skill.c 561 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  56. DBMap* skilldb_name2id = NULL;
  57. /**
  58. * Skill Cool Down Delay Saving
  59. * Struct skill_cd is not a member of struct map_session_data
  60. * to keep cooldowns in memory between player log-ins.
  61. * All cooldowns are reset when server is restarted.
  62. **/
  63. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  64. struct skill_cd {
  65. int duration[MAX_SKILL_TREE];//milliseconds
  66. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  67. short nameid[MAX_SKILL_TREE];//skill id
  68. unsigned char cursor;
  69. };
  70. /**
  71. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  72. **/
  73. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  74. struct skill_usave {
  75. int skill_num, skill_lv;
  76. };
  77. struct s_skill_db skill_db[MAX_SKILL_DB];
  78. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  79. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  80. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  81. struct s_skill_improvise_db {
  82. int skillid;
  83. short per;//1-10000
  84. };
  85. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  86. bool skill_reproduce_db[MAX_SKILL_DB];
  87. struct s_skill_changematerial_db {
  88. int itemid;
  89. short rate;
  90. int qty[5];
  91. short qty_rate[5];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  94. //Warlock
  95. struct s_skill_spellbook_db {
  96. int nameid;
  97. int skillid;
  98. int point;
  99. };
  100. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  101. //Guillotine Cross
  102. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  103. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  104. int firewall_unit_pos;
  105. int icewall_unit_pos;
  106. int earthstrain_unit_pos;
  107. //early declaration
  108. int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
  109. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  110. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  111. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  112. //Since only mob-casted splash skills can hit ice-walls
  113. static inline int splash_target(struct block_list* bl)
  114. {
  115. #ifndef RENEWAL
  116. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  117. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  118. return BL_SKILL|BL_CHAR;
  119. #endif
  120. }
  121. /// Returns the id of the skill, or 0 if not found.
  122. int skill_name2id(const char* name)
  123. {
  124. if( name == NULL )
  125. return 0;
  126. return strdb_iget(skilldb_name2id, name);
  127. }
  128. /// Maps skill ids to skill db offsets.
  129. /// Returns the skill's array index, or 0 (Unknown Skill).
  130. int skill_get_index( int id )
  131. {
  132. // avoid ranges reserved for mapping guild/homun/mercenary skills
  133. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  134. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  135. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  136. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) )
  137. return 0;
  138. // map skill id to skill db index
  139. if( id >= GD_SKILLBASE )
  140. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  141. else if( id >= EL_SKILLBASE )
  142. id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
  143. else if( id >= MC_SKILLBASE )
  144. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  145. else if( id >= HM_SKILLBASE )
  146. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  147. // validate result
  148. if( id <= 0 || id >= MAX_SKILL_DB )
  149. return 0;
  150. return id;
  151. }
  152. const char* skill_get_name( int id )
  153. {
  154. return skill_db[skill_get_index(id)].name;
  155. }
  156. const char* skill_get_desc( int id )
  157. {
  158. return skill_db[skill_get_index(id)].desc;
  159. }
  160. // out of bounds error checking [celest]
  161. static void skill_chk(int* id, int lv)
  162. {
  163. *id = skill_get_index(*id); // checks/adjusts id
  164. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  165. }
  166. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  167. // Skill DB
  168. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  169. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  170. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  171. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  172. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  173. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  174. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  175. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  176. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  177. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  178. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  179. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  180. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  181. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  182. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  183. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  184. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  185. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  186. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  187. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  188. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  189. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  190. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  191. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  192. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  193. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  194. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  195. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  196. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  197. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  198. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  199. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  200. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  201. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  202. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  203. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  204. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  205. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  206. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  207. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  208. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  209. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  210. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  211. #ifdef RENEWAL_CAST
  212. int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
  213. #endif
  214. int skill_tree_get_max(int id, int b_class)
  215. {
  216. int i;
  217. b_class = pc_class2idx(b_class);
  218. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  219. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  220. return skill_tree[b_class][i].max;
  221. else
  222. return skill_get_max(id);
  223. }
  224. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  225. int skill_attack_area(struct block_list *bl,va_list ap);
  226. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  227. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  228. int skill_greed(struct block_list *bl, va_list ap);
  229. static void skill_toggle_magicpower(struct block_list *bl, short skillid);
  230. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  231. static int skill_trap_splash(struct block_list *bl, va_list ap);
  232. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  233. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  234. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  235. static int skill_unit_effect(struct block_list *bl,va_list ap);
  236. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  237. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  238. int skill_get_casttype (int id)
  239. {
  240. int inf = skill_get_inf(id);
  241. if (inf&(INF_GROUND_SKILL))
  242. return CAST_GROUND;
  243. if (inf&INF_SUPPORT_SKILL)
  244. return CAST_NODAMAGE;
  245. if (inf&INF_SELF_SKILL) {
  246. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  247. return CAST_DAMAGE; //Combo skill.
  248. return CAST_NODAMAGE;
  249. }
  250. if (skill_get_nk(id)&NK_NO_DAMAGE)
  251. return CAST_NODAMAGE;
  252. return CAST_DAMAGE;
  253. }
  254. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  255. int skill_get_range2 (struct block_list *bl, int id, int lv)
  256. {
  257. int range;
  258. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  259. return 9; //Mobs have a range of 9 regardless of skill used.
  260. range = skill_get_range(id, lv);
  261. if( range < 0 )
  262. {
  263. if( battle_config.use_weapon_skill_range&bl->type )
  264. return status_get_range(bl);
  265. range *=-1;
  266. }
  267. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  268. switch( id )
  269. {
  270. case AC_SHOWER: case MA_SHOWER:
  271. case AC_DOUBLE: case MA_DOUBLE:
  272. case HT_BLITZBEAT:
  273. case AC_CHARGEARROW:
  274. case MA_CHARGEARROW:
  275. case SN_FALCONASSAULT:
  276. case HT_POWER:
  277. /**
  278. * Ranger
  279. **/
  280. case RA_ARROWSTORM:
  281. case RA_AIMEDBOLT:
  282. case RA_WUGBITE:
  283. if( bl->type == BL_PC )
  284. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  285. else
  286. range += 10; //Assume level 10?
  287. break;
  288. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  289. case GS_RAPIDSHOWER:
  290. case GS_PIERCINGSHOT:
  291. case GS_FULLBUSTER:
  292. case GS_SPREADATTACK:
  293. case GS_GROUNDDRIFT:
  294. if (bl->type == BL_PC)
  295. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  296. else
  297. range += 10; //Assume level 10?
  298. break;
  299. case NJ_KIRIKAGE:
  300. if (bl->type == BL_PC)
  301. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  302. break;
  303. /**
  304. * Warlock
  305. **/
  306. case WL_WHITEIMPRISON:
  307. case WL_SOULEXPANSION:
  308. case WL_FROSTMISTY:
  309. case WL_MARSHOFABYSS:
  310. case WL_SIENNAEXECRATE:
  311. case WL_DRAINLIFE:
  312. case WL_CRIMSONROCK:
  313. case WL_HELLINFERNO:
  314. case WL_COMET:
  315. case WL_CHAINLIGHTNING:
  316. case WL_TETRAVORTEX:
  317. case WL_RELEASE:
  318. if( bl->type == BL_PC )
  319. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  320. break;
  321. /**
  322. * Ranger Bonus
  323. **/
  324. case HT_LANDMINE:
  325. case HT_FREEZINGTRAP:
  326. case HT_BLASTMINE:
  327. case HT_CLAYMORETRAP:
  328. case RA_CLUSTERBOMB:
  329. case RA_FIRINGTRAP:
  330. case RA_ICEBOUNDTRAP:
  331. if( bl->type == BL_PC )
  332. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  333. }
  334. if( !range && bl->type != BL_PC )
  335. return 9; // Enable non players to use self skills on others. [Skotlex]
  336. return range;
  337. }
  338. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) {
  339. int skill, hp;
  340. struct map_session_data *sd = BL_CAST(BL_PC, src);
  341. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  342. struct status_change* sc;
  343. switch( skill_id ) {
  344. case BA_APPLEIDUN:
  345. #ifdef RENEWAL
  346. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  347. #else
  348. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  349. #endif
  350. if( sd )
  351. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  352. break;
  353. case PR_SANCTUARY:
  354. hp = (skill_lv>6)?777:skill_lv*100;
  355. break;
  356. case NPC_EVILLAND:
  357. hp = (skill_lv>6)?666:skill_lv*100;
  358. break;
  359. default:
  360. if (skill_lv >= battle_config.max_heal_lv)
  361. return battle_config.max_heal;
  362. #ifdef RENEWAL
  363. /**
  364. * Renewal Heal Formula
  365. * Formula: ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (Modifiers) + MATK
  366. **/
  367. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  368. #else
  369. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  370. #endif
  371. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  372. hp += hp * skill * 2 / 100;
  373. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  374. hp += hp * skill * 2 / 100;
  375. break;
  376. }
  377. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  378. hp >>= 1;
  379. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  380. hp += hp*skill/100;
  381. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  382. hp += hp*skill/100;
  383. sc = status_get_sc(target);
  384. if( sc && sc->count ) {
  385. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  386. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  387. if( sc->data[SC_DEATHHURT] && heal )
  388. hp -= hp * 20/100;
  389. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  390. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  391. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  392. hp += hp / 10;
  393. }
  394. #ifdef RENEWAL
  395. // MATK part of the RE heal formula [malufett]
  396. // Note: in this part matk bonuses from items or skills are not applied
  397. switch( skill_id ) {
  398. case BA_APPLEIDUN: case PR_SANCTUARY:
  399. case NPC_EVILLAND: break;
  400. default:
  401. {
  402. struct status_data *status = status_get_status_data(src);
  403. int min, max, wMatk, variance;
  404. min = max = status_base_matk(status, status_get_lv(src));
  405. if( status->rhw.matk > 0 ){
  406. wMatk = status->rhw.matk;
  407. variance = wMatk * status->rhw.wlv / 10;
  408. min += wMatk - variance;
  409. max += wMatk + variance;
  410. }
  411. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  412. min = max;
  413. if( sd && sd->right_weapon.overrefine > 0 ){
  414. min++;
  415. max += sd->right_weapon.overrefine - 1;
  416. }
  417. if(max > min)
  418. hp += min+rnd()%(max-min);
  419. else
  420. hp += min;
  421. }
  422. }
  423. #endif
  424. return hp;
  425. }
  426. // Making plagiarize check its own function [Aru]
  427. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  428. {
  429. // Never copy NPC/Wedding Skills
  430. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  431. return 0;
  432. // High-class skills
  433. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  434. {
  435. if(battle_config.copyskill_restrict == 2)
  436. return 0;
  437. else if(battle_config.copyskill_restrict)
  438. return (sd->status.class_ == JOB_STALKER);
  439. }
  440. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  441. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  442. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  443. skillid == MER_INCAGI || skillid == MER_BLESSING))
  444. return 0;
  445. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  446. if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) )
  447. return 0;
  448. // Reproduce will only copy skills according on the list. [Jobbie]
  449. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] )
  450. return 0;
  451. return 1;
  452. }
  453. // [MouseJstr] - skill ok to cast? and when?
  454. int skillnotok (int skillid, struct map_session_data *sd)
  455. {
  456. int i,m;
  457. nullpo_retr (1, sd);
  458. m = sd->bl.m;
  459. i = skill_get_index(skillid);
  460. if (i == 0)
  461. return 1; // invalid skill id
  462. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  463. return 0; // can do any damn thing they want
  464. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  465. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  466. // Epoque:
  467. // This code will compare the player's attack motion value which is influenced by ASPD before
  468. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  469. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  470. if( !sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
  471. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  472. {// attempted to cast a skill before the attack motion has finished
  473. return 1;
  474. }
  475. if (sd->blockskill[i] > 0){
  476. clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
  477. return 1;
  478. }
  479. /**
  480. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  481. * 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
  482. **/
  483. if( sd->skillitem == skillid )
  484. return 0;
  485. // Check skill restrictions [Celest]
  486. if( (!map_flag_vs(m) && skill_get_nocast (skillid) & 1) ||
  487. (map[m].flag.pvp && skill_get_nocast (skillid) & 2) ||
  488. (map_flag_gvg(m) && skill_get_nocast (skillid) & 4) ||
  489. (map[m].flag.battleground && skill_get_nocast (skillid) & 8) ||
  490. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) ){
  491. clif_msg(sd, 0x536); // This skill cannot be used within this area
  492. return 1;
  493. }
  494. if( sd->sc.option&OPTION_MOUNTING )
  495. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  496. switch (skillid) {
  497. case AL_WARP:
  498. case RETURN_TO_ELDICASTES:
  499. case ALL_GUARDIAN_RECALL:
  500. if(map[m].flag.nowarp) {
  501. clif_skill_teleportmessage(sd,0);
  502. return 1;
  503. }
  504. return 0;
  505. case AL_TELEPORT:
  506. case SC_FATALMENACE:
  507. case SC_DIMENSIONDOOR:
  508. if(map[m].flag.noteleport) {
  509. clif_skill_teleportmessage(sd,0);
  510. return 1;
  511. }
  512. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  513. case WE_CALLPARTNER:
  514. case WE_CALLPARENT:
  515. case WE_CALLBABY:
  516. if (map[m].flag.nomemo) {
  517. clif_skill_teleportmessage(sd,1);
  518. return 1;
  519. }
  520. break;
  521. case MC_VENDING:
  522. case MC_IDENTIFY:
  523. case ALL_BUYING_STORE:
  524. return 0; // always allowed
  525. case WZ_ICEWALL:
  526. // noicewall flag [Valaris]
  527. if (map[m].flag.noicewall) {
  528. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  529. return 1;
  530. }
  531. break;
  532. case GC_DARKILLUSION:
  533. if( map_flag_gvg(m) ) {
  534. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  535. return 1;
  536. }
  537. break;
  538. case GD_EMERGENCYCALL:
  539. if (
  540. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  541. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  542. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  543. ) {
  544. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  545. return 1;
  546. }
  547. break;
  548. case BS_GREED:
  549. case WS_CARTBOOST:
  550. case BS_HAMMERFALL:
  551. case BS_ADRENALINE:
  552. case MC_CARTREVOLUTION:
  553. case MC_MAMMONITE:
  554. case WS_MELTDOWN:
  555. case MG_SIGHT:
  556. case TF_HIDING:
  557. /**
  558. * These skills cannot be used while in mado gear (credits to Xantara)
  559. **/
  560. if( pc_ismadogear(sd) ) {
  561. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  562. return 1;
  563. }
  564. break;
  565. case WM_SIRCLEOFNATURE:
  566. case WM_SOUND_OF_DESTRUCTION:
  567. case SC_MANHOLE:
  568. case WM_LULLABY_DEEPSLEEP:
  569. case WM_SATURDAY_NIGHT_FEVER:
  570. if( !map_flag_vs(m) ) {
  571. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  572. return 1;
  573. }
  574. break;
  575. }
  576. return (map[m].flag.noskill);
  577. }
  578. int skillnotok_hom(int skillid, struct homun_data *hd)
  579. {
  580. int i = skill_get_index(skillid);
  581. nullpo_retr(1,hd);
  582. if (i == 0)
  583. return 1; // invalid skill id
  584. if (hd->blockskill[i] > 0)
  585. return 1;
  586. switch(skillid){
  587. case MH_LIGHT_OF_REGENE:
  588. if(hd->homunculus.intimacy <= 750) //if not cordial
  589. return 1;
  590. break;
  591. case MH_OVERED_BOOST:
  592. if(hd->homunculus.hunger <= 1) //if we starving
  593. return 1;
  594. case MH_GOLDENE_FERSE: //can be used with angriff
  595. if(hd->sc.data[SC_ANGRIFFS_MODUS])
  596. return 1;
  597. case MH_ANGRIFFS_MODUS:
  598. if(hd->sc.data[SC_GOLDENE_FERSE])
  599. return 1;
  600. break;
  601. }
  602. //Use master's criteria.
  603. return skillnotok(skillid, hd->master);
  604. }
  605. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  606. {
  607. int i = skill_get_index(skillid);
  608. nullpo_retr(1,md);
  609. if( i == 0 )
  610. return 1; // Invalid Skill ID
  611. if( md->blockskill[i] > 0 )
  612. return 1;
  613. return skillnotok(skillid, md->master);
  614. }
  615. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  616. {
  617. int pos = skill_get_unit_layout_type(skillid,skilllv);
  618. int dir;
  619. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  620. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  621. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  622. }
  623. if (pos != -1) // simple single-definition layout
  624. return &skill_unit_layout[pos];
  625. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  626. if (skillid == MG_FIREWALL)
  627. return &skill_unit_layout [firewall_unit_pos + dir];
  628. else if (skillid == WZ_ICEWALL)
  629. return &skill_unit_layout [icewall_unit_pos + dir];
  630. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  631. return &skill_unit_layout [earthstrain_unit_pos + dir];
  632. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  633. return &skill_unit_layout[0]; // default 1x1 layout
  634. }
  635. /*==========================================
  636. *
  637. *------------------------------------------*/
  638. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  639. {
  640. struct map_session_data *sd, *dstsd;
  641. struct mob_data *md, *dstmd;
  642. struct status_data *sstatus, *tstatus;
  643. struct status_change *sc, *tsc;
  644. enum sc_type status;
  645. int skill;
  646. int rate;
  647. nullpo_ret(src);
  648. nullpo_ret(bl);
  649. if(skillid < 0) return 0;
  650. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  651. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  652. return 0;
  653. sd = BL_CAST(BL_PC, src);
  654. md = BL_CAST(BL_MOB, src);
  655. dstsd = BL_CAST(BL_PC, bl);
  656. dstmd = BL_CAST(BL_MOB, bl);
  657. sc = status_get_sc(src);
  658. tsc = status_get_sc(bl);
  659. sstatus = status_get_status_data(src);
  660. tstatus = status_get_status_data(bl);
  661. if (!tsc) //skill additional effect is about adding effects to the target...
  662. //So if the target can't be inflicted with statuses, this is pointless.
  663. return 0;
  664. if( sd )
  665. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  666. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  667. { // Trigger status effects
  668. enum sc_type type;
  669. int i;
  670. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  671. {
  672. rate = sd->addeff[i].rate;
  673. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  674. rate += sd->addeff[i].arrow_rate;
  675. if( !rate ) continue;
  676. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  677. { // Trigger has attack type consideration.
  678. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  679. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  680. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  681. else
  682. continue;
  683. }
  684. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  685. { // Trigger has range consideration.
  686. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  687. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  688. continue; //Range Failed.
  689. }
  690. type = sd->addeff[i].id;
  691. skill = skill_get_time2(status_sc2skill(type),7);
  692. if (sd->addeff[i].flag&ATF_TARGET)
  693. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  694. if (sd->addeff[i].flag&ATF_SELF)
  695. status_change_start(src,type,rate,7,0,0,0,skill,0);
  696. }
  697. }
  698. if( skillid )
  699. { // Trigger status effects on skills
  700. enum sc_type type;
  701. int i;
  702. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  703. {
  704. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  705. continue;
  706. type = sd->addeff3[i].id;
  707. skill = skill_get_time2(status_sc2skill(type),7);
  708. if( sd->addeff3[i].target&ATF_TARGET )
  709. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  710. if( sd->addeff3[i].target&ATF_SELF )
  711. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  712. }
  713. }
  714. }
  715. if( dmg_lv < ATK_DEF ) // no damage, return;
  716. return 0;
  717. switch(skillid)
  718. {
  719. case 0: // Normal attacks (no skill used)
  720. {
  721. if( attack_type&BF_SKILL )
  722. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  723. if(sd) {
  724. // Automatic trigger of Blitz Beat
  725. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  726. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  727. rate=(sd->status.job_level+9)/10;
  728. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  729. }
  730. // Automatic trigger of Warg Strike [Jobbie]
  731. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  732. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  733. // Gank
  734. if(dstmd && sd->status.weapon != W_BOW &&
  735. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  736. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  737. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  738. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  739. else
  740. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  741. }
  742. // Chance to trigger Taekwon kicks [Dralnu]
  743. if(sc && !sc->data[SC_COMBO]) {
  744. if(sc->data[SC_READYSTORM] &&
  745. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  746. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  747. ; //Stance triggered
  748. else if(sc->data[SC_READYDOWN] &&
  749. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  750. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  751. ; //Stance triggered
  752. else if(sc->data[SC_READYTURN] &&
  753. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  754. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  755. ; //Stance triggered
  756. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  757. rate = 20;
  758. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  759. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  760. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  761. }
  762. sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
  763. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  764. }
  765. }
  766. if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) )
  767. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  768. }
  769. if (sc) {
  770. struct status_change_entry *sce;
  771. // Enchant Poison gives a chance to poison attacked enemies
  772. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  773. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  774. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  775. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  776. if((sce=sc->data[SC_EDP]))
  777. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  778. skill_get_time2(ASC_EDP,sce->val1));
  779. }
  780. }
  781. break;
  782. case SM_BASH:
  783. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  784. //TODO: How much % per base level it actually is?
  785. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  786. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  787. }
  788. break;
  789. case MER_CRASH:
  790. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  791. break;
  792. case AS_VENOMKNIFE:
  793. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  794. skilllv = pc_checkskill(sd, TF_POISON);
  795. case TF_POISON:
  796. case AS_SPLASHER:
  797. if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
  798. && sd && skillid==TF_POISON
  799. )
  800. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  801. break;
  802. case AS_SONICBLOW:
  803. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  804. break;
  805. case WZ_FIREPILLAR:
  806. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  807. break;
  808. case MG_FROSTDIVER:
  809. #ifndef RENEWAL
  810. case WZ_FROSTNOVA:
  811. #endif
  812. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  813. break;
  814. #ifdef RENEWAL
  815. case WZ_FROSTNOVA:
  816. sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
  817. break;
  818. #endif
  819. case WZ_STORMGUST:
  820. /**
  821. * Storm Gust counter was dropped in renewal
  822. **/
  823. #ifdef RENEWAL
  824. sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  825. #else
  826. //Tharis pointed out that this is normal freeze chance with a base of 300%
  827. if(tsc->sg_counter >= 3 &&
  828. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  829. tsc->sg_counter = 0;
  830. /**
  831. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  832. **/
  833. else if( tsc->sg_counter > 250 )
  834. tsc->sg_counter = 0;
  835. #endif
  836. break;
  837. case WZ_METEOR:
  838. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  839. break;
  840. case WZ_VERMILION:
  841. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  842. break;
  843. case HT_FREEZINGTRAP:
  844. case MA_FREEZINGTRAP:
  845. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  846. break;
  847. case HT_FLASHER:
  848. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  849. break;
  850. case HT_LANDMINE:
  851. case MA_LANDMINE:
  852. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  853. break;
  854. case HT_SHOCKWAVE:
  855. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  856. break;
  857. case HT_SANDMAN:
  858. case MA_SANDMAN:
  859. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  860. break;
  861. case TF_SPRINKLESAND:
  862. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  863. break;
  864. case TF_THROWSTONE:
  865. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  866. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  867. break;
  868. case NPC_DARKCROSS:
  869. case CR_HOLYCROSS:
  870. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  871. break;
  872. case CR_GRANDCROSS:
  873. case NPC_GRANDDARKNESS:
  874. //Chance to cause blind status vs demon and undead element, but not against players
  875. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  876. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  877. attack_type |= BF_WEAPON;
  878. break;
  879. case AM_ACIDTERROR:
  880. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  881. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  882. clif_emotion(bl,E_OMG);
  883. break;
  884. case AM_DEMONSTRATION:
  885. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  886. break;
  887. case CR_SHIELDCHARGE:
  888. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  889. break;
  890. case PA_PRESSURE:
  891. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  892. break;
  893. case RG_RAID:
  894. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  895. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  896. #ifdef RENEWAL
  897. sc_start(bl,SC_RAID,100,7,5000);
  898. break;
  899. case RG_BACKSTAP:
  900. sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv));
  901. #endif
  902. break;
  903. case BA_FROSTJOKER:
  904. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  905. break;
  906. case DC_SCREAM:
  907. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  908. break;
  909. case BD_LULLABY:
  910. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  911. break;
  912. case DC_UGLYDANCE:
  913. rate = 5+5*skilllv;
  914. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  915. rate += 5+skill;
  916. status_zap(bl, 0, rate);
  917. break;
  918. case SL_STUN:
  919. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  920. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  921. break;
  922. case NPC_PETRIFYATTACK:
  923. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  924. skilllv,0,0,skill_get_time(skillid,skilllv),
  925. skill_get_time2(skillid,skilllv));
  926. break;
  927. case NPC_CURSEATTACK:
  928. case NPC_SLEEPATTACK:
  929. case NPC_BLINDATTACK:
  930. case NPC_POISON:
  931. case NPC_SILENCEATTACK:
  932. case NPC_STUNATTACK:
  933. case NPC_HELLPOWER:
  934. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  935. break;
  936. case NPC_ACIDBREATH:
  937. case NPC_ICEBREATH:
  938. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  939. break;
  940. case NPC_BLEEDING:
  941. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  942. break;
  943. case NPC_MENTALBREAKER:
  944. { //Based on observations by Tharis, Mental Breaker should do SP damage
  945. //equal to Matk*skLevel.
  946. rate = sstatus->matk_min;
  947. if (rate < sstatus->matk_max)
  948. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  949. rate*=skilllv;
  950. status_zap(bl, 0, rate);
  951. break;
  952. }
  953. // Equipment breaking monster skills [Celest]
  954. case NPC_WEAPONBRAKER:
  955. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  956. break;
  957. case NPC_ARMORBRAKE:
  958. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  959. break;
  960. case NPC_HELMBRAKE:
  961. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  962. break;
  963. case NPC_SHIELDBRAKE:
  964. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  965. break;
  966. case CH_TIGERFIST:
  967. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  968. break;
  969. case LK_SPIRALPIERCE:
  970. case ML_SPIRALPIERCE:
  971. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  972. break;
  973. case ST_REJECTSWORD:
  974. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  975. break;
  976. case PF_FOGWALL:
  977. if (src != bl && !tsc->data[SC_DELUGE])
  978. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  979. break;
  980. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  981. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  982. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  983. break;
  984. case LK_JOINTBEAT:
  985. status = status_skill2sc(skillid);
  986. if (tsc->jb_flag) {
  987. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  988. tsc->jb_flag = 0;
  989. }
  990. break;
  991. case ASC_METEORASSAULT:
  992. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  993. switch(rnd()%3) {
  994. case 0:
  995. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  996. break;
  997. case 1:
  998. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  999. break;
  1000. default:
  1001. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1002. }
  1003. break;
  1004. case HW_NAPALMVULCAN:
  1005. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1006. break;
  1007. case WS_CARTTERMINATION: // Cart termination
  1008. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1009. break;
  1010. case CR_ACIDDEMONSTRATION:
  1011. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1012. break;
  1013. case TK_DOWNKICK:
  1014. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1015. break;
  1016. case TK_JUMPKICK:
  1017. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  1018. {// debuff the following statuses
  1019. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1020. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1021. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1022. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1023. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1024. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1025. }
  1026. break;
  1027. case TK_TURNKICK:
  1028. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1029. if(attack_type&BF_MISC) //70% base stun chance...
  1030. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1031. break;
  1032. case GS_BULLSEYE: //0.1% coma rate.
  1033. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1034. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  1035. break;
  1036. case GS_PIERCINGSHOT:
  1037. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1038. break;
  1039. case NJ_HYOUSYOURAKU:
  1040. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1041. break;
  1042. case GS_FLING:
  1043. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1044. break;
  1045. case GS_DISARM:
  1046. rate = 3*skilllv;
  1047. if (sstatus->dex > tstatus->dex)
  1048. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1049. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  1050. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1051. break;
  1052. case NPC_EVILLAND:
  1053. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1054. break;
  1055. case NPC_HELLJUDGEMENT:
  1056. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1057. break;
  1058. case NPC_CRITICALWOUND:
  1059. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1060. break;
  1061. case RK_HUNDREDSPEAR:
  1062. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  1063. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  1064. rate = 10 + 3 * skilllv;
  1065. if( rnd()%100 < rate )
  1066. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  1067. break;
  1068. case RK_WINDCUTTER:
  1069. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1070. break;
  1071. case RK_DRAGONBREATH:
  1072. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1073. break;
  1074. case AB_ADORAMUS:
  1075. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1076. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  1077. break;
  1078. case WL_CRIMSONROCK:
  1079. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  1080. break;
  1081. case WL_COMET:
  1082. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1083. break;
  1084. case WL_EARTHSTRAIN:
  1085. {
  1086. int rate = 0, i;
  1087. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1088. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1089. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1090. for( i = 0; i < skilllv; i++ )
  1091. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  1092. }
  1093. break;
  1094. case WL_JACKFROST:
  1095. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  1096. break;
  1097. case RA_WUGBITE:
  1098. sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1099. break;
  1100. case RA_SENSITIVEKEEN:
  1101. if( rnd()%100 < 8 * skilllv )
  1102. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  1103. break;
  1104. case RA_FIRINGTRAP:
  1105. case RA_ICEBOUNDTRAP:
  1106. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1107. break;
  1108. case NC_PILEBUNKER:
  1109. if( rnd()%100 < 5 + 15*skilllv )
  1110. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1111. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1112. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1113. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1114. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1115. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1116. }
  1117. break;
  1118. case NC_FLAMELAUNCHER:
  1119. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1120. break;
  1121. case NC_COLDSLOWER:
  1122. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1123. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1124. break;
  1125. case NC_POWERSWING:
  1126. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1127. if( rnd()%100 < 5*skilllv )
  1128. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1129. break;
  1130. case GC_WEAPONCRUSH:
  1131. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1132. break;
  1133. case LG_SHIELDPRESS:
  1134. sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
  1135. break;
  1136. case LG_PINPOINTATTACK:
  1137. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1138. switch( skilllv ) {
  1139. case 1:
  1140. sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
  1141. break;
  1142. case 2:
  1143. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1144. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1145. break;
  1146. default:
  1147. skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1148. break;
  1149. }
  1150. break;
  1151. case LG_MOONSLASHER:
  1152. rate = 32 + 8 * skilllv;
  1153. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1154. skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1155. else if( dstmd && !is_boss(bl) )
  1156. sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
  1157. break;
  1158. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1159. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1160. sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
  1161. break;
  1162. case LG_EARTHDRIVE:
  1163. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1164. sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
  1165. break;
  1166. case SR_DRAGONCOMBO:
  1167. sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
  1168. break;
  1169. case SR_FALLENEMPIRE:
  1170. sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  1171. break;
  1172. case SR_WINDMILL:
  1173. if( dstsd )
  1174. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1175. else if( dstmd && !is_boss(bl) )
  1176. sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
  1177. break;
  1178. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1179. sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
  1180. break;
  1181. case SR_EARTHSHAKER:
  1182. sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  1183. break;
  1184. case SR_HOWLINGOFLION:
  1185. sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1186. break;
  1187. case WM_SOUND_OF_DESTRUCTION:
  1188. if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
  1189. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1190. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1191. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1192. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1193. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1194. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1195. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1196. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1197. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1198. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1199. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1200. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1201. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1202. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1203. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1204. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1205. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1206. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1207. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1208. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1209. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1210. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1211. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1212. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1213. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1214. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1215. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1216. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1217. }
  1218. break;
  1219. case SO_EARTHGRAVE:
  1220. sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
  1221. break;
  1222. case SO_DIAMONDDUST:
  1223. rate = 5 + 5 * skilllv;
  1224. if( sc && sc->data[SC_COOLER_OPTION] )
  1225. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1226. sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
  1227. break;
  1228. case SO_VARETYR_SPEAR:
  1229. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1230. break;
  1231. case GN_SLINGITEM_RANGEMELEEATK:
  1232. if( sd ) {
  1233. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1234. case 13261:
  1235. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1236. sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1237. break;
  1238. case 13262:
  1239. sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed
  1240. break;
  1241. case 13264:
  1242. sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1243. sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
  1244. break;
  1245. }
  1246. sd->itemid = -1;
  1247. }
  1248. break;
  1249. case GN_HELLS_PLANT_ATK:
  1250. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1251. sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1252. break;
  1253. case EL_WIND_SLASH: // Non confirmed rate.
