!exists)
  21768. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21769. }
  21770. #ifdef RENEWAL_CAST
  21771. if (this->nodeExists(node, "FixedCastTime")) {
  21772. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21773. return 0;
  21774. } else {
  21775. if (!exists)
  21776. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21777. }
  21778. #endif
  21779. if (this->nodeExists(node, "CastTimeFlags")) {
  21780. const auto& castNode = node["CastTimeFlags"];
  21781. for (const auto& it : castNode) {
  21782. std::string flag;
  21783. c4::from_chars(it.key(), &flag);
  21784. std::string flag_constant = "SKILL_CAST_" + flag;
  21785. int64 constant;
  21786. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21787. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21788. return 0;
  21789. }
  21790. bool active;
  21791. if (!this->asBool(castNode, flag, active))
  21792. return 0;
  21793. if (active)
  21794. skill->castnodex |= constant;
  21795. else
  21796. skill->castnodex &= ~constant;
  21797. }
  21798. }
  21799. if (this->nodeExists(node, "CastDelayFlags")) {
  21800. const auto& castNode = node["CastDelayFlags"];
  21801. for (const auto& it : castNode) {
  21802. std::string flag;
  21803. c4::from_chars(it.key(), &flag);
  21804. std::string flag_constant = "SKILL_CAST_" + flag;
  21805. int64 constant;
  21806. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21807. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21808. return 0;
  21809. }
  21810. bool active;
  21811. if (!this->asBool(castNode, flag, active))
  21812. return 0;
  21813. if (active)
  21814. skill->delaynodex |= constant;
  21815. else
  21816. skill->delaynodex &= ~constant;
  21817. }
  21818. }
  21819. if (this->nodeExists(node, "Requires")) {
  21820. const auto& requireNode = node["Requires"];
  21821. if (this->nodeExists(requireNode, "HpCost")) {
  21822. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21823. return 0;
  21824. } else {
  21825. if (!exists)
  21826. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21827. }
  21828. if (this->nodeExists(requireNode, "SpCost")) {
  21829. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21830. return 0;
  21831. } else {
  21832. if (!exists)
  21833. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21834. }
  21835. if (this->nodeExists(requireNode, "ApCost")) {
  21836. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21837. return 0;
  21838. } else {
  21839. if (!exists)
  21840. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21841. }
  21842. if (this->nodeExists(requireNode, "HpRateCost")) {
  21843. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21844. return 0;
  21845. } else {
  21846. if (!exists)
  21847. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21848. }
  21849. if (this->nodeExists(requireNode, "SpRateCost")) {
  21850. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21851. return 0;
  21852. } else {
  21853. if (!exists)
  21854. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21855. }
  21856. if (this->nodeExists(requireNode, "ApRateCost")) {
  21857. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21858. return 0;
  21859. } else {
  21860. if (!exists)
  21861. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21862. }
  21863. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21864. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21865. return 0;
  21866. } else {
  21867. if (!exists)
  21868. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21869. }
  21870. if (this->nodeExists(requireNode, "ZenyCost")) {
  21871. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21872. return 0;
  21873. } else {
  21874. if (!exists)
  21875. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21876. }
  21877. if (this->nodeExists(requireNode, "Weapon")) {
  21878. const auto& weaponNode = requireNode["Weapon"];
  21879. if (this->nodeExists(weaponNode, "All")) {
  21880. bool active;
  21881. if (!this->asBool(weaponNode, "All", active))
  21882. return 0;
  21883. if (active)
  21884. skill->require.weapon = 0;
  21885. } else {
  21886. for (const auto& it : weaponNode) {
  21887. std::string weapon;
  21888. c4::from_chars(it.key(), &weapon);
  21889. std::string weapon_constant = "W_" + weapon;
  21890. int64 constant;
  21891. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21892. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21893. return 0;