  1254. sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
  1255. break;
  1256. case EL_STONE_HAMMER:
  1257. rate = 10 * skilllv;
  1258. sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
  1259. break;
  1260. case EL_ROCK_CRUSHER:
  1261. case EL_ROCK_CRUSHER_ATK:
  1262. sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
  1263. break;
  1264. case EL_TYPOON_MIS:
  1265. sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1266. break;
  1267. case KO_JYUMONJIKIRI: // needs more info
  1268. sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv));
  1269. break;
  1270. case KO_MAKIBISHI:
  1271. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv));
  1272. break;
  1273. case MH_LAVA_SLIDE:
  1274. if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time(skillid, skilllv));
  1275. break;
  1276. case MH_STAHL_HORN:
  1277. sc_start(bl, SC_STUN, (20 + 4 * (skilllv-1)), skilllv, skill_get_time(skillid, skilllv));
  1278. break;
  1279. case MH_NEEDLE_OF_PARALYZE:
  1280. sc_start(bl, SC_PARALYSIS, 40 + (5*skilllv), skilllv, skill_get_time(skillid, skilllv));
  1281. break;
  1282. }
  1283. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1284. { //Pass heritage to Master for status causing effects. [Skotlex]
  1285. sd = map_id2sd(md->master_id);
  1286. src = sd?&sd->bl:src;
  1287. }
  1288. if( attack_type&BF_WEAPON )
  1289. { // Coma, Breaking Equipment
  1290. if( sd && sd->special_state.bonus_coma )
  1291. {
  1292. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1293. rate += sd->weapon_coma_race[tstatus->race];
  1294. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1295. if (rate)
  1296. status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1297. }
  1298. if( sd && battle_config.equip_self_break_rate )
  1299. { // Self weapon breaking
  1300. rate = battle_config.equip_natural_break_rate;
  1301. if( sc )
  1302. {
  1303. if(sc->data[SC_OVERTHRUST])
  1304. rate += 10;
  1305. if(sc->data[SC_MAXOVERTHRUST])
  1306. rate += 10;
  1307. }
  1308. if( rate )
  1309. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1310. }
  1311. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1312. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1313. // Target weapon breaking
  1314. rate = 0;
  1315. if( sd )
  1316. rate += sd->bonus.break_weapon_rate;
  1317. if( sc && sc->data[SC_MELTDOWN] )
  1318. rate += sc->data[SC_MELTDOWN]->val2;
  1319. if( rate )
  1320. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1321. // Target armor breaking
  1322. rate = 0;
  1323. if( sd )
  1324. rate += sd->bonus.break_armor_rate;
  1325. if( sc && sc->data[SC_MELTDOWN] )
  1326. rate += sc->data[SC_MELTDOWN]->val3;
  1327. if( rate )
  1328. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1329. }
  1330. }
  1331. // Autospell when attacking
  1332. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1333. {
  1334. struct block_list *tbl;
  1335. struct unit_data *ud;
  1336. int i, skilllv, type, notok;
  1337. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1338. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1339. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1340. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1341. continue; // one or more trigger conditions were not fulfilled
  1342. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1343. sd->state.autocast = 1;
  1344. notok = skillnotok(skill, sd);
  1345. sd->state.autocast = 0;
  1346. if ( notok )
  1347. continue;
  1348. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1349. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1350. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1351. if (rnd()%1000 >= rate)
  1352. continue;
  1353. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1354. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1355. int maxcount = 0;
  1356. if( !(BL_PC&battle_config.skill_reiteration) &&
  1357. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1358. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1359. ) {
  1360. continue;
  1361. }
  1362. if( BL_PC&battle_config.skill_nofootset &&
  1363. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1364. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1365. ) {
  1366. continue;
  1367. }
  1368. if( BL_PC&battle_config.land_skill_limit &&
  1369. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1370. ) {
  1371. int v;
  1372. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1373. if(sd->ud.skillunit[v]->skill_id == skill)
  1374. maxcount--;
  1375. }
  1376. if( maxcount == 0 ) {
  1377. continue;
  1378. }
  1379. }
  1380. }
  1381. if( battle_config.autospell_check_range &&
  1382. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1383. continue;
  1384. if (skill == AS_SONICBLOW)
  1385. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1386. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1387. type = CAST_GROUND;
  1388. sd->state.autocast = 1;
  1389. skill_consume_requirement(sd,skill,skilllv,1);
  1390. skill_toggle_magicpower(src, skill);
  1391. switch (type) {
  1392. case CAST_GROUND:
  1393. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1394. break;
  1395. case CAST_NODAMAGE:
  1396. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1397. break;
  1398. case CAST_DAMAGE:
  1399. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1400. break;
  1401. }
  1402. sd->state.autocast = 0;
  1403. //Set canact delay. [Skotlex]
  1404. ud = unit_bl2ud(src);
  1405. if (ud) {
  1406. rate = skill_delayfix(src, skill, skilllv);
  1407. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1408. ud->canact_tick = tick+rate;
  1409. if ( battle_config.display_status_timers && sd )
  1410. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1411. }
  1412. }
  1413. }
  1414. }
  1415. //Autobonus when attacking
  1416. if( sd && sd->autobonus[0].rate )
  1417. {
  1418. int i;
  1419. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1420. {
  1421. if( rnd()%1000 >= sd->autobonus[i].rate )
  1422. continue;
  1423. if( sd->autobonus[i].active != INVALID_TIMER )
  1424. continue;
  1425. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1426. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1427. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1428. continue; // one or more trigger conditions were not fulfilled
  1429. pc_exeautobonus(sd,&sd->autobonus[i]);
  1430. }
  1431. }
  1432. //Polymorph
  1433. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1434. dstmd && !(tstatus->mode&MD_BOSS) &&
  1435. (rnd()%10000 < sd->bonus.classchange))
  1436. {
  1437. struct mob_db *mob;
  1438. int class_;
  1439. skill = 0;
  1440. do {
  1441. do {
  1442. class_ = rnd() % MAX_MOB_DB;
  1443. } while (!mobdb_checkid(class_));
  1444. rate = rnd() % 1000000;
  1445. mob = mob_db(class_);
  1446. } while (
  1447. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1448. (skill++) < 2000);
  1449. if (skill < 2000)
  1450. mob_class_change(dstmd,class_);
  1451. }
  1452. return 0;
  1453. }
  1454. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) {
  1455. int skill, skilllv, i, type, notok;
  1456. struct block_list *tbl;
  1457. if( sd == NULL || skillid <= 0 )
  1458. return 0;
  1459. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1460. if( sd->autospell3[i].flag != skillid )
  1461. continue;
  1462. if( sd->autospell3[i].lock )
  1463. continue; // autospell already being executed
  1464. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1465. sd->state.autocast = 1;
  1466. notok = skillnotok(skill, sd);
  1467. sd->state.autocast = 0;
  1468. if ( notok )
  1469. continue;
  1470. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1471. if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv);
  1472. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1473. continue; // No target
  1474. if( rnd()%1000 >= sd->autospell3[i].rate )
  1475. continue;
  1476. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1477. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1478. int maxcount = 0;
  1479. if( !(BL_PC&battle_config.skill_reiteration) &&
  1480. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1481. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1482. ) {
  1483. continue;
  1484. }
  1485. if( BL_PC&battle_config.skill_nofootset &&
  1486. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1487. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1488. ) {
  1489. continue;
  1490. }
  1491. if( BL_PC&battle_config.land_skill_limit &&
  1492. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1493. ) {
  1494. int v;
  1495. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1496. if(sd->ud.skillunit[v]->skill_id == skill)
  1497. maxcount--;
  1498. }
  1499. if( maxcount == 0 ) {
  1500. continue;
  1501. }
  1502. }
  1503. }
  1504. if( battle_config.autospell_check_range &&
  1505. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1506. continue;
  1507. sd->state.autocast = 1;
  1508. sd->autospell3[i].lock = true;
  1509. skill_consume_requirement(sd,skill,skilllv,1);
  1510. switch( type )
  1511. {
  1512. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1513. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1514. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1515. }
  1516. sd->autospell3[i].lock = false;
  1517. sd->state.autocast = 0;
  1518. }
  1519. if( sd && sd->autobonus3[0].rate )
  1520. {
  1521. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1522. {
  1523. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1524. continue;
  1525. if( sd->autobonus3[i].active != INVALID_TIMER )
  1526. continue;
  1527. if( sd->autobonus3[i].atk_type != skillid )
  1528. continue;
  1529. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1530. }
  1531. }
  1532. return 1;
  1533. }
  1534. /* Splitted off from skill_additional_effect, which is never called when the
  1535. * attack skill kills the enemy. Place in this function counter status effects
  1536. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1537. * from cards) that will take effect on the source, not the target. [Skotlex]
  1538. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1539. * type of skills, so not every instance of skill_additional_effect needs a call
  1540. * to this one.
  1541. */
  1542. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1543. {
  1544. int rate;
  1545. struct map_session_data *sd=NULL;
  1546. struct map_session_data *dstsd=NULL;
  1547. nullpo_ret(src);
  1548. nullpo_ret(bl);
  1549. if(skillid < 0) return 0;
  1550. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1551. sd = BL_CAST(BL_PC, src);
  1552. dstsd = BL_CAST(BL_PC, bl);
  1553. if(dstsd && attack_type&BF_WEAPON)
  1554. { //Counter effects.
  1555. enum sc_type type;
  1556. int i, time;
  1557. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1558. {
  1559. rate = dstsd->addeff2[i].rate;
  1560. if (attack_type&BF_LONG)
  1561. rate+=dstsd->addeff2[i].arrow_rate;
  1562. if (!rate) continue;
  1563. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1564. { //Trigger has range consideration.
  1565. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1566. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1567. continue; //Range Failed.
  1568. }
  1569. type = dstsd->addeff2[i].id;
  1570. time = skill_get_time2(status_sc2skill(type),7);
  1571. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1572. status_change_start(src,type,rate,7,0,0,0,time,0);
  1573. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1574. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1575. }
  1576. }
  1577. switch(skillid){
  1578. case MO_EXTREMITYFIST:
  1579. sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv));
  1580. break;
  1581. case GS_FULLBUSTER:
  1582. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1583. break;
  1584. case HFLI_SBR44: //[orn]
  1585. case HVAN_EXPLOSION:
  1586. if(src->type == BL_HOM){
  1587. TBL_HOM *hd = (TBL_HOM*)src;
  1588. hd->homunculus.intimacy = 200;
  1589. if (hd->master)
  1590. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1591. }
  1592. break;
  1593. case CR_GRANDCROSS:
  1594. case NPC_GRANDDARKNESS:
  1595. attack_type |= BF_WEAPON;
  1596. break;
  1597. }
  1598. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1599. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1600. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1601. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1602. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1603. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1604. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1605. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1606. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1607. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1608. }
  1609. if( sd && status_isdead(bl) ) {
  1610. int sp = 0, hp = 0;
  1611. if( attack_type&BF_WEAPON ) {
  1612. sp += sd->bonus.sp_gain_value;
  1613. sp += sd->sp_gain_race[status_get_race(bl)];
  1614. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1615. hp += sd->bonus.hp_gain_value;
  1616. }
  1617. if( attack_type&BF_MAGIC ) {
  1618. sp += sd->bonus.magic_sp_gain_value;
  1619. hp += sd->bonus.magic_hp_gain_value;
  1620. if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
  1621. struct status_change *sc = NULL;
  1622. if( ( sc = status_get_sc(src) ) ) {
  1623. if(sc->data[SC_SPIRIT] &&
  1624. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1625. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1626. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1627. }
  1628. }
  1629. }
  1630. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1631. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1632. }
  1633. }
  1634. // Trigger counter-spells to retaliate against damage causing skills.
  1635. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1636. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1637. {
  1638. struct block_list *tbl;
  1639. struct unit_data *ud;
  1640. int i, skillid, skilllv, rate, type, notok;
  1641. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1642. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1643. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1644. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1645. continue; // one or more trigger conditions were not fulfilled
  1646. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1647. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1648. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1649. rate = dstsd->autospell2[i].rate;
  1650. if (attack_type&BF_LONG)
  1651. rate>>=1;
  1652. dstsd->state.autocast = 1;
  1653. notok = skillnotok(skillid, dstsd);
  1654. dstsd->state.autocast = 0;
  1655. if ( notok )
  1656. continue;
  1657. if (rnd()%1000 >= rate)
  1658. continue;
  1659. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1660. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1661. int maxcount = 0;
  1662. if( !(BL_PC&battle_config.skill_reiteration) &&
  1663. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1664. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1665. ) {
  1666. continue;
  1667. }
  1668. if( BL_PC&battle_config.skill_nofootset &&
  1669. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1670. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1671. ) {
  1672. continue;
  1673. }
  1674. if( BL_PC&battle_config.land_skill_limit &&
  1675. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1676. ) {
  1677. int v;
  1678. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1679. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1680. maxcount--;
  1681. }
  1682. if( maxcount == 0 ) {
  1683. continue;
  1684. }
  1685. }
  1686. }
  1687. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1688. continue;
  1689. dstsd->state.autocast = 1;
  1690. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1691. switch (type) {
  1692. case CAST_GROUND:
  1693. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1694. break;
  1695. case CAST_NODAMAGE:
  1696. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1697. break;
  1698. case CAST_DAMAGE:
  1699. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1700. break;
  1701. }
  1702. dstsd->state.autocast = 0;
  1703. //Set canact delay. [Skotlex]
  1704. ud = unit_bl2ud(bl);
  1705. if (ud) {
  1706. rate = skill_delayfix(bl, skillid, skilllv);
  1707. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1708. ud->canact_tick = tick+rate;
  1709. if ( battle_config.display_status_timers && dstsd )
  1710. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1711. }
  1712. }
  1713. }
  1714. }
  1715. //Autobonus when attacked
  1716. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1717. {
  1718. int i;
  1719. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1720. {
  1721. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1722. continue;
  1723. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1724. continue;
  1725. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1726. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1727. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1728. continue; // one or more trigger conditions were not fulfilled
  1729. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1730. }
  1731. }
  1732. return 0;
  1733. }
  1734. /*=========================================================================
  1735. Breaks equipment. On-non players causes the corresponding strip effect.
  1736. - rate goes from 0 to 10000 (100.00%)
  1737. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1738. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1739. --------------------------------------------------------------------------*/
  1740. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1741. {
  1742. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1743. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1744. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1745. struct status_change *sc = status_get_sc(bl);
  1746. int i,j;
  1747. TBL_PC *sd;
  1748. sd = BL_CAST(BL_PC, bl);
  1749. if (sc && !sc->count)
  1750. sc = NULL;
  1751. if (sd) {
  1752. if (sd->bonus.unbreakable_equip)
  1753. where &= ~sd->bonus.unbreakable_equip;
  1754. if (sd->bonus.unbreakable)
  1755. rate -= rate*sd->bonus.unbreakable/100;
  1756. if (where&EQP_WEAPON) {
  1757. switch (sd->status.weapon) {
  1758. case W_FIST: //Bare fists should not break :P
  1759. case W_1HAXE:
  1760. case W_2HAXE:
  1761. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1762. case W_2HMACE:
  1763. case W_STAFF:
  1764. case W_2HSTAFF:
  1765. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1766. case W_HUUMA:
  1767. where &= ~EQP_WEAPON;
  1768. }
  1769. }
  1770. }
  1771. if (flag&BCT_ENEMY) {
  1772. if (battle_config.equip_skill_break_rate != 100)
  1773. rate = rate*battle_config.equip_skill_break_rate/100;
  1774. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1775. if (battle_config.equip_self_break_rate != 100)
  1776. rate = rate*battle_config.equip_self_break_rate/100;
  1777. }
  1778. for (i = 0; i < 4; i++) {
  1779. if (where&where_list[i]) {
  1780. if (sc && sc->count && sc->data[scdef[i]])
  1781. where&=~where_list[i];
  1782. else if (rnd()%10000 >= rate)
  1783. where&=~where_list[i];
  1784. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1785. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1786. }
  1787. }
  1788. if (!where) //Nothing to break.
  1789. return 0;
  1790. if (sd) {
  1791. for (i = 0; i < EQI_MAX; i++) {
  1792. j = sd->equip_index[i];
  1793. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1794. continue;
  1795. switch(i) {
  1796. case EQI_HEAD_TOP: //Upper Head
  1797. flag = (where&EQP_HELM);
  1798. break;
  1799. case EQI_ARMOR: //Body
  1800. flag = (where&EQP_ARMOR);
  1801. break;
  1802. case EQI_HAND_R: //Left/Right hands
  1803. case EQI_HAND_L:
  1804. flag = (
  1805. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1806. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1807. break;
  1808. case EQI_SHOES:
  1809. flag = (where&EQP_SHOES);
  1810. break;
  1811. case EQI_GARMENT:
  1812. flag = (where&EQP_GARMENT);
  1813. break;
  1814. default:
  1815. continue;
  1816. }
  1817. if (flag) {
  1818. sd->status.inventory[j].attribute = 1;
  1819. pc_unequipitem(sd, j, 3);
  1820. }
  1821. }
  1822. clif_equiplist(sd);
  1823. }
  1824. return where; //Return list of pieces broken.
  1825. }
  1826. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1827. {
  1828. struct status_change *sc;
  1829. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1830. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1831. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1832. int i;
  1833. if (rnd()%100 >= rate)
  1834. return 0;
  1835. sc = status_get_sc(bl);
  1836. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1837. return 0;
  1838. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1839. if (where&pos[i] && sc->data[sc_def[i]])
  1840. where&=~pos[i];
  1841. }
  1842. if (!where) return 0;
  1843. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1844. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1845. where&=~pos[i];
  1846. }
  1847. return where?1:0;
  1848. }
  1849. //Early declaration
  1850. static int skill_area_temp[8];
  1851. /*=========================================================================
  1852. Used to knock back players, monsters, traps, etc
  1853. - 'count' is the number of squares to knock back
  1854. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1855. - if 'flag&0x1', position update packets must not be sent.
  1856. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1857. -------------------------------------------------------------------------*/
  1858. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1859. {
  1860. int dx = 0, dy = 0;
  1861. struct skill_unit* su = NULL;
  1862. nullpo_ret(src);
  1863. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1864. return 0; //No knocking back in WoE
  1865. if (count == 0)
  1866. return 0; //Actual knockback distance is 0.
  1867. switch (target->type) {
  1868. case BL_MOB: {
  1869. struct mob_data* md = BL_CAST(BL_MOB, target);
  1870. if( md->class_ == MOBID_EMPERIUM )
  1871. return 0;
  1872. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1873. return 0;
  1874. }
  1875. break;
  1876. case BL_PC: {
  1877. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1878. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1879. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1880. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1881. return 0;
  1882. }
  1883. break;
  1884. case BL_SKILL:
  1885. su = (struct skill_unit *)target;
  1886. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1887. return 0; // ankle snare cannot be knocked back
  1888. break;
  1889. }
  1890. if (direction == -1) // <optimized>: do the computation here instead of outside
  1891. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1892. if (direction >= 0 && direction < 8)
  1893. { // take the reversed 'direction' and reverse it
  1894. dx = -dirx[direction];
  1895. dy = -diry[direction];
  1896. }
  1897. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1898. }
  1899. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1900. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1901. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1902. {
  1903. struct status_change *sc = status_get_sc(bl);
  1904. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1905. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1906. return 0;
  1907. // item-based reflection
  1908. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1909. return 1;
  1910. if( is_boss(src) )
  1911. return 0;
  1912. // status-based reflection
  1913. if( !sc || sc->count == 0 )
  1914. return 0;
  1915. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1916. return 1;
  1917. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1918. {// Kaite only works against non-players if they are low-level.
  1919. clif_specialeffect(bl, 438, AREA);
  1920. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1921. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1922. return 2;
  1923. }
  1924. return 0;
  1925. }
  1926. /*
  1927. * =========================================================================
  1928. * Does a skill attack with the given properties.
  1929. * src is the master behind the attack (player/mob/pet)
  1930. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1931. * bl is the target to be attacked.
  1932. * flag can hold a bunch of information:
  1933. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1934. * (usually holds number of targets, or just 1 for simple splash attacks)
  1935. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1936. * packet shouldn't display a skill animation)
  1937. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1938. * client (causes player characters to not scream skill name)
  1939. *-------------------------------------------------------------------------*/
  1940. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1941. {
  1942. struct Damage dmg;
  1943. struct status_data *sstatus, *tstatus;
  1944. struct status_change *sc;
  1945. struct map_session_data *sd, *tsd;
  1946. int type,damage,rdamage=0;
  1947. if(skillid > 0 && skilllv <= 0) return 0;
  1948. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1949. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1950. nullpo_ret(bl); //Target to be attacked.
  1951. if (src != dsrc) {
  1952. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1953. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1954. return 0;
  1955. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1956. //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]
  1957. if (!status_check_skilluse(src, bl, skillid, 2))
  1958. return 0;
  1959. }
  1960. sd = BL_CAST(BL_PC, src);
  1961. tsd = BL_CAST(BL_PC, bl);
  1962. sstatus = status_get_status_data(src);
  1963. tstatus = status_get_status_data(bl);
  1964. sc= status_get_sc(bl);
  1965. if (sc && !sc->count) sc = NULL; //Don't need it.
  1966. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1967. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1968. return 0;
  1969. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1970. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1971. return 0;
  1972. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1973. //Skotlex: Adjusted to the new system
  1974. if(src->type==BL_PET)
  1975. { // [Valaris]
  1976. struct pet_data *pd = (TBL_PET*)src;
  1977. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1978. {
  1979. int element = skill_get_ele(skillid, skilllv);
  1980. if (skillid == -1)
  1981. element = sstatus->rhw.ele;
  1982. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1983. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1984. else
  1985. dmg.damage= skilllv;
  1986. dmg.damage2=0;
  1987. dmg.div_= pd->a_skill->div_;
  1988. }
  1989. }
  1990. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1991. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1992. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1993. { //Magic reflection, switch caster/target
  1994. struct block_list *tbl = bl;
  1995. bl = src;
  1996. src = tbl;
  1997. sd = BL_CAST(BL_PC, src);
  1998. tsd = BL_CAST(BL_PC, bl);
  1999. sc = status_get_sc(bl);
  2000. if (sc && !sc->count)
  2001. sc = NULL; //Don't need it.
  2002. /* bugreport:2564 flag&2 disables double casting trigger */
  2003. flag |= 2;
  2004. //Spirit of Wizard blocks Kaite's reflection
  2005. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2006. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2007. type = tsd?pc_search_inventory (tsd, 7321):0;
  2008. if (type >= 0) {
  2009. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2010. dmg.damage = dmg.damage2 = 0;
  2011. dmg.dmg_lv = ATK_MISS;
  2012. sc->data[SC_SPIRIT]->val3 = skillid;
  2013. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  2014. }
  2015. }
  2016. /**
  2017. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2018. **/
  2019. #if MAGIC_REFLECTION_TYPE
  2020. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  2021. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  2022. #endif
  2023. }
  2024. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  2025. int sp = skill_get_sp(skillid,skilllv);
  2026. dmg.damage = dmg.damage2 = 0;
  2027. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2028. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  2029. if(skillid == WZ_WATERBALL && skilllv > 1)
  2030. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  2031. status_heal(bl, 0, sp, 2);
  2032. }
  2033. }
  2034. damage = dmg.damage + dmg.damage2;
  2035. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  2036. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  2037. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2038. damage = 1;
  2039. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ))
  2040. || (sc && sc->data[SC_REFLECTDAMAGE])) )
  2041. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);
  2042. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2043. struct block_list *nbl = NULL;
  2044. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2045. if( nbl ){ // Only one target is chosen.
  2046. damage = damage / 2; // Deflect half of the damage to a target nearby
  2047. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2048. }
  2049. }
  2050. //Skill hit type
  2051. type=(skillid==0)?5:skill_get_hit(skillid);
  2052. if(damage < dmg.div_
  2053. //Only skills that knockback even when they miss. [Skotlex]
  2054. && skillid != CH_PALMSTRIKE)
  2055. dmg.blewcount = 0;
  2056. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  2057. if(battle_config.gx_disptype) dsrc = src;
  2058. if(src == bl) type = 4;
  2059. else flag|=SD_ANIMATION;
  2060. }
  2061. if(skillid == NJ_TATAMIGAESHI) {
  2062. dsrc = src; //For correct knockback.
  2063. flag|=SD_ANIMATION;
  2064. }
  2065. if(sd) {
  2066. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  2067. struct status_change_entry *sce;
  2068. if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
  2069. switch (skillid) {
  2070. case TK_TURNKICK:
  2071. case TK_STORMKICK:
  2072. case TK_DOWNKICK:
  2073. case TK_COUNTER:
  2074. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2075. sce->val1 = skillid; //Update combo-skill
  2076. sce->val3 = skillid;
  2077. if( sce->timer != INVALID_TIMER )
  2078. delete_timer(sce->timer, status_change_timer);
  2079. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2080. break;
  2081. }
  2082. unit_cancel_combo(src); // Cancel combo wait
  2083. break;
  2084. default:
  2085. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2086. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2087. }
  2088. }
  2089. switch(skillid) {
  2090. case MO_TRIPLEATTACK:
  2091. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2092. flag=1;
  2093. break;
  2094. case MO_CHAINCOMBO:
  2095. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2096. flag=1;
  2097. break;
  2098. case MO_COMBOFINISH:
  2099. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2100. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  2101. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2102. flag=1;
  2103. case CH_TIGERFIST:
  2104. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2105. flag=1;
  2106. case CH_CHAINCRUSH:
  2107. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2108. flag=1;
  2109. break;
  2110. case AC_DOUBLE:
  2111. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2112. {
  2113. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  2114. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  2115. clif_combo_delay(src,2000);
  2116. }
  2117. break;
  2118. case TK_COUNTER:
  2119. { //bonus from SG_FRIEND [Komurka]
  2120. int level;
  2121. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2122. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2123. }
  2124. break;
  2125. case SL_STIN:
  2126. case SL_STUN:
  2127. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  2128. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  2129. break;
  2130. case GS_FULLBUSTER:
  2131. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2132. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2133. break;
  2134. case SR_DRAGONCOMBO:
  2135. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2136. flag = 1;
  2137. break;
  2138. case SR_FALLENEMPIRE:
  2139. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2140. flag = 1;
  2141. break;
  2142. } //Switch End
  2143. if (flag) { //Possible to chain
  2144. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  2145. if (flag < 1) flag = 1;
  2146. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  2147. clif_combo_delay(src, flag);
  2148. }
  2149. }
  2150. //Display damage.
  2151. switch( skillid )
  2152. {
  2153. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2154. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2155. break;
  2156. //Skills that need be passed as a normal attack for the client to display correctly.
  2157. case HVAN_EXPLOSION:
  2158. case NPC_SELFDESTRUCTION:
  2159. if(src->type==BL_PC)
  2160. dmg.blewcount = 10;
  2161. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2162. // fall through
  2163. case KN_AUTOCOUNTER:
  2164. case NPC_CRITICALSLASH:
  2165. case TF_DOUBLE:
  2166. case GS_CHAINACTION:
  2167. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2168. break;
  2169. case AS_SPLASHER:
  2170. if( flag&SD_ANIMATION ) // the surrounding targets
  2171. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  2172. else // the central target doesn't display an animation
  2173. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  2174. break;
  2175. case WL_HELLINFERNO:
  2176. case SR_EARTHSHAKER:
  2177. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  2178. break;
  2179. case WL_SOULEXPANSION:
  2180. case WL_COMET:
  2181. case KO_MUCHANAGE:
  2182. case NJ_HUUMA:
  2183. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  2184. break;
  2185. case WL_CHAINLIGHTNING_ATK:
  2186. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2187. break;
  2188. case LG_OVERBRAND_BRANDISH:
  2189. case LG_OVERBRAND_PLUSATK:
  2190. case EL_FIRE_BOMB:
  2191. case EL_FIRE_BOMB_ATK:
  2192. case EL_FIRE_WAVE:
  2193. case EL_FIRE_WAVE_ATK:
  2194. case EL_FIRE_MANTLE:
  2195. case EL_CIRCLE_OF_FIRE:
  2196. case EL_FIRE_ARROW:
  2197. case EL_ICE_NEEDLE:
  2198. case EL_WATER_SCREW:
  2199. case EL_WATER_SCREW_ATK:
  2200. case EL_WIND_SLASH:
  2201. case EL_TIDAL_WEAPON:
  2202. case EL_ROCK_CRUSHER:
  2203. case EL_ROCK_CRUSHER_ATK:
  2204. case EL_HURRICANE:
  2205. case EL_HURRICANE_ATK:
  2206. case EL_TYPOON_MIS:
  2207. case EL_TYPOON_MIS_ATK:
  2208. case KO_BAKURETSU:
  2209. case GN_CRAZYWEED_ATK:
  2210. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
  2211. break;
  2212. case GN_SLINGITEM_RANGEMELEEATK:
  2213. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2214. break;
  2215. case EL_STONE_RAIN:
  2216. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
  2217. break;
  2218. case WM_SEVERE_RAINSTORM_MELEE:
  2219. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
  2220. break;
  2221. case WM_REVERBERATION_MELEE:
  2222. case WM_REVERBERATION_MAGIC:
  2223. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2224. break;
  2225. case HT_CLAYMORETRAP:
  2226. case HT_BLASTMINE:
  2227. case HT_FLASHER:
  2228. case HT_FREEZINGTRAP:
  2229. case RA_CLUSTERBOMB:
  2230. case RA_FIRINGTRAP:
  2231. case RA_ICEBOUNDTRAP:
  2232. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5);
  2233. if( dsrc != src ) // avoid damage display redundancy
  2234. break;
  2235. case HT_LANDMINE:
  2236. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
  2237. break;
  2238. case WZ_SIGHTBLASTER:
  2239. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
  2240. break;
  2241. case AB_DUPLELIGHT_MELEE:
  2242. case AB_DUPLELIGHT_MAGIC:
  2243. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2244. default:
  2245. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2246. type = 5;
  2247. if( bl->type == BL_SKILL ){
  2248. TBL_SKILL *su = (TBL_SKILL*)bl;
  2249. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2250. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
  2251. }
  2252. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  2253. break;
  2254. }
  2255. map_freeblock_lock();
  2256. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2257. && pc_checkskill(tsd,RG_PLAGIARISM)
  2258. && (!sc || !sc->data[SC_PRESERVE])
  2259. && damage < tsd->battle_status.hp)
  2260. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2261. int copy_skill = skillid;
  2262. /**
  2263. * Copy Referal: dummy skills should point to their source upon copying
  2264. **/
  2265. switch( skillid ) {
  2266. case AB_DUPLELIGHT_MELEE:
  2267. case AB_DUPLELIGHT_MAGIC:
  2268. copy_skill = AB_DUPLELIGHT;
  2269. break;
  2270. case WL_CHAINLIGHTNING_ATK:
  2271. copy_skill = WL_CHAINLIGHTNING;
  2272. break;
  2273. case WM_REVERBERATION_MELEE:
  2274. case WM_REVERBERATION_MAGIC:
  2275. copy_skill = WM_REVERBERATION;
  2276. break;
  2277. case WM_SEVERE_RAINSTORM_MELEE:
  2278. copy_skill = WM_SEVERE_RAINSTORM;
  2279. break;
  2280. case GN_CRAZYWEED_ATK:
  2281. copy_skill = GN_CRAZYWEED;
  2282. break;
  2283. case GN_HELLS_PLANT_ATK:
  2284. copy_skill = GN_HELLS_PLANT;
  2285. break;
  2286. case LG_OVERBRAND_BRANDISH:
  2287. case LG_OVERBRAND_PLUSATK:
  2288. copy_skill = LG_OVERBRAND;
  2289. break;
  2290. }
  2291. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2292. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2293. {
  2294. int lv;
  2295. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2296. //Level dependent and limitation.
  2297. lv = min(lv,skill_get_max(copy_skill));
  2298. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2299. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2300. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2301. tsd->status.skill[tsd->reproduceskill_id].flag = 0;
  2302. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2303. }
  2304. tsd->reproduceskill_id = copy_skill;
  2305. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2306. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2307. tsd->status.skill[copy_skill].id = copy_skill;
  2308. tsd->status.skill[copy_skill].lv = lv;
  2309. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2310. clif_addskill(tsd,copy_skill);
  2311. } else {
  2312. lv = skilllv;
  2313. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2314. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2315. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2316. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2317. clif_deleteskill(tsd,tsd->cloneskill_id);
  2318. }
  2319. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2320. lv = type;
  2321. tsd->cloneskill_id = copy_skill;
  2322. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2323. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2324. tsd->status.skill[skillid].id = copy_skill;
  2325. tsd->status.skill[skillid].lv = lv;
  2326. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  2327. clif_addskill(tsd,skillid);
  2328. }
  2329. }
  2330. }
  2331. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2332. { //Skills with can't walk delay also stop normal attacking for that
  2333. //duration when the attack connects. [Skotlex]
  2334. struct unit_data *ud = unit_bl2ud(src);
  2335. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2336. ud->attackabletime = tick + type;
  2337. }
  2338. if( !dmg.amotion )
  2339. { //Instant damage
  2340. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  2341. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2342. if( !status_isdead(bl) )
  2343. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  2344. if( damage > 0 ) //Counter status effects [Skotlex]
  2345. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  2346. }
  2347. // Hell Inferno burning status only starts if Fire part hits.
  2348. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  2349. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  2350. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2351. else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) )
  2352. dmg.blewcount = 0;
  2353. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2354. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2355. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2356. int direction = -1; // default
  2357. switch(skillid) {//direction
  2358. case MG_FIREWALL:
  2359. case PR_SANCTUARY:
  2360. case SC_TRIANGLESHOT:
  2361. case LG_OVERBRAND:
  2362. case SR_KNUCKLEARROW:
  2363. case GN_WALLOFTHORN:
  2364. case EL_FIRE_MANTLE:
  2365. direction = unit_getdir(bl);// backwards
  2366. break;
  2367. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2368. case WZ_STORMGUST:
  2369. direction = rand()%8;
  2370. break;
  2371. case WL_CRIMSONROCK:
  2372. direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2373. break;
  2374. }
  2375. //blown-specific handling
  2376. switch( skillid ) {
  2377. case LG_OVERBRAND:
  2378. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
  2379. short dir_x, dir_y;
  2380. dir_x = dirx[(direction+4)%8];
  2381. dir_y = diry[(direction+4)%8];
  2382. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2383. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2384. } else
  2385. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2386. break;
  2387. case SR_KNUCKLEARROW:
  2388. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) {
  2389. short dir_x, dir_y;
  2390. dir_x = dirx[(direction+4)%8];
  2391. dir_y = diry[(direction+4)%8];
  2392. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2393. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
  2394. }
  2395. break;
  2396. case GN_WALLOFTHORN:
  2397. unit_stop_walking(bl,1);
  2398. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
  2399. clif_fixpos(bl);
  2400. break;
  2401. default:
  2402. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
  2403. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2404. TBL_SKILL *su = (TBL_SKILL*)bl;
  2405. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2406. skill_blown(src, bl, 3, -1, 0);
  2407. }
  2408. break;
  2409. }
  2410. }
  2411. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2412. if (dmg.amotion)
  2413. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2414. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2415. {
  2416. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2417. struct block_list *d_bl = map_id2bl(sce->val1);
  2418. if( d_bl && (
  2419. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2420. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2421. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2422. {
  2423. /**
  2424. * Check for devotion and change targetted dmg.
  2425. * [d_bl = paladin; bl = player; src = source of dmg]
  2426. **/
  2427. bool devo_flag = false; /* false = paladin devoing; true = player */
  2428. if ( src )
  2429. {
  2430. struct status_change *tsc;
  2431. tsc = status_get_sc(src);
  2432. /* Per official standards, following skills should reflect at the bl */
  2433. if( (tsc->data[SC_KAITE] && attack_type == BF_MAGIC) ||
  2434. (tsc->data[SC_REFLECTDAMAGE] && attack_type != BF_MAGIC)
  2435. )
  2436. devo_flag = true;
  2437. }
  2438. clif_damage(
  2439. ( (devo_flag) ? bl:d_bl),
  2440. ( (devo_flag) ? bl:d_bl), gettick(), 0, 0, damage, 0, 0, 0);
  2441. status_fix_damage(
  2442. ( (devo_flag) ? bl:NULL),
  2443. ( (devo_flag) ? bl:d_bl), damage, 0);
  2444. }
  2445. else {
  2446. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2447. if( !dmg.amotion )
  2448. status_fix_damage(src,bl,damage,dmg.dmotion);
  2449. }
  2450. }
  2451. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2452. if( skillid == RG_INTIMIDATE ) {
  2453. int rate = 50 + skilllv * 5;
  2454. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2455. if(rnd()%100 < rate)
  2456. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2457. } else if( skillid == SC_FATALMENACE )
  2458. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
  2459. }
  2460. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2461. dmg.flag |= BF_WEAPON;
  2462. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2463. (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)) ) )
  2464. {
  2465. if (battle_config.left_cardfix_to_right)
  2466. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2467. else
  2468. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2469. }
  2470. if( rdamage > 0 ) {
  2471. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2472. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2473. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2474. } else {
  2475. if( dmg.amotion )
  2476. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2477. else
  2478. status_fix_damage(bl,src,rdamage,0);
  2479. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2480. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2481. if( tsd && src != bl )
  2482. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2483. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2484. }
  2485. }
  2486. if( damage > 0 ) {
  2487. /**
  2488. * Post-damage effects
  2489. **/
  2490. switch( skillid ) {
  2491. case RK_CRUSHSTRIKE:
  2492. skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2493. break;
  2494. case GC_VENOMPRESSURE: {
  2495. struct status_change *ssc = status_get_sc(src);
  2496. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
  2497. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2498. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2500. }
  2501. }
  2502. break;
  2503. case WM_METALICSOUND:
  2504. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2505. break;
  2506. case SR_TIGERCANNON:
  2507. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2508. break;
  2509. }
  2510. if( sd )
  2511. skill_onskillusage(sd, bl, skillid, tick);
  2512. }
  2513. if (!(flag&2) &&
  2514. (
  2515. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2516. ) &&
  2517. (sc = status_get_sc(src)) &&
  2518. sc->data[SC_DOUBLECAST] &&
  2519. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2520. {
  2521. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2522. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2523. }
  2524. map_freeblock_unlock();
  2525. return damage;
  2526. }
  2527. /*==========================================
  2528. * sub fonction for recursive skill call.
  2529. * Checking bl battle flag and display dammage
  2530. * then call func with source,target,skillid,skilllv,tick,flag
  2531. *------------------------------------------*/
  2532. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2533. int skill_area_sub (struct block_list *bl, va_list ap)
  2534. {
  2535. struct block_list *src;
  2536. int skill_id,skill_lv,flag;
  2537. unsigned int tick;
  2538. SkillFunc func;
  2539. nullpo_ret(bl);
  2540. src=va_arg(ap,struct block_list *);
  2541. skill_id=va_arg(ap,int);
  2542. skill_lv=va_arg(ap,int);
  2543. tick=va_arg(ap,unsigned int);
  2544. flag=va_arg(ap,int);
  2545. func=va_arg(ap,SkillFunc);
  2546. if(battle_check_target(src,bl,flag) > 0)
  2547. {
  2548. // several splash skills need this initial dummy packet to display correctly
  2549. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2550. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2551. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2552. skill_area_temp[2]++;
  2553. return func(src,bl,skill_id,skill_lv,tick,flag);
  2554. }
  2555. return 0;
  2556. }
  2557. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2558. {
  2559. struct skill_unit *unit;
  2560. int skillid,g_skillid;
  2561. unit = (struct skill_unit *)bl;
  2562. if(bl->prev == NULL || bl->type != BL_SKILL)
  2563. return 0;
  2564. if(!unit->alive)
  2565. return 0;
  2566. skillid = va_arg(ap,int);
  2567. g_skillid = unit->group->skill_id;
  2568. switch (skillid) {
  2569. case MH_STEINWAND:
  2570. case MG_SAFETYWALL:
  2571. case AL_PNEUMA:
  2572. case SC_MAELSTROM:
  2573. if(g_skillid != MH_STEINWAND && g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
  2574. return 0;
  2575. break;
  2576. case AL_WARP:
  2577. case HT_SKIDTRAP:
  2578. case MA_SKIDTRAP:
  2579. case HT_LANDMINE:
  2580. case MA_LANDMINE:
  2581. case HT_ANKLESNARE:
  2582. case HT_SHOCKWAVE:
  2583. case HT_SANDMAN:
  2584. case MA_SANDMAN:
  2585. case HT_FLASHER:
  2586. case HT_FREEZINGTRAP:
  2587. case MA_FREEZINGTRAP:
  2588. case HT_BLASTMINE:
  2589. case HT_CLAYMORETRAP:
  2590. case HT_TALKIEBOX:
  2591. case HP_BASILICA:
  2592. case RA_ELECTRICSHOCKER:
  2593. case RA_CLUSTERBOMB:
  2594. case RA_MAGENTATRAP:
  2595. case RA_COBALTTRAP:
  2596. case RA_MAIZETRAP:
  2597. case RA_VERDURETRAP:
  2598. case RA_FIRINGTRAP:
  2599. case RA_ICEBOUNDTRAP:
  2600. case SC_DIMENSIONDOOR:
  2601. case SC_BLOODYLUST:
  2602. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2603. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST)
  2604. return 0;
  2605. break;
  2606. default: //Avoid stacking with same kind of trap. [Skotlex]
  2607. if (g_skillid != skillid)
  2608. return 0;
  2609. break;
  2610. }
  2611. return 1;
  2612. }
  2613. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2614. {
  2615. //Non players do not check for the skill's splash-trigger area.