  21894. }
  21895. bool active;
  21896. if (!this->asBool(weaponNode, weapon, active))
  21897. return 0;
  21898. if (active)
  21899. skill->require.weapon |= 1 << constant;
  21900. else
  21901. skill->require.weapon &= ~(1 << constant);
  21902. }
  21903. }
  21904. } else {
  21905. if (!exists)
  21906. skill->require.weapon = 0;
  21907. }
  21908. if (this->nodeExists(requireNode, "Ammo")) {
  21909. const auto& ammoNode = requireNode["Ammo"];
  21910. if (this->nodeExists(ammoNode, "None")) {
  21911. bool active;
  21912. if (!this->asBool(ammoNode, "None", active))
  21913. return 0;
  21914. if (active)
  21915. skill->require.ammo = 0;
  21916. } else {
  21917. for (const auto& it : ammoNode) {
  21918. std::string ammo;
  21919. c4::from_chars(it.key(), &ammo);
  21920. std::string ammo_constant = "AMMO_" + ammo;
  21921. int64 constant;
  21922. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21923. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21924. return 0;
  21925. }
  21926. bool active;
  21927. if (!this->asBool(ammoNode, ammo, active))
  21928. return 0;
  21929. if (active)
  21930. skill->require.ammo |= 1 << constant;
  21931. else
  21932. skill->require.ammo &= ~(1 << constant);
  21933. }
  21934. }
  21935. } else {
  21936. if (!exists)
  21937. skill->require.ammo = 0;
  21938. }
  21939. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21940. if (skill->require.ammo == 0) {
  21941. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21942. return 0;
  21943. }
  21944. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21945. return 0;
  21946. } else {
  21947. if (!exists)
  21948. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21949. }
  21950. if (this->nodeExists(requireNode, "State")) {
  21951. std::string state;
  21952. if (!this->asString(requireNode, "State", state))
  21953. return 0;
  21954. std::string state_constant = "ST_" + state;
  21955. int64 constant;
  21956. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21957. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21958. return 0;
  21959. }
  21960. skill->require.state = static_cast<int32>(constant);
  21961. }
  21962. if (this->nodeExists(requireNode, "Status")) {
  21963. const auto& statusNode = requireNode["Status"];
  21964. for (const auto& it : statusNode) {
  21965. std::string status;
  21966. c4::from_chars(it.key(), &status);
  21967. std::string status_constant = "SC_" + status;
  21968. int64 constant;
  21969. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21970. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21971. return 0;
  21972. }
  21973. bool active;
  21974. if (!this->asBool(statusNode, status, active))
  21975. return 0;
  21976. auto status_exists = util::vector_get(skill->require.status, constant);
  21977. if (active && status_exists == skill->require.status.end())
  21978. skill->require.status.push_back(static_cast<sc_type>(constant));
  21979. else if (!active && status_exists != skill->require.status.end())
  21980. skill->require.status.erase(status_exists);
  21981. }
  21982. }
  21983. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21984. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21985. return 0;
  21986. } else {
  21987. if (!exists)
  21988. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21989. }
  21990. if (this->nodeExists(requireNode, "ItemCost")) {
  21991. const auto itemNode = requireNode["ItemCost"];
  21992. int32 count = 0;
  21993. for (const auto& it : itemNode) {
  21994. std::string item_name;
  21995. if (!this->asString(it, "Item", item_name))
  21996. continue;
  21997. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21998. if (item == nullptr) {
  21999. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22000. return 0;
  22001. }
  22002. int32 amount;
  22003. if (!this->asInt32(it, "Amount", amount))
  22004. continue;
  22005. if (this->nodeExists(it, "Level")) {
  22006. uint16 cost_level;
  22007. if (!this->asUInt16(it, "Level", cost_level))
  22008. continue;
  22009. if (cost_level < 1 || cost_level > skill->max) {
  22010. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  22011. return 0;
  22012. }
  22013. count = cost_level - 1;
  22014. if (!skill->require.itemid_level_dependent)
  22015. skill->require.itemid_level_dependent = true;
  22016. }
  22017. skill->require.itemid[count] = item->nameid;
  22018. skill->require.amount[count] = amount;