  2616. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2617. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2618. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2619. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2620. return 0;
  2621. }
  2622. range += layout_type;
  2623. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2624. }
  2625. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2626. {
  2627. int skillid;
  2628. if(bl->prev == NULL)
  2629. return 0;
  2630. skillid = va_arg(ap,int);
  2631. if( status_isdead(bl) && skillid != AL_WARP )
  2632. return 0;
  2633. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2634. return 0;
  2635. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2636. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2637. return 1;
  2638. }
  2639. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2640. {
  2641. int range, type;
  2642. switch (skillid) { // to be expanded later
  2643. case WZ_ICEWALL:
  2644. range = 2;
  2645. break;
  2646. default:
  2647. {
  2648. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2649. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2650. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2651. return 0;
  2652. }
  2653. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2654. }
  2655. break;
  2656. }
  2657. // if the caster is a monster/NPC, only check for players
  2658. // otherwise just check characters
  2659. if (bl->type == BL_PC)
  2660. type = BL_CHAR;
  2661. else
  2662. type = BL_PC;
  2663. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2664. x - range, y - range, x + range, y + range,
  2665. type, skillid);
  2666. }
  2667. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2668. {
  2669. if(id == sd->bl.id && battle_config.guild_aura&16)
  2670. return 0; // Do not affect guild leader
  2671. if (sd->sc.data[SC_GUILDAURA]) {
  2672. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2673. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2674. sce->val3 = strvit;
  2675. sce->val4 = agidex;
  2676. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2677. }
  2678. return 0;
  2679. }
  2680. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2681. return 1;
  2682. }
  2683. /*==========================================
  2684. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2685. * Flag:
  2686. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2687. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2688. *------------------------------------------*/
  2689. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2690. {
  2691. struct status_data *status;
  2692. struct map_session_data *sd = NULL;
  2693. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2694. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2695. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2696. return 0;
  2697. nullpo_ret(bl);
  2698. switch( bl->type )
  2699. {
  2700. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2701. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2702. }
  2703. status = status_get_status_data(bl);
  2704. if( (j = skill_get_index(skill)) == 0 )
  2705. return 0;
  2706. // Requeriments
  2707. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2708. {
  2709. itemid[i] = skill_db[j].itemid[i];
  2710. amount[i] = skill_db[j].amount[i];
  2711. }
  2712. hp = skill_db[j].hp[lv-1];
  2713. sp = skill_db[j].sp[lv-1];
  2714. hp_rate = skill_db[j].hp_rate[lv-1];
  2715. sp_rate = skill_db[j].sp_rate[lv-1];
  2716. state = skill_db[j].state;
  2717. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2718. hp += (status->max_hp * mhp) / 100;
  2719. if( hp_rate > 0 )
  2720. hp += (status->hp * hp_rate) / 100;
  2721. else
  2722. hp += (status->max_hp * (-hp_rate)) / 100;
  2723. if( sp_rate > 0 )
  2724. sp += (status->sp * sp_rate) / 100;
  2725. else
  2726. sp += (status->max_sp * (-sp_rate)) / 100;
  2727. if( bl->type == BL_HOM )
  2728. { // Intimacy Requeriments
  2729. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2730. switch( skill )
  2731. {
  2732. case HFLI_SBR44:
  2733. if( hd->homunculus.intimacy <= 200 )
  2734. return 0;
  2735. break;
  2736. case HVAN_EXPLOSION:
  2737. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2738. return 0;
  2739. break;
  2740. }
  2741. }
  2742. if( !(type&2) )
  2743. {
  2744. if( hp > 0 && status->hp <= (unsigned int)hp )
  2745. {
  2746. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2747. return 0;
  2748. }
  2749. if( sp > 0 && status->sp <= (unsigned int)sp )
  2750. {
  2751. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2752. return 0;
  2753. }
  2754. }
  2755. if( !type )
  2756. switch( state )
  2757. {
  2758. case ST_MOVE_ENABLE:
  2759. if( !unit_can_move(bl) )
  2760. {
  2761. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2762. return 0;
  2763. }
  2764. break;
  2765. }
  2766. if( !(type&1) )
  2767. return 1;
  2768. // Check item existences
  2769. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2770. {
  2771. index[i] = -1;
  2772. if( itemid[i] < 1 ) continue; // No item
  2773. index[i] = pc_search_inventory(sd, itemid[i]);
  2774. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2775. {
  2776. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2777. return 0;
  2778. }
  2779. }
  2780. // Consume items
  2781. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2782. {
  2783. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2784. }
  2785. if( type&2 )
  2786. return 1;
  2787. if( sp || hp )
  2788. status_zap(bl, hp, sp);
  2789. return 1;
  2790. }
  2791. /*==========================================
  2792. *
  2793. *------------------------------------------*/
  2794. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2795. {
  2796. return 1;
  2797. }
  2798. /*==========================================
  2799. *
  2800. *------------------------------------------*/
  2801. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2802. {
  2803. struct block_list *src = map_id2bl(id),*target;
  2804. struct unit_data *ud = unit_bl2ud(src);
  2805. struct skill_timerskill *skl = NULL;
  2806. int range;
  2807. nullpo_ret(src);
  2808. nullpo_ret(ud);
  2809. skl = ud->skilltimerskill[data];
  2810. nullpo_ret(skl);
  2811. ud->skilltimerskill[data] = NULL;
  2812. do {
  2813. if(src->prev == NULL)
  2814. break; // Source not on Map
  2815. if(skl->target_id) {
  2816. target = map_id2bl(skl->target_id);
  2817. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2818. target = src; //Required since it has to warp.
  2819. if(target == NULL)
  2820. break; // Target offline?
  2821. if(target->prev == NULL)
  2822. break; // Target not on Map
  2823. if(src->m != target->m)
  2824. break; // Different Maps
  2825. if(status_isdead(src))
  2826. break; // Caster is Dead
  2827. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2828. break;
  2829. switch(skl->skill_id) {
  2830. case RG_INTIMIDATE:
  2831. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2832. short x,y;
  2833. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2834. if (target != src && !status_isdead(target))
  2835. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2836. }
  2837. break;
  2838. case BA_FROSTJOKER:
  2839. case DC_SCREAM:
  2840. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2841. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2842. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2843. break;
  2844. case NPC_EARTHQUAKE:
  2845. if( skl->type > 1 )
  2846. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2847. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2848. skill_area_temp[1] = src->id;
  2849. skill_area_temp[2] = 0;
  2850. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2851. break;
  2852. case WZ_WATERBALL:
  2853. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2854. if (!status_isdead(target))
  2855. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2856. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2857. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2858. } else {
  2859. struct status_change *sc = status_get_sc(src);
  2860. if(sc) {
  2861. if(sc->data[SC_SPIRIT] &&
  2862. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2863. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2864. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2865. }
  2866. }
  2867. break;
  2868. /**
  2869. * Warlock
  2870. **/
  2871. case WL_CHAINLIGHTNING_ATK:
  2872. {
  2873. struct block_list *nbl = NULL; // Next Target of Chain
  2874. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2875. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2876. if( skl->type > 1 )
  2877. { // Remaining Chains Hit
  2878. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2879. if( nbl == NULL && skl->x > 1 )
  2880. {
  2881. nbl = target;
  2882. skl->x--;
  2883. }
  2884. else skl->x = 3;
  2885. }
  2886. if( nbl )
  2887. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2888. }
  2889. break;
  2890. case WL_TETRAVORTEX_FIRE:
  2891. case WL_TETRAVORTEX_WATER:
  2892. case WL_TETRAVORTEX_WIND:
  2893. case WL_TETRAVORTEX_GROUND:
  2894. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  2895. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2896. if( skl->type >= 3 )
  2897. { // Final Hit
  2898. if( !status_isdead(target) )
  2899. { // Final Status Effect
  2900. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2901. applyeffects[4] = { 0, 0, 0, 0 },
  2902. i, j = 0, k = 0;
  2903. for( i = 1; i <= 8; i = i + i )
  2904. {
  2905. if( skl->x&i )
  2906. {
  2907. applyeffects[j] = effects[k];
  2908. j++;
  2909. }
  2910. k++;
  2911. }
  2912. if( j )
  2913. {
  2914. i = applyeffects[rnd()%j];
  2915. status_change_start(target, i, 10000, skl->skill_lv,
  2916. (i == SC_BURNING ? 1000 : 0),
  2917. (i == SC_BURNING ? src->id : 0),
  2918. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2919. }
  2920. }
  2921. }
  2922. break;
  2923. case WM_REVERBERATION_MELEE:
  2924. case WM_REVERBERATION_MAGIC:
  2925. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  2926. break;
  2927. case SC_FATALMENACE:
  2928. if( src == target ) // Casters Part
  2929. unit_warp(src, -1, skl->x, skl->y, 3);
  2930. else { // Target's Part
  2931. short x = skl->x, y = skl->y;
  2932. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  2933. unit_warp(target,-1,x,y,3);
  2934. }
  2935. break;
  2936. case LG_MOONSLASHER:
  2937. case SR_WINDMILL:
  2938. if( target->type == BL_PC ) {
  2939. struct map_session_data *tsd = NULL;
  2940. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2941. pc_setsit(tsd);
  2942. skill_sit(tsd,1);
  2943. clif_sitting(&tsd->bl);
  2944. }
  2945. }
  2946. break;
  2947. case LG_OVERBRAND_BRANDISH:
  2948. case LG_OVERBRAND_PLUSATK:
  2949. case SR_KNUCKLEARROW:
  2950. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2951. break;
  2952. case GN_SPORE_EXPLOSION:
  2953. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  2954. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  2955. break;
  2956. case CH_PALMSTRIKE:
  2957. {
  2958. struct status_change* tsc = status_get_sc(target);
  2959. if( tsc && tsc->option&OPTION_HIDE ){
  2960. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  2961. break;
  2962. }
  2963. }
  2964. default:
  2965. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2966. break;
  2967. }
  2968. }
  2969. else {
  2970. if(src->m != skl->map)
  2971. break;
  2972. switch( skl->skill_id )
  2973. {
  2974. case WZ_METEOR:
  2975. if( skl->type >= 0 )
  2976. {
  2977. int x = skl->type>>16, y = skl->type&0xFFFF;
  2978. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2979. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2980. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2981. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2982. }
  2983. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2984. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2985. break;
  2986. case GN_CRAZYWEED_ATK:
  2987. {
  2988. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  2989. 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);
  2990. }
  2991. case WL_EARTHSTRAIN:
  2992. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2993. break;
  2994. }
  2995. }
  2996. } while (0);
  2997. //Free skl now that it is no longer needed.
  2998. ers_free(skill_timer_ers, skl);
  2999. return 0;
  3000. }
  3001. /*==========================================
  3002. *
  3003. *------------------------------------------*/
  3004. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  3005. {
  3006. int i;
  3007. struct unit_data *ud;
  3008. nullpo_retr(1, src);
  3009. if (src->prev == NULL)
  3010. return 0;
  3011. ud = unit_bl2ud(src);
  3012. nullpo_retr(1, ud);
  3013. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3014. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3015. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3016. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3017. ud->skilltimerskill[i]->src_id = src->id;
  3018. ud->skilltimerskill[i]->target_id = target;
  3019. ud->skilltimerskill[i]->skill_id = skill_id;
  3020. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3021. ud->skilltimerskill[i]->map = src->m;
  3022. ud->skilltimerskill[i]->x = x;
  3023. ud->skilltimerskill[i]->y = y;
  3024. ud->skilltimerskill[i]->type = type;
  3025. ud->skilltimerskill[i]->flag = flag;
  3026. return 0;
  3027. }
  3028. /*==========================================
  3029. *
  3030. *------------------------------------------*/
  3031. int skill_cleartimerskill (struct block_list *src)
  3032. {
  3033. int i;
  3034. struct unit_data *ud;
  3035. nullpo_ret(src);
  3036. ud = unit_bl2ud(src);
  3037. nullpo_ret(ud);
  3038. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3039. if(ud->skilltimerskill[i]) {
  3040. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3041. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3042. ud->skilltimerskill[i]=NULL;
  3043. }
  3044. }
  3045. return 1;
  3046. }
  3047. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3048. struct skill_unit *su = (TBL_SKILL*)bl;
  3049. struct skill_unit_group *sg;
  3050. if( bl->type != BL_SKILL )
  3051. return 0;
  3052. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3053. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3054. su->limit=DIFF_TICK(gettick(),sg->tick);
  3055. sg->unit_id = UNT_USED_TRAPS;
  3056. }
  3057. return 0;
  3058. }
  3059. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3060. {
  3061. TBL_SKILL *su = (TBL_SKILL*)bl;
  3062. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3063. { //Reveal trap.
  3064. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3065. //clif_changetraplook(bl, su->group->unit_id);
  3066. clif_skill_setunit(su);
  3067. return 1;
  3068. }
  3069. return 0;
  3070. }
  3071. /*==========================================
  3072. *
  3073. *
  3074. *------------------------------------------*/
  3075. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3076. {
  3077. struct map_session_data *sd = NULL;
  3078. struct status_data *tstatus;
  3079. struct status_change *sc;
  3080. if (skillid > 0 && skilllv <= 0) return 0;
  3081. nullpo_retr(1, src);
  3082. nullpo_retr(1, bl);
  3083. if (src->m != bl->m)
  3084. return 1;
  3085. if (bl->prev == NULL)
  3086. return 1;
  3087. sd = BL_CAST(BL_PC, src);
  3088. if (status_isdead(bl))
  3089. return 1;
  3090. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  3091. { //GTB makes all targetted magic display miss with a single bolt.
  3092. sc_type sct = status_skill2sc(skillid);
  3093. if(sct != SC_NONE)
  3094. status_change_end(bl, sct, INVALID_TIMER);
  3095. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  3096. return 1;
  3097. }
  3098. sc = status_get_sc(src);
  3099. if (sc && !sc->count)
  3100. sc = NULL; //Unneeded
  3101. tstatus = status_get_status_data(bl);
  3102. map_freeblock_lock();
  3103. switch(skillid)
  3104. {
  3105. case MER_CRASH:
  3106. case SM_BASH:
  3107. case MS_BASH:
  3108. case MC_MAMMONITE:
  3109. case TF_DOUBLE:
  3110. case AC_DOUBLE:
  3111. case MA_DOUBLE:
  3112. case AS_SONICBLOW:
  3113. case KN_PIERCE:
  3114. case ML_PIERCE:
  3115. case KN_SPEARBOOMERANG:
  3116. case TF_POISON:
  3117. case TF_SPRINKLESAND:
  3118. case AC_CHARGEARROW:
  3119. case MA_CHARGEARROW:
  3120. case RG_INTIMIDATE:
  3121. case AM_ACIDTERROR:
  3122. case BA_MUSICALSTRIKE:
  3123. case DC_THROWARROW:
  3124. case BA_DISSONANCE:
  3125. case CR_HOLYCROSS:
  3126. case NPC_DARKCROSS:
  3127. case CR_SHIELDCHARGE:
  3128. case CR_SHIELDBOOMERANG:
  3129. case NPC_PIERCINGATT:
  3130. case NPC_MENTALBREAKER:
  3131. case NPC_RANGEATTACK:
  3132. case NPC_CRITICALSLASH:
  3133. case NPC_COMBOATTACK:
  3134. case NPC_GUIDEDATTACK:
  3135. case NPC_POISON:
  3136. case NPC_RANDOMATTACK:
  3137. case NPC_WATERATTACK:
  3138. case NPC_GROUNDATTACK:
  3139. case NPC_FIREATTACK:
  3140. case NPC_WINDATTACK:
  3141. case NPC_POISONATTACK:
  3142. case NPC_HOLYATTACK:
  3143. case NPC_DARKNESSATTACK:
  3144. case NPC_TELEKINESISATTACK:
  3145. case NPC_UNDEADATTACK:
  3146. case NPC_ARMORBRAKE:
  3147. case NPC_WEAPONBRAKER:
  3148. case NPC_HELMBRAKE:
  3149. case NPC_SHIELDBRAKE:
  3150. case NPC_BLINDATTACK:
  3151. case NPC_SILENCEATTACK:
  3152. case NPC_STUNATTACK:
  3153. case NPC_PETRIFYATTACK:
  3154. case NPC_CURSEATTACK:
  3155. case NPC_SLEEPATTACK:
  3156. case LK_AURABLADE:
  3157. case LK_SPIRALPIERCE:
  3158. case ML_SPIRALPIERCE:
  3159. case LK_HEADCRUSH:
  3160. case CG_ARROWVULCAN:
  3161. case HW_MAGICCRASHER:
  3162. case ITM_TOMAHAWK:
  3163. case MO_TRIPLEATTACK:
  3164. case CH_CHAINCRUSH:
  3165. case CH_TIGERFIST:
  3166. case PA_SHIELDCHAIN: // Shield Chain
  3167. case PA_SACRIFICE:
  3168. case WS_CARTTERMINATION: // Cart Termination
  3169. case AS_VENOMKNIFE:
  3170. case HT_PHANTASMIC:
  3171. case HT_POWER:
  3172. case TK_DOWNKICK:
  3173. case TK_COUNTER:
  3174. case GS_CHAINACTION:
  3175. case GS_TRIPLEACTION:
  3176. case GS_MAGICALBULLET:
  3177. case GS_TRACKING:
  3178. case GS_PIERCINGSHOT:
  3179. case GS_RAPIDSHOWER:
  3180. case GS_DUST:
  3181. case GS_DISARM: // Added disarm. [Reddozen]
  3182. case GS_FULLBUSTER:
  3183. case NJ_SYURIKEN:
  3184. case NJ_KUNAI:
  3185. case ASC_BREAKER:
  3186. case HFLI_MOON: //[orn]
  3187. case HFLI_SBR44: //[orn]
  3188. case NPC_BLEEDING:
  3189. case NPC_CRITICALWOUND:
  3190. case NPC_HELLPOWER:
  3191. case RK_SONICWAVE:
  3192. case RK_HUNDREDSPEAR:
  3193. case AB_DUPLELIGHT_MELEE:
  3194. case RA_AIMEDBOLT:
  3195. case NC_AXEBOOMERANG:
  3196. case NC_POWERSWING:
  3197. case GC_CROSSIMPACT:
  3198. case GC_VENOMPRESSURE:
  3199. case SC_TRIANGLESHOT:
  3200. case SC_FEINTBOMB:
  3201. case LG_BANISHINGPOINT:
  3202. case LG_SHIELDPRESS:
  3203. case LG_RAGEBURST:
  3204. case LG_RAYOFGENESIS:
  3205. case LG_HESPERUSLIT:
  3206. case SR_FALLENEMPIRE:
  3207. case SR_CRESCENTELBOW_AUTOSPELL:
  3208. case SR_GATEOFHELL:
  3209. case SR_GENTLETOUCH_QUIET:
  3210. case WM_SEVERE_RAINSTORM_MELEE:
  3211. case WM_GREAT_ECHO:
  3212. case GN_SLINGITEM_RANGEMELEEATK:
  3213. case KO_JYUMONJIKIRI:
  3214. case KO_SETSUDAN:
  3215. case KO_KAIHOU:
  3216. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3217. break;
  3218. /**
  3219. * Mechanic (MADO GEAR)
  3220. **/
  3221. case NC_BOOSTKNUCKLE:
  3222. case NC_PILEBUNKER:
  3223. case NC_VULCANARM:
  3224. case NC_COLDSLOWER:
  3225. case NC_ARMSCANNON:
  3226. if (sd) pc_overheat(sd,1);
  3227. case RK_WINDCUTTER:
  3228. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3229. break;
  3230. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3231. switch( rnd()%6 ){
  3232. case 0: flag |= BREAK_ANKLE; break;
  3233. case 1: flag |= BREAK_WRIST; break;
  3234. case 2: flag |= BREAK_KNEE; break;
  3235. case 3: flag |= BREAK_SHOULDER; break;
  3236. case 4: flag |= BREAK_WAIST; break;
  3237. case 5: flag |= BREAK_NECK; break;
  3238. }
  3239. //TODO: is there really no cleaner way to do this?
  3240. sc = status_get_sc(bl);
  3241. if (sc) sc->jb_flag = flag;
  3242. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3243. break;
  3244. case MO_COMBOFINISH:
  3245. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3246. { //Becomes a splash attack when Soul Linked.
  3247. map_foreachinrange(skill_area_sub, bl,
  3248. skill_get_splash(skillid, skilllv),splash_target(src),
  3249. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3250. skill_castend_damage_id);
  3251. } else
  3252. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3253. break;
  3254. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3255. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3256. skill_area_temp[1] = 0;
  3257. map_foreachinrange(skill_attack_area, src,
  3258. skill_get_splash(skillid, skilllv), splash_target(src),
  3259. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3260. break;
  3261. case KN_CHARGEATK:
  3262. {
  3263. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3264. unsigned int dist = distance_bl(src, bl);
  3265. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  3266. // teleport to target (if not on WoE grounds)
  3267. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3268. clif_slide(src, bl->x, bl->y);
  3269. // cause damage and knockback if the path to target was a straight one
  3270. if( path )
  3271. {
  3272. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  3273. skill_blown(src, bl, dist, dir, 0);
  3274. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3275. // make the caster look in the direction of the target
  3276. unit_setdir(src, (dir+4)%8);
  3277. }
  3278. }
  3279. break;
  3280. case NC_FLAMELAUNCHER:
  3281. if (sd) pc_overheat(sd,1);
  3282. case SN_SHARPSHOOTING:
  3283. case MA_SHARPSHOOTING:
  3284. case NJ_KAMAITACHI:
  3285. case LG_CANNONSPEAR:
  3286. //It won't shoot through walls since on castend there has to be a direct
  3287. //line of sight between caster and target.
  3288. skill_area_temp[1] = bl->id;
  3289. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3290. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3291. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3292. break;
  3293. case NPC_ACIDBREATH:
  3294. case NPC_DARKNESSBREATH:
  3295. case NPC_FIREBREATH:
  3296. case NPC_ICEBREATH:
  3297. case NPC_THUNDERBREATH:
  3298. skill_area_temp[1] = bl->id;
  3299. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3300. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3301. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3302. break;
  3303. case MO_INVESTIGATE:
  3304. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3305. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3306. break;
  3307. case RG_BACKSTAP:
  3308. {
  3309. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3310. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3311. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3312. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3313. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3314. unit_setdir(bl,dir);
  3315. }
  3316. else if (sd)
  3317. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3318. }
  3319. break;
  3320. case MO_FINGEROFFENSIVE:
  3321. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3322. if (battle_config.finger_offensive_type && sd) {
  3323. int i;
  3324. for (i = 1; i < sd->spiritball_old; i++)
  3325. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3326. }
  3327. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3328. break;
  3329. case MO_CHAINCOMBO:
  3330. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3331. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3332. break;
  3333. case NJ_ISSEN:
  3334. status_change_end(src, SC_NEN, INVALID_TIMER);
  3335. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3336. // fall through
  3337. case MO_EXTREMITYFIST:
  3338. if( skillid == MO_EXTREMITYFIST )
  3339. {
  3340. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3341. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3342. #ifdef RENEWAL
  3343. sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv));
  3344. #endif
  3345. }
  3346. //Client expects you to move to target regardless of distance
  3347. {
  3348. struct unit_data *ud = unit_bl2ud(src);
  3349. short dx,dy;
  3350. int i,speed;
  3351. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  3352. dx = bl->x - src->x;
  3353. dy = bl->y - src->y;
  3354. if (dx < 0) dx-=i;
  3355. else if (dx > 0) dx+=i;
  3356. if (dy < 0) dy-=i;
  3357. else if (dy > 0) dy+=i;
  3358. if (!dx && !dy) dy++;
  3359. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  3360. {
  3361. dx = bl->x;
  3362. dy = bl->y;
  3363. } else {
  3364. dx = src->x + dx;
  3365. dy = src->y + dy;
  3366. }
  3367. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3368. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  3369. //Increase can't walk delay to not alter your walk path
  3370. ud->canmove_tick = tick;
  3371. speed = status_get_speed(src);
  3372. for (i = 0; i < ud->walkpath.path_len; i ++)
  3373. {
  3374. if(ud->walkpath.path[i]&1)
  3375. ud->canmove_tick+=7*speed/5;
  3376. else
  3377. ud->canmove_tick+=speed;
  3378. }
  3379. }
  3380. }
  3381. break;
  3382. //Splash attack skills.
  3383. case AS_GRIMTOOTH:
  3384. case MC_CARTREVOLUTION:
  3385. case NPC_SPLASHATTACK:
  3386. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3387. case AS_SPLASHER:
  3388. case SM_MAGNUM:
  3389. case MS_MAGNUM:
  3390. case HT_BLITZBEAT:
  3391. case AC_SHOWER:
  3392. case MA_SHOWER:
  3393. case MG_NAPALMBEAT:
  3394. case MG_FIREBALL:
  3395. case RG_RAID:
  3396. case HW_NAPALMVULCAN:
  3397. case NJ_HUUMA:
  3398. case NJ_BAKUENRYU:
  3399. case ASC_METEORASSAULT:
  3400. case GS_DESPERADO:
  3401. case GS_SPREADATTACK:
  3402. case NPC_EARTHQUAKE:
  3403. case NPC_PULSESTRIKE:
  3404. case NPC_HELLJUDGEMENT:
  3405. case NPC_VAMPIRE_GIFT:
  3406. case RK_IGNITIONBREAK:
  3407. case AB_JUDEX:
  3408. case WL_SOULEXPANSION:
  3409. case WL_CRIMSONROCK:
  3410. case WL_COMET:
  3411. case WL_JACKFROST:
  3412. case RA_ARROWSTORM:
  3413. case RA_WUGDASH:
  3414. case NC_SELFDESTRUCTION:
  3415. case NC_AXETORNADO:
  3416. case GC_ROLLINGCUTTER:
  3417. case GC_COUNTERSLASH:
  3418. case LG_MOONSLASHER:
  3419. case LG_EARTHDRIVE:
  3420. case SR_TIGERCANNON:
  3421. case SR_RAMPAGEBLASTER:
  3422. case SR_SKYNETBLOW:
  3423. case SR_WINDMILL:
  3424. case SR_RIDEINLIGHTNING:
  3425. case WM_SOUND_OF_DESTRUCTION:
  3426. case WM_REVERBERATION_MELEE:
  3427. case WM_REVERBERATION_MAGIC:
  3428. case SO_VARETYR_SPEAR:
  3429. case GN_CART_TORNADO:
  3430. case GN_CARTCANNON:
  3431. case KO_HAPPOKUNAI:
  3432. case KO_HUUMARANKA:
  3433. case KO_MUCHANAGE:
  3434. case KO_BAKURETSU:
  3435. if( flag&1 ) {//Recursive invocation
  3436. // skill_area_temp[0] holds number of targets in area
  3437. // skill_area_temp[1] holds the id of the original target
  3438. // skill_area_temp[2] counts how many targets have already been processed
  3439. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3440. if( flag&SD_LEVEL )
  3441. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3442. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  3443. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3444. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  3445. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3446. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3447. status_heal(src,heal,0,0);
  3448. }
  3449. } else {
  3450. switch ( skillid ) {
  3451. case NJ_BAKUENRYU:
  3452. case LG_EARTHDRIVE:
  3453. case GN_CARTCANNON:
  3454. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3455. break;
  3456. case LG_MOONSLASHER:
  3457. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3458. break;
  3459. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3460. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3461. default:
  3462. break;
  3463. }
  3464. skill_area_temp[0] = 0;
  3465. skill_area_temp[1] = bl->id;
  3466. skill_area_temp[2] = 0;
  3467. if( skillid == WL_CRIMSONROCK ) {
  3468. skill_area_temp[4] = bl->x;
  3469. skill_area_temp[5] = bl->y;
  3470. }
  3471. if( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )
  3472. skill_area_temp[1] = 0;
  3473. // if skill damage should be split among targets, count them
  3474. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3475. //special case: Venom Splasher uses a different range for searching than for splashing
  3476. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  3477. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3478. // recursive invocation of skill_castend_damage_id() with flag|1
  3479. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), ( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3480. }
  3481. break;
  3482. case KN_BRANDISHSPEAR:
  3483. case ML_BRANDISH:
  3484. //Coded apart for it needs the flag passed to the damage calculation.
  3485. if (skill_area_temp[1] != bl->id)
  3486. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3487. else
  3488. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3489. break;
  3490. case KN_BOWLINGBASH:
  3491. case MS_BOWLINGBASH:
  3492. if(flag&1){
  3493. if(bl->id==skill_area_temp[1])
  3494. break;
  3495. //two hits for 500%
  3496. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3497. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3498. } else {
  3499. int i,c;
  3500. c = skill_get_blewcount(skillid,skilllv);
  3501. // keep moving target in the direction that src is looking, square by square
  3502. for(i=0;i<c;i++){
  3503. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3504. break; //Can't knockback
  3505. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3506. if( skill_area_temp[0] > 1 ) break; // collision
  3507. }
  3508. clif_blown(bl); //Update target pos.
  3509. if (i!=c) { //Splash
  3510. skill_area_temp[1] = bl->id;
  3511. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3512. }
  3513. //Weirdo dual-hit property, two attacks for 500%
  3514. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3515. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3516. }
  3517. break;
  3518. case KN_SPEARSTAB:
  3519. if(flag&1) {
  3520. if (bl->id==skill_area_temp[1])
  3521. break;
  3522. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3523. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3524. } else {
  3525. int x=bl->x,y=bl->y,i,dir;
  3526. dir = map_calc_dir(bl,src->x,src->y);
  3527. skill_area_temp[1] = bl->id;
  3528. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3529. // all the enemies between the caster and the target are hit, as well as the target
  3530. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3531. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3532. for (i=0;i<4;i++) {
  3533. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3534. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3535. x += dirx[dir];
  3536. y += diry[dir];
  3537. }
  3538. }
  3539. break;
  3540. case TK_TURNKICK:
  3541. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3542. {
  3543. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3544. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3545. map_foreachinrange(skill_area_sub,bl,
  3546. skill_get_splash(skillid, skilllv),BL_CHAR,
  3547. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3548. skill_castend_nodamage_id);
  3549. }
  3550. break;
  3551. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3552. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3553. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3554. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3555. break;
  3556. case PR_TURNUNDEAD:
  3557. case ALL_RESURRECTION:
  3558. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3559. break;
  3560. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3561. break;
  3562. case MG_SOULSTRIKE:
  3563. case NPC_DARKSTRIKE:
  3564. case MG_COLDBOLT:
  3565. case MG_FIREBOLT:
  3566. case MG_LIGHTNINGBOLT:
  3567. case WZ_EARTHSPIKE:
  3568. case AL_HEAL:
  3569. case AL_HOLYLIGHT:
  3570. case WZ_JUPITEL:
  3571. case NPC_DARKTHUNDER:
  3572. case PR_ASPERSIO:
  3573. case MG_FROSTDIVER:
  3574. case WZ_SIGHTBLASTER:
  3575. case WZ_SIGHTRASHER:
  3576. case NJ_KOUENKA:
  3577. case NJ_HYOUSENSOU:
  3578. case NJ_HUUJIN:
  3579. case AB_ADORAMUS:
  3580. case AB_RENOVATIO:
  3581. case AB_HIGHNESSHEAL:
  3582. case AB_DUPLELIGHT_MAGIC:
  3583. case WM_METALICSOUND:
  3584. case MH_ERASER_CUTTER:
  3585. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3586. break;
  3587. case NPC_MAGICALATTACK:
  3588. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3589. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3590. break;
  3591. case HVAN_CAPRICE: //[blackhole89]
  3592. {
  3593. int ran=rnd()%4;
  3594. int sid = 0;
  3595. switch(ran)
  3596. {
  3597. case 0: sid=MG_COLDBOLT; break;
  3598. case 1: sid=MG_FIREBOLT; break;
  3599. case 2: sid=MG_LIGHTNINGBOLT; break;
  3600. case 3: sid=WZ_EARTHSPIKE; break;
  3601. }
  3602. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3603. }
  3604. break;
  3605. case WZ_WATERBALL:
  3606. {
  3607. int range = skilllv / 2;
  3608. int maxlv = skill_get_max(skillid); // learnable level
  3609. int count = 0;
  3610. int x, y;
  3611. struct skill_unit* unit;
  3612. if( skilllv > maxlv )
  3613. {
  3614. if( src->type == BL_MOB && skilllv == 10 )
  3615. range = 4;
  3616. else
  3617. range = maxlv / 2;
  3618. }
  3619. for( y = src->y - range; y <= src->y + range; ++y )
  3620. for( x = src->x - range; x <= src->x + range; ++x )
  3621. {
  3622. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3623. {
  3624. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3625. count++; // natural water cell
  3626. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  3627. {
  3628. count++; // skill-induced water cell
  3629. skill_delunit(unit); // consume cell
  3630. }
  3631. }
  3632. }
  3633. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3634. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3635. }
  3636. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3637. break;
  3638. case PR_BENEDICTIO:
  3639. //Should attack undead and demons. [Skotlex]
  3640. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3641. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3642. break;
  3643. case SL_SMA:
  3644. status_change_end(src, SC_SMA, INVALID_TIMER);
  3645. case SL_STIN:
  3646. case SL_STUN:
  3647. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3648. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3649. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3650. break;
  3651. }
  3652. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3653. break;
  3654. case NPC_DARKBREATH:
  3655. clif_emotion(src,E_AG);
  3656. case SN_FALCONASSAULT:
  3657. case PA_PRESSURE:
  3658. case CR_ACIDDEMONSTRATION:
  3659. case TF_THROWSTONE:
  3660. case NPC_SMOKING:
  3661. case GS_FLING:
  3662. case NJ_ZENYNAGE:
  3663. case GN_THORNS_TRAP:
  3664. case GN_HELLS_PLANT_ATK:
  3665. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3666. break;
  3667. /**
  3668. * Rune Knight
  3669. **/
  3670. case RK_DRAGONBREATH: {
  3671. struct status_change *tsc = NULL;
  3672. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3673. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3674. } else
  3675. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3676. }
  3677. break;
  3678. case NPC_SELFDESTRUCTION: {
  3679. struct status_change *tsc = NULL;
  3680. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3681. break;
  3682. }
  3683. case HVAN_EXPLOSION:
  3684. if (src != bl)
  3685. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3686. break;
  3687. // Celest
  3688. case PF_SOULBURN:
  3689. if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3690. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3691. if (skilllv == 5)
  3692. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3693. status_percent_damage(src, bl, 0, 100, false);
  3694. } else {
  3695. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3696. if (skilllv == 5)
  3697. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3698. status_percent_damage(src, src, 0, 100, false);
  3699. }
  3700. break;
  3701. case NPC_BLOODDRAIN:
  3702. case NPC_ENERGYDRAIN:
  3703. {
  3704. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3705. src, src, bl, skillid, skilllv, tick, flag);
  3706. if (heal > 0){
  3707. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3708. status_heal(src, heal, 0, 0);
  3709. }
  3710. }
  3711. break;
  3712. case GS_BULLSEYE:
  3713. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3714. break;
  3715. case NJ_KASUMIKIRI:
  3716. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3717. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3718. break;
  3719. case NJ_KIRIKAGE:
  3720. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3721. { //You don't move on GVG grounds.
  3722. short x, y;
  3723. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3724. if (unit_movepos(src, x, y, 0, 0))
  3725. clif_slide(src,src->x,src->y);
  3726. }
  3727. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3728. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3729. break;
  3730. case RK_PHANTOMTHRUST:
  3731. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3732. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3733. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3734. if( battle_check_target(src,bl,BCT_ENEMY) )
  3735. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3736. break;
  3737. case RK_STORMBLAST:
  3738. case RK_CRUSHSTRIKE:
  3739. if( sd ) {
  3740. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3741. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3742. else
  3743. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3744. } else //non-sd support
  3745. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3746. break;
  3747. case GC_DARKILLUSION:
  3748. {
  3749. short x, y;
  3750. short dir = map_calc_dir(src,bl->x,bl->y);
  3751. if( dir > 4 ) x = -1;
  3752. else if( dir > 0 && dir < 4 ) x = 1;
  3753. else x = 0;
  3754. if( dir < 3 || dir > 5 ) y = -1;
  3755. else if( dir > 3 && dir < 5 ) y = 1;
  3756. else y = 0;
  3757. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3758. {
  3759. clif_slide(src,bl->x+x,bl->y+y);
  3760. clif_fixpos(src); // the official server send these two packts.
  3761. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3762. if( rnd()%100 < 4 * skilllv )
  3763. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3764. }
  3765. }
  3766. break;
  3767. case GC_WEAPONCRUSH:
  3768. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3769. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3770. else if( sd )
  3771. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3772. break;
  3773. case GC_CROSSRIPPERSLASHER:
  3774. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3775. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  3776. else
  3777. {
  3778. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3779. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3780. }
  3781. break;
  3782. case GC_PHANTOMMENACE:
  3783. if( flag&1 )
  3784. { // Only Hits Invisible Targets
  3785. struct status_change *tsc = status_get_sc(bl);
  3786. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3787. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3788. }
  3789. break;
  3790. case WL_CHAINLIGHTNING:
  3791. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3792. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3793. break;
  3794. case WL_DRAINLIFE:
  3795. {
  3796. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3797. int rate = 70 + 5 * skilllv;
  3798. heal = heal * (5 + 5 * skilllv) / 100;
  3799. if( bl->type == BL_SKILL )
  3800. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3801. if( heal && rnd()%100 < rate )
  3802. {
  3803. status_heal(src, heal, 0, 0);
  3804. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3805. }
  3806. }
  3807. break;
  3808. case WL_TETRAVORTEX:
  3809. if( sd )
  3810. {
  3811. int spheres[5] = { 0, 0, 0, 0, 0 },
  3812. positions[5] = {-1,-1,-1,-1,-1 },
  3813. i, j = 0, k, subskill = 0;
  3814. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3815. if( sc && sc->data[i] )
  3816. {
  3817. spheres[j] = i;
  3818. positions[j] = sc->data[i]->val2;
  3819. j++; //
  3820. }
  3821. if( j < 4 )
  3822. { // Need 4 spheres minimum
  3823. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3824. break;
  3825. }
  3826. // Sphere Sort, this time from new to old
  3827. for( i = 0; i <= j - 2; i++ )
  3828. for( k = i + 1; k <= j - 1; k++ )
  3829. if( positions[i] < positions[k] )
  3830. {
  3831. swap(positions[i],positions[k]);
  3832. swap(spheres[i],spheres[k]);
  3833. }
  3834. k = 0;
  3835. for( i = 0; i < 4; i++ )
  3836. {
  3837. switch( sc->data[spheres[i]]->val1 )
  3838. {
  3839. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3840. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3841. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3842. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3843. }
  3844. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skilllv, i, flag);
  3845. clif_skill_nodamage(src, bl, subskill, skilllv, 1);
  3846. status_change_end(src, spheres[i], INVALID_TIMER);
  3847. }
  3848. }
  3849. break;
  3850. case WL_RELEASE:
  3851. if( sd )
  3852. {
  3853. int i;
  3854. // Priority is to release SpellBook
  3855. if( sc && sc->data[SC_READING_SB] )
  3856. { // SpellBook
  3857. int skill_id, skill_lv, point, s = 0;
  3858. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3859. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3860. if( sc->data[i] ) spell[s++] = i;
  3861. if ( s == 0 )
  3862. break;
  3863. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3864. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3865. skill_id = sc->data[i]->val1;
  3866. skill_lv = sc->data[i]->val2;
  3867. point = sc->data[i]->val3;
  3868. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3869. }else //something went wrong :(
  3870. break;
  3871. if( sc->data[SC_READING_SB]->val2 > point )
  3872. sc->data[SC_READING_SB]->val2 -= point;
  3873. else // Last spell to be released
  3874. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3875. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3876. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3877. break;
  3878. switch( skill_get_casttype(skill_id) )
  3879. {
  3880. case CAST_GROUND:
  3881. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3882. break;
  3883. case CAST_NODAMAGE:
  3884. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3885. break;
  3886. case CAST_DAMAGE:
  3887. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3888. break;
  3889. }
  3890. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  3891. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  3892. }
  3893. else
  3894. { // Summon Balls
  3895. int j = 0, k, skele;
  3896. int spheres[5] = { 0, 0, 0, 0, 0 },
  3897. positions[5] = {-1,-1,-1,-1,-1 };
  3898. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3899. if( sc && sc->data[i] )
  3900. {
  3901. spheres[j] = i;
  3902. positions[j] = sc->data[i]->val2;
  3903. sc->data[i]->val2--; // Prepares for next position
  3904. j++;
  3905. }
  3906. if( j == 0 )
  3907. { // No Spheres
  3908. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
  3909. break;
  3910. }
  3911. // Sphere Sort
  3912. for( i = 0; i <= j - 2; i++ )
  3913. for( k = i + 1; k <= j - 1; k++ )
  3914. if( positions[i] > positions[k] )
  3915. {
  3916. swap(positions[i],positions[k]);
  3917. swap(spheres[i],spheres[k]);
  3918. }
  3919. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3920. for( i = 0; i < j; i++ )
  3921. {
  3922. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3923. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3924. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3925. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3926. }
  3927. clif_skill_nodamage(src,bl,skillid,0,1);
  3928. }
  3929. }
  3930. break;
  3931. case WL_FROSTMISTY:
  3932. // Causes Freezing status through walls.
  3933. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3934. // Doesn't deal damage through non-shootable walls.
  3935. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3936. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3937. break;
  3938. case WL_HELLINFERNO:
  3939. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3940. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
  3941. break;
  3942. case RA_WUGSTRIKE:
  3943. if( sd && pc_isridingwug(sd) ){
  3944. short x[8]={0,-1,-1,-1,0,1,1,1};
  3945. short y[8]={1,1,0,-1,-1,-1,0,1};
  3946. int dir = map_calc_dir(bl, src->x, src->y);
  3947. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  3948. {
  3949. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  3950. clif_fixpos(src);
  3951. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3952. }
  3953. break;
  3954. }
  3955. case RA_WUGBITE:
  3956. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3957. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3958. }else if( sd && skillid == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  3959. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  3960. break;
  3961. case RA_SENSITIVEKEEN:
  3962. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3963. struct status_change * tsc = status_get_sc(bl);
  3964. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  3965. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3966. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3967. }
  3968. }
  3969. else
  3970. {
  3971. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3972. struct skill_unit_group* sg;
  3973. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  3974. {
  3975. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3976. {
  3977. struct item item_tmp;
  3978. memset(&item_tmp,0,sizeof(item_tmp));
  3979. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  3980. item_tmp.identify = 1;
  3981. if( item_tmp.nameid )
  3982. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  3983. }
  3984. skill_delunit(su);
  3985. }
  3986. }
  3987. break;
  3988. case NC_INFRAREDSCAN:
  3989. if( flag&1 )
  3990. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3991. if( rnd()%100 < 50 )
  3992. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3993. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  3994. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  3995. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  3996. }
  3997. else
  3998. {
  3999. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4000. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4001. if( sd ) pc_overheat(sd,1);
  4002. }
  4003. break;
  4004. case NC_MAGNETICFIELD:
  4005. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  4006. break;
  4007. case SC_FATALMENACE:
  4008. if( flag&1 )
  4009. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4010. else
  4011. {
  4012. short x, y;
  4013. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4014. // Destination area
  4015. skill_area_temp[4] = x;
  4016. skill_area_temp[5] = y;
  4017. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4018. skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
  4019. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  4020. }
  4021. break;
  4022. case LG_PINPOINTATTACK:
  4023. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4024. clif_slide(src,bl->x,bl->y);
  4025. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4026. break;
  4027. case LG_SHIELDSPELL:
  4028. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4029. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4030. break;
  4031. case LG_OVERBRAND:
  4032. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  4033. break;
  4034. case LG_OVERBRAND_BRANDISH:
  4035. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
  4036. break;
  4037. case SR_DRAGONCOMBO:
  4038. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4039. break;
  4040. case SR_KNUCKLEARROW:
  4041. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4042. clif_slide(src,bl->x,bl->y);
  4043. clif_fixpos(src); // Aegis send this packet too.
  4044. }
  4045. if( flag&1 )
  4046. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  4047. else
  4048. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
  4049. break;
  4050. case SR_HOWLINGOFLION:
  4051. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4052. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4053. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4054. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4055. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4056. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4057. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4058. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4059. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4060. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4061. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4062. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4063. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4064. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  4065. break;
  4066. case SR_EARTHSHAKER:
  4067. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4068. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  4069. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4070. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4071. } else{
  4072. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4073. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4074. }
  4075. break;
  4076. case WM_LULLABY_DEEPSLEEP:
  4077. if( bl != src && rnd()%100 < 88 + 2 * skilllv )
  4078. sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  4079. break;
  4080. case SO_POISON_BUSTER: {
  4081. struct status_change *tsc = status_get_sc(bl);
  4082. if( tsc && tsc->data[SC_POISON] ) {
  4083. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4084. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4085. }
  4086. else if( sd )
  4087. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4088. }
  4089. break;
  4090. case GN_SPORE_EXPLOSION:
  4091. if( flag&1 )
  4092. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4093. else {
  4094. clif_skill_nodamage(src, bl, skillid, 0, 1);
  4095. skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
  4096. }
  4097. break;
  4098. case EL_FIRE_BOMB:
  4099. case EL_FIRE_WAVE:
  4100. case EL_WATER_SCREW:
  4101. case EL_HURRICANE:
  4102. case EL_TYPOON_MIS:
  4103. if( flag&1 )
  4104. skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
  4105. else {
  4106. int i = skill_get_splash(skillid,skilllv);
  4107. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4108. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4109. if( rnd()%100 < 30 )
  4110. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4111. else
  4112. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4113. }
  4114. break;
  4115. case EL_ROCK_CRUSHER:
  4116. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4117. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4118. if( rnd()%100 < 50 )
  4119. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4120. else
  4121. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
  4122. break;
  4123. case EL_STONE_RAIN:
  4124. if( flag&1 )
  4125. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4126. else {
  4127. int i = skill_get_splash(skillid,skilllv);
  4128. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4129. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4130. if( rnd()%100 < 30 )
  4131. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4132. else
  4133. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4134. }
  4135. break;
  4136. case EL_FIRE_ARROW:
  4137. case EL_ICE_NEEDLE:
  4138. case EL_WIND_SLASH:
  4139. case EL_STONE_HAMMER:
  4140. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4141. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4142. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4143. break;
  4144. case EL_TIDAL_WEAPON:
  4145. if( src->type == BL_ELEM ) {
  4146. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4147. struct status_change *sc = status_get_sc(&ele->bl);
  4148. struct status_change *tsc = status_get_sc(bl);
  4149. sc_type type = status_skill2sc(skillid), type2;
  4150. type2 = type-1;
  4151. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4152. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4153. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4154. elemental_clean_single_effect(ele, skillid);
  4155. }
  4156. if( rnd()%100 < 50 )
  4157. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4158. else {
  4159. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  4160. sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
  4161. }
  4162. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4163. }
  4164. break;
  4165. //recursive homon skill
  4166. case MH_MAGMA_FLOW:
  4167. case MH_XENO_SLASHER:
  4168. case MH_HEILIGE_STANGE:
  4169. if(flag & 1)
  4170. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4171. else {
  4172. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4173. }
  4174. break;
  4175. case MH_STAHL_HORN:
  4176. case MH_NEEDLE_OF_PARALYZE:
  4177. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  4178. break;
  4179. case 0:/* no skill - basic/normal attack */
  4180. if(sd) {
  4181. if (flag & 3){
  4182. if (bl->id != skill_area_temp[1])
  4183. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  4184. } else {
  4185. skill_area_temp[1] = bl->id;
  4186. map_foreachinrange(skill_area_sub, bl,
  4187. sd->bonus.splash_range, BL_CHAR,
  4188. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  4189. skill_castend_damage_id);
  4190. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4191. }
  4192. }
  4193. break;
  4194. default:
  4195. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  4196. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4197. 0, abs(skill_get_num(skillid, skilllv)),
  4198. skillid, skilllv, skill_get_hit(skillid));
  4199. map_freeblock_unlock();
  4200. return 1;
  4201. }
  4202. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4203. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4204. map_freeblock_unlock();
  4205. if( sd && !(flag&1) )
  4206. {// ensure that the skill last-cast tick is recorded
  4207. sd->canskill_tick = gettick();
  4208. if( sd->state.arrow_atk )
  4209. {// consume arrow on last invocation to this skill.
  4210. battle_consume_ammo(sd, skillid, skilllv);
  4211. }
  4212. // perform skill requirement consumption
  4213. skill_consume_requirement(sd,skillid,skilllv,2);
  4214. }
  4215. return 0;
  4216. }
  4217. /*==========================================
  4218. *
  4219. *------------------------------------------*/
  4220. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  4221. {
  4222. struct map_session_data *sd, *dstsd;
  4223. struct mob_data *md, *dstmd;
  4224. struct homun_data *hd;
  4225. struct mercenary_data *mer;
  4226. struct status_data *sstatus, *tstatus;
  4227. struct status_change *tsc;
  4228. struct status_change_entry *tsce;
  4229. int i = 0;
  4230. enum sc_type type;
  4231. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4232. nullpo_retr(1, src);
  4233. nullpo_retr(1, bl);
  4234. if (src->m != bl->m)
  4235. return 1;
  4236. sd = BL_CAST(BL_PC, src);
  4237. hd = BL_CAST(BL_HOM, src);
  4238. md = BL_CAST(BL_MOB, src);
  4239. mer = BL_CAST(BL_MER, src);
  4240. dstsd = BL_CAST(BL_PC, bl);
  4241. dstmd = BL_CAST(BL_MOB, bl);
  4242. if(bl->prev == NULL)
  4243. return 1;
  4244. if(status_isdead(src))
  4245. return 1;
  4246. if( src != bl && status_isdead(bl) ) {
  4247. /**
  4248. * Skills that may be cast on dead targets
  4249. **/
  4250. switch( skillid ) {
  4251. case NPC_WIDESOULDRAIN:
  4252. case PR_REDEMPTIO:
  4253. case ALL_RESURRECTION:
  4254. case WM_DEADHILLHERE:
  4255. break;
  4256. default:
  4257. return 1;
  4258. }
  4259. }
  4260. tstatus = status_get_status_data(bl);
  4261. sstatus = status_get_status_data(src);
  4262. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4263. switch (skillid) {
  4264. case HLIF_HEAL: //[orn]
  4265. if (bl->type != BL_HOM) {
  4266. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
  4267. break ;
  4268. }
  4269. case AL_HEAL:
  4270. case ALL_RESURRECTION:
  4271. case PR_ASPERSIO:
  4272. /**
  4273. * Arch Bishop
  4274. **/
  4275. case AB_RENOVATIO:
  4276. case AB_HIGHNESSHEAL:
  4277. //Apparently only player casted skills can be offensive like this.
  4278. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4279. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4280. //Offensive heal does not works on non-enemies. [Skotlex]
  4281. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4282. return 0;
  4283. }
  4284. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4285. }
  4286. break;
  4287. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4288. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4289. case MH_STEINWAND: {
  4290. struct block_list *s_src = battle_get_master(src);
  4291. short ret = 0;
  4292. if(!skill_check_unit_range(src, src->x, src->y, skillid, skilllv)) //prevent reiteration
  4293. ret = skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,flag); //cast on homon
  4294. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skillid, skilllv))
  4295. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skillid,skilllv,tick,flag); //cast on master
  4296. if (hd)
  4297. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  4298. return ret;
  4299. }
  4300. break;
  4301. default:
  4302. //Skill is actually ground placed.
  4303. if (src == bl && skill_get_unit_id(skillid,0))
  4304. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  4305. }
  4306. type = status_skill2sc(skillid);
  4307. tsc = status_get_sc(bl);
  4308. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4309. if (src!=bl && type > -1 &&
  4310. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  4311. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  4312. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4313. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4314. map_freeblock_lock();
  4315. switch(skillid)
  4316. {
  4317. case HLIF_HEAL: //[orn]
  4318. case AL_HEAL:
  4319. /**
  4320. * Arch Bishop
  4321. **/
  4322. case AB_HIGHNESSHEAL:
  4323. {
  4324. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  4325. int heal_get_jobexp;
  4326. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  4327. if( skillid == AB_HIGHNESSHEAL ) {
  4328. heal = heal * ( 15 + 5 * skilllv ) / 10;
  4329. }
  4330. if( status_isimmune(bl) ||
  4331. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4332. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4333. heal=0;
  4334. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4335. heal = heal*2;
  4336. if( tsc && tsc->count )
  4337. {
  4338. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4339. { //Bounce back heal
  4340. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4341. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4342. if (src == bl)
  4343. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4344. else {
  4345. bl = src;
  4346. dstsd = sd;
  4347. }
  4348. }
  4349. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
  4350. heal = 0; //Needed so that it actually displays 0 when healing.
  4351. }
  4352. clif_skill_nodamage (src, bl, skillid, heal, 1);
  4353. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL )
  4354. heal = ~heal + 1;
  4355. heal_get_jobexp = status_heal(bl,heal,0,0);
  4356. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4357. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4358. if (heal_get_jobexp <= 0)
  4359. heal_get_jobexp = 1;
  4360. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4361. }
  4362. }
  4363. break;
  4364. case PR_REDEMPTIO:
  4365. if (sd && !(flag&1)) {
  4366. if (sd->status.party_id == 0) {
  4367. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4368. break;
  4369. }
  4370. skill_area_temp[0] = 0;
  4371. party_foreachsamemap(skill_area_sub,
  4372. sd,skill_get_splash(skillid, skilllv),
  4373. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4374. skill_castend_nodamage_id);
  4375. if (skill_area_temp[0] == 0) {
  4376. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4377. break;
  4378. }
  4379. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4380. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4381. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4382. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4383. clif_updatestatus(sd,SP_BASEEXP);
  4384. clif_updatestatus(sd,SP_JOBEXP);
  4385. }
  4386. status_set_hp(src, 1, 0);
  4387. status_set_sp(src, 0, 0);
  4388. break;
  4389. } else if (status_isdead(bl) && flag&1) { //Revive
  4390. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4391. skilllv = 3; //Resurrection level 3 is used
  4392. } else //Invalid target, skip resurrection.
  4393. break;
  4394. case ALL_RESURRECTION:
  4395. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4396. { //No reviving in WoE grounds!
  4397. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4398. break;
  4399. }
  4400. if (!status_isdead(bl))
  4401. break;
  4402. {
  4403. int per = 0, sper = 0;
  4404. if (tsc && tsc->data[SC_HELLPOWER])
  4405. break;
  4406. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4407. break;
  4408. switch(skilllv){
  4409. case 1: per=10; break;
  4410. case 2: per=30; break;
  4411. case 3: per=50; break;
  4412. case 4: per=80; break;
  4413. }
  4414. if(dstsd && dstsd->special_state.restart_full_recover)
  4415. per = sper = 100;
  4416. if (status_revive(bl, per, sper))
  4417. {
  4418. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  4419. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4420. {
  4421. int exp = 0,jexp = 0;
  4422. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4423. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4424. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4425. if (exp < 1) exp = 1;
  4426. }
  4427. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4428. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4429. if (jexp < 1) jexp = 1;
  4430. }
  4431. if(exp > 0 || jexp > 0)
  4432. pc_gainexp (sd, bl, exp, jexp, false);
  4433. }
  4434. }
  4435. }
  4436. break;
  4437. case AL_DECAGI:
  4438. case MER_DECAGI:
  4439. clif_skill_nodamage (src, bl, skillid, skilllv,
  4440. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  4441. break;
  4442. case AL_CRUCIS:
  4443. if (flag&1)
  4444. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  4445. else {
  4446. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  4447. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4448. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4449. }
  4450. break;
  4451. case PR_LEXDIVINA:
  4452. case MER_LEXDIVINA:
  4453. if( tsce )
  4454. status_change_end(bl,type, INVALID_TIMER);
  4455. else
  4456. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4457. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4458. break;
  4459. case SA_ABRACADABRA:
  4460. {
  4461. int abra_skillid = 0, abra_skilllv;
  4462. do {
  4463. i = rnd() % MAX_SKILL_ABRA_DB;
  4464. abra_skillid = skill_abra_db[i].skillid;
  4465. } while (abra_skillid == 0 ||
  4466. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  4467. rnd()%10000 >= skill_abra_db[i].per
  4468. );
  4469. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  4470. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4471. if( sd )
  4472. {// player-casted
  4473. sd->state.abra_flag = 1;
  4474. sd->skillitem = abra_skillid;
  4475. sd->skillitemlv = abra_skilllv;
  4476. clif_item_skill(sd, abra_skillid, abra_skilllv);
  4477. }
  4478. else
  4479. {// mob-casted
  4480. struct unit_data *ud = unit_bl2ud(src);
  4481. int inf = skill_get_inf(abra_skillid);
  4482. int target_id = 0;
  4483. if (!ud) break;
  4484. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4485. if (src->type == BL_PET)
  4486. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4487. if (!bl) bl = src;
  4488. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  4489. } else { //Assume offensive skills
  4490. if (ud->target)
  4491. target_id = ud->target;
  4492. else switch (src->type) {
  4493. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4494. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4495. }
  4496. if (!target_id)
  4497. break;
  4498. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  4499. bl = map_id2bl(target_id);
  4500. if (!bl) bl = src;
  4501. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  4502. } else
  4503. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  4504. }
  4505. }
  4506. }
  4507. break;
  4508. case SA_COMA:
  4509. clif_skill_nodamage(src,bl,skillid,skilllv,
  4510. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  4511. break;
  4512. case SA_FULLRECOVERY:
  4513. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4514. if (status_isimmune(bl))
  4515. break;
  4516. status_percent_heal(bl, 100, 100);
  4517. break;
  4518. case NPC_ALLHEAL:
  4519. {
  4520. int heal;
  4521. if( status_isimmune(bl) )
  4522. break;
  4523. heal = status_percent_heal(bl, 100, 0);
  4524. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4525. if( dstmd )
  4526. { // Reset Damage Logs
  4527. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4528. dstmd->tdmg = 0;
  4529. }
  4530. }
  4531. break;
  4532. case SA_SUMMONMONSTER:
  4533. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4534. if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  4535. break;
  4536. case SA_LEVELUP:
  4537. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4538. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4539. break;
  4540. case SA_INSTANTDEATH:
  4541. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4542. status_set_hp(bl,1,0);
  4543. break;
  4544. case SA_QUESTION:
  4545. case SA_GRAVITY:
  4546. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4547. break;
  4548. case SA_CLASSCHANGE:
  4549. case SA_MONOCELL:
  4550. if (dstmd)
  4551. {
  4552. int class_;
  4553. if ( sd && dstmd->status.mode&MD_BOSS )
  4554. {
  4555. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4556. break;
  4557. }
  4558. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4559. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4560. mob_class_change(dstmd,class_);
  4561. if( tsc && dstmd->status.mode&MD_BOSS )
  4562. {
  4563. 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 };
  4564. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4565. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4566. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4567. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4568. }
  4569. }
  4570. break;
  4571. case SA_DEATH:
  4572. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4573. {
  4574. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4575. break;
  4576. }
  4577. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4578. status_kill(bl);
  4579. break;
  4580. case SA_REVERSEORCISH:
  4581. clif_skill_nodamage(src,bl,skillid,skilllv,
  4582. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4583. break;
  4584. case SA_FORTUNE:
  4585. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4586. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  4587. break;
  4588. case SA_TAMINGMONSTER:
  4589. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4590. if (sd && dstmd) {
  4591. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4592. if( i < MAX_PET_DB )
  4593. pet_catch_process1(sd, dstmd->class_);
  4594. }
  4595. break;
  4596. case CR_PROVIDENCE:
  4597. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4598. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4599. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4600. map_freeblock_unlock();
  4601. return 1;
  4602. }
  4603. }
  4604. clif_skill_nodamage(src,bl,skillid,skilllv,
  4605. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4606. break;
  4607. case CG_MARIONETTE:
  4608. {
  4609. struct status_change* sc = status_get_sc(src);
  4610. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4611. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4612. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4613. map_freeblock_unlock();
  4614. return 1;
  4615. }
  4616. if( sc && tsc )
  4617. {
  4618. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4619. {
  4620. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  4621. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  4622. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4623. }
  4624. else
  4625. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4626. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4627. {
  4628. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4629. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4630. }
  4631. else
  4632. {
  4633. if( sd )
  4634. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4635. map_freeblock_unlock();
  4636. return 1;
  4637. }
  4638. }
  4639. }
  4640. break;
  4641. case RG_CLOSECONFINE:
  4642. clif_skill_nodamage(src,bl,skillid,skilllv,
  4643. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  4644. break;
  4645. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4646. case SA_FROSTWEAPON:
  4647. case SA_LIGHTNINGLOADER:
  4648. case SA_SEISMICWEAPON:
  4649. if (dstsd) {
  4650. if(dstsd->status.weapon == W_FIST ||
  4651. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4652. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4653. dstsd->sc.data[SC_FIREWEAPON] ||
  4654. dstsd->sc.data[SC_WATERWEAPON] ||
  4655. dstsd->sc.data[SC_WINDWEAPON] ||
  4656. dstsd->sc.data[SC_EARTHWEAPON] ||
  4657. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4658. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4659. dstsd->sc.data[SC_ENCPOISON]
  4660. ))
  4661. ) {
  4662. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4663. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4664. break;
  4665. }
  4666. }
  4667. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4668. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  4669. if (sd)
  4670. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4671. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4672. clif_displaymessage(sd->fd, msg_txt(669));
  4673. }
  4674. break;
  4675. case PR_ASPERSIO:
  4676. if (sd && dstmd) {
  4677. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4678. break;
  4679. }
  4680. clif_skill_nodamage(src,bl,skillid,skilllv,
  4681. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4682. break;
  4683. case ITEM_ENCHANTARMS:
  4684. clif_skill_nodamage(src,bl,skillid,skilllv,
  4685. sc_start2(bl,type,100,skilllv,
  4686. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4687. break;
  4688. case TK_SEVENWIND:
  4689. switch(skill_get_ele(skillid,skilllv)) {
  4690. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4691. case ELE_WIND : type = SC_WINDWEAPON; break;
  4692. case ELE_WATER : type = SC_WATERWEAPON; break;
  4693. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4694. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4695. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4696. case ELE_HOLY : type = SC_ASPERSIO; break;
  4697. }
  4698. clif_skill_nodamage(src,bl,skillid,skilllv,
  4699. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4700. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4701. break;
  4702. case PR_KYRIE:
  4703. case MER_KYRIE:
  4704. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4705. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4706. break;
  4707. //Passive Magnum, should had been casted on yourself.
  4708. case SM_MAGNUM:
  4709. case MS_MAGNUM:
  4710. skill_area_temp[1] = 0;
  4711. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4712. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4713. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4714. // Initiate 10% of your damage becomes fire element.
  4715. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4716. if( sd )
  4717. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  4718. else if( bl->type == BL_MER )
  4719. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  4720. break;
  4721. case TK_JUMPKICK:
  4722. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4723. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4724. {
  4725. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4726. {
  4727. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4728. clif_slide(src,bl->x,bl->y);
  4729. }
  4730. }
  4731. else
  4732. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  4733. break;
  4734. case AL_INCAGI:
  4735. case AL_BLESSING:
  4736. case MER_INCAGI:
  4737. case MER_BLESSING:
  4738. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4739. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4740. break;
  4741. }
  4742. case PR_SLOWPOISON:
  4743. case PR_IMPOSITIO:
  4744. case PR_LEXAETERNA:
  4745. case PR_SUFFRAGIUM:
  4746. case PR_BENEDICTIO:
  4747. case LK_BERSERK:
  4748. case MS_BERSERK:
  4749. case KN_AUTOCOUNTER:
  4750. case KN_TWOHANDQUICKEN:
  4751. case KN_ONEHAND:
  4752. case MER_QUICKEN:
  4753. case CR_SPEARQUICKEN:
  4754. case CR_REFLECTSHIELD:
  4755. case MS_REFLECTSHIELD:
  4756. case AS_POISONREACT:
  4757. case MC_LOUD:
  4758. case MG_ENERGYCOAT:
  4759. case MO_EXPLOSIONSPIRITS:
  4760. case MO_STEELBODY:
  4761. case MO_BLADESTOP:
  4762. case LK_AURABLADE:
  4763. case LK_PARRYING:
  4764. case MS_PARRYING:
  4765. case LK_CONCENTRATION:
  4766. case WS_CARTBOOST:
  4767. case SN_SIGHT:
  4768. case WS_MELTDOWN:
  4769. case WS_OVERTHRUSTMAX:
  4770. case ST_REJECTSWORD:
  4771. case HW_MAGICPOWER:
  4772. case PF_MEMORIZE:
  4773. case PA_SACRIFICE:
  4774. case ASC_EDP:
  4775. case PF_DOUBLECASTING:
  4776. case SG_SUN_COMFORT:
  4777. case SG_MOON_COMFORT:
  4778. case SG_STAR_COMFORT:
  4779. case NPC_HALLUCINATION:
  4780. case GS_MADNESSCANCEL:
  4781. case GS_ADJUSTMENT:
  4782. case GS_INCREASING:
  4783. case NJ_KASUMIKIRI:
  4784. case NJ_UTSUSEMI:
  4785. case NJ_NEN:
  4786. case NPC_DEFENDER:
  4787. case NPC_MAGICMIRROR:
  4788. case ST_PRESERVE:
  4789. case NPC_INVINCIBLE:
  4790. case NPC_INVINCIBLEOFF:
  4791. case RK_DEATHBOUND:
  4792. case AB_RENOVATIO:
  4793. case AB_EXPIATIO:
  4794. case AB_DUPLELIGHT:
  4795. case AB_SECRAMENT:
  4796. case NC_ACCELERATION:
  4797. case NC_HOVERING:
  4798. case NC_SHAPESHIFT:
  4799. case WL_RECOGNIZEDSPELL:
  4800. case GC_VENOMIMPRESS:
  4801. case SC_DEADLYINFECT:
  4802. case LG_EXEEDBREAK:
  4803. case LG_PRESTIGE:
  4804. case SR_CRESCENTELBOW:
  4805. case SR_LIGHTNINGWALK:
  4806. case SR_GENTLETOUCH_ENERGYGAIN:
  4807. case GN_CARTBOOST:
  4808. case KO_MEIKYOUSISUI:
  4809. clif_skill_nodamage(src,bl,skillid,skilllv,
  4810. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4811. break;
  4812. case SO_STRIKING:
  4813. if (sd) {
  4814. int bonus = 25 + 10 * skilllv;
  4815. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4816. clif_skill_nodamage( src, bl, skillid, skilllv,
  4817. battle_check_target(src,bl,BCT_PARTY) ?
  4818. sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
  4819. 0
  4820. );
  4821. }
  4822. break;
  4823. case NPC_STOP:
  4824. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4825. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4826. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4827. break;
  4828. case HP_ASSUMPTIO:
  4829. if( sd && dstmd )
  4830. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4831. else
  4832. clif_skill_nodamage(src,bl,skillid,skilllv,
  4833. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4834. break;
  4835. case MG_SIGHT:
  4836. case MER_SIGHT:
  4837. case AL_RUWACH:
  4838. case WZ_SIGHTBLASTER:
  4839. case NPC_WIDESIGHT:
  4840. case NPC_STONESKIN:
  4841. case NPC_ANTIMAGIC:
  4842. clif_skill_nodamage(src,bl,skillid,skilllv,
  4843. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4844. break;
  4845. case HLIF_AVOID:
  4846. case HAMI_DEFENCE:
  4847. i = skill_get_time(skillid,skilllv);
  4848. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4849. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4850. break;
  4851. case NJ_BUNSINJYUTSU:
  4852. clif_skill_nodamage(src,bl,skillid,skilllv,
  4853. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4854. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4855. break;
  4856. /* Was modified to only affect targetted char. [Skotlex]
  4857. case HP_ASSUMPTIO:
  4858. if (flag&1)
  4859. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4860. else
  4861. {
  4862. map_foreachinrange(skill_area_sub, bl,
  4863. skill_get_splash(skillid, skilllv), BL_PC,
  4864. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4865. skill_castend_nodamage_id);
  4866. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4867. }
  4868. break;
  4869. */
  4870. case SM_ENDURE:
  4871. clif_skill_nodamage(src,bl,skillid,skilllv,
  4872. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4873. if (sd)
  4874. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4875. break;
  4876. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4877. if (sd && dstsd && dstsd->sc.count) {
  4878. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4879. dstsd->sc.data[SC_WATERWEAPON] ||
  4880. dstsd->sc.data[SC_WINDWEAPON] ||
  4881. dstsd->sc.data[SC_EARTHWEAPON] ||
  4882. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4883. dstsd->sc.data[SC_GHOSTWEAPON]
  4884. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4885. ) {
  4886. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4887. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4888. break;
  4889. }
  4890. }
  4891. clif_skill_nodamage(src,bl,skillid,skilllv,
  4892. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4893. break;
  4894. case LK_TENSIONRELAX:
  4895. clif_skill_nodamage(src,bl,skillid,skilllv,
  4896. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4897. skill_get_time(skillid,skilllv)));
  4898. break;
  4899. case MC_CHANGECART:
  4900. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4901. break;
  4902. case TK_MISSION:
  4903. if (sd) {
  4904. int id;
  4905. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  4906. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4907. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4908. break;
  4909. }
  4910. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4911. if (!id) {
  4912. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4913. break;
  4914. }
  4915. sd->mission_mobid = id;
  4916. sd->mission_count = 0;
  4917. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4918. clif_mission_info(sd, id, 0);
  4919. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4920. }
  4921. break;
  4922. case AC_CONCENTRATION:
  4923. {
  4924. clif_skill_nodamage(src,bl,skillid,skilllv,
  4925. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4926. map_foreachinrange( status_change_timer_sub, src,
  4927. skill_get_splash(skillid, skilllv), BL_CHAR,
  4928. src,NULL,type,tick);
  4929. }
  4930. break;
  4931. case SM_PROVOKE:
  4932. case SM_SELFPROVOKE:
  4933. case MER_PROVOKE:
  4934. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4935. {
  4936. map_freeblock_unlock();
  4937. return 1;
  4938. }
  4939. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4940. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4941. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4942. if( !i )
  4943. {
  4944. if( sd )
  4945. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4946. map_freeblock_unlock();
  4947. return 0;
  4948. }
  4949. unit_skillcastcancel(bl, 2);
  4950. if( tsc && tsc->count )
  4951. {
  4952. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4953. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4954. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4955. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4956. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4957. }
  4958. if( dstmd )
  4959. {
  4960. dstmd->state.provoke_flag = src->id;
  4961. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4962. }
  4963. break;
  4964. case ML_DEVOTION:
  4965. case CR_DEVOTION:
  4966. {
  4967. int count, lv;
  4968. if( !dstsd || (!sd && !mer) )
  4969. { // Only players can be devoted
  4970. if( sd )
  4971. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4972. break;
  4973. }
  4974. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4975. lv = -lv;
  4976. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4977. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4978. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4979. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4980. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4981. {
  4982. if( sd )
  4983. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4984. map_freeblock_unlock();
  4985. return 1;
  4986. }
  4987. i = 0;
  4988. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4989. if( sd )
  4990. { // Player Devoting Player
  4991. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4992. if( i == count )
  4993. {
  4994. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4995. if( i == count )
  4996. { // No free slots, skill Fail
  4997. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4998. map_freeblock_unlock();
  4999. return 1;
  5000. }
  5001. }
  5002. sd->devotion[i] = bl->id;
  5003. }
  5004. else
  5005. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5006. clif_skill_nodamage(src, bl, skillid, skilllv,
  5007. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  5008. clif_devotion(src, NULL);
  5009. }
  5010. break;
  5011. case MO_CALLSPIRITS:
  5012. if(sd) {
  5013. int limit = skilllv;
  5014. if( sd->sc.data[SC_RAISINGDRAGON] )
  5015. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5016. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5017. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  5018. }
  5019. break;
  5020. case CH_SOULCOLLECT:
  5021. if(sd) {
  5022. int limit = 5;
  5023. if( sd->sc.data[SC_RAISINGDRAGON] )
  5024. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5025. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5026. for (i = 0; i < limit; i++)
  5027. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  5028. }
  5029. break;
  5030. case MO_KITRANSLATION:
  5031. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  5032. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  5033. }
  5034. break;
  5035. case TK_TURNKICK:
  5036. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5037. if (skill_area_temp[1] != bl->id) {
  5038. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  5039. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5040. }
  5041. break;
  5042. case MO_ABSORBSPIRITS:
  5043. i = 0;
  5044. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  5045. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5046. i = dstsd->spiritball * 7;
  5047. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5048. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5049. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5050. i = 2 * dstmd->level;
  5051. mob_target(dstmd,src,0);
  5052. }
  5053. if (i) status_heal(src, 0, i, 3);
  5054. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  5055. break;
  5056. case AC_MAKINGARROW:
  5057. if(sd) {
  5058. clif_arrow_create_list(sd);
  5059. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5060. }
  5061. break;
  5062. case AM_PHARMACY:
  5063. if(sd) {
  5064. clif_skill_produce_mix_list(sd,skillid,22);
  5065. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5066. }
  5067. break;
  5068. case SA_CREATECON:
  5069. if(sd) {
  5070. clif_elementalconverter_list(sd);
  5071. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5072. }
  5073. break;
  5074. case BS_HAMMERFALL:
  5075. clif_skill_nodamage(src,bl,skillid,skilllv,
  5076. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  5077. break;
  5078. case RG_RAID:
  5079. skill_area_temp[1] = 0;
  5080. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5081. map_foreachinrange(skill_area_sub, bl,
  5082. skill_get_splash(skillid, skilllv), splash_target(src),
  5083. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5084. skill_castend_damage_id);
  5085. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5086. break;
  5087. case ASC_METEORASSAULT:
  5088. case GS_SPREADATTACK:
  5089. case RK_STORMBLAST:
  5090. case NC_AXETORNADO:
  5091. case GC_COUNTERSLASH:
  5092. case SR_SKYNETBLOW:
  5093. case SR_RAMPAGEBLASTER:
  5094. case SR_HOWLINGOFLION:
  5095. case KO_HAPPOKUNAI:
  5096. skill_area_temp[1] = 0;
  5097. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5098. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  5099. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5100. if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) )
  5101. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  5102. break;
  5103. case NC_EMERGENCYCOOL:
  5104. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5105. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5106. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5107. break;
  5108. case SR_WINDMILL:
  5109. case GN_CART_TORNADO:
  5110. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5111. case SR_EARTHSHAKER:
  5112. case NC_INFRAREDSCAN:
  5113. case NPC_EARTHQUAKE:
  5114. case NPC_VAMPIRE_GIFT:
  5115. case NPC_HELLJUDGEMENT:
  5116. case NPC_PULSESTRIKE:
  5117. case LG_MOONSLASHER:
  5118. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  5119. break;
  5120. case KN_BRANDISHSPEAR:
  5121. case ML_BRANDISH:
  5122. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  5123. break;
  5124. case WZ_SIGHTRASHER:
  5125. //Passive side of the attack.