  22019. count++;
  22020. }
  22021. }
  22022. if (this->nodeExists(requireNode, "Equipment")) {
  22023. const auto& equipNode = requireNode["Equipment"];
  22024. for (const auto& it : equipNode) {
  22025. std::string item_name;
  22026. c4::from_chars(it.key(), &item_name);
  22027. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22028. if (item == nullptr) {
  22029. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22030. return 0;
  22031. }
  22032. bool active;
  22033. if (!this->asBool(equipNode, item_name, active))
  22034. return 0;
  22035. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22036. if (active && equip_exists == skill->require.eqItem.end())
  22037. skill->require.eqItem.push_back(item->nameid);
  22038. else if (!active && equip_exists != skill->require.eqItem.end())
  22039. skill->require.eqItem.erase(equip_exists);
  22040. }
  22041. }
  22042. }
  22043. if (this->nodeExists(node, "GiveAp")) {
  22044. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22045. return 0;
  22046. } else {
  22047. if (!exists)
  22048. memset(skill->giveap, 0, sizeof(skill->giveap));
  22049. }
  22050. if (this->nodeExists(node, "Unit")) {
  22051. const auto& unitNode = node["Unit"];
  22052. if (this->nodeExists(unitNode, "Id")) {
  22053. std::string unit;
  22054. if (!this->asString(unitNode, "Id", unit))
  22055. return 0;
  22056. std::string unit_constant = "UNT_" + unit;
  22057. int64 constant;
  22058. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22059. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22060. return 0;
  22061. }
  22062. skill->unit_id = static_cast<uint16>(constant);
  22063. } else {
  22064. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22065. return 0;
  22066. }
  22067. if (this->nodeExists(unitNode, "AlternateId")) {
  22068. std::string unit;
  22069. if (!this->asString(unitNode, "AlternateId", unit))
  22070. return 0;
  22071. std::string unit_constant = "UNT_" + unit;
  22072. int64 constant;
  22073. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22074. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  22075. return 0;
  22076. }
  22077. skill->unit_id2 = static_cast<uint16>(constant);
  22078. } else {
  22079. if (!exists)
  22080. skill->unit_id2 = 0;
  22081. }
  22082. if (this->nodeExists(unitNode, "Layout")) {
  22083. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  22084. return 0;
  22085. } else {
  22086. if (!exists)
  22087. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  22088. }
  22089. if (this->nodeExists(unitNode, "Range")) {
  22090. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  22091. return 0;
  22092. } else {
  22093. if (!exists)
  22094. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  22095. }
  22096. if (this->nodeExists(unitNode, "Interval")) {
  22097. int16 interval;
  22098. if (!this->asInt16(unitNode, "Interval", interval))
  22099. return 0;
  22100. skill->unit_interval = interval;
  22101. } else {
  22102. if (!exists)
  22103. skill->unit_interval = 0;
  22104. }
  22105. if (this->nodeExists(unitNode, "Target")) {
  22106. std::string target;
  22107. if (!this->asString(unitNode, "Target", target))
  22108. return 0;
  22109. std::string target_constant = "BCT_" + target;
  22110. int64 constant;
  22111. if (!script_get_constant(target_constant.c_str(), &constant)) {
  22112. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  22113. return 0;
  22114. }
  22115. skill->unit_target = static_cast<int32>(constant);
  22116. } else {
  22117. if (!exists)
  22118. skill->unit_target = BCT_ALL;
  22119. }
  22120. if (this->nodeExists(unitNode, "Flag")) {
  22121. const auto& flagNode = unitNode["Flag"];
  22122. for (const auto& it : flagNode) {
  22123. std::string flag;
  22124. c4::from_chars(it.key(), &flag);
  22125. std::string flag_constant = "UF_" + flag;
  22126. int64 constant;
  22127. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22128. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  22129. return 0;
  22130. }
  22131. bool active;
  22132. if (!this->asBool(flagNode, flag, active))
  22133. return 0;
  22134. if (active)
  22135. skill->unit_flag.set(static_cast<uint8>(constant));
  22136. else
  22137. skill->unit_flag.reset(static_cast<uint8>(constant));
  22138. }
  22139. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  22140. skill->unit_target = BCT_NOENEMY;
  22141. // By default, target just characters.