  5126. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5127. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5128. map_foreachinrange(skill_area_sub,src,
  5129. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  5130. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5131. skill_castend_damage_id);
  5132. break;
  5133. case NJ_HYOUSYOURAKU:
  5134. case NJ_RAIGEKISAI:
  5135. case WZ_FROSTNOVA:
  5136. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5137. skill_area_temp[1] = 0;
  5138. map_foreachinrange(skill_attack_area, src,
  5139. skill_get_splash(skillid, skilllv), splash_target(src),
  5140. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5141. break;
  5142. case HVAN_EXPLOSION: //[orn]
  5143. case NPC_SELFDESTRUCTION:
  5144. //Self Destruction hits everyone in range (allies+enemies)
  5145. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5146. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5147. BCT_ENEMY:BCT_ALL;
  5148. clif_skill_nodamage(src, src, skillid, -1, 1);
  5149. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5150. map_foreachinrange(skill_area_sub, bl,
  5151. skill_get_splash(skillid, skilllv), splash_target(src),
  5152. src, skillid, skilllv, tick, flag|i,
  5153. skill_castend_damage_id);
  5154. map_addblock(src);
  5155. status_damage(src, src, sstatus->max_hp,0,0,1);
  5156. break;
  5157. case AL_ANGELUS:
  5158. case PR_MAGNIFICAT:
  5159. case PR_GLORIA:
  5160. case SN_WINDWALK:
  5161. case CASH_BLESSING:
  5162. case CASH_INCAGI:
  5163. case CASH_ASSUMPTIO:
  5164. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5165. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5166. else if( sd )
  5167. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5168. break;
  5169. case MER_MAGNIFICAT:
  5170. if( mer != NULL )
  5171. {
  5172. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5173. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5174. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5175. else if( mer->master && !(flag&1) )
  5176. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5177. }
  5178. break;
  5179. case BS_ADRENALINE:
  5180. case BS_ADRENALINE2:
  5181. case BS_WEAPONPERFECT:
  5182. case BS_OVERTHRUST:
  5183. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5184. clif_skill_nodamage(bl,bl,skillid,skilllv,
  5185. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  5186. } else if (sd) {
  5187. party_foreachsamemap(skill_area_sub,
  5188. sd,skill_get_splash(skillid, skilllv),
  5189. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  5190. skill_castend_nodamage_id);
  5191. }
  5192. break;
  5193. case BS_MAXIMIZE:
  5194. case NV_TRICKDEAD:
  5195. case CR_DEFENDER:
  5196. case ML_DEFENDER:
  5197. case CR_AUTOGUARD:
  5198. case ML_AUTOGUARD:
  5199. case TK_READYSTORM:
  5200. case TK_READYDOWN:
  5201. case TK_READYTURN:
  5202. case TK_READYCOUNTER:
  5203. case TK_DODGE:
  5204. case CR_SHRINK:
  5205. case SG_FUSION:
  5206. case GS_GATLINGFEVER:
  5207. if( tsce )
  5208. {
  5209. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5210. map_freeblock_unlock();
  5211. return 0;
  5212. }
  5213. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5214. break;
  5215. case SL_KAITE:
  5216. case SL_KAAHI:
  5217. case SL_KAIZEL:
  5218. case SL_KAUPE:
  5219. if (sd) {
  5220. if (!dstsd || !(
  5221. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5222. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5223. dstsd->status.char_id == sd->status.char_id ||
  5224. dstsd->status.char_id == sd->status.partner_id ||
  5225. dstsd->status.char_id == sd->status.child
  5226. )) {
  5227. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  5228. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5229. break;
  5230. }
  5231. }
  5232. clif_skill_nodamage(src,bl,skillid,skilllv,
  5233. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  5234. break;
  5235. case SM_AUTOBERSERK:
  5236. case MER_AUTOBERSERK:
  5237. if( tsce )
  5238. i = status_change_end(bl, type, INVALID_TIMER);
  5239. else
  5240. i = sc_start(bl,type,100,skilllv,60000);
  5241. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5242. break;
  5243. case TF_HIDING:
  5244. case ST_CHASEWALK:
  5245. case KO_YAMIKUMO:
  5246. if (tsce)
  5247. {
  5248. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5249. map_freeblock_unlock();
  5250. return 0;
  5251. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5252. //Mado Gear cannot hide
  5253. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5254. map_freeblock_unlock();
  5255. return 0;
  5256. }
  5257. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5258. break;
  5259. case TK_RUN:
  5260. if (tsce)
  5261. {
  5262. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5263. map_freeblock_unlock();
  5264. return 0;
  5265. }
  5266. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  5267. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5268. clif_walkok(sd); // So aegis has to resend the walk ok.
  5269. break;
  5270. case AS_CLOAKING:
  5271. case GC_CLOAKINGEXCEED:
  5272. case LG_FORCEOFVANGUARD:
  5273. case SC_REPRODUCE:
  5274. case SC_INVISIBILITY:
  5275. if (tsce) {
  5276. i = status_change_end(bl, type, INVALID_TIMER);
  5277. if( i )
  5278. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5279. else if( sd )
  5280. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5281. map_freeblock_unlock();
  5282. return 0;
  5283. }
  5284. case RA_CAMOUFLAGE:
  5285. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5286. if( i )
  5287. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5288. else if( sd )
  5289. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5290. break;
  5291. case BD_ADAPTATION:
  5292. if(tsc && tsc->data[SC_DANCING]){
  5293. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5294. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5295. }
  5296. break;
  5297. case BA_FROSTJOKER:
  5298. case DC_SCREAM:
  5299. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5300. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  5301. if (md) {
  5302. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5303. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5304. char temp[70];
  5305. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  5306. clif_message(&md->bl,temp);
  5307. }
  5308. break;
  5309. case BA_PANGVOICE:
  5310. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  5311. break;
  5312. case DC_WINKCHARM:
  5313. if( dstsd )
  5314. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  5315. else
  5316. if( dstmd )
  5317. {
  5318. if( status_get_lv(src) > status_get_lv(bl)
  5319. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5320. && !(tstatus->mode&MD_BOSS) )
  5321. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  5322. else
  5323. {
  5324. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5325. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5326. }
  5327. }
  5328. break;
  5329. case TF_STEAL:
  5330. if(sd) {
  5331. if(pc_steal_item(sd,bl,skilllv))
  5332. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5333. else
  5334. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  5335. }
  5336. break;
  5337. case RG_STEALCOIN:
  5338. if(sd) {
  5339. if(pc_steal_coin(sd,bl))
  5340. {
  5341. dstmd->state.provoke_flag = src->id;
  5342. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  5343. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5344. }
  5345. else
  5346. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5347. }
  5348. break;
  5349. case MG_STONECURSE:
  5350. {
  5351. if (tstatus->mode&MD_BOSS) {
  5352. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5353. break;
  5354. }
  5355. if(status_isimmune(bl) || !tsc)
  5356. break;
  5357. if (tsc->data[SC_STONE]) {
  5358. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5359. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5360. break;
  5361. }
  5362. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  5363. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  5364. skill_get_time2(skillid,skilllv)))
  5365. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5366. else if(sd) {
  5367. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5368. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5369. if (skilllv > 5)
  5370. { // not to consume items
  5371. map_freeblock_unlock();
  5372. return 0;
  5373. }
  5374. }
  5375. }
  5376. break;
  5377. case NV_FIRSTAID:
  5378. clif_skill_nodamage(src,bl,skillid,5,1);
  5379. status_heal(bl,5,0,0);
  5380. break;
  5381. case AL_CURE:
  5382. if(status_isimmune(bl)) {
  5383. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5384. break;
  5385. }
  5386. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5387. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5388. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5389. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5390. break;
  5391. case TF_DETOXIFY:
  5392. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5393. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5394. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5395. break;
  5396. case PR_STRECOVERY:
  5397. if(status_isimmune(bl)) {
  5398. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5399. break;
  5400. }
  5401. if (tsc && tsc->opt1) {
  5402. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5403. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5404. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5405. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5406. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5407. }
  5408. //Is this equation really right? It looks so... special.
  5409. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5410. {
  5411. status_change_start(bl, SC_BLIND,
  5412. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5413. 1,0,0,0,
  5414. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5415. }
  5416. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5417. if(dstmd)
  5418. mob_unlocktarget(dstmd,tick);
  5419. break;
  5420. // Mercenary Supportive Skills
  5421. case MER_BENEDICTION:
  5422. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5423. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5424. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5425. break;
  5426. case MER_COMPRESS:
  5427. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5428. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5429. break;
  5430. case MER_MENTALCURE:
  5431. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5432. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5433. break;
  5434. case MER_RECUPERATE:
  5435. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5436. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5437. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5438. break;
  5439. case MER_REGAIN:
  5440. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5441. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5442. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5443. break;
  5444. case MER_TENDER:
  5445. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5446. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5447. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5448. break;
  5449. case MER_SCAPEGOAT:
  5450. if( mer && mer->master )
  5451. {
  5452. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5453. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5454. }
  5455. break;
  5456. case MER_ESTIMATION:
  5457. if( !mer )
  5458. break;
  5459. sd = mer->master;
  5460. case WZ_ESTIMATION:
  5461. if( sd == NULL )
  5462. break;
  5463. if( dstsd )
  5464. { // Fail on Players
  5465. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5466. break;
  5467. }
  5468. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5469. break; // Cannot be Used on Emperium
  5470. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5471. clif_skill_estimation(sd, bl);
  5472. if( skillid == MER_ESTIMATION )
  5473. sd = NULL;
  5474. break;
  5475. case BS_REPAIRWEAPON:
  5476. if(sd && dstsd)
  5477. clif_item_repair_list(sd,dstsd,skilllv);
  5478. break;
  5479. case MC_IDENTIFY:
  5480. if(sd)
  5481. clif_item_identify_list(sd);
  5482. break;
  5483. // Weapon Refining [Celest]
  5484. case WS_WEAPONREFINE:
  5485. if(sd)
  5486. clif_item_refine_list(sd);
  5487. break;
  5488. case MC_VENDING:
  5489. if(sd)
  5490. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5491. if ( !pc_can_give_items(sd) )
  5492. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5493. else {
  5494. sd->state.prevend = 1;
  5495. clif_openvendingreq(sd,2+skilllv);
  5496. }
  5497. }
  5498. break;
  5499. case AL_TELEPORT:
  5500. if(sd)
  5501. {
  5502. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  5503. clif_skill_teleportmessage(sd,0);
  5504. break;
  5505. }
  5506. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  5507. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT));
  5508. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5509. break;
  5510. }
  5511. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  5512. {
  5513. if( skilllv == 1 )
  5514. pc_randomwarp(sd,CLR_TELEPORT);
  5515. else
  5516. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5517. break;
  5518. }
  5519. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5520. if( skilllv == 1 )
  5521. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  5522. else
  5523. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5524. } else
  5525. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5526. break;
  5527. case NPC_EXPULSION:
  5528. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5529. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5530. break;
  5531. case AL_HOLYWATER:
  5532. if(sd) {
  5533. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  5534. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5535. else
  5536. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5537. }
  5538. break;
  5539. case TF_PICKSTONE:
  5540. if(sd) {
  5541. int eflag;
  5542. struct item item_tmp;
  5543. struct block_list tbl;
  5544. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5545. memset(&item_tmp,0,sizeof(item_tmp));
  5546. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5547. item_tmp.nameid = ITEMID_STONE;
  5548. item_tmp.identify = 1;
  5549. tbl.id = 0;
  5550. clif_takeitem(&sd->bl,&tbl);
  5551. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5552. if(eflag) {
  5553. clif_additem(sd,0,0,eflag);
  5554. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5555. }
  5556. }
  5557. break;
  5558. case ASC_CDP:
  5559. if(sd) {
  5560. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5561. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5562. }
  5563. break;
  5564. case RG_STRIPWEAPON:
  5565. case RG_STRIPSHIELD:
  5566. case RG_STRIPARMOR:
  5567. case RG_STRIPHELM:
  5568. case ST_FULLSTRIP:
  5569. case GC_WEAPONCRUSH:
  5570. case SC_STRIPACCESSARY: {
  5571. unsigned short location = 0;
  5572. int d = 0;
  5573. //Rate in percent
  5574. if ( skillid == ST_FULLSTRIP ) {
  5575. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  5576. } else if( skillid == SC_STRIPACCESSARY ) {
  5577. i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
  5578. } else {
  5579. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  5580. }
  5581. if (i < 5) i = 5; //Minimum rate 5%
  5582. //Duration in ms
  5583. if( skillid == GC_WEAPONCRUSH){
  5584. d = skill_get_time(skillid,skilllv);
  5585. if(bl->type == BL_PC)
  5586. d += skilllv * 15 + (sstatus->dex - tstatus->dex);
  5587. else
  5588. d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5589. }else
  5590. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  5591. if (d < 0) d = 0; //Minimum duration 0ms
  5592. switch (skillid) {
  5593. case RG_STRIPWEAPON:
  5594. case GC_WEAPONCRUSH:
  5595. location = EQP_WEAPON;
  5596. break;
  5597. case RG_STRIPSHIELD:
  5598. location = EQP_SHIELD;
  5599. break;
  5600. case RG_STRIPARMOR:
  5601. location = EQP_ARMOR;
  5602. break;
  5603. case RG_STRIPHELM:
  5604. location = EQP_HELM;
  5605. break;
  5606. case ST_FULLSTRIP:
  5607. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5608. break;
  5609. case SC_STRIPACCESSARY:
  5610. location = EQP_ACC;
  5611. break;
  5612. }
  5613. //Special message when trying to use strip on FCP [Jobbie]
  5614. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5615. {
  5616. clif_gospel_info(sd, 0x28);
  5617. break;
  5618. }
  5619. //Attempts to strip at rate i and duration d
  5620. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  5621. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5622. //Nothing stripped.
  5623. if( sd && !i )
  5624. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5625. break;
  5626. }
  5627. case AM_BERSERKPITCHER:
  5628. case AM_POTIONPITCHER: {
  5629. int i,x,hp = 0,sp = 0,bonus=100;
  5630. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5631. map_freeblock_unlock();
  5632. return 1;
  5633. }
  5634. if( sd ) {
  5635. x = skilllv%11 - 1;
  5636. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  5637. if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) {
  5638. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5639. map_freeblock_unlock();
  5640. return 1;
  5641. }
  5642. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  5643. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5644. map_freeblock_unlock();
  5645. return 1;
  5646. }
  5647. if( skillid == AM_BERSERKPITCHER ) {
  5648. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5649. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5650. map_freeblock_unlock();
  5651. return 1;
  5652. }
  5653. }
  5654. potion_flag = 1;
  5655. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5656. potion_target = bl->id;
  5657. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5658. potion_flag = potion_target = 0;
  5659. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5660. bonus += sd->status.base_level;
  5661. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5662. hp = tstatus->max_hp * potion_per_hp / 100;
  5663. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5664. if( dstsd ) {
  5665. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5666. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5667. }
  5668. } else {
  5669. if( potion_hp > 0 ) {
  5670. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5671. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5672. if( dstsd )
  5673. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5674. }
  5675. if( potion_sp > 0 ) {
  5676. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5677. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5678. if( dstsd )
  5679. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5680. }
  5681. }
  5682. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5683. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5684. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5685. }
  5686. if( (i = pc_skillheal_bonus(sd, skillid)) ) {
  5687. hp += hp * i / 100;
  5688. sp += sp * i / 100;
  5689. }
  5690. } else {
  5691. hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
  5692. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5693. if( dstsd )
  5694. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5695. }
  5696. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) {
  5697. hp += hp * i / 100;
  5698. sp += sp * i / 100;
  5699. }
  5700. if( tsc && tsc->count ) {
  5701. if( tsc->data[SC_CRITICALWOUND] ) {
  5702. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5703. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5704. }
  5705. if( tsc->data[SC_DEATHHURT] ) {
  5706. hp -= hp * 20 / 100;
  5707. sp -= sp * 20 / 100;
  5708. }
  5709. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5710. hp += hp / 10;
  5711. sp += sp / 10;
  5712. }
  5713. }
  5714. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5715. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5716. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5717. if( sp > 0 )
  5718. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5719. #ifdef RENEWAL
  5720. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  5721. sp = 0;
  5722. #endif
  5723. status_heal(bl,hp,sp,0);
  5724. }
  5725. break;
  5726. case AM_CP_WEAPON:
  5727. case AM_CP_SHIELD:
  5728. case AM_CP_ARMOR:
  5729. case AM_CP_HELM:
  5730. {
  5731. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5732. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){
  5733. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5734. map_freeblock_unlock(); // Don't consume item requirements
  5735. return 0;
  5736. }
  5737. clif_skill_nodamage(src,bl,skillid,skilllv,
  5738. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5739. }
  5740. break;
  5741. case AM_TWILIGHT1:
  5742. if (sd) {
  5743. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5744. //Prepare 200 White Potions.
  5745. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5746. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5747. }
  5748. break;
  5749. case AM_TWILIGHT2:
  5750. if (sd) {
  5751. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5752. //Prepare 200 Slim White Potions.
  5753. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5754. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5755. }
  5756. break;
  5757. case AM_TWILIGHT3:
  5758. if (sd) {
  5759. int ebottle = pc_search_inventory(sd,713);
  5760. if( ebottle >= 0 )
  5761. ebottle = sd->status.inventory[ebottle].amount;
  5762. //check if you can produce all three, if not, then fail:
  5763. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5764. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5765. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5766. || ebottle < 200 //200 empty bottle are required at total.
  5767. ) {
  5768. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5769. break;
  5770. }
  5771. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5772. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5773. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5774. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5775. }
  5776. break;
  5777. case SA_DISPELL:
  5778. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5779. {
  5780. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5781. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5782. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5783. || rnd()%100 >= 50+10*skilllv
  5784. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5785. {
  5786. if (sd)
  5787. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5788. break;
  5789. }
  5790. if(status_isimmune(bl) || !tsc || !tsc->count)
  5791. break;
  5792. for(i=0;i<SC_MAX;i++)
  5793. {
  5794. if (!tsc->data[i])
  5795. continue;
  5796. switch (i) {
  5797. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5798. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5799. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5800. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5801. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5802. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5803. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5804. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5805. case SC_EDP: case SC_AUTOBERSERK:
  5806. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5807. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5808. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5809. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5810. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5811. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5812. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5813. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5814. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5815. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5816. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5817. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5818. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5819. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5820. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5821. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5822. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5823. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5824. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5825. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5826. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5827. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5828. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5829. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5830. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5831. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5832. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  5833. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  5834. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  5835. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  5836. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  5837. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  5838. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  5839. #ifdef RENEWAL
  5840. case SC_EXTREMITYFIST2:
  5841. #endif
  5842. continue;
  5843. /**
  5844. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5845. **/
  5846. case SC_WHISTLE:
  5847. case SC_ASSNCROS:
  5848. case SC_POEMBRAGI:
  5849. case SC_APPLEIDUN:
  5850. case SC_HUMMING:
  5851. case SC_DONTFORGETME:
  5852. case SC_FORTUNE:
  5853. case SC_SERVICE4U:
  5854. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5855. continue;
  5856. break;
  5857. case SC_ASSUMPTIO:
  5858. if( bl->type == BL_MOB )
  5859. continue;
  5860. break;
  5861. }
  5862. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5863. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5864. }
  5865. break;
  5866. }
  5867. //Affect all targets on splash area.
  5868. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5869. src, skillid, skilllv, tick, flag|1,
  5870. skill_castend_damage_id);
  5871. break;
  5872. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5873. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5874. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5875. break;
  5876. case TK_HIGHJUMP:
  5877. {
  5878. int x,y, dir = unit_getdir(src);
  5879. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5880. if( map[src->m].flag.noteleport &&
  5881. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5882. ) {
  5883. x = src->x;
  5884. y = src->y;
  5885. } else {
  5886. x = src->x + dirx[dir]*skilllv*2;
  5887. y = src->y + diry[dir]*skilllv*2;
  5888. }
  5889. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5890. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5891. clif_slide(src,x,y);
  5892. unit_movepos(src, x, y, 1, 0);
  5893. }
  5894. }
  5895. break;
  5896. case SA_CASTCANCEL:
  5897. case SO_SPELLFIST:
  5898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5899. unit_skillcastcancel(src,1);
  5900. if(sd) {
  5901. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5902. if( skillid == SO_SPELLFIST ){
  5903. sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
  5904. sd->skillid_old = sd->skilllv_old = 0;
  5905. break;
  5906. }
  5907. sp = sp * (90 - (skilllv-1)*20) / 100;
  5908. if(sp < 0) sp = 0;
  5909. status_zap(src, 0, sp);
  5910. }
  5911. break;
  5912. case SA_SPELLBREAKER:
  5913. {
  5914. int sp;
  5915. if(tsc && tsc->data[SC_MAGICROD]) {
  5916. sp = skill_get_sp(skillid,skilllv);
  5917. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5918. if(sp < 1) sp = 1;
  5919. status_heal(bl,0,sp,2);
  5920. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5921. } else {
  5922. struct unit_data *ud = unit_bl2ud(bl);
  5923. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5924. if (!ud || ud->skilltimer == INVALID_TIMER)
  5925. break; //Nothing to cancel.
  5926. bl_skillid = ud->skillid;
  5927. bl_skilllv = ud->skilllv;
  5928. if (tstatus->mode & MD_BOSS)
  5929. { //Only 10% success chance against bosses. [Skotlex]
  5930. if (rnd()%100 < 90)
  5931. {
  5932. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5933. break;
  5934. }
  5935. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5936. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5937. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5938. unit_skillcastcancel(bl,0);
  5939. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5940. status_zap(bl, hp, sp);
  5941. if (hp && skilllv >= 5)
  5942. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5943. else
  5944. hp = 0;
  5945. if (sp) //Recover some of the SP used
  5946. sp = sp*(25*(skilllv-1))/100;
  5947. if(hp || sp)
  5948. status_heal(src, hp, sp, 2);
  5949. }
  5950. }
  5951. break;
  5952. case SA_MAGICROD:
  5953. clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
  5954. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5955. break;
  5956. case SA_AUTOSPELL:
  5957. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5958. if(sd)
  5959. clif_autospell(sd,skilllv);
  5960. else {
  5961. int maxlv=1,spellid=0;
  5962. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5963. if(skilllv >= 10) {
  5964. spellid = MG_FROSTDIVER;
  5965. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5966. // maxlv = 10;
  5967. // else
  5968. maxlv = skilllv - 9;
  5969. }
  5970. else if(skilllv >=8) {
  5971. spellid = MG_FIREBALL;
  5972. maxlv = skilllv - 7;
  5973. }
  5974. else if(skilllv >=5) {
  5975. spellid = MG_SOULSTRIKE;
  5976. maxlv = skilllv - 4;
  5977. }
  5978. else if(skilllv >=2) {
  5979. int i = rnd()%3;
  5980. spellid = spellarray[i];
  5981. maxlv = skilllv - 1;
  5982. }
  5983. else if(skilllv > 0) {
  5984. spellid = MG_NAPALMBEAT;
  5985. maxlv = 3;
  5986. }
  5987. if(spellid > 0)
  5988. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5989. skill_get_time(SA_AUTOSPELL,skilllv));
  5990. }
  5991. break;
  5992. case BS_GREED:
  5993. if(sd){
  5994. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5995. map_foreachinrange(skill_greed,bl,
  5996. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5997. }
  5998. break;
  5999. case SA_ELEMENTWATER:
  6000. case SA_ELEMENTFIRE:
  6001. case SA_ELEMENTGROUND:
  6002. case SA_ELEMENTWIND:
  6003. if(sd && !dstmd) //Only works on monsters.
  6004. break;
  6005. if(tstatus->mode&MD_BOSS)
  6006. break;
  6007. case NPC_ATTRICHANGE:
  6008. case NPC_CHANGEWATER:
  6009. case NPC_CHANGEGROUND:
  6010. case NPC_CHANGEFIRE:
  6011. case NPC_CHANGEWIND:
  6012. case NPC_CHANGEPOISON:
  6013. case NPC_CHANGEHOLY:
  6014. case NPC_CHANGEDARKNESS:
  6015. case NPC_CHANGETELEKINESIS:
  6016. clif_skill_nodamage(src,bl,skillid,skilllv,
  6017. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  6018. skill_get_time(skillid, skilllv)));
  6019. break;
  6020. case NPC_CHANGEUNDEAD:
  6021. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6022. //TO-DO This is ugly, fix it
  6023. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6024. clif_skill_nodamage(src,bl,skillid,skilllv,
  6025. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  6026. skill_get_time(skillid, skilllv)));
  6027. break;
  6028. case NPC_PROVOCATION:
  6029. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6030. if (md) mob_unlocktarget(md, tick);
  6031. break;
  6032. case NPC_KEEPING:
  6033. case NPC_BARRIER:
  6034. {
  6035. int skill_time = skill_get_time(skillid,skilllv);
  6036. struct unit_data *ud = unit_bl2ud(bl);
  6037. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  6038. sc_start(bl,type,100,skilllv,skill_time))
  6039. && ud) { //Disable attacking/acting/moving for skill's duration.
  6040. ud->attackabletime =
  6041. ud->canact_tick =
  6042. ud->canmove_tick = tick + skill_time;
  6043. }
  6044. }
  6045. break;
  6046. case NPC_REBIRTH:
  6047. if( md && md->state.rebirth )
  6048. break; // only works once
  6049. sc_start(bl,type,100,skilllv,-1);
  6050. break;
  6051. case NPC_DARKBLESSING:
  6052. clif_skill_nodamage(src,bl,skillid,skilllv,
  6053. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  6054. break;
  6055. case NPC_LICK:
  6056. status_zap(bl, 0, 100);
  6057. clif_skill_nodamage(src,bl,skillid,skilllv,
  6058. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  6059. break;
  6060. case NPC_SUICIDE:
  6061. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6062. status_kill(src); //When suiciding, neither exp nor drops is given.
  6063. break;
  6064. case NPC_SUMMONSLAVE:
  6065. case NPC_SUMMONMONSTER:
  6066. if(md && md->skillidx >= 0)
  6067. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  6068. break;
  6069. case NPC_CALLSLAVE:
  6070. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6071. break;
  6072. case NPC_RANDOMMOVE:
  6073. if (md) {
  6074. md->next_walktime = tick - 1;
  6075. mob_randomwalk(md,tick);
  6076. }
  6077. break;
  6078. case NPC_SPEEDUP:
  6079. {
  6080. // or does it increase casting rate? just a guess xD
  6081. int i = SC_ASPDPOTION0 + skilllv - 1;
  6082. if (i > SC_ASPDPOTION3)
  6083. i = SC_ASPDPOTION3;
  6084. clif_skill_nodamage(src,bl,skillid,skilllv,
  6085. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  6086. }
  6087. break;
  6088. case NPC_REVENGE:
  6089. // not really needed... but adding here anyway ^^
  6090. if (md && md->master_id > 0) {
  6091. struct block_list *mbl, *tbl;
  6092. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6093. (tbl = battle_gettargeted(mbl)) == NULL)
  6094. break;
  6095. md->state.provoke_flag = tbl->id;
  6096. mob_target(md, tbl, sstatus->rhw.range);
  6097. }
  6098. break;
  6099. case NPC_RUN:
  6100. {
  6101. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6102. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6103. unit_stop_attack(src);
  6104. //Run skillv tiles overriding the can-move check.
  6105. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  6106. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6107. }
  6108. break;
  6109. case NPC_TRANSFORMATION:
  6110. case NPC_METAMORPHOSIS:
  6111. if(md && md->skillidx >= 0) {
  6112. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  6113. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  6114. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  6115. if (class_) mob_class_change(md, class_);
  6116. }
  6117. break;
  6118. case NPC_EMOTION_ON:
  6119. case NPC_EMOTION:
  6120. //va[0] is the emotion to use.
  6121. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6122. //val[1] 'sets' the mode
  6123. //val[2] adds to the current mode
  6124. //val[3] removes from the current mode
  6125. //val[4] if set, asks to delete the previous mode change.
  6126. if(md && md->skillidx >= 0 && tsc)
  6127. {
  6128. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  6129. if(md->db->skill[md->skillidx].val[4] && tsce)
  6130. status_change_end(bl, type, INVALID_TIMER);
  6131. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  6132. sc_start4(src, type, 100, skilllv,
  6133. md->db->skill[md->skillidx].val[1],
  6134. md->db->skill[md->skillidx].val[2],
  6135. md->db->skill[md->skillidx].val[3],
  6136. skill_get_time(skillid, skilllv));
  6137. }
  6138. break;
  6139. case NPC_POWERUP:
  6140. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  6141. clif_skill_nodamage(src,bl,skillid,skilllv,
  6142. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6143. break;
  6144. case NPC_AGIUP:
  6145. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  6146. clif_skill_nodamage(src,bl,skillid,skilllv,
  6147. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6148. break;
  6149. case NPC_INVISIBLE:
  6150. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6151. clif_skill_nodamage(src,bl,skillid,skilllv,
  6152. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  6153. break;
  6154. case NPC_SIEGEMODE:
  6155. // not sure what it does
  6156. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6157. break;
  6158. case WE_MALE:
  6159. {
  6160. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  6161. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  6162. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  6163. }
  6164. break;
  6165. case WE_FEMALE:
  6166. {
  6167. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  6168. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  6169. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  6170. }
  6171. break;
  6172. // parent-baby skills
  6173. case WE_BABY:
  6174. if(sd){
  6175. struct map_session_data *f_sd = pc_get_father(sd);
  6176. struct map_session_data *m_sd = pc_get_mother(sd);
  6177. // if neither was found
  6178. if(!f_sd && !m_sd){
  6179. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6180. map_freeblock_unlock();
  6181. return 0;
  6182. }
  6183. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  6184. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6185. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6186. }
  6187. break;
  6188. case PF_HPCONVERSION:
  6189. {
  6190. int hp, sp;
  6191. hp = sstatus->max_hp/10;
  6192. sp = hp * 10 * skilllv / 100;
  6193. if (!status_charge(src,hp,0)) {
  6194. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6195. break;
  6196. }
  6197. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6198. status_heal(bl,0,sp,2);
  6199. }
  6200. break;
  6201. case MA_REMOVETRAP:
  6202. case HT_REMOVETRAP:
  6203. {
  6204. struct skill_unit* su;
  6205. struct skill_unit_group* sg;
  6206. su = BL_CAST(BL_SKILL, bl);
  6207. // Mercenaries can remove any trap
  6208. // Players can only remove their own traps or traps on Vs maps.
  6209. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  6210. {
  6211. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6212. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6213. { // prevent picking up expired traps
  6214. if( battle_config.skill_removetrap_type )
  6215. { // get back all items used to deploy the trap
  6216. for( i = 0; i < 10; i++ )
  6217. {
  6218. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6219. {
  6220. int flag;
  6221. struct item item_tmp;
  6222. memset(&item_tmp,0,sizeof(item_tmp));
  6223. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6224. item_tmp.identify = 1;
  6225. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6226. {
  6227. clif_additem(sd,0,0,flag);
  6228. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6229. }
  6230. }
  6231. }
  6232. }
  6233. else
  6234. { // get back 1 trap
  6235. struct item item_tmp;
  6236. memset(&item_tmp,0,sizeof(item_tmp));
  6237. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6238. item_tmp.identify = 1;
  6239. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6240. {
  6241. clif_additem(sd,0,0,flag);
  6242. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6243. }
  6244. }
  6245. }
  6246. skill_delunit(su);
  6247. }else if(sd)
  6248. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6249. }
  6250. break;
  6251. case HT_SPRINGTRAP:
  6252. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6253. {
  6254. struct skill_unit *su=NULL;
  6255. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6256. switch(su->group->unit_id){
  6257. case UNT_ANKLESNARE: // ankle snare
  6258. if (su->group->val2 != 0)
  6259. // if it is already trapping something don't spring it,
  6260. // remove trap should be used instead
  6261. break;
  6262. // otherwise fallthrough to below
  6263. case UNT_BLASTMINE:
  6264. case UNT_SKIDTRAP:
  6265. case UNT_LANDMINE:
  6266. case UNT_SHOCKWAVE:
  6267. case UNT_SANDMAN:
  6268. case UNT_FLASHER:
  6269. case UNT_FREEZINGTRAP:
  6270. case UNT_CLAYMORETRAP:
  6271. case UNT_TALKIEBOX:
  6272. su->group->unit_id = UNT_USED_TRAPS;
  6273. clif_changetraplook(bl, UNT_USED_TRAPS);
  6274. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6275. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6276. }
  6277. }
  6278. }
  6279. break;
  6280. case BD_ENCORE:
  6281. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6282. if(sd)
  6283. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  6284. break;
  6285. case AS_SPLASHER:
  6286. if(tstatus->mode&MD_BOSS
  6287. /**
  6288. * Renewal dropped the 3/4 hp requirement
  6289. **/
  6290. #ifndef RENEWAL
  6291. || tstatus-> hp > tstatus->max_hp*3/4
  6292. #endif
  6293. ) {
  6294. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6295. map_freeblock_unlock();
  6296. return 1;
  6297. }
  6298. clif_skill_nodamage(src,bl,skillid,skilllv,
  6299. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  6300. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  6301. break;
  6302. case PF_MINDBREAKER:
  6303. {
  6304. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6305. {
  6306. map_freeblock_unlock();
  6307. return 1;
  6308. }
  6309. if (tsce)
  6310. { //HelloKitty2 (?) explained that this silently fails when target is
  6311. //already inflicted. [Skotlex]
  6312. map_freeblock_unlock();
  6313. return 1;
  6314. }
  6315. //Has a 55% + skilllv*5% success chance.
  6316. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  6317. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  6318. {
  6319. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6320. map_freeblock_unlock();
  6321. return 0;
  6322. }
  6323. unit_skillcastcancel(bl,0);
  6324. if(tsc && tsc->count){
  6325. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6326. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6327. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6328. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6329. }
  6330. if(dstmd)
  6331. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  6332. }
  6333. break;
  6334. case PF_SOULCHANGE:
  6335. {
  6336. unsigned int sp1 = 0, sp2 = 0;
  6337. if (dstmd) {
  6338. if (dstmd->state.soul_change_flag) {
  6339. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6340. break;
  6341. }
  6342. dstmd->state.soul_change_flag = 1;
  6343. sp2 = sstatus->max_sp * 3 /100;
  6344. status_heal(src, 0, sp2, 2);
  6345. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6346. break;
  6347. }
  6348. sp1 = sstatus->sp;
  6349. sp2 = tstatus->sp;
  6350. #ifdef RENEWAL
  6351. sp1 = sp1 / 2;
  6352. sp2 = sp2 / 2;
  6353. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6354. sp1 = tstatus->sp;
  6355. #endif
  6356. status_set_sp(src, sp2, 3);
  6357. status_set_sp(bl, sp1, 3);
  6358. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6359. }
  6360. break;
  6361. // Slim Pitcher
  6362. case CR_SLIMPITCHER:
  6363. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6364. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6365. break;
  6366. if (potion_hp || potion_sp) {
  6367. int hp = potion_hp, sp = potion_sp;
  6368. hp = hp * (100 + (tstatus->vit<<1))/100;
  6369. sp = sp * (100 + (tstatus->int_<<1))/100;
  6370. if (dstsd) {
  6371. if (hp)
  6372. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6373. if (sp)
  6374. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6375. }
  6376. if( tsc && tsc->count ) {
  6377. if (tsc->data[SC_CRITICALWOUND]) {
  6378. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6379. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6380. }
  6381. if (tsc->data[SC_DEATHHURT]) {
  6382. hp -= hp * 20 / 100;
  6383. sp -= sp * 20 / 100;
  6384. }
  6385. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6386. hp += hp / 10;
  6387. sp += sp / 10;
  6388. }
  6389. }
  6390. if(hp > 0)
  6391. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6392. if(sp > 0)
  6393. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6394. status_heal(bl,hp,sp,0);
  6395. }
  6396. break;
  6397. // Full Chemical Protection
  6398. case CR_FULLPROTECTION:
  6399. {
  6400. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6401. int i, s = 0, skilltime = skill_get_time(skillid,skilllv);
  6402. for (i=0 ; i<4; i++) {
  6403. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6404. continue;
  6405. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  6406. s++;
  6407. }
  6408. if( sd && !s ){
  6409. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6410. map_freeblock_unlock(); // Don't consume item requirements
  6411. return 0;
  6412. }
  6413. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6414. }
  6415. break;
  6416. case RG_CLEANER: //AppleGirl
  6417. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6418. break;
  6419. case CG_LONGINGFREEDOM:
  6420. {
  6421. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6422. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6423. {
  6424. clif_skill_nodamage(src,bl,skillid,skilllv,
  6425. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6426. }
  6427. }
  6428. break;
  6429. case CG_TAROTCARD:
  6430. {
  6431. int eff, count = -1;
  6432. if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6433. {
  6434. if( sd )
  6435. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6436. map_freeblock_unlock();
  6437. return 0;
  6438. }
  6439. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  6440. do {
  6441. eff = rnd() % 14;
  6442. clif_specialeffect(bl, 523 + eff, AREA);
  6443. switch (eff)
  6444. {
  6445. case 0: // heals SP to 0
  6446. status_percent_damage(src, bl, 0, 100, false);
  6447. break;
  6448. case 1: // matk halved
  6449. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6450. break;
  6451. case 2: // all buffs removed
  6452. status_change_clear_buffs(bl,1);
  6453. break;
  6454. case 3: // 1000 damage, random armor destroyed
  6455. {
  6456. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6457. status_fix_damage(src, bl, 1000, 0);
  6458. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6459. if( !status_isdead(bl) )
  6460. skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
  6461. }
  6462. break;
  6463. case 4: // atk halved
  6464. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6465. break;
  6466. case 5: // 2000HP heal, random teleported
  6467. status_heal(src, 2000, 0, 0);
  6468. if( !map_flag_vs(bl->m) )
  6469. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6470. break;
  6471. case 6: // random 2 other effects
  6472. if (count == -1)
  6473. count = 3;
  6474. else
  6475. count++; //Should not retrigger this one.
  6476. break;
  6477. case 7: // stop freeze or stoned
  6478. {
  6479. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6480. sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  6481. }
  6482. break;
  6483. case 8: // curse coma and poison
  6484. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  6485. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  6486. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  6487. break;
  6488. case 9: // confusion
  6489. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  6490. break;
  6491. case 10: // 6666 damage, atk matk halved, cursed
  6492. status_fix_damage(src, bl, 6666, 0);
  6493. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6494. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6495. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6496. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  6497. break;
  6498. case 11: // 4444 damage
  6499. status_fix_damage(src, bl, 4444, 0);
  6500. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6501. break;
  6502. case 12: // stun
  6503. sc_start(bl,SC_STUN,100,skilllv,5000);
  6504. break;
  6505. case 13: // atk,matk,hit,flee,def reduced
  6506. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6507. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6508. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  6509. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  6510. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  6511. break;
  6512. default:
  6513. break;
  6514. }
  6515. } while ((--count) > 0);
  6516. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6517. }
  6518. break;
  6519. case SL_ALCHEMIST:
  6520. case SL_ASSASIN:
  6521. case SL_BARDDANCER:
  6522. case SL_BLACKSMITH:
  6523. case SL_CRUSADER:
  6524. case SL_HUNTER:
  6525. case SL_KNIGHT:
  6526. case SL_MONK:
  6527. case SL_PRIEST:
  6528. case SL_ROGUE:
  6529. case SL_SAGE:
  6530. case SL_SOULLINKER:
  6531. case SL_STAR:
  6532. case SL_SUPERNOVICE:
  6533. case SL_WIZARD:
  6534. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6535. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6536. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6537. break;
  6538. }
  6539. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6540. { //Erase death count 1% of the casts
  6541. dstsd->die_counter = 0;
  6542. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6543. clif_specialeffect(bl, 0x152, AREA);
  6544. //SC_SPIRIT invokes status_calc_pc for us.
  6545. }
  6546. clif_skill_nodamage(src,bl,skillid,skilllv,
  6547. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6548. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6549. break;
  6550. case SL_HIGH:
  6551. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6552. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6553. break;
  6554. }
  6555. clif_skill_nodamage(src,bl,skillid,skilllv,
  6556. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6557. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6558. break;
  6559. case SL_SWOO:
  6560. if (tsce) {
  6561. if(sd)
  6562. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6563. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,10000,8);
  6564. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  6565. break;
  6566. }
  6567. case SL_SKA: // [marquis007]
  6568. case SL_SKE:
  6569. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6570. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6571. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  6572. break;
  6573. }
  6574. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6575. if (skillid == SL_SKE)
  6576. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6577. break;
  6578. // New guild skills [Celest]
  6579. case GD_BATTLEORDER:
  6580. if(flag&1) {
  6581. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6582. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6583. } else if (status_get_guild_id(src)) {
  6584. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6585. map_foreachinrange(skill_area_sub, src,
  6586. skill_get_splash(skillid, skilllv), BL_PC,
  6587. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6588. skill_castend_nodamage_id);
  6589. if (sd)
  6590. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6591. }
  6592. break;
  6593. case GD_REGENERATION:
  6594. if(flag&1) {
  6595. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6596. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6597. } else if (status_get_guild_id(src)) {
  6598. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6599. map_foreachinrange(skill_area_sub, src,
  6600. skill_get_splash(skillid, skilllv), BL_PC,
  6601. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6602. skill_castend_nodamage_id);
  6603. if (sd)
  6604. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6605. }
  6606. break;
  6607. case GD_RESTORE:
  6608. if(flag&1) {
  6609. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6610. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6611. } else if (status_get_guild_id(src)) {
  6612. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6613. map_foreachinrange(skill_area_sub, src,
  6614. skill_get_splash(skillid, skilllv), BL_PC,
  6615. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6616. skill_castend_nodamage_id);
  6617. if (sd)
  6618. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6619. }
  6620. break;
  6621. case GD_EMERGENCYCALL:
  6622. {
  6623. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6624. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6625. int j = 0;
  6626. struct guild *g = NULL;
  6627. // i don't know if it actually summons in a circle, but oh well. ;P
  6628. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6629. if (!g)
  6630. break;
  6631. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6632. for(i = 0; i < g->max_member; i++, j++) {
  6633. if (j>8) j=0;
  6634. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6635. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6636. continue;
  6637. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6638. dx[j] = dy[j] = 0;
  6639. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6640. }
  6641. }
  6642. if (sd)
  6643. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6644. }
  6645. break;
  6646. case SG_FEEL:
  6647. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6648. if (sd) {
  6649. if(!sd->feel_map[skilllv-1].index)
  6650. clif_feel_req(sd->fd,sd, skilllv);
  6651. else
  6652. clif_feel_info(sd, skilllv-1, 1);
  6653. }
  6654. break;
  6655. case SG_HATE:
  6656. if (sd) {
  6657. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6658. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  6659. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6660. }
  6661. break;
  6662. case GS_GLITTERING:
  6663. if(sd) {
  6664. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6665. if(rnd()%100 < (20+10*skilllv))
  6666. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  6667. else if(sd->spiritball > 0)
  6668. pc_delspiritball(sd,1,0);
  6669. }
  6670. break;
  6671. case GS_CRACKER:
  6672. /* per official standards, this skill works on players and mobs. */
  6673. if (sd && (dstsd || dstmd))
  6674. {
  6675. i =65 -5*distance_bl(src,bl); //Base rate
  6676. if (i < 30) i = 30;
  6677. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6678. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  6679. }
  6680. break;
  6681. case AM_CALLHOMUN: //[orn]
  6682. if (sd && !merc_call_homunculus(sd))
  6683. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6684. break;
  6685. case AM_REST:
  6686. if (sd) {
  6687. if (merc_hom_vaporize(sd,1))
  6688. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6689. else
  6690. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6691. }
  6692. break;
  6693. case HAMI_CASTLE: //[orn]
  6694. if(rnd()%100 < 20*skilllv && src != bl)
  6695. {
  6696. int x,y;
  6697. x = src->x;
  6698. y = src->y;
  6699. if (hd)
  6700. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6701. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6702. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  6703. clif_slide(src,bl->x,bl->y) ;
  6704. if (unit_movepos(bl,x,y,0,0))
  6705. {
  6706. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  6707. clif_slide(bl,x,y) ;
  6708. }
  6709. //TODO: Shouldn't also players and the like switch targets?
  6710. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6711. AREA_SIZE, BL_MOB, bl, src);
  6712. }
  6713. }
  6714. // Failed
  6715. else if (hd && hd->master)
  6716. clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
  6717. else if (sd)
  6718. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6719. break;
  6720. case HVAN_CHAOTIC: //[orn]
  6721. {
  6722. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6723. int r = rnd()%100;
  6724. i = (skilllv-1)%5;
  6725. if(r<per[i][0]) //Self
  6726. bl = src;
  6727. else if(r<per[i][1]) //Master
  6728. bl = battle_get_master(src);
  6729. else //Enemy
  6730. bl = map_id2bl(battle_gettarget(src));
  6731. if (!bl) bl = src;
  6732. i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
  6733. //Eh? why double skill packet?
  6734. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6735. clif_skill_nodamage(src,bl,skillid,i,1);
  6736. status_heal(bl, i, 0, 0);
  6737. }
  6738. break;
  6739. //Homun single-target support skills [orn]
  6740. case HAMI_BLOODLUST:
  6741. case HFLI_FLEET:
  6742. case HFLI_SPEED:
  6743. case HLIF_CHANGE:
  6744. case MH_ANGRIFFS_MODUS:
  6745. case MH_GOLDENE_FERSE:
  6746. clif_skill_nodamage(src,bl,skillid,skilllv,
  6747. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6748. if (hd)
  6749. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6750. break;
  6751. case NPC_DRAGONFEAR:
  6752. if (flag&1) {
  6753. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6754. int j;
  6755. j = i = rnd()%ARRAYLENGTH(sc);
  6756. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  6757. i++;
  6758. if ( i == ARRAYLENGTH(sc) )
  6759. i = 0;
  6760. if (i == j)
  6761. break;
  6762. }
  6763. break;
  6764. }
  6765. case NPC_WIDEBLEEDING:
  6766. case NPC_WIDECONFUSE:
  6767. case NPC_WIDECURSE:
  6768. case NPC_WIDEFREEZE:
  6769. case NPC_WIDESLEEP:
  6770. case NPC_WIDESILENCE:
  6771. case NPC_WIDESTONE:
  6772. case NPC_WIDESTUN:
  6773. case NPC_SLOWCAST:
  6774. case NPC_WIDEHELLDIGNITY:
  6775. if (flag&1)
  6776. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6777. else {
  6778. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6779. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6780. map_foreachinrange(skill_area_sub, bl,
  6781. skill_get_splash(skillid, skilllv),BL_CHAR,
  6782. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6783. skill_castend_nodamage_id);
  6784. }
  6785. break;
  6786. case NPC_WIDESOULDRAIN:
  6787. if (flag&1)
  6788. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6789. else {
  6790. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6791. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6792. map_foreachinrange(skill_area_sub, bl,
  6793. skill_get_splash(skillid, skilllv),BL_CHAR,
  6794. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6795. skill_castend_nodamage_id);
  6796. }
  6797. break;
  6798. case ALL_PARTYFLEE:
  6799. if( sd && !(flag&1) )
  6800. {
  6801. if( !sd->status.party_id )
  6802. {
  6803. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6804. break;
  6805. }
  6806. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6807. }
  6808. else
  6809. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6810. break;
  6811. case NPC_TALK:
  6812. case ALL_WEWISH:
  6813. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6814. break;
  6815. case ALL_BUYING_STORE:
  6816. if( sd )
  6817. {// players only, skill allows 5 buying slots
  6818. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6819. }
  6820. break;
  6821. case RK_ENCHANTBLADE:
  6822. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6823. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6824. break;
  6825. case RK_DRAGONHOWLING:
  6826. if( flag&1)
  6827. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6828. else
  6829. {
  6830. skill_area_temp[2] = 0;
  6831. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6832. map_foreachinrange(skill_area_sub, src,
  6833. skill_get_splash(skillid,skilllv),BL_CHAR,
  6834. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6835. skill_castend_nodamage_id);
  6836. }
  6837. break;
  6838. case RK_IGNITIONBREAK:
  6839. case LG_EARTHDRIVE:
  6840. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6841. i = skill_get_splash(skillid,skilllv);
  6842. if( skillid == LG_EARTHDRIVE ) {
  6843. int dummy = 1;
  6844. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  6845. }
  6846. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6847. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6848. break;
  6849. case RK_STONEHARDSKIN:
  6850. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6851. {
  6852. int heal = sstatus->hp / 4; // 25% HP
  6853. if( status_charge(bl,heal,0) )
  6854. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6855. else
  6856. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6857. }
  6858. break;
  6859. case RK_REFRESH:
  6860. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6861. {
  6862. int heal = status_get_max_hp(bl) * 25 / 100;
  6863. clif_skill_nodamage(src,bl,skillid,skilllv,
  6864. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6865. status_heal(bl,heal,0,1);
  6866. status_change_clear_buffs(bl,4);
  6867. }
  6868. break;
  6869. case RK_MILLENNIUMSHIELD:
  6870. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6871. {
  6872. short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
  6873. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6874. clif_millenniumshield(sd,shields);
  6875. clif_skill_nodamage(src,bl,skillid,1,1);
  6876. }
  6877. break;
  6878. case RK_GIANTGROWTH:
  6879. case RK_VITALITYACTIVATION:
  6880. case RK_ABUNDANCE:
  6881. if( sd )
  6882. {
  6883. int lv = 1; // RK_GIANTGROWTH
  6884. if( skillid == RK_VITALITYACTIVATION )
  6885. lv = 2;
  6886. else if( skillid == RK_ABUNDANCE )
  6887. lv = 6;
  6888. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6889. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6890. }
  6891. break;
  6892. case RK_FIGHTINGSPIRIT:
  6893. if( flag&1 ) {
  6894. if( src == bl )
  6895. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6896. else
  6897. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6898. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6899. if( sd->status.party_id ) {
  6900. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6901. skill_area_temp[5] = 7 * i; // ATK
  6902. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6903. } else
  6904. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6905. }
  6906. clif_skill_nodamage(src,bl,skillid,1,1);
  6907. break;
  6908. /**
  6909. * Guilotine Cross
  6910. **/
  6911. case GC_ROLLINGCUTTER:
  6912. {
  6913. short count = 1;
  6914. skill_area_temp[2] = 0;
  6915. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6916. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6917. { // Every time the skill is casted the status change is reseted adding a counter.
  6918. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6919. if( count > 10 )
  6920. count = 10; // Max coounter
  6921. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6922. }
  6923. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6924. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6925. }
  6926. break;
  6927. case GC_WEAPONBLOCKING:
  6928. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6929. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6930. else
  6931. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6932. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6933. break;
  6934. case GC_CREATENEWPOISON:
  6935. if( sd )
  6936. {
  6937. clif_skill_produce_mix_list(sd,skillid,25);
  6938. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6939. }
  6940. break;
  6941. case GC_POISONINGWEAPON:
  6942. if( sd ) {
  6943. clif_poison_list(sd,skilllv);
  6944. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6945. }
  6946. break;
  6947. case GC_ANTIDOTE:
  6948. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6949. if( tsc )
  6950. {
  6951. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6952. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6953. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6954. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6955. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6956. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6957. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6958. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6959. }
  6960. break;
  6961. case GC_PHANTOMMENACE:
  6962. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6963. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6964. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6965. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6966. break;
  6967. case GC_HALLUCINATIONWALK:
  6968. {
  6969. int heal = status_get_max_hp(bl) / 10;
  6970. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6971. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6972. break;
  6973. }
  6974. if( !status_charge(bl,heal,0) )
  6975. {
  6976. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6977. break;
  6978. }
  6979. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6980. }
  6981. break;
  6982. /**
  6983. * Arch Bishop
  6984. **/
  6985. case AB_ANCILLA:
  6986. if( sd ) {
  6987. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6988. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6989. }
  6990. break;
  6991. case AB_CLEMENTIA:
  6992. case AB_CANTO:
  6993. {
  6994. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6995. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6996. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6997. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6998. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6999. else if( sd )
  7000. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7001. }
  7002. break;
  7003. case AB_PRAEFATIO:
  7004. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7005. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  7006. else if( sd )
  7007. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7008. break;
  7009. case AB_CHEAL:
  7010. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7011. {
  7012. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  7013. {
  7014. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7015. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7016. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7017. clif_skill_nodamage(bl, bl, skillid, i, 1);
  7018. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7019. i = ~i + 1;
  7020. status_heal(bl, i, 0, 0);
  7021. }
  7022. }
  7023. else if( sd )
  7024. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7025. break;
  7026. case AB_ORATIO:
  7027. if( flag&1 )
  7028. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  7029. else
  7030. {
  7031. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  7032. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7033. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7034. }
  7035. break;
  7036. case AB_LAUDAAGNUS:
  7037. if( flag&1 || sd == NULL ) {
  7038. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7039. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7040. // Success Chance: (40 + 10 * Skill Level) %
  7041. if( rnd()%100 > 40+10*skilllv ) break;
  7042. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7043. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7044. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7045. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7046. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7047. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7048. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7049. clif_skill_nodamage(bl, bl, skillid, skilllv,
  7050. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7051. } else if( sd )
  7052. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  7053. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7054. break;
  7055. case AB_LAUDARAMUS:
  7056. if( flag&1 || sd == NULL ) {
  7057. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
  7058. // Success Chance: (40 + 10 * Skill Level) %
  7059. if( rnd()%100 > 40+10*skilllv ) break;
  7060. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7061. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7062. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7063. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7064. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7065. clif_skill_nodamage(bl, bl, skillid, skilllv,
  7066. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7067. } else if( sd )
  7068. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  7069. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7070. break;
  7071. case AB_CLEARANCE:
  7072. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  7073. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7074. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7075. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv)
  7076. {
  7077. if (sd)
  7078. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7079. break;
  7080. }
  7081. if(status_isimmune(bl) || !tsc || !tsc->count)
  7082. break;
  7083. for(i=0;i<SC_MAX;i++)
  7084. {
  7085. if (!tsc->data[i])
  7086. continue;
  7087. switch (i) {
  7088. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7089. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7090. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7091. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7092. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7093. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7094. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7095. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7096. case SC_SPIRIT: case SC_AUTOBERSERK:
  7097. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7098. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7099. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7100. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7101. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7102. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7103. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7104. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7105. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7106. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7107. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7108. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7109. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7110. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7111. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7112. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7113. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7114. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7115. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7116. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7117. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7118. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7119. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7120. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7121. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7122. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7123. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7124. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7125. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7126. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7127. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7128. #ifdef RENEWAL
  7129. case SC_EXTREMITYFIST2:
  7130. #endif
  7131. continue;
  7132. case SC_ASSUMPTIO:
  7133. if( bl->type == BL_MOB )
  7134. continue;
  7135. break;
  7136. }
  7137. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7138. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7139. }
  7140. break;
  7141. }
  7142. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  7143. break;
  7144. case AB_SILENTIUM:
  7145. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7146. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  7147. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7148. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7149. break;
  7150. /**
  7151. * Warlock
  7152. **/
  7153. case WL_STASIS:
  7154. if( flag&1 )
  7155. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7156. else
  7157. {
  7158. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7159. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7160. }
  7161. break;
  7162. case WL_WHITEIMPRISON:
  7163. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
  7164. {
  7165. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7166. if(src == bl ) rate = 100; // Success Chance: On self, 100%
  7167. else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
  7168. else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
  7169. if( !(tsc && tsc->data[type]) ){
  7170. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
  7171. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  7172. }
  7173. if( sd && i )
  7174. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  7175. else if(sd)
  7176. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7177. }else if( sd )
  7178. clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
  7179. break;
  7180. case WL_FROSTMISTY:
  7181. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7182. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7183. break;
  7184. case WL_JACKFROST:
  7185. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7186. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7187. break;
  7188. case WL_MARSHOFABYSS:
  7189. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7190. clif_skill_nodamage(src, bl, skillid, skilllv,
  7191. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7192. skill_get_time(skillid, skilllv)));
  7193. break;
  7194. case WL_SIENNAEXECRATE:
  7195. if( status_isimmune(bl) || !tsc )
  7196. break;
  7197. if( flag&1 ) {
  7198. if( bl->id == skill_area_temp[1] )
  7199. break; // Already work on this target
  7200. if( tsc && tsc->data[SC_STONE] )
  7201. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7202. else
  7203. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7204. } else {
  7205. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  7206. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7207. if( rnd()%100 < rate ) { // Success on First Target
  7208. if( !tsc->data[SC_STONE] )
  7209. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7210. else {
  7211. rate = 1;
  7212. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7213. }
  7214. if( rate ) {
  7215. skill_area_temp[1] = bl->id;
  7216. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7217. }
  7218. // Doesn't send failure packet if it fails on defense.
  7219. }
  7220. else if( sd ) // Failure on Rate
  7221. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7222. }
  7223. break;
  7224. case WL_SUMMONFB:
  7225. case WL_SUMMONBL:
  7226. case WL_SUMMONWB:
  7227. case WL_SUMMONSTONE:
  7228. {
  7229. short element = 0, sctype = 0, pos = -1;
  7230. struct status_change *sc = status_get_sc(src);
  7231. if( !sc ) break;
  7232. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7233. {
  7234. if( !sctype && !sc->data[i] )
  7235. sctype = i; // Take the free SC
  7236. if( sc->data[i] )
  7237. pos = max(sc->data[i]->val2,pos);
  7238. }
  7239. if( !sctype )
  7240. {
  7241. if( sd ) // No free slots to put SC
  7242. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
  7243. break;
  7244. }
  7245. pos++; // Used in val2 for SC. Indicates the order of this ball
  7246. switch( skillid )
  7247. { // Set val1. The SC element for this ball
  7248. case WL_SUMMONFB: element = WLS_FIRE; break;
  7249. case WL_SUMMONBL: element = WLS_WIND; break;
  7250. case WL_SUMMONWB: element = WLS_WATER; break;
  7251. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7252. }
  7253. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  7254. clif_skill_nodamage(src,bl,skillid,0,0);
  7255. }
  7256. break;
  7257. case WL_READING_SB:
  7258. if( sd ) {
  7259. struct status_change *sc = status_get_sc(bl);
  7260. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7261. if( sc && !sc->data[i] )
  7262. break;
  7263. if( i == SC_MAXSPELLBOOK ) {
  7264. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7265. break;
  7266. }
  7267. sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7268. clif_spellbook_list(sd);
  7269. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7270. }
  7271. break;
  7272. /**
  7273. * Ranger
  7274. **/
  7275. case RA_FEARBREEZE:
  7276. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7277. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7278. break;
  7279. case RA_WUGMASTERY:
  7280. if( sd ) {
  7281. if( !pc_iswug(sd) )
  7282. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7283. else
  7284. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7285. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7286. }
  7287. break;
  7288. case RA_WUGRIDER:
  7289. if( sd ) {
  7290. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7291. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7292. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7293. } else if( pc_isridingwug(sd) ) {
  7294. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7295. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7296. }
  7297. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7298. }
  7299. break;
  7300. case RA_WUGDASH:
  7301. if( tsce ) {
  7302. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  7303. map_freeblock_unlock();
  7304. return 0;
  7305. }
  7306. if( sd && pc_isridingwug(sd) ) {
  7307. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  7308. clif_walkok(sd);
  7309. }
  7310. break;
  7311. case RA_SENSITIVEKEEN:
  7312. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7313. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7314. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7315. break;
  7316. /**
  7317. * Mechanic
  7318. **/
  7319. case NC_F_SIDESLIDE:
  7320. case NC_B_SIDESLIDE:
  7321. {
  7322. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7323. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  7324. clif_slide(src,src->x,src->y);
  7325. clif_fixpos(src); //Aegis sent this packet
  7326. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7327. }
  7328. break;
  7329. case NC_SELFDESTRUCTION:
  7330. if( sd ) {
  7331. if( pc_ismadogear(sd) )
  7332. pc_setmadogear(sd, 0);
  7333. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7334. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  7335. status_set_sp(src, 0, 0);
  7336. }
  7337. break;
  7338. case NC_ANALYZE:
  7339. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7340. clif_skill_nodamage(src, bl, skillid, skilllv,
  7341. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  7342. if( sd ) pc_overheat(sd,1);
  7343. break;
  7344. case NC_MAGNETICFIELD:
  7345. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  7346. {
  7347. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7348. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7349. if (sd) pc_overheat(sd,1);
  7350. }
  7351. clif_skill_nodamage(src,src,skillid,skilllv,i);
  7352. break;
  7353. case NC_REPAIR:
  7354. if( sd )
  7355. {
  7356. int heal;
  7357. if( dstsd && pc_ismadogear(dstsd) )
  7358. {
  7359. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  7360. status_heal(bl,heal,0,2);
  7361. } else {
  7362. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  7363. status_heal(src,heal,0,2);
  7364. }
  7365. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7366. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  7367. }
  7368. break;
  7369. case NC_DISJOINT:
  7370. {
  7371. if( bl->type != BL_MOB ) break;
  7372. md = map_id2md(bl->id);
  7373. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7374. status_kill(bl);
  7375. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7376. }
  7377. break;
  7378. case SC_AUTOSHADOWSPELL:
  7379. if( sd ) {
  7380. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7381. sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7382. clif_autoshadowspell_list(sd);
  7383. clif_skill_nodamage(src,bl,skillid,1,1);
  7384. }
  7385. else
  7386. clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7387. }
  7388. break;
  7389. case SC_SHADOWFORM:
  7390. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7391. if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) )
  7392. dstsd->shadowform_id = src->id;
  7393. }
  7394. else if( sd )
  7395. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7396. break;
  7397. case SC_BODYPAINT:
  7398. if( flag&1 ) {
  7399. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7400. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7401. tsc->data[SC__INVISIBILITY]) ) {
  7402. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7403. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7404. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7405. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7406. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7407. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7408. sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  7409. }
  7410. } else {
  7411. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7412. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7413. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7414. }
  7415. break;
  7416. case SC_ENERVATION:
  7417. case SC_GROOMY:
  7418. case SC_LAZINESS:
  7419. case SC_UNLUCKY:
  7420. case SC_WEAKNESS:
  7421. if( !(tsc && tsc->data[type]) ) {
  7422. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7423. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7424. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7425. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7426. clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
  7427. } else if( sd )
  7428. clif_skill_fail(sd,skillid,0,0);
  7429. break;
  7430. case SC_IGNORANCE:
  7431. if( !(tsc && tsc->data[type]) ) {
  7432. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7433. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7434. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7435. if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
  7436. int sp = 200 * skilllv;
  7437. if( dstmd ) sp = dstmd->level * 2;
  7438. if( status_zap(bl,0,sp) )
  7439. status_heal(src,0,sp/2,3);
  7440. }
  7441. else if( sd ) clif_skill_fail(sd,skillid,0,0);
  7442. } else if( sd )
  7443. clif_skill_fail(sd,skillid,0,0);
  7444. break;
  7445. case LG_TRAMPLE:
  7446. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7447. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
  7448. break;
  7449. case LG_REFLECTDAMAGE:
  7450. if( tsc && tsc->data[type] )
  7451. status_change_end(bl,type,INVALID_TIMER);
  7452. else
  7453. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7454. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7455. break;
  7456. case LG_SHIELDSPELL:
  7457. if( flag&1 ) {
  7458. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7459. sc_start(bl,SC_SILENCE,100,skilllv,duration);
  7460. } else if( sd ) {
  7461. int opt = skilllv;
  7462. int rate = rnd()%100;
  7463. int val, brate;
  7464. switch( skilllv ) {
  7465. case 1:
  7466. {
  7467. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7468. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7469. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7470. break;
  7471. }
  7472. brate = shield_data->def * 10;
  7473. if( rate < 50 )
  7474. opt = 1;
  7475. else if( rate < 75 )
  7476. opt = 2;
  7477. else
  7478. opt = 3;
  7479. switch( opt ) {
  7480. case 1:
  7481. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7482. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7483. if( rate < brate )
  7484. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7485. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7486. break;
  7487. case 2:
  7488. val = shield_data->def / 10; // % Reflected damage.
  7489. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7490. break;
  7491. case 3:
  7492. val = shield_data->def; // Attack increase.
  7493. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7494. break;
  7495. }
  7496. }
  7497. break;
  7498. case 2:
  7499. brate = sd->bonus.shieldmdef * 20;
  7500. if( rate < 30 )
  7501. opt = 1;
  7502. else if( rate < 60 )
  7503. opt = 2;
  7504. else
  7505. opt = 3;
  7506. switch( opt ) {
  7507. case 1:
  7508. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7509. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7510. if( rate < brate )
  7511. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7512. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7513. break;
  7514. case 2:
  7515. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7516. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7517. if( rate < brate )
  7518. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7519. break;
  7520. case 3:
  7521. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7522. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
  7523. sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7524. break;
  7525. }
  7526. break;
  7527. case 3:
  7528. {
  7529. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7530. if( !it ) { // No shield?
  7531. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7532. break;
  7533. }
  7534. brate = it->refine * 5;
  7535. if( rate < 25 )
  7536. opt = 1;
  7537. else if( rate < 50 )
  7538. opt = 2;
  7539. else
  7540. opt = 3;
  7541. switch( opt ) {
  7542. case 1:
  7543. val = 105 * it->refine / 10;
  7544. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
  7545. break;
  7546. case 2: case 3:
  7547. if( rate < brate )
  7548. {
  7549. val = sstatus->max_hp * (11 + it->refine) / 100;
  7550. status_heal(bl, val, 0, 3);
  7551. }
  7552. break;
  7553. /*case 3:
  7554. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7555. break;*/
  7556. }
  7557. }
  7558. break;
  7559. }
  7560. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7561. }
  7562. break;
  7563. case LG_PIETY:
  7564. if( flag&1 )
  7565. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7566. else {
  7567. skill_area_temp[2] = 0;
  7568. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7569. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7570. }
  7571. break;
  7572. case LG_INSPIRATION:
  7573. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7574. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7575. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7576. clif_updatestatus(sd,SP_BASEEXP);
  7577. clif_updatestatus(sd,SP_JOBEXP);
  7578. }
  7579. clif_skill_nodamage(bl,src,skillid,skilllv,
  7580. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7581. break;
  7582. case SR_CURSEDCIRCLE:
  7583. if( flag&1 ) {
  7584. if( is_boss(bl) ) break;
  7585. if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
  7586. if( bl->type == BL_MOB )
  7587. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7588. unit_stop_attack(bl);
  7589. clif_bladestop(src, bl->id, 1);
  7590. map_freeblock_unlock();
  7591. return 1;
  7592. }
  7593. } else {
  7594. int count = 0;
  7595. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7596. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  7597. BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7598. if( sd ) pc_delspiritball(sd, count, 0);
  7599. clif_skill_nodamage(src, src, skillid, skilllv,
  7600. sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
  7601. }
  7602. break;
  7603. case SR_RAISINGDRAGON:
  7604. if( sd ) {
  7605. short max = 5 + skilllv;
  7606. sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
  7607. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7608. pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
  7609. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
  7610. }
  7611. break;
  7612. case SR_ASSIMILATEPOWER:
  7613. if( flag&1 ) {
  7614. i = 0;
  7615. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7616. {
  7617. i = dstsd->spiritball; //1%sp per spiritball.
  7618. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7619. }
  7620. if( i ) status_percent_heal(src, 0, i);
  7621. clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
  7622. } else {
  7623. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7624. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7625. }
  7626. break;
  7627. case SR_POWERVELOCITY:
  7628. if( !dstsd )
  7629. break;
  7630. if( sd && dstsd->spiritball <= 5 ) {
  7631. for(i = 0; i <= 5; i++) {
  7632. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7633. pc_delspiritball(sd, sd->spiritball, 0);
  7634. }
  7635. }
  7636. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7637. break;
  7638. case SR_GENTLETOUCH_CURE:
  7639. {
  7640. int heal;
  7641. if( status_isimmune(bl) )
  7642. {
  7643. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  7644. break;
  7645. }
  7646. heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
  7647. status_heal(bl, heal, 0, 0);
  7648. if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7649. {
  7650. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7651. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7652. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7653. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7654. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7655. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7656. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7657. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7658. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7659. }
  7660. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7661. }
  7662. break;
  7663. case SR_GENTLETOUCH_CHANGE:
  7664. case SR_GENTLETOUCH_REVITALIZE:
  7665. clif_skill_nodamage(src,bl,skillid,skilllv,
  7666. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
  7667. break;
  7668. case WA_SWING_DANCE:
  7669. case WA_MOONLIT_SERENADE:
  7670. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7671. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7672. else if( sd ) { // Only shows effects on caster.
  7673. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7674. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7675. }
  7676. break;
  7677. case WA_SYMPHONY_OF_LOVER:
  7678. case MI_RUSH_WINDMILL:
  7679. case MI_ECHOSONG:
  7680. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7681. sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
  7682. else if( sd ) { // Only shows effects on caster.