  22142. skill->unit_target |= BL_CHAR;
  22143. if (skill->unit_flag[UF_NOPC])
  22144. skill->unit_target &= ~BL_PC;
  22145. if (skill->unit_flag[UF_NOMOB])
  22146. skill->unit_target &= ~BL_MOB;
  22147. if (skill->unit_flag[UF_SKILL])
  22148. skill->unit_target |= BL_SKILL;
  22149. } else {
  22150. if (!exists){
  22151. skill->unit_flag = UF_NONE;
  22152. // By default, target just characters.
  22153. skill->unit_target |= BL_CHAR;
  22154. }
  22155. }
  22156. }
  22157. if (this->nodeExists(node, "Status")) {
  22158. std::string status;
  22159. if (!this->asString(node, "Status", status))
  22160. return 0;
  22161. std::string status_constant = "SC_" + status;
  22162. int64 constant;
  22163. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22164. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  22165. return 0;
  22166. }
  22167. if (constant < SC_NONE || constant >= SC_MAX) {
  22168. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  22169. constant = SC_NONE;
  22170. }
  22171. skill->sc = static_cast<sc_type>(constant);
  22172. } else {
  22173. if (!exists)
  22174. skill->sc = SC_NONE;
  22175. }
  22176. if (!exists) {
  22177. this->put(skill_id, skill);
  22178. this->skilldb_id2idx[skill_id] = this->skill_num;
  22179. this->skill_num++;
  22180. }
  22181. return 1;
  22182. }
  22183. void SkillDatabase::clear() {
  22184. TypesafeCachedYamlDatabase::clear();
  22185. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  22186. this->skill_num = 1;
  22187. }
  22188. void SkillDatabase::loadingFinished(){
  22189. if( this->skill_num > MAX_SKILL ){
  22190. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  22191. }
  22192. TypesafeCachedYamlDatabase::loadingFinished();
  22193. }
  22194. /**
  22195. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  22196. * @param skill_id
  22197. * @param silent If Skill is undefined, show error message!
  22198. * @return Skill Index or 0 if not found/unset
  22199. **/
  22200. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  22201. uint16 idx = this->skilldb_id2idx[skill_id];
  22202. if( idx == 0 && skill_id != 0 && !silent ){
  22203. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  22204. }
  22205. return idx;
  22206. }
  22207. SkillDatabase skill_db;
  22208. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  22209. return std::string(db_path) + "/spellbook_db.yml";
  22210. }
  22211. /**
  22212. * Reads and parses an entry from the spellbook_db.
  22213. * @param node: YAML node containing the entry.
  22214. * @return count of successfully parsed rows
  22215. */
  22216. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22217. std::string skill_name;
  22218. if (!this->asString(node, "Skill", skill_name))
  22219. return 0;
  22220. uint16 skill_id = skill_name2id(skill_name.c_str());
  22221. if (skill_id == 0) {
  22222. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22223. return 0;
  22224. }
  22225. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  22226. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  22227. return 0;
  22228. }
  22229. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  22230. bool exists = spell != nullptr;
  22231. if (!exists) {
  22232. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  22233. return 0;
  22234. spell = std::make_shared<s_skill_spellbook_db>();
  22235. spell->skill_id = skill_id;
  22236. }
  22237. if (this->nodeExists(node, "Book")) {
  22238. std::string book_name;
  22239. if (!this->asString(node, "Book", book_name))
  22240. return 0;
  22241. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  22242. if (item == nullptr) {
  22243. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  22244. return 0;
  22245. }
  22246. spell->nameid = item->nameid;
  22247. }
  22248. if (this->nodeExists(node, "PreservePoints")) {
  22249. uint16 points;
  22250. if (!this->asUInt16(node, "PreservePoints", points))
  22251. return 0;
  22252. spell->points = points;
  22253. }
  22254. if (!exists)
  22255. this->put(skill_id, spell);
  22256. return 1;
  22257. }
  22258. /**
  22259. * Check if the specified item is available in the spellbook_db or not
  22260. * @param nameid: Book Item ID
  22261. * @return Spell data or nullptr otherwise
  22262. */
  22263. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22264. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22265. return nullptr;
  22266. for (const auto &spell : reading_spellbook_db) {
  22267. if (spell.second->nameid == nameid)
  22268. return spell.second;
  22269. }
  22270. return nullptr;
  22271. }
  22272. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22273. return std::string(db_path) + "/magicmushroom_db.yml";
  22274. }
  22275. /**
  22276. * Reads and parses an entry from the magicmushroom_db.
  22277. * @param node: YAML node containing the entry.
  22278. * @return count of successfully parsed rows
  22279. */
  22280. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22281. std::string skill_name;
  22282. if (!this->asString(node, "Skill", skill_name))
  22283. return 0;
  22284. uint16 skill_id = skill_name2id(skill_name.c_str());
  22285. if (!skill_id) {
  22286. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22287. return 0;
  22288. }
  22289. if (!skill_get_inf(skill_id)) {
  22290. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22291. return 0;
  22292. }
  22293. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22294. bool exists = mushroom != nullptr;
  22295. if (!exists) {
  22296. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22297. mushroom->skill_id = skill_id;
  22298. this->put(skill_id, mushroom);
  22299. }
  22300. return 1;
  22301. }
  22302. /** Reads skill no cast db
  22303. * Structure: SkillID,Flag
  22304. */
  22305. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  22306. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  22307. if (!skill)
  22308. return false;
  22309. skill->nocast |= atoi(split[1]);
  22310. return true;
  22311. }
  22312. /** Reads Produce db
  22313. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22314. */
  22315. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  22316. unsigned short x, y;
  22317. unsigned short id = atoi(split[0]);
  22318. t_itemid nameid = 0;
  22319. bool found = false;
  22320. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22321. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22322. return false;
  22323. }
  22324. // Clear previous data, for importing support
  22325. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22326. // Import just for clearing/disabling from original data
  22327. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22328. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22329. return true;
  22330. }
  22331. if (!item_db.exists(nameid)) {
  22332. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22333. return false;
  22334. }
  22335. skill_produce_db[id].nameid = nameid;
  22336. skill_produce_db[id].itemlv = atoi(split[2]);
  22337. skill_produce_db[id].req_skill = atoi(split[3]);
  22338. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22339. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22340. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22341. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22342. }
  22343. if (!found)
  22344. skill_produce_count++;
  22345. return true;
  22346. }
  22347. const std::string SkillArrowDatabase::getDefaultLocation() {
  22348. return std::string(db_path) + "/create_arrow_db.yml";
  22349. }
  22350. /**
  22351. * Reads and parses an entry from the create_arrow_db.
  22352. * @param node: YAML node containing the entry.