  7683. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7684. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7685. }
  7686. break;
  7687. case MI_HARMONIZE:
  7688. if( src != bl )
  7689. clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7690. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7691. break;
  7692. case WM_DEADHILLHERE:
  7693. if( bl->type == BL_PC ) {
  7694. if( !status_isdead(bl) )
  7695. break;
  7696. if( rnd()%100 < 88 + 2 * skilllv ) {
  7697. int heal = tstatus->sp;
  7698. if( heal <= 0 )
  7699. heal = 1;
  7700. tstatus->hp = heal;
  7701. tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
  7702. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7703. pc_revive((TBL_PC*)bl,heal,0);
  7704. clif_resurrection(bl,1);
  7705. }
  7706. }
  7707. break;
  7708. case WM_SIRCLEOFNATURE:
  7709. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7710. case WM_VOICEOFSIREN:
  7711. if( skillid != WM_SIRCLEOFNATURE )
  7712. flag &= ~BCT_SELF;
  7713. if( flag&1 ) {
  7714. sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
  7715. } else {
  7716. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7717. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7718. }
  7719. break;
  7720. case WM_GLOOMYDAY:
  7721. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7722. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7723. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7724. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7725. {
  7726. sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
  7727. break;
  7728. }
  7729. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7730. break;
  7731. case WM_SATURDAY_NIGHT_FEVER:
  7732. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7733. if( !(tsc && tsc->data[type]) )
  7734. sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
  7735. } else if( flag&2 ) {
  7736. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7737. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7738. } else if( sd ) {
  7739. short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4;
  7740. if( !sd->status.party_id || (rnd()%100 > chance)) {
  7741. clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
  7742. break;
  7743. }
  7744. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
  7745. BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7746. flag |= 2;
  7747. else
  7748. flag |= 1;
  7749. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7750. clif_skill_nodamage(src, bl, skillid, skilllv,
  7751. sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
  7752. if( flag&2 ) // Dealed here to prevent conflicts
  7753. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7754. }
  7755. break;
  7756. case WM_SONG_OF_MANA:
  7757. case WM_DANCE_WITH_WUG:
  7758. case WM_LERADS_DEW:
  7759. if( flag&1 ) { // These affect to to all party members near the caster.
  7760. struct status_change *sc = status_get_sc(src);
  7761. if( sc && sc->data[type] ) {
  7762. sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
  7763. }
  7764. } else if( sd ) {
  7765. short lv = (short)skilllv;
  7766. int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
  7767. if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
  7768. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7769. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7770. }
  7771. break;
  7772. case WM_MELODYOFSINK:
  7773. case WM_BEYOND_OF_WARCRY:
  7774. case WM_UNLIMITED_HUMMING_VOICE:
  7775. if( flag&1 ) {
  7776. sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
  7777. } else { // These affect to all targets arround the caster.
  7778. short lv = (short)skilllv;
  7779. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
  7780. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7781. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7782. }
  7783. break;
  7784. case WM_RANDOMIZESPELL: {
  7785. int improv_skillid = 0, improv_skilllv;
  7786. do {
  7787. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7788. improv_skillid = skill_improvise_db[i].skillid;
  7789. } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7790. improv_skilllv = 4 + skilllv;
  7791. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7792. if( sd ) {
  7793. sd->state.abra_flag = 2;
  7794. sd->skillitem = improv_skillid;
  7795. sd->skillitemlv = improv_skilllv;
  7796. clif_item_skill(sd, improv_skillid, improv_skilllv);
  7797. } else {
  7798. struct unit_data *ud = unit_bl2ud(src);
  7799. int inf = skill_get_inf(improv_skillid);
  7800. int target_id = 0;
  7801. if (!ud) break;
  7802. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7803. if (src->type == BL_PET)
  7804. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7805. if (!bl) bl = src;
  7806. unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
  7807. } else {
  7808. if (ud->target)
  7809. target_id = ud->target;
  7810. else switch (src->type) {
  7811. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7812. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7813. }
  7814. if (!target_id)
  7815. break;
  7816. if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
  7817. bl = map_id2bl(target_id);
  7818. if (!bl) bl = src;
  7819. unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
  7820. } else
  7821. unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
  7822. }
  7823. }
  7824. }
  7825. break;
  7826. case RETURN_TO_ELDICASTES:
  7827. case ALL_GUARDIAN_RECALL:
  7828. if( sd )
  7829. {
  7830. short x, y; // Destiny position.
  7831. unsigned short mapindex;
  7832. if( skillid == RETURN_TO_ELDICASTES)
  7833. {
  7834. x = 198;
  7835. y = 187;
  7836. mapindex = mapindex_name2id(MAP_DICASTES);
  7837. }
  7838. else
  7839. {
  7840. x = 44;
  7841. y = 151;
  7842. mapindex = mapindex_name2id(MAP_MORA);
  7843. }
  7844. if(!mapindex)
  7845. { //Given map not found?
  7846. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7847. map_freeblock_unlock();
  7848. return 0;
  7849. }
  7850. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  7851. }
  7852. break;
  7853. case GM_SANDMAN:
  7854. if( tsc ) {
  7855. if( tsc->opt1 == OPT1_SLEEP )
  7856. tsc->opt1 = 0;
  7857. else
  7858. tsc->opt1 = OPT1_SLEEP;
  7859. clif_changeoption(bl);
  7860. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7861. }
  7862. break;
  7863. case SO_ARRULLO:
  7864. if( flag&1 )
  7865. sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
  7866. else {
  7867. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7868. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7869. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7870. }
  7871. break;
  7872. case SO_SUMMON_AGNI:
  7873. case SO_SUMMON_AQUA:
  7874. case SO_SUMMON_VENTUS:
  7875. case SO_SUMMON_TERA:
  7876. if( sd ) {
  7877. int elemental_class = skill_get_elemental_type(skillid,skilllv);
  7878. // Remove previous elemental fisrt.
  7879. if( sd->ed && elemental_delete(sd->ed,0) ) {
  7880. clif_skill_fail(sd,skillid,0,0);
  7881. break;
  7882. }
  7883. // Summoning the new one.
  7884. if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
  7885. clif_skill_fail(sd,skillid,0,0);
  7886. break;
  7887. }
  7888. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7889. }
  7890. break;
  7891. case SO_EL_CONTROL:
  7892. if( sd ) {
  7893. int mode = EL_MODE_PASSIVE; // Standard mode.
  7894. if( !sd->ed ) {
  7895. clif_skill_fail(sd,skillid,0,0);
  7896. break;
  7897. }
  7898. if( skilllv == 4 ) {// At level 4 delete elementals.
  7899. if( elemental_delete(sd->ed, 0) )
  7900. clif_skill_fail(sd,skillid,0,0);
  7901. break;
  7902. }
  7903. switch( skilllv ) {// Select mode bassed on skill level used.
  7904. case 1: mode = EL_MODE_PASSIVE; break;
  7905. case 2: mode = EL_MODE_ASSIST; break;
  7906. case 3: mode = EL_MODE_AGGRESSIVE; break;
  7907. }
  7908. if( !elemental_change_mode(sd->ed,mode) ) {
  7909. clif_skill_fail(sd,skillid,0,0);
  7910. break;
  7911. }
  7912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7913. }
  7914. break;
  7915. case SO_EL_ACTION:
  7916. if( sd ) {
  7917. int duration = 3000;
  7918. if( !sd->ed )
  7919. break;
  7920. elemental_action(sd->ed, bl, tick);
  7921. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7922. switch(sd->ed->db->class_){
  7923. case 2115:case 2124:
  7924. case 2118:case 2121:
  7925. duration = 6000;
  7926. break;
  7927. case 2116:case 2119:
  7928. case 2122:case 2125:
  7929. duration = 9000;
  7930. break;
  7931. }
  7932. skill_blockpc_start(sd, skillid, duration);
  7933. }
  7934. break;
  7935. case SO_EL_CURE:
  7936. if( sd ) {
  7937. struct elemental_data *ed = sd->ed;
  7938. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  7939. int e_hp, e_sp;
  7940. if( !ed ) {
  7941. clif_skill_fail(sd,skillid,0,0);
  7942. break;
  7943. }
  7944. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  7945. clif_skill_fail(sd,skillid,0,0);
  7946. break;
  7947. }
  7948. e_hp = ed->battle_status.max_hp * 10 / 100;
  7949. e_sp = ed->battle_status.max_sp * 10 / 100;
  7950. status_heal(&ed->bl,e_hp,e_sp,3);
  7951. clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
  7952. }
  7953. break;
  7954. case GN_CHANGEMATERIAL:
  7955. case SO_EL_ANALYSIS:
  7956. if( sd ) {
  7957. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7958. clif_skill_itemlistwindow(sd,skillid,skilllv);
  7959. }
  7960. break;
  7961. case GN_BLOOD_SUCKER:
  7962. {
  7963. struct status_change *sc = status_get_sc(src);
  7964. if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) {
  7965. if( tsc && tsc->data[type] ){
  7966. (sc->bs_counter)--;
  7967. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  7968. }
  7969. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7970. sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
  7971. (sc->bs_counter)++;
  7972. } else if( sd ) {
  7973. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7974. break;
  7975. }
  7976. }
  7977. break;
  7978. case GN_MANDRAGORA:
  7979. if( flag&1 ) {
  7980. if ( clif_skill_nodamage(bl, src, skillid, skilllv,
  7981. sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
  7982. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100);
  7983. } else
  7984. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7985. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7986. break;
  7987. case GN_SLINGITEM:
  7988. if( sd ) {
  7989. short ammo_id;
  7990. i = sd->equip_index[EQI_AMMO];
  7991. if( i <= 0 )
  7992. break; // No ammo.
  7993. ammo_id = sd->inventory_data[i]->nameid;
  7994. if( ammo_id <= 0 )
  7995. break;
  7996. sd->itemid = ammo_id;
  7997. if( itemdb_is_GNbomb(ammo_id) ) {
  7998. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  7999. if( ammo_id == 13263 )
  8000. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8001. else
  8002. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
  8003. } else //Otherwise, it fails, shows animation and removes items.
  8004. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  8005. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8006. struct script_code *script = sd->inventory_data[i]->script;
  8007. if( !script )
  8008. break;
  8009. if( dstsd )
  8010. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8011. else
  8012. run_script(script,0,src->id,0);
  8013. }
  8014. }
  8015. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8016. clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
  8017. break;
  8018. case GN_MIX_COOKING:
  8019. case GN_MAKEBOMB:
  8020. case GN_S_PHARMACY:
  8021. if( sd ) {
  8022. int qty = 1;
  8023. sd->skillid_old = skillid;
  8024. sd->skilllv_old = skilllv;
  8025. if( skillid != GN_S_PHARMACY && skilllv > 1 )
  8026. qty = 10;
  8027. clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6);
  8028. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8029. }
  8030. break;
  8031. case EL_CIRCLE_OF_FIRE:
  8032. case EL_PYROTECHNIC:
  8033. case EL_HEATER:
  8034. case EL_TROPIC:
  8035. case EL_AQUAPLAY:
  8036. case EL_COOLER:
  8037. case EL_CHILLY_AIR:
  8038. case EL_GUST:
  8039. case EL_BLAST:
  8040. case EL_WILD_STORM:
  8041. case EL_PETROLOGY:
  8042. case EL_CURSED_SOIL:
  8043. case EL_UPHEAVAL:
  8044. case EL_FIRE_CLOAK:
  8045. case EL_WATER_DROP:
  8046. case EL_WIND_CURTAIN:
  8047. case EL_SOLID_SKIN:
  8048. case EL_STONE_SHIELD:
  8049. case EL_WIND_STEP: {
  8050. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8051. if( ele ) {
  8052. sc_type type2 = type-1;
  8053. struct status_change *sc = status_get_sc(&ele->bl);
  8054. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8055. elemental_clean_single_effect(ele, skillid);
  8056. } else {
  8057. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8058. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8059. if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master.
  8060. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0);
  8061. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  8062. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  8063. }
  8064. }
  8065. }
  8066. break;
  8067. case EL_FIRE_MANTLE:
  8068. case EL_WATER_BARRIER:
  8069. case EL_ZEPHYR:
  8070. case EL_POWER_OF_GAIA:
  8071. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8072. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8073. skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
  8074. break;
  8075. case EL_WATER_SCREEN: {
  8076. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8077. if( ele ) {
  8078. struct status_change *sc = status_get_sc(&ele->bl);
  8079. sc_type type2 = type-1;
  8080. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8081. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8082. elemental_clean_single_effect(ele, skillid);
  8083. } else {
  8084. // This not heals at the end.
  8085. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8086. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  8087. sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
  8088. }
  8089. }
  8090. }
  8091. break;
  8092. case KO_KAHU_ENTEN:
  8093. case KO_HYOUHU_HUBUKI:
  8094. case KO_KAZEHU_SEIRAN:
  8095. case KO_DOHU_KOUKAI:
  8096. if(sd) {
  8097. int ttype = skill_get_ele(skillid, skilllv);
  8098. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  8099. pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype);
  8100. }
  8101. break;
  8102. case KO_ZANZOU:
  8103. if(sd){
  8104. struct mob_data *md;
  8105. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8106. if( md )
  8107. {
  8108. md->master_id = src->id;
  8109. md->special_state.ai = AI_ZANZOU;
  8110. if( md->deletetimer != INVALID_TIMER )
  8111. delete_timer(md->deletetimer, mob_timer_delete);
  8112. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8113. mob_spawn( md );
  8114. pc_setinvincibletimer(sd,500);// unlock target lock
  8115. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8116. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  8117. }
  8118. }
  8119. break;
  8120. case KO_KYOUGAKU:
  8121. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8122. clif_skill_nodamage(src,bl,skillid,skilllv,
  8123. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8124. }else if( sd )
  8125. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8126. break;
  8127. case KO_JYUSATSU:
  8128. if( dstsd && tsc && !tsc->data[type] &&
  8129. rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8130. clif_skill_nodamage(src,bl,skillid,skilllv,
  8131. status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
  8132. status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
  8133. if( status_get_lv(bl) <= status_get_lv(src) )
  8134. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  8135. }else if( sd )
  8136. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8137. break;
  8138. case KO_GENWAKU:
  8139. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8140. int x = src->x, y = src->y;
  8141. if( sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8142. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8143. break;
  8144. }
  8145. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8146. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8147. clif_slide(src,bl->x,bl->y) ;
  8148. sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8149. if (unit_movepos(bl,x,y,0,0))
  8150. {
  8151. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
  8152. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8153. clif_sitting(bl); //Avoid sitting sync problem
  8154. clif_slide(bl,x,y) ;
  8155. sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8156. }
  8157. }
  8158. }
  8159. break;
  8160. case OB_AKAITSUKI:
  8161. case OB_OBOROGENSOU:
  8162. if( sd && ( (skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8163. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8164. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8165. break;
  8166. }
  8167. case KO_IZAYOI:
  8168. case OB_ZANGETSU:
  8169. case KG_KYOMU:
  8170. case KG_KAGEMUSYA:
  8171. clif_skill_nodamage(src,bl,skillid,skilllv,
  8172. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8173. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8174. break;
  8175. case KG_KAGEHUMI:
  8176. if( flag&1 ){
  8177. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8178. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8179. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8180. sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8181. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8182. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8183. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8184. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8185. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8186. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8187. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8188. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8189. }
  8190. if( skill_area_temp[2] == 1 ){
  8191. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8192. sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  8193. }
  8194. }else{
  8195. skill_area_temp[2] = 0;
  8196. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  8197. }
  8198. break;
  8199. case MH_SILENT_BREEZE: {
  8200. struct status_change *ssc = status_get_sc(src);
  8201. struct block_list *m_bl = battle_get_master(src);
  8202. const enum sc_type scs[] = {
  8203. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  8204. };
  8205. int heal;
  8206. if(tsc){
  8207. for (i = 0; i < ARRAYLENGTH(scs); i++) {
  8208. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  8209. }
  8210. if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
  8211. status_change_start(bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8212. }
  8213. heal = status_get_matk_min(src)*4;
  8214. status_heal(bl, heal, 0, 7);
  8215. //now inflict silence on everyone
  8216. if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
  8217. status_change_start(src, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8218. if(m_bl){
  8219. struct status_change *msc = status_get_sc(m_bl);
  8220. if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
  8221. status_change_start(m_bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
  8222. }
  8223. if (hd)
  8224. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8225. }
  8226. break;
  8227. case MH_OVERED_BOOST:
  8228. if (hd){
  8229. struct block_list *s_bl = battle_get_master(src);
  8230. if(hd->homunculus.hunger>50) //reduce hunger
  8231. hd->homunculus.hunger = hd->homunculus.hunger/2;
  8232. else
  8233. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  8234. if(s_bl && s_bl->type==BL_PC){
  8235. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  8236. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  8237. sc_start(s_bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); //gene bonus
  8238. }
  8239. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8240. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8241. }
  8242. break;
  8243. case MH_GRANITIC_ARMOR:
  8244. case MH_PYROCLASTIC: {
  8245. struct block_list *s_bl = battle_get_master(src);
  8246. if(s_bl) sc_start2(s_bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); //start on master
  8247. sc_start2(bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv));
  8248. if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8249. }
  8250. break;
  8251. case MH_LIGHT_OF_REGENE:
  8252. if(hd){
  8253. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  8254. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  8255. }
  8256. //don't break need to start status and start block timer
  8257. case MH_STYLE_CHANGE:
  8258. case MH_MAGMA_FLOW:
  8259. case MH_PAIN_KILLER:
  8260. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8261. if (hd)
  8262. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8263. break;
  8264. case MH_SUMMON_LEGION:
  8265. {
  8266. int summons[5] = {1004, 1303, 1303, 1994, 1994};
  8267. int qty[5] = {3 , 3 , 4 , 4 , 5};
  8268. struct mob_data *md;
  8269. int i;
  8270. for(i=0; i<qty[skilllv - 1]; i++){ //easy way
  8271. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skilllv - 1], "", SZ_SMALL, AI_ATTACK);
  8272. if (md) {
  8273. md->master_id = src->id;
  8274. if (md->deletetimer != INVALID_TIMER)
  8275. delete_timer(md->deletetimer, mob_timer_delete);
  8276. md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8277. mob_spawn(md); //Now it is ready for spawning.
  8278. sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
  8279. }
  8280. }
  8281. if (hd)
  8282. skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
  8283. }
  8284. break;
  8285. default:
  8286. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  8287. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8288. map_freeblock_unlock();
  8289. return 1;
  8290. }
  8291. if(skillid != SR_CURSEDCIRCLE){
  8292. struct status_change *sc = status_get_sc(src);
  8293. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8294. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8295. }
  8296. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8297. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8298. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  8299. }
  8300. if( sd && !(flag&1) )
  8301. {// ensure that the skill last-cast tick is recorded
  8302. sd->canskill_tick = gettick();
  8303. if( sd->state.arrow_atk )
  8304. {// consume arrow on last invocation to this skill.
  8305. battle_consume_ammo(sd, skillid, skilllv);
  8306. }
  8307. skill_onskillusage(sd, bl, skillid, tick);
  8308. // perform skill requirement consumption
  8309. skill_consume_requirement(sd,skillid,skilllv,2);
  8310. }
  8311. map_freeblock_unlock();
  8312. return 0;
  8313. }
  8314. /*==========================================
  8315. *
  8316. *------------------------------------------*/
  8317. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8318. {
  8319. struct block_list *target, *src;
  8320. struct map_session_data *sd;
  8321. struct mob_data *md;
  8322. struct unit_data *ud;
  8323. struct status_change *sc = NULL;
  8324. int inf,inf2,flag = 0;
  8325. src = map_id2bl(id);
  8326. if( src == NULL )
  8327. {
  8328. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8329. return 0;// not found
  8330. }
  8331. ud = unit_bl2ud(src);
  8332. if( ud == NULL )
  8333. {
  8334. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8335. return 0;// ???
  8336. }
  8337. sd = BL_CAST(BL_PC, src);
  8338. md = BL_CAST(BL_MOB, src);
  8339. if( src->prev == NULL ) {
  8340. ud->skilltimer = INVALID_TIMER;
  8341. return 0;
  8342. }
  8343. if(ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8344. if( ud->skilltimer != tid ) {
  8345. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8346. ud->skilltimer = INVALID_TIMER;
  8347. return 0;
  8348. }
  8349. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
  8350. {// restore original walk speed
  8351. ud->skilltimer = INVALID_TIMER;
  8352. status_calc_bl(&sd->bl, SCB_SPEED);
  8353. }
  8354. ud->skilltimer = INVALID_TIMER;
  8355. }
  8356. if (ud->skilltarget == id)
  8357. target = src;
  8358. else
  8359. target = map_id2bl(ud->skilltarget);
  8360. // Use a do so that you can break out of it when the skill fails.
  8361. do {
  8362. if(!target || target->prev==NULL) break;
  8363. if(src->m != target->m || status_isdead(src)) break;
  8364. switch (ud->skillid) {
  8365. //These should become skill_castend_pos
  8366. case WE_CALLPARTNER:
  8367. if(sd) clif_callpartner(sd);
  8368. case WE_CALLPARENT:
  8369. case WE_CALLBABY:
  8370. case AM_RESURRECTHOMUN:
  8371. case PF_SPIDERWEB:
  8372. //Find a random spot to place the skill. [Skotlex]
  8373. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  8374. ud->skillx = target->x + inf2;
  8375. ud->skilly = target->y + inf2;
  8376. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8377. ud->skillx = target->x;
  8378. ud->skilly = target->y;
  8379. }
  8380. ud->skilltimer=tid;
  8381. return skill_castend_pos(tid,tick,id,data);
  8382. case GN_WALLOFTHORN:
  8383. ud->skillx = target->x;
  8384. ud->skilly = target->y;
  8385. ud->skilltimer = tid;
  8386. return skill_castend_pos(tid,tick,id,data);
  8387. }
  8388. if(ud->skillid == RG_BACKSTAP) {
  8389. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8390. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8391. break;
  8392. }
  8393. }
  8394. if( ud->skillid == PR_TURNUNDEAD )
  8395. {
  8396. struct status_data *tstatus = status_get_status_data(target);
  8397. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8398. break;
  8399. }
  8400. if( ud->skillid == RA_WUGSTRIKE ){
  8401. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8402. break;
  8403. }
  8404. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  8405. {
  8406. sc = status_get_sc(target);
  8407. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8408. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8409. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  8410. break;
  8411. }
  8412. }
  8413. else
  8414. { // Check target validity.
  8415. inf = skill_get_inf(ud->skillid);
  8416. inf2 = skill_get_inf2(ud->skillid);
  8417. if(inf&INF_ATTACK_SKILL ||
  8418. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8419. ) // Casted through combo.
  8420. inf = BCT_ENEMY; //Offensive skill.
  8421. else if(inf2&INF2_NO_ENEMY)
  8422. inf = BCT_NOENEMY;
  8423. else
  8424. inf = 0;
  8425. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8426. {
  8427. inf |=
  8428. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8429. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8430. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8431. inf &= ~BCT_NEUTRAL;
  8432. }
  8433. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  8434. {
  8435. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8436. break;
  8437. }
  8438. else if (inf && battle_check_target(src, target, inf) <= 0){
  8439. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8440. break;
  8441. }
  8442. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8443. sc->data[SC_FOGWALL] &&
  8444. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  8445. if (sd) clif_skill_fail(sd, ud->skillid, USESKILL_FAIL_LEVEL, 0);
  8446. break;
  8447. }
  8448. }
  8449. //Avoid doing double checks for instant-cast skills.
  8450. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  8451. break;
  8452. if(md) {
  8453. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8454. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8455. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8456. }
  8457. if(src != target && battle_config.skill_add_range &&
  8458. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  8459. {
  8460. if (sd) {
  8461. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8462. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8463. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8464. }
  8465. break;
  8466. }
  8467. if( sd )
  8468. {
  8469. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8470. break;
  8471. else
  8472. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8473. }
  8474. #ifdef OFFICIAL_WALKPATH
  8475. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8476. break;
  8477. #endif
  8478. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8479. break;
  8480. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  8481. {
  8482. ud->state.running = 0;
  8483. status_change_end(src, SC_RUN, INVALID_TIMER);
  8484. flag = 1;
  8485. }
  8486. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  8487. unit_stop_walking(src,1);
  8488. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8489. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8490. if (sd) { //Cooldown application
  8491. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8492. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8493. if (sd->skillcooldown[i].id == ud->skillid){
  8494. cooldown += sd->skillcooldown[i].val;
  8495. break;
  8496. }
  8497. }
  8498. if(cooldown)
  8499. skill_blockpc_start(sd, ud->skillid, cooldown);
  8500. }
  8501. if( battle_config.display_status_timers && sd )
  8502. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8503. if( sd )
  8504. {
  8505. switch( ud->skillid )
  8506. {
  8507. case GS_DESPERADO:
  8508. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  8509. break;
  8510. case CR_GRANDCROSS:
  8511. case NPC_GRANDDARKNESS:
  8512. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8513. {
  8514. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8515. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  8516. break;
  8517. }
  8518. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  8519. break;
  8520. }
  8521. }
  8522. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  8523. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8524. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8525. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8526. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  8527. map_freeblock_lock();
  8528. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8529. skill_toggle_magicpower(src, ud->skillid);
  8530. if( ud->skillid != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8531. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8532. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  8533. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8534. else
  8535. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8536. sc = status_get_sc(src);
  8537. if(sc && sc->count) {
  8538. if(sc->data[SC_SPIRIT] &&
  8539. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8540. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  8541. ud->skillid != WZ_WATERBALL)
  8542. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8543. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  8544. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8545. }
  8546. if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8547. sd->skillitem = sd->skillitemlv = 0;
  8548. if (ud->skilltimer == INVALID_TIMER) {
  8549. if(md) md->skillidx = -1;
  8550. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8551. ud->skilllv = ud->skilltarget = 0;
  8552. }
  8553. map_freeblock_unlock();
  8554. return 1;
  8555. } while(0);
  8556. //Skill failed.
  8557. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8558. { //When Asura fails... (except when it fails from Fog of Wall)
  8559. //Consume SP/spheres
  8560. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  8561. status_set_sp(src, 0, 0);
  8562. sc = &sd->sc;
  8563. if (sc->count)
  8564. { //End states
  8565. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8566. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8567. #ifdef RENEWAL
  8568. sc_start(src, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv));
  8569. #endif
  8570. }
  8571. if (target && target->m == src->m)
  8572. { //Move character to target anyway.
  8573. int dx,dy;
  8574. dx = target->x - src->x;
  8575. dy = target->y - src->y;
  8576. if(dx > 0) dx++;
  8577. else if(dx < 0) dx--;
  8578. if (dy > 0) dy++;
  8579. else if(dy < 0) dy--;
  8580. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  8581. { //Display movement + animation.
  8582. clif_slide(src,src->x,src->y);
  8583. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  8584. }
  8585. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8586. }
  8587. }
  8588. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  8589. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8590. ud->canact_tick = tick;
  8591. //You can't place a skill failed packet here because it would be
  8592. //sent in ALL cases, even cases where skill_check_condition fails
  8593. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8594. if(sd)
  8595. sd->skillitem = sd->skillitemlv = 0;
  8596. else if(md)
  8597. md->skillidx = -1;
  8598. return 0;
  8599. }
  8600. /*==========================================
  8601. *
  8602. *------------------------------------------*/
  8603. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8604. {
  8605. struct block_list* src = map_id2bl(id);
  8606. int maxcount;
  8607. struct map_session_data *sd;
  8608. struct unit_data *ud = unit_bl2ud(src);
  8609. struct mob_data *md;
  8610. nullpo_ret(ud);
  8611. sd = BL_CAST(BL_PC , src);
  8612. md = BL_CAST(BL_MOB, src);
  8613. if( src->prev == NULL ) {
  8614. ud->skilltimer = INVALID_TIMER;
  8615. return 0;
  8616. }
  8617. if( ud->skilltimer != tid )
  8618. {
  8619. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8620. ud->skilltimer = INVALID_TIMER;
  8621. return 0;
  8622. }
  8623. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
  8624. {// restore original walk speed
  8625. ud->skilltimer = INVALID_TIMER;
  8626. status_calc_bl(&sd->bl, SCB_SPEED);
  8627. }
  8628. ud->skilltimer = INVALID_TIMER;
  8629. do {
  8630. if( status_isdead(src) )
  8631. break;
  8632. if( !(src->type&battle_config.skill_reiteration) &&
  8633. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  8634. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8635. )
  8636. {
  8637. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8638. break;
  8639. }
  8640. if( src->type&battle_config.skill_nofootset &&
  8641. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  8642. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8643. )
  8644. {
  8645. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8646. break;
  8647. }
  8648. if( src->type&battle_config.land_skill_limit &&
  8649. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  8650. ) {
  8651. int i;
  8652. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8653. if(ud->skillunit[i]->skill_id == ud->skillid)
  8654. maxcount--;
  8655. }
  8656. if( maxcount == 0 )
  8657. {
  8658. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8659. break;
  8660. }
  8661. }
  8662. if(tid != INVALID_TIMER)
  8663. { //Avoid double checks on instant cast skills. [Skotlex]
  8664. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  8665. break;
  8666. if(battle_config.skill_add_range &&
  8667. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  8668. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8669. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8670. break;
  8671. }
  8672. }
  8673. if( sd )
  8674. {
  8675. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8676. break;
  8677. else
  8678. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8679. }
  8680. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8681. break;
  8682. if(md) {
  8683. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8684. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8685. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8686. }
  8687. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8688. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8689. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  8690. if (ud->walktimer != INVALID_TIMER)
  8691. unit_stop_walking(src,1);
  8692. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8693. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  8694. if (sd) { //Cooldown application
  8695. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8696. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8697. if (sd->skillcooldown[i].id == ud->skillid){
  8698. cooldown += sd->skillcooldown[i].val;
  8699. break;
  8700. }
  8701. }
  8702. if(cooldown)
  8703. skill_blockpc_start(sd, ud->skillid, cooldown);
  8704. }
  8705. if( battle_config.display_status_timers && sd )
  8706. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8707. // if( sd )
  8708. // {
  8709. // switch( ud->skillid )
  8710. // {
  8711. // case ????:
  8712. // sd->canequip_tick = tick + ????;
  8713. // break;
  8714. // }
  8715. // }
  8716. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8717. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8718. map_freeblock_lock();
  8719. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  8720. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8721. sd->skillitem = sd->skillitemlv = 0;
  8722. if (ud->skilltimer == INVALID_TIMER) {
  8723. if (md) md->skillidx = -1;
  8724. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8725. ud->skilllv = ud->skillx = ud->skilly = 0;
  8726. }
  8727. map_freeblock_unlock();
  8728. return 1;
  8729. } while(0);
  8730. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8731. ud->canact_tick = tick;
  8732. ud->skillid = ud->skilllv = 0;
  8733. if(sd)
  8734. sd->skillitem = sd->skillitemlv = 0;
  8735. else if(md)
  8736. md->skillidx = -1;
  8737. return 0;
  8738. }
  8739. /*==========================================
  8740. *
  8741. *------------------------------------------*/
  8742. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  8743. {
  8744. struct map_session_data* sd;
  8745. struct status_change* sc;
  8746. struct status_change_entry *sce;
  8747. struct skill_unit_group* sg;
  8748. enum sc_type type;
  8749. int i;
  8750. //if(skilllv <= 0) return 0;
  8751. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8752. nullpo_ret(src);
  8753. if(status_isdead(src))
  8754. return 0;
  8755. sd = BL_CAST(BL_PC, src);
  8756. sc = status_get_sc(src);
  8757. type = status_skill2sc(skillid);
  8758. sce = (sc && type != -1)?sc->data[type]:NULL;
  8759. switch (skillid) { //Skill effect.
  8760. case WZ_METEOR:
  8761. case MO_BODYRELOCATION:
  8762. case CR_CULTIVATION:
  8763. case HW_GANBANTEIN:
  8764. case LG_EARTHDRIVE:
  8765. break; //Effect is displayed on respective switch case.
  8766. default:
  8767. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  8768. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8769. else
  8770. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8771. }
  8772. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8773. skill_toggle_magicpower(src, skillid);
  8774. switch(skillid)
  8775. {
  8776. case PR_BENEDICTIO:
  8777. skill_area_temp[1] = src->id;
  8778. i = skill_get_splash(skillid, skilllv);
  8779. map_foreachinarea(skill_area_sub,
  8780. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8781. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  8782. skill_castend_nodamage_id);
  8783. map_foreachinarea(skill_area_sub,
  8784. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8785. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  8786. skill_castend_damage_id);
  8787. break;
  8788. case BS_HAMMERFALL:
  8789. i = skill_get_splash(skillid, skilllv);
  8790. map_foreachinarea (skill_area_sub,
  8791. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8792. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  8793. skill_castend_nodamage_id);
  8794. break;
  8795. case HT_DETECTING:
  8796. i = skill_get_splash(skillid, skilllv);
  8797. map_foreachinarea( status_change_timer_sub,
  8798. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8799. src,NULL,SC_SIGHT,tick);
  8800. if(battle_config.traps_setting&1)
  8801. map_foreachinarea( skill_reveal_trap,
  8802. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8803. break;
  8804. case SR_RIDEINLIGHTNING:
  8805. i = skill_get_splash(skillid, skilllv);
  8806. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8807. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  8808. break;
  8809. case SA_VOLCANO:
  8810. case SA_DELUGE:
  8811. case SA_VIOLENTGALE:
  8812. { //Does not consumes if the skill is already active. [Skotlex]
  8813. struct skill_unit_group *sg;
  8814. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  8815. {
  8816. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  8817. {
  8818. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8819. return 0; // not to consume items
  8820. }
  8821. else
  8822. sg->limit = 0; //Disable it.
  8823. }
  8824. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8825. break;
  8826. }
  8827. case MG_SAFETYWALL:
  8828. case MG_FIREWALL:
  8829. case MG_THUNDERSTORM:
  8830. case AL_PNEUMA:
  8831. case WZ_ICEWALL:
  8832. case WZ_FIREPILLAR:
  8833. case WZ_QUAGMIRE:
  8834. case WZ_VERMILION:
  8835. case WZ_STORMGUST:
  8836. case WZ_HEAVENDRIVE:
  8837. case PR_SANCTUARY:
  8838. case PR_MAGNUS:
  8839. case CR_GRANDCROSS:
  8840. case NPC_GRANDDARKNESS:
  8841. case HT_SKIDTRAP:
  8842. case MA_SKIDTRAP:
  8843. case HT_LANDMINE:
  8844. case MA_LANDMINE:
  8845. case HT_ANKLESNARE:
  8846. case HT_SHOCKWAVE:
  8847. case HT_SANDMAN:
  8848. case MA_SANDMAN:
  8849. case HT_FLASHER:
  8850. case HT_FREEZINGTRAP:
  8851. case MA_FREEZINGTRAP:
  8852. case HT_BLASTMINE:
  8853. case HT_CLAYMORETRAP:
  8854. case AS_VENOMDUST:
  8855. case AM_DEMONSTRATION:
  8856. case PF_FOGWALL:
  8857. case PF_SPIDERWEB:
  8858. case HT_TALKIEBOX:
  8859. case WE_CALLPARTNER:
  8860. case WE_CALLPARENT:
  8861. case WE_CALLBABY:
  8862. case AC_SHOWER: //Ground-placed skill implementation.