  22353. * @return count of successfully parsed rows
  22354. */
  22355. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22356. std::string source_name;
  22357. if (!this->asString(node, "Source", source_name))
  22358. return 0;
  22359. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22360. if (item == nullptr) {
  22361. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22362. return 0;
  22363. }
  22364. t_itemid nameid = item->nameid;
  22365. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22366. bool exists = arrow != nullptr;
  22367. if (!exists) {
  22368. arrow = std::make_shared<s_skill_arrow_db>();
  22369. arrow->nameid = nameid;
  22370. }
  22371. const auto& MakeNode = node["Make"];
  22372. for (const auto &it : MakeNode) {
  22373. std::string item_name;
  22374. if (!this->asString(it, "Item", item_name))
  22375. return 0;
  22376. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22377. if (item == nullptr) {
  22378. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22379. return 0;
  22380. }
  22381. uint16 amount;
  22382. if (!this->asUInt16(it, "Amount", amount))
  22383. return 0;
  22384. if (amount == 0) {
  22385. if (arrow->created.erase(item->nameid) == 0)
  22386. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  22387. continue;
  22388. }
  22389. if (amount > MAX_AMOUNT) {
  22390. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22391. continue;
  22392. }
  22393. arrow->created[item->nameid] = amount;
  22394. }
  22395. if (!exists)
  22396. this->put(nameid, arrow);
  22397. return 1;
  22398. }
  22399. const std::string AbraDatabase::getDefaultLocation() {
  22400. return std::string(db_path) + "/abra_db.yml";
  22401. }
  22402. /**
  22403. * Reads and parses an entry from the abra_db.
  22404. * @param node: YAML node containing the entry.
  22405. * @return count of successfully parsed rows
  22406. */
  22407. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22408. std::string skill_name;
  22409. if (!this->asString(node, "Skill", skill_name))
  22410. return 0;
  22411. uint16 skill_id = skill_name2id(skill_name.c_str());
  22412. if (!skill_id) {
  22413. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22414. return 0;
  22415. }
  22416. if (!skill_get_inf(skill_id)) {
  22417. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22418. return 0;
  22419. }
  22420. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22421. bool exists = abra != nullptr;
  22422. if (!exists) {
  22423. abra = std::make_shared<s_skill_abra_db>();
  22424. abra->skill_id = skill_id;
  22425. }
  22426. if (this->nodeExists(node, "Probability")) {
  22427. const auto& probNode = node["Probability"];
  22428. uint16 probability;
  22429. if (!probNode.is_seq()) {
  22430. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22431. return 0;
  22432. abra->per.fill(probability);
  22433. } else {
  22434. abra->per.fill(0);
  22435. for (const auto& it : probNode) {
  22436. uint16 skill_lv;
  22437. if (!this->asUInt16(it, "Level", skill_lv))
  22438. continue;
  22439. if (skill_lv > MAX_SKILL_LEVEL) {
  22440. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22441. return 0;
  22442. }
  22443. if (!this->asUInt16Rate(it, "Probability", probability))
  22444. continue;
  22445. abra->per[skill_lv - 1] = probability;
  22446. }
  22447. }
  22448. } else {
  22449. if (!exists)
  22450. abra->per.fill(500);
  22451. }
  22452. if (!exists)
  22453. this->put(skill_id, abra);
  22454. return 1;
  22455. }
  22456. /** Reads change material db
  22457. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22458. */
  22459. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  22460. uint16 id = atoi(split[0]);
  22461. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22462. short rate = atoi(split[2]);
  22463. bool found = false;
  22464. int x, y;
  22465. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22466. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22467. return false;
  22468. }
  22469. // Clear previous data, for importing support
  22470. if (skill_changematerial_db[id].nameid > 0) {
  22471. found = true;
  22472. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22473. }
  22474. // Import just for clearing/disabling from original data
  22475. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22476. if (nameid == 0) {
  22477. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22478. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22479. return true;
  22480. }
  22481. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22482. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22483. if (skill_produce_db[x].nameid == nameid)
  22484. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22485. break;
  22486. }
  22487. if (x >= MAX_SKILL_PRODUCE_DB) {
  22488. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22489. return false;
  22490. }
  22491. skill_changematerial_db[id].nameid = nameid;
  22492. skill_changematerial_db[id].rate = rate;
  22493. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22494. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22495. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22496. }
  22497. if (!found)
  22498. skill_changematerial_count++;
  22499. return true;
  22500. }
  22501. /**
  22502. * Reads skill damage adjustment
  22503. * @author [Lilith]
  22504. */
  22505. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  22506. int64 caster_tmp;
  22507. uint16 id;
  22508. int caster, value;
  22509. char *result;
  22510. trim(split[0]);
  22511. if (ISDIGIT(split[0][0])) {
  22512. value = strtol(split[0], &result, 10);
  22513. if (*result) {
  22514. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22515. return false;
  22516. }
  22517. id = value;
  22518. } else
  22519. id = skill_name2id(split[0]);
  22520. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22521. if (!skill)
  22522. return false;
  22523. skill->damage = {};
  22524. trim(split[1]);
  22525. if (ISDIGIT(split[1][0])) {
  22526. value = strtol(split[1], &result, 10);
  22527. if (*result) {
  22528. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22529. return false;
  22530. }
  22531. caster = value;
  22532. } else { // Try to parse caster as constant
  22533. if (!script_get_constant(split[1], &caster_tmp)) {
  22534. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22535. return false;
  22536. }
  22537. caster = static_cast<uint16>(caster_tmp);
  22538. }
  22539. skill->damage.caster |= caster;
  22540. value = strtol(split[2], &result, 10);
  22541. if (*result) {
  22542. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22543. return false;
  22544. }
  22545. skill->damage.map |= value;
  22546. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22547. value = strtol(split[offset], &result, 10);
  22548. if (*result && *result != ' ') {
  22549. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22550. value = 0;
  22551. }
  22552. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22553. }
  22554. return true;
  22555. }
  22556. /** Reads skill database files */
  22557. static void skill_readdb(void) {
  22558. int i;
  22559. const char* dbsubpath[] = {
  22560. "",
  22561. "/" DBIMPORT,
  22562. //add other path here
  22563. };
  22564. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22565. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22566. skill_produce_count = skill_changematerial_count = 0;
  22567. skill_db.load();
  22568. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22569. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22570. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22571. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22572. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22573. if (i == 0) {
  22574. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22575. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22576. } else {
  22577. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22578. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22579. }
  22580. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22581. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22582. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22583. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22584. aFree(dbsubpath1);
  22585. aFree(dbsubpath2);
  22586. }
  22587. abra_db.load();
  22588. magic_mushroom_db.load();
  22589. reading_spellbook_db.load();
  22590. skill_arrow_db.load();
  22591. skill_init_unit_layout();
  22592. skill_init_nounit_layout();
  22593. }
  22594. void skill_reload (void) {
  22595. skill_db.clear();
  22596. abra_db.clear();
  22597. magic_mushroom_db.clear();
  22598. reading_spellbook_db.clear();
  22599. skill_arrow_db.clear();
  22600. skill_readdb();
  22601. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22602. s_mapiterator *iter = mapit_getallusers();
  22603. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22604. pc_validate_skill(sd);
  22605. clif_skillinfoblock(sd);
  22606. }
  22607. mapit_free(iter);
  22608. }
  22609. /*==========================================
  22610. *
  22611. *------------------------------------------*/
  22612. void do_init_skill(void)
  22613. {
  22614. skill_readdb();
  22615. skillunit_db = idb_alloc(DB_OPT_BASE);
  22616. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22617. bowling_db = idb_alloc(DB_OPT_BASE);
  22618. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22619. ers_chunk_size(skill_timer_ers, 150);
  22620. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22621. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22622. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22623. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22624. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22625. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22626. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22627. }
  22628. void do_final_skill(void)
  22629. {
  22630. skill_db.clear();
  22631. abra_db.clear();
  22632. magic_mushroom_db.clear();
  22633. reading_spellbook_db.clear();
  22634. skill_arrow_db.clear();
  22635. db_destroy(skillunit_db);
  22636. db_destroy(skillusave_db);
  22637. db_destroy(bowling_db);
  22638. ers_destroy(skill_timer_ers);
  22639. }