  8863. case MA_SHOWER:
  8864. case SA_LANDPROTECTOR:
  8865. case BD_LULLABY:
  8866. case BD_RICHMANKIM:
  8867. case BD_ETERNALCHAOS:
  8868. case BD_DRUMBATTLEFIELD:
  8869. case BD_RINGNIBELUNGEN:
  8870. case BD_ROKISWEIL:
  8871. case BD_INTOABYSS:
  8872. case BD_SIEGFRIED:
  8873. case BA_DISSONANCE:
  8874. case BA_POEMBRAGI:
  8875. case BA_WHISTLE:
  8876. case BA_ASSASSINCROSS:
  8877. case BA_APPLEIDUN:
  8878. case DC_UGLYDANCE:
  8879. case DC_HUMMING:
  8880. case DC_DONTFORGETME:
  8881. case DC_FORTUNEKISS:
  8882. case DC_SERVICEFORYOU:
  8883. case CG_MOONLIT:
  8884. case GS_DESPERADO:
  8885. case NJ_KAENSIN:
  8886. case NJ_BAKUENRYU:
  8887. case NJ_SUITON:
  8888. case NJ_HYOUSYOURAKU:
  8889. case NJ_RAIGEKISAI:
  8890. case NJ_KAMAITACHI:
  8891. #ifdef RENEWAL
  8892. case NJ_HUUMA:
  8893. #endif
  8894. case NPC_EVILLAND:
  8895. case RA_ELECTRICSHOCKER:
  8896. case RA_CLUSTERBOMB:
  8897. case RA_MAGENTATRAP:
  8898. case RA_COBALTTRAP:
  8899. case RA_MAIZETRAP:
  8900. case RA_VERDURETRAP:
  8901. case RA_FIRINGTRAP:
  8902. case RA_ICEBOUNDTRAP:
  8903. case SC_MANHOLE:
  8904. case SC_DIMENSIONDOOR:
  8905. case SC_CHAOSPANIC:
  8906. case SC_MAELSTROM:
  8907. case WM_REVERBERATION:
  8908. case WM_SEVERE_RAINSTORM:
  8909. case WM_POEMOFNETHERWORLD:
  8910. case SO_PSYCHIC_WAVE:
  8911. case SO_VACUUM_EXTREME:
  8912. case GN_WALLOFTHORN:
  8913. case GN_THORNS_TRAP:
  8914. case GN_DEMONIC_FIRE:
  8915. case GN_HELLS_PLANT:
  8916. case SO_EARTHGRAVE:
  8917. case SO_DIAMONDDUST:
  8918. case SO_FIRE_INSIGNIA:
  8919. case SO_WATER_INSIGNIA:
  8920. case SO_WIND_INSIGNIA:
  8921. case SO_EARTH_INSIGNIA:
  8922. case KO_HUUMARANKA:
  8923. case KO_MUCHANAGE:
  8924. case KO_BAKURETSU:
  8925. case KO_ZENKAI:
  8926. case MH_LAVA_SLIDE:
  8927. case MH_VOLCANIC_ASH:
  8928. case MH_POISON_MIST:
  8929. case MH_STEINWAND:
  8930. case MH_XENO_SLASHER:
  8931. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  8932. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  8933. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8934. break;
  8935. case RG_GRAFFITI: /* Graffiti [Valaris] */
  8936. skill_clear_unitgroup(src);
  8937. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8938. flag|=1;
  8939. break;
  8940. case HP_BASILICA:
  8941. if( sc->data[SC_BASILICA] )
  8942. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  8943. else
  8944. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  8945. skill_clear_unitgroup(src);
  8946. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  8947. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  8948. flag|=1;
  8949. }
  8950. break;
  8951. case CG_HERMODE:
  8952. skill_clear_unitgroup(src);
  8953. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8954. sc_start4(src,SC_DANCING,100,
  8955. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  8956. flag|=1;
  8957. break;
  8958. case RG_CLEANER: // [Valaris]
  8959. i = skill_get_splash(skillid, skilllv);
  8960. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  8961. break;
  8962. case SO_WARMER:
  8963. flag|= 8;
  8964. case SO_CLOUD_KILL:
  8965. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8966. break;
  8967. case WZ_METEOR: {
  8968. int area = skill_get_splash(skillid, skilllv);
  8969. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  8970. for( i = 0; i < 2 + (skilllv>>1); i++ ) {
  8971. // Creates a random Cell in the Splash Area
  8972. tmpx = x - area + rnd()%(area * 2 + 1);
  8973. tmpy = y - area + rnd()%(area * 2 + 1);
  8974. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  8975. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  8976. if( i > 0 )
  8977. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
  8978. x1 = tmpx;
  8979. y1 = tmpy;
  8980. }
  8981. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
  8982. }
  8983. break;
  8984. case AL_WARP:
  8985. if(sd)
  8986. {
  8987. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  8988. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  8989. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  8990. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  8991. );
  8992. }
  8993. return 0; // not to consume item.
  8994. case MO_BODYRELOCATION:
  8995. if (unit_movepos(src, x, y, 1, 1)) {
  8996. #if PACKETVER >= 20111005
  8997. clif_snap(src, src->x, src->y);
  8998. #else
  8999. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  9000. #endif
  9001. if (sd)
  9002. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9003. }
  9004. break;
  9005. case NJ_SHADOWJUMP:
  9006. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9007. unit_movepos(src, x, y, 1, 0);
  9008. clif_slide(src,x,y);
  9009. }
  9010. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9011. break;
  9012. case AM_SPHEREMINE:
  9013. case AM_CANNIBALIZE:
  9014. {
  9015. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9016. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9017. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  9018. struct mob_data *md;
  9019. // Correct info, don't change any of this! [celest]
  9020. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9021. if (md) {
  9022. md->master_id = src->id;
  9023. md->special_state.ai = (skillid == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9024. if( md->deletetimer != INVALID_TIMER )
  9025. delete_timer(md->deletetimer, mob_timer_delete);
  9026. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  9027. mob_spawn (md); //Now it is ready for spawning.
  9028. }
  9029. }
  9030. break;
  9031. // Slim Pitcher [Celest]
  9032. case CR_SLIMPITCHER:
  9033. if (sd) {
  9034. int i = skilllv%11 - 1;
  9035. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  9036. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  9037. {
  9038. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9039. return 1;
  9040. }
  9041. potion_flag = 1;
  9042. potion_hp = 0;
  9043. potion_sp = 0;
  9044. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9045. potion_flag = 0;
  9046. //Apply skill bonuses
  9047. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9048. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9049. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9050. + pc_skillheal_bonus(sd, skillid);
  9051. potion_hp = potion_hp * (100+i)/100;
  9052. potion_sp = potion_sp * (100+i)/100;
  9053. if(potion_hp > 0 || potion_sp > 0) {
  9054. i = skill_get_splash(skillid, skilllv);
  9055. map_foreachinarea(skill_area_sub,
  9056. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9057. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9058. skill_castend_nodamage_id);
  9059. }
  9060. } else {
  9061. int i = skilllv%11 - 1;
  9062. struct item_data *item;
  9063. i = skill_db[skillid].itemid[i];
  9064. item = itemdb_search(i);
  9065. potion_flag = 1;
  9066. potion_hp = 0;
  9067. potion_sp = 0;
  9068. run_script(item->script,0,src->id,0);
  9069. potion_flag = 0;
  9070. i = skill_get_max(CR_SLIMPITCHER)*10;
  9071. potion_hp = potion_hp * (100+i)/100;
  9072. potion_sp = potion_sp * (100+i)/100;
  9073. if(potion_hp > 0 || potion_sp > 0) {
  9074. i = skill_get_splash(skillid, skilllv);
  9075. map_foreachinarea(skill_area_sub,
  9076. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9077. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9078. skill_castend_nodamage_id);
  9079. }
  9080. }
  9081. break;
  9082. case HW_GANBANTEIN:
  9083. if (rnd()%100 < 80) {
  9084. int dummy = 1;
  9085. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  9086. i = skill_get_splash(skillid, skilllv);
  9087. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  9088. } else {
  9089. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9090. return 1;
  9091. }
  9092. break;
  9093. case HW_GRAVITATION:
  9094. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  9095. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  9096. flag|=1;
  9097. break;
  9098. // Plant Cultivation [Celest]
  9099. case CR_CULTIVATION:
  9100. if (sd) {
  9101. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  9102. {
  9103. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9104. return 1;
  9105. }
  9106. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  9107. if (rnd()%100 < 50) {
  9108. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9109. } else {
  9110. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  9111. int i;
  9112. if (!md) break;
  9113. if ((i = skill_get_time(skillid, skilllv)) > 0)
  9114. {
  9115. if( md->deletetimer != INVALID_TIMER )
  9116. delete_timer(md->deletetimer, mob_timer_delete);
  9117. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  9118. }
  9119. mob_spawn (md);
  9120. }
  9121. }
  9122. break;
  9123. case SG_SUN_WARM:
  9124. case SG_MOON_WARM:
  9125. case SG_STAR_WARM:
  9126. skill_clear_unitgroup(src);
  9127. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  9128. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9129. flag|=1;
  9130. break;
  9131. case PA_GOSPEL:
  9132. if (sce && sce->val4 == BCT_SELF)
  9133. {
  9134. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  9135. return 0;
  9136. }
  9137. else
  9138. {
  9139. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  9140. if (!sg) break;
  9141. if (sce)
  9142. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  9143. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  9144. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  9145. }
  9146. break;
  9147. case NJ_TATAMIGAESHI:
  9148. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  9149. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  9150. break;
  9151. case AM_RESURRECTHOMUN: //[orn]
  9152. if (sd)
  9153. {
  9154. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  9155. {
  9156. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  9157. break;
  9158. }
  9159. }
  9160. break;
  9161. case NC_COLDSLOWER:
  9162. case NC_ARMSCANNON:
  9163. case RK_DRAGONBREATH:
  9164. case RK_WINDCUTTER:
  9165. case WM_LULLABY_DEEPSLEEP:
  9166. i = skill_get_splash(skillid,skilllv);
  9167. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9168. src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
  9169. break;
  9170. /**
  9171. * Guilotine Cross
  9172. **/
  9173. case GC_POISONSMOKE:
  9174. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9175. if( sd )
  9176. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9177. return 0;
  9178. }
  9179. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  9180. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  9181. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9182. break;
  9183. /**
  9184. * Arch Bishop
  9185. **/
  9186. case AB_EPICLESIS:
  9187. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  9188. i = sg->unit->range;
  9189. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  9190. }
  9191. break;
  9192. /**
  9193. * Warlock
  9194. **/
  9195. case WL_COMET:
  9196. if( sc ) {
  9197. sc->comet_x = x;
  9198. sc->comet_y = y;
  9199. }
  9200. i = skill_get_splash(skillid,skilllv);
  9201. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9202. break;
  9203. case WL_EARTHSTRAIN:
  9204. {
  9205. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  9206. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9207. for( i = 1; i <= wave; i++ )
  9208. {
  9209. switch( dir ){
  9210. case 0: case 1: case 7: sy = y + i; break;
  9211. case 3: case 4: case 5: sy = y - i; break;
  9212. case 2: sx = x - i; break;
  9213. case 6: sx = x + i; break;
  9214. }
  9215. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
  9216. }
  9217. }
  9218. break;
  9219. /**
  9220. * Ranger
  9221. **/
  9222. case RA_DETONATOR:
  9223. i = skill_get_splash(skillid, skilllv);
  9224. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9225. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  9226. break;
  9227. /**
  9228. * Mechanic
  9229. **/
  9230. case NC_NEUTRALBARRIER:
  9231. case NC_STEALTHFIELD:
  9232. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9233. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9234. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  9235. if( sd ) pc_overheat(sd,1);
  9236. }
  9237. break;
  9238. case NC_SILVERSNIPER:
  9239. {
  9240. int class_ = 2042;
  9241. struct mob_data *md;
  9242. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  9243. if( md )
  9244. {
  9245. md->master_id = src->id;
  9246. md->special_state.ai = AI_FLORA;
  9247. if( md->deletetimer != INVALID_TIMER )
  9248. delete_timer(md->deletetimer, mob_timer_delete);
  9249. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  9250. mob_spawn( md );
  9251. }
  9252. }
  9253. break;
  9254. case NC_MAGICDECOY:
  9255. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  9256. break;
  9257. case SC_FEINTBOMB:
  9258. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9259. skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
  9260. if( skill_blown(src,src,6,unit_getdir(src),0) )
  9261. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  9262. break;
  9263. case LG_OVERBRAND:
  9264. {
  9265. int width;//according to data from irowiki it actually is a square
  9266. for( width = 0; width < 7; width++ )
  9267. for( i = 0; i < 7; i++ )
  9268. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9269. for( width = 0; width < 7; width++ )
  9270. for( i = 0; i < 7; i++ )
  9271. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9272. }
  9273. break;
  9274. case LG_BANDING:
  9275. if( sc && sc->data[SC_BANDING] )
  9276. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9277. else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9278. sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9279. if( sd ) pc_banding(sd,skilllv);
  9280. }
  9281. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9282. break;
  9283. case LG_RAYOFGENESIS:
  9284. if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
  9285. i = skill_get_splash(skillid,skilllv);
  9286. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9287. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9288. } else if( sd )
  9289. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  9290. break;
  9291. case WM_DOMINION_IMPULSE:
  9292. i = skill_get_splash(skillid, skilllv);
  9293. map_foreachinarea( skill_ative_reverberation,
  9294. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9295. break;
  9296. case WM_GREAT_ECHO:
  9297. flag|=1; // Should counsume 1 item per skill usage.
  9298. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9299. break;
  9300. case GN_CRAZYWEED: {
  9301. int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv);
  9302. short x1 = 0, y1 = 0;
  9303. for( i = 0; i < 3 + (skilllv/2); i++ ) {
  9304. x1 = x - area + rnd()%(area * 2 + 1);
  9305. y1 = y - area + rnd()%(area * 2 + 1);
  9306. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0);
  9307. }
  9308. }
  9309. break;
  9310. case GN_FIRE_EXPANSION: {
  9311. int i;
  9312. struct unit_data *ud = unit_bl2ud(src);
  9313. if( !ud ) break;
  9314. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9315. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9316. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9317. switch( skilllv ) {
  9318. case 3:
  9319. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9320. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9321. break;
  9322. case 4:
  9323. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9324. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9325. break;
  9326. case 5:
  9327. map_foreachinarea(skill_area_sub, src->m,
  9328. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9329. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9330. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9331. skill_delunit(ud->skillunit[i]->unit);
  9332. break;
  9333. default:
  9334. ud->skillunit[i]->unit->val2 = skilllv;
  9335. ud->skillunit[i]->unit->group->val2 = skilllv;
  9336. break;
  9337. }
  9338. }
  9339. }
  9340. }
  9341. break;
  9342. case SO_FIREWALK:
  9343. case SO_ELECTRICWALK:
  9344. if( sc && sc->data[type] )
  9345. status_change_end(src,type,INVALID_TIMER);
  9346. clif_skill_nodamage(src, src ,skillid, skilllv,
  9347. sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
  9348. break;
  9349. case SC_BLOODYLUST: //set in another group so instance will move if recasted
  9350. flag |= 33;
  9351. skill_unitsetting(src, skillid, skilllv, x, y, 0);
  9352. break;
  9353. case KO_MAKIBISHI:
  9354. for( i = 0; i < (skilllv+2); i++ ) {
  9355. x = src->x - 1 + rnd()%3;
  9356. y = src->y - 1 + rnd()%3;
  9357. skill_unitsetting(src,skillid,skilllv,x,y,0);
  9358. }
  9359. break;
  9360. default:
  9361. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  9362. return 1;
  9363. }
  9364. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9365. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9366. if( sd )
  9367. {// ensure that the skill last-cast tick is recorded
  9368. sd->canskill_tick = gettick();
  9369. if( sd->state.arrow_atk && !(flag&1) )
  9370. {// consume arrow if this is a ground skill
  9371. battle_consume_ammo(sd, skillid, skilllv);
  9372. }
  9373. // perform skill requirement consumption
  9374. skill_consume_requirement(sd,skillid,skilllv,2);
  9375. }
  9376. return 0;
  9377. }
  9378. /*==========================================
  9379. *
  9380. *------------------------------------------*/
  9381. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  9382. {
  9383. nullpo_ret(sd);
  9384. //Simplify skill_failed code.
  9385. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9386. if(skill_num != sd->menuskill_id)
  9387. return 0;
  9388. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9389. skill_failed(sd);
  9390. return 0;
  9391. }
  9392. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9393. skill_failed(sd);
  9394. return 0;
  9395. }
  9396. if(sd->sc.count && (
  9397. sd->sc.data[SC_SILENCE] ||
  9398. sd->sc.data[SC_ROKISWEIL] ||
  9399. sd->sc.data[SC_AUTOCOUNTER] ||
  9400. sd->sc.data[SC_STEELBODY] ||
  9401. (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9402. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
  9403. sd->sc.data[SC_BASILICA] ||
  9404. sd->sc.data[SC_MARIONETTE] ||
  9405. sd->sc.data[SC_WHITEIMPRISON] ||
  9406. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) ||
  9407. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) ||
  9408. sd->sc.data[SC_OBLIVIONCURSE] ||
  9409. sd->sc.data[SC__MANHOLE] ||
  9410. (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
  9411. )) {
  9412. skill_failed(sd);
  9413. return 0;
  9414. }
  9415. pc_stop_attack(sd);
  9416. pc_stop_walking(sd,0);
  9417. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9418. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  9419. if(strcmp(map,"cancel")==0) {
  9420. skill_failed(sd);
  9421. return 0;
  9422. }
  9423. switch(skill_num)
  9424. {
  9425. case AL_TELEPORT:
  9426. if(strcmp(map,"Random")==0)
  9427. pc_randomwarp(sd,CLR_TELEPORT);
  9428. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9429. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9430. break;
  9431. case AL_WARP:
  9432. {
  9433. const struct point *p[4];
  9434. struct skill_unit_group *group;
  9435. int i, lv, wx, wy;
  9436. int maxcount=0;
  9437. int x,y;
  9438. unsigned short mapindex;
  9439. mapindex = mapindex_name2id((char*)map);
  9440. if(!mapindex) { //Given map not found?
  9441. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9442. skill_failed(sd);
  9443. return 0;
  9444. }
  9445. p[0] = &sd->status.save_point;
  9446. p[1] = &sd->status.memo_point[0];
  9447. p[2] = &sd->status.memo_point[1];
  9448. p[3] = &sd->status.memo_point[2];
  9449. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  9450. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9451. if(sd->ud.skillunit[i]->skill_id == skill_num)
  9452. maxcount--;
  9453. }
  9454. if(!maxcount) {
  9455. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9456. skill_failed(sd);
  9457. return 0;
  9458. }
  9459. }
  9460. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  9461. wx = sd->menuskill_val>>16;
  9462. wy = sd->menuskill_val&0xffff;
  9463. if( lv <= 0 ) return 0;
  9464. if( lv > 4 ) lv = 4; // crash prevention
  9465. // check if the chosen map exists in the memo list
  9466. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9467. if( i < lv ) {
  9468. x=p[i]->x;
  9469. y=p[i]->y;
  9470. } else {
  9471. skill_failed(sd);
  9472. return 0;
  9473. }
  9474. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9475. { // This checks versus skillid/skilllv...
  9476. skill_failed(sd);
  9477. return 0;
  9478. }
  9479. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9480. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9481. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  9482. skill_failed(sd);
  9483. return 0;
  9484. }
  9485. group->val1 = (group->val1<<16)|(short)0;
  9486. // record the destination coordinates
  9487. group->val2 = (x<<16)|y;
  9488. group->val3 = mapindex;
  9489. }
  9490. break;
  9491. }
  9492. sd->menuskill_id = sd->menuskill_val = 0;
  9493. return 0;
  9494. #undef skill_failed
  9495. }
  9496. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9497. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9498. {
  9499. struct skill_unit* target = (struct skill_unit*)bl;
  9500. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9501. int flag = va_arg(ap, int);
  9502. if (src == target)
  9503. return 0;
  9504. if (!target->group || !(target->group->state.song_dance&0x1))
  9505. return 0;
  9506. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9507. return 0;
  9508. if (flag) //Set dissonance
  9509. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9510. else //Remove dissonance
  9511. target->val2 &= ~UF_ENSEMBLE;
  9512. clif_skill_setunit(target); //Update look of affected cell.
  9513. return 1;
  9514. }
  9515. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9516. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9517. //When 1, this unit has been positioned, so start the cancel effect.
  9518. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9519. {
  9520. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9521. return 0;
  9522. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9523. return 0; //Nothing to remove, this unit is not overlapped.
  9524. if (unit->val1 != unit->group->skill_id)
  9525. { //Reset state
  9526. unit->val1 = unit->group->skill_id;
  9527. unit->val2 &= ~UF_ENSEMBLE;
  9528. }
  9529. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9530. }
  9531. /*==========================================
  9532. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9533. * Flag: 0 - Convert, 1 - Revert.
  9534. *------------------------------------------*/
  9535. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9536. {
  9537. static int prevflag = 1; // by default the backup is empty
  9538. static struct skill_unit_group backup;
  9539. struct skill_unit_group* group = unit->group;
  9540. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9541. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9542. return false;
  9543. if( flag == prevflag )
  9544. {// protection against attempts to read an empty backup / write to a full backup
  9545. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9546. flag ? "read an empty backup" : "write to a full backup",
  9547. group->skill_id, group->skill_lv, group->src_id);
  9548. return false;
  9549. }
  9550. prevflag = flag;
  9551. if( !flag )
  9552. { //Transform
  9553. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9554. // backup
  9555. backup.skill_id = group->skill_id;
  9556. backup.skill_lv = group->skill_lv;
  9557. backup.unit_id = group->unit_id;
  9558. backup.target_flag = group->target_flag;
  9559. backup.bl_flag = group->bl_flag;
  9560. backup.interval = group->interval;
  9561. // replace
  9562. group->skill_id = skillid;
  9563. group->skill_lv = 1;
  9564. group->unit_id = skill_get_unit_id(skillid,0);
  9565. group->target_flag = skill_get_unit_target(skillid);
  9566. group->bl_flag = skill_get_unit_bl_target(skillid);
  9567. group->interval = skill_get_unit_interval(skillid);
  9568. }
  9569. else
  9570. { //Restore
  9571. group->skill_id = backup.skill_id;
  9572. group->skill_lv = backup.skill_lv;
  9573. group->unit_id = backup.unit_id;
  9574. group->target_flag = backup.target_flag;
  9575. group->bl_flag = backup.bl_flag;
  9576. group->interval = backup.interval;
  9577. }
  9578. return true;
  9579. }
  9580. /**
  9581. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9582. **/
  9583. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9584. struct block_list *target = NULL;
  9585. struct mob_data *md = ((TBL_MOB*)bl);
  9586. nullpo_ret(bl);
  9587. nullpo_ret(md);
  9588. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9589. return 0;
  9590. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9591. return 0;
  9592. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9593. mob_unlocktarget(md,gettick());
  9594. mob_stop_walking(md,1);
  9595. }
  9596. return 0;
  9597. }
  9598. /*==========================================
  9599. * Initializes and sets a ground skill.
  9600. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9601. *------------------------------------------*/
  9602. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  9603. {
  9604. struct skill_unit_group *group;
  9605. int i,limit,val1=0,val2=0,val3=0;
  9606. int target,interval,range,unit_flag,req_item=0;
  9607. struct s_skill_unit_layout *layout;
  9608. struct map_session_data *sd;
  9609. struct status_data *status;
  9610. struct status_change *sc;
  9611. int active_flag=1;
  9612. int subunt=0;
  9613. nullpo_retr(NULL, src);
  9614. limit = skill_get_time(skillid,skilllv);
  9615. range = skill_get_unit_range(skillid,skilllv);
  9616. interval = skill_get_unit_interval(skillid);
  9617. target = skill_get_unit_target(skillid);
  9618. unit_flag = skill_get_unit_flag(skillid);
  9619. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  9620. sd = BL_CAST(BL_PC, src);
  9621. status = status_get_status_data(src);
  9622. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9623. switch( skillid ) {
  9624. case MH_STEINWAND:
  9625. val2 = 4 + skilllv; //nb of attack blocked
  9626. break;
  9627. case MG_SAFETYWALL:
  9628. #ifdef RENEWAL
  9629. /**
  9630. * According to data provided in RE, SW life is equal to 3 times caster's health
  9631. **/
  9632. val2 = status_get_max_hp(src) * 3;
  9633. #else
  9634. val2 = skilllv+1;
  9635. #endif
  9636. break;
  9637. case MG_FIREWALL:
  9638. if(sc && sc->data[SC_VIOLENTGALE])
  9639. limit = limit*3/2;
  9640. val2=4+skilllv;
  9641. break;
  9642. case AL_WARP:
  9643. val1=skilllv+6;
  9644. if(!(flag&1))
  9645. limit=2000;
  9646. else // previous implementation (not used anymore)
  9647. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9648. if( src->type != BL_SKILL ) return NULL;
  9649. group = ((TBL_SKILL*)src)->group;
  9650. src = map_id2bl(group->src_id);
  9651. if( !src ) return NULL;
  9652. val2 = group->val2; //Copy the (x,y) position you warp to
  9653. val3 = group->val3; //as well as the mapindex to warp to.
  9654. }
  9655. break;
  9656. case HP_BASILICA:
  9657. val1 = src->id; // Store caster id.
  9658. break;
  9659. case PR_SANCTUARY:
  9660. case NPC_EVILLAND:
  9661. val1=(skilllv+3)*2;
  9662. break;
  9663. case WZ_FIREPILLAR:
  9664. if((flag&1)!=0)
  9665. limit=1000;
  9666. val1=skilllv+2;
  9667. break;
  9668. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9669. case AM_DEMONSTRATION:
  9670. case GN_HELLS_PLANT:
  9671. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9672. && (src->type&battle_config.vs_traps_bctall))
  9673. target = BCT_ALL;
  9674. break;
  9675. case HT_SHOCKWAVE:
  9676. val1=skilllv*15+10;
  9677. case HT_SANDMAN:
  9678. case MA_SANDMAN:
  9679. case HT_CLAYMORETRAP:
  9680. case HT_SKIDTRAP:
  9681. case MA_SKIDTRAP:
  9682. case HT_LANDMINE:
  9683. case MA_LANDMINE:
  9684. case HT_ANKLESNARE:
  9685. case HT_FLASHER:
  9686. case HT_FREEZINGTRAP:
  9687. case MA_FREEZINGTRAP:
  9688. case HT_BLASTMINE:
  9689. /**
  9690. * Ranger
  9691. **/
  9692. case RA_ELECTRICSHOCKER:
  9693. case RA_CLUSTERBOMB:
  9694. case RA_MAGENTATRAP:
  9695. case RA_COBALTTRAP:
  9696. case RA_MAIZETRAP:
  9697. case RA_VERDURETRAP:
  9698. case RA_FIRINGTRAP:
  9699. case RA_ICEBOUNDTRAP:
  9700. {
  9701. struct skill_condition req = skill_get_requirement(sd,skillid,skilllv);
  9702. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9703. if( req.itemid[i] )
  9704. req_item = req.itemid[i];
  9705. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9706. limit *= 4; // longer trap times in WOE [celest]
  9707. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9708. target = BCT_ALL;
  9709. }
  9710. break;
  9711. case SA_LANDPROTECTOR:
  9712. case SA_VOLCANO:
  9713. case SA_DELUGE:
  9714. case SA_VIOLENTGALE:
  9715. {
  9716. struct skill_unit_group *old_sg;
  9717. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9718. { //HelloKitty confirmed that these are interchangeable,
  9719. //so you can change element and not consume gemstones.
  9720. if ((
  9721. old_sg->skill_id == SA_VOLCANO ||
  9722. old_sg->skill_id == SA_DELUGE ||
  9723. old_sg->skill_id == SA_VIOLENTGALE
  9724. ) && old_sg->limit > 0)
  9725. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9726. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9727. if (limit < 0) //This can happen...
  9728. limit = skill_get_time(skillid,skilllv);
  9729. }
  9730. skill_clear_group(src,1);
  9731. }
  9732. break;
  9733. }
  9734. case BA_DISSONANCE:
  9735. case DC_UGLYDANCE:
  9736. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9737. break;
  9738. case BA_WHISTLE:
  9739. val1 = skilllv +status->agi/10; // Flee increase
  9740. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  9741. if(sd){
  9742. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9743. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9744. }
  9745. break;
  9746. case DC_HUMMING:
  9747. val1 = 2*skilllv+status->dex/10; // Hit increase
  9748. #ifdef RENEWAL
  9749. val1 *= 2;
  9750. #endif
  9751. if(sd)
  9752. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9753. break;
  9754. case BA_POEMBRAGI:
  9755. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  9756. //For some reason at level 10 the base delay reduction is 50%.
  9757. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  9758. if(sd){
  9759. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9760. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9761. }
  9762. break;
  9763. case DC_DONTFORGETME:
  9764. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  9765. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  9766. if(sd){
  9767. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9768. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9769. }
  9770. break;
  9771. case BA_APPLEIDUN:
  9772. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  9773. if(sd)
  9774. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9775. break;
  9776. case DC_SERVICEFORYOU:
  9777. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9778. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  9779. if(sd){
  9780. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9781. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9782. }
  9783. break;
  9784. case BA_ASSASSINCROSS:
  9785. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  9786. if(sd)
  9787. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9788. break;
  9789. case DC_FORTUNEKISS:
  9790. val1 = 10+skilllv+(status->luk/10); // Critical increase
  9791. if(sd)
  9792. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9793. val1*=10; //Because every 10 crit is an actual cri point.
  9794. break;
  9795. case BD_DRUMBATTLEFIELD:
  9796. #ifdef RENEWAL
  9797. val1 = (skilllv+5)*25; //Watk increase
  9798. val2 = skilllv*10; //Def increase
  9799. #else
  9800. val1 = (skilllv+1)*25; //Watk increase
  9801. val2 = (skilllv+1)*2; //Def increase
  9802. #endif
  9803. break;
  9804. case BD_RINGNIBELUNGEN:
  9805. val1 = (skilllv+2)*25; //Watk increase
  9806. break;
  9807. case BD_RICHMANKIM:
  9808. val1 = 25 + 11*skilllv; //Exp increase bonus.
  9809. break;
  9810. case BD_SIEGFRIED:
  9811. val1 = 55 + skilllv*5; //Elemental Resistance
  9812. val2 = skilllv*10; //Status ailment resistance
  9813. break;
  9814. case WE_CALLPARTNER:
  9815. if (sd) val1 = sd->status.partner_id;
  9816. break;
  9817. case WE_CALLPARENT:
  9818. if (sd) {
  9819. val1 = sd->status.father;
  9820. val2 = sd->status.mother;
  9821. }
  9822. break;
  9823. case WE_CALLBABY:
  9824. if (sd) val1 = sd->status.child;
  9825. break;
  9826. case NJ_KAENSIN:
  9827. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  9828. val2 = (skilllv+1)/2 + 4;
  9829. break;
  9830. case NJ_SUITON:
  9831. skill_clear_group(src, 1);
  9832. break;
  9833. case GS_GROUNDDRIFT:
  9834. {
  9835. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  9836. val1 = status->rhw.ele;
  9837. if (!val1)
  9838. val1=element[rnd()%5];
  9839. switch (val1)
  9840. {
  9841. case ELE_FIRE:
  9842. subunt++;
  9843. case ELE_WATER:
  9844. subunt++;
  9845. case ELE_POISON:
  9846. subunt++;
  9847. case ELE_DARK:
  9848. subunt++;
  9849. case ELE_WIND:
  9850. break;
  9851. default:
  9852. subunt=rnd()%5;
  9853. break;
  9854. }
  9855. break;
  9856. }
  9857. case GC_POISONSMOKE:
  9858. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  9859. return NULL;
  9860. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  9861. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  9862. limit = 4000 + 2000 * skilllv;
  9863. break;
  9864. case GD_LEADERSHIP:
  9865. case GD_GLORYWOUNDS:
  9866. case GD_SOULCOLD:
  9867. case GD_HAWKEYES:
  9868. limit = 1000000;//it doesn't matter
  9869. break;
  9870. case LG_BANDING:
  9871. limit = -1;
  9872. break;
  9873. case WM_REVERBERATION:
  9874. interval = limit;
  9875. val2 = 1;
  9876. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  9877. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9878. return NULL;
  9879. break;
  9880. case SO_CLOUD_KILL:
  9881. skill_clear_group(src, 4);
  9882. break;
  9883. case SO_WARMER:
  9884. skill_clear_group(src, 8);
  9885. break;
  9886. case SO_VACUUM_EXTREME:
  9887. range++;
  9888. break;
  9889. case SC_BLOODYLUST:
  9890. skill_clear_group(src, 32);
  9891. break;
  9892. case GN_WALLOFTHORN:
  9893. if( flag&1 )
  9894. limit = 3000;
  9895. val3 = (x<<16)|y;
  9896. break;
  9897. case KO_ZENKAI:
  9898. if( sd ){
  9899. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  9900. if( i < 5 ){
  9901. val1 = sd->talisman[i]; // no. of aura
  9902. val2 = i; // aura type
  9903. limit += val1 * 1000;
  9904. subunt = i - 1;
  9905. pc_del_talisman(sd, sd->talisman[i], i);
  9906. }
  9907. }
  9908. break;
  9909. }
  9910. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  9911. group->val1=val1;
  9912. group->val2=val2;
  9913. group->val3=val3;
  9914. group->target_flag=target;
  9915. group->bl_flag= skill_get_unit_bl_target(skillid);
  9916. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  9917. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  9918. group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0;
  9919. group->item_id = req_item;
  9920. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  9921. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  9922. active_flag = 0;
  9923. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  9924. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  9925. if (sd)
  9926. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  9927. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  9928. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  9929. }
  9930. if (group->state.song_dance) {
  9931. if(sd){
  9932. sd->skillid_dance = skillid;
  9933. sd->skilllv_dance = skilllv;
  9934. }
  9935. if (
  9936. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  9937. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  9938. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  9939. )
  9940. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9941. }
  9942. limit = group->limit;
  9943. for( i = 0; i < layout->count; i++ )
  9944. {
  9945. struct skill_unit *unit;
  9946. int ux = x + layout->dx[i];
  9947. int uy = y + layout->dy[i];
  9948. int val1 = skilllv;
  9949. int val2 = 0;
  9950. int alive = 1;
  9951. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  9952. continue; // don't place skill units on walls (except for songs/dances/encores)
  9953. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  9954. continue; // no path between cell and center of casting.
  9955. switch( skillid )
  9956. {
  9957. case MG_FIREWALL:
  9958. case NJ_KAENSIN:
  9959. val2=group->val2;
  9960. break;
  9961. case WZ_ICEWALL:
  9962. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  9963. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  9964. break;
  9965. case HT_LANDMINE:
  9966. case MA_LANDMINE:
  9967. case HT_ANKLESNARE:
  9968. case HT_SHOCKWAVE:
  9969. case HT_SANDMAN:
  9970. case MA_SANDMAN:
  9971. case HT_FLASHER:
  9972. case HT_FREEZINGTRAP:
  9973. case MA_FREEZINGTRAP:
  9974. case HT_TALKIEBOX:
  9975. case HT_SKIDTRAP:
  9976. case MA_SKIDTRAP:
  9977. case HT_CLAYMORETRAP:
  9978. case HT_BLASTMINE:
  9979. /**
  9980. * Ranger
  9981. **/
  9982. case RA_ELECTRICSHOCKER:
  9983. case RA_CLUSTERBOMB:
  9984. case RA_MAGENTATRAP:
  9985. case RA_COBALTTRAP:
  9986. case RA_MAIZETRAP:
  9987. case RA_VERDURETRAP:
  9988. case RA_FIRINGTRAP:
  9989. case RA_ICEBOUNDTRAP:
  9990. val1 = 3500;
  9991. break;
  9992. case GS_DESPERADO:
  9993. val1 = abs(layout->dx[i]);
  9994. val2 = abs(layout->dy[i]);
  9995. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  9996. if (val2 > val1) val1 = val2;
  9997. if (val1) val1--;
  9998. val1 = 36 -12*val1;
  9999. } else //Diagonal edges
  10000. val1 = 28 -4*val1 -4*val2;
  10001. if (val1 < 1) val1 = 1;
  10002. val2 = 0;
  10003. break;
  10004. case WM_REVERBERATION:
  10005. val1 = 1 + skilllv;
  10006. break;
  10007. case GN_WALLOFTHORN:
  10008. val1 = 1000 * skilllv; // Need official value. [LimitLine]
  10009. break;
  10010. default:
  10011. if (group->state.song_dance&0x1)
  10012. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10013. break;
  10014. }
  10015. if (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10016. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10017. if( range <= 0 )
  10018. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src);
  10019. if( !alive )
  10020. continue;
  10021. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10022. unit->limit=limit;
  10023. unit->range=range;
  10024. if (skillid == PF_FOGWALL && alive == 2)
  10025. { //Double duration of cells on top of Deluge/Suiton
  10026. unit->limit *= 2;
  10027. group->limit = unit->limit;
  10028. }
  10029. // execute on all targets standing on this cell
  10030. if (range==0 && active_flag)
  10031. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  10032. }
  10033. if (!group->alive_count)
  10034. { //No cells? Something that was blocked completely by Land Protector?
  10035. skill_delunitgroup(group);
  10036. return NULL;
  10037. }
  10038. //success, unit created.
  10039. switch( skillid ) {
  10040. case WZ_ICEWALL:
  10041. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  10042. break;
  10043. case NJ_TATAMIGAESHI: //Store number of tiles.
  10044. group->val1 = group->alive_count;
  10045. break;
  10046. }
  10047. return group;
  10048. }
  10049. /*==========================================
  10050. *
  10051. *------------------------------------------*/
  10052. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  10053. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10054. {
  10055. struct skill_unit_group *sg;
  10056. struct block_list *ss;
  10057. struct status_change *sc;
  10058. struct status_change_entry *sce;
  10059. enum sc_type type;
  10060. int skillid;
  10061. nullpo_ret(src);
  10062. nullpo_ret(bl);
  10063. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  10064. return 0;
  10065. nullpo_ret(sg=src->group);
  10066. nullpo_ret(ss=map_id2bl(sg->src_id));
  10067. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  10068. return 0; //AoE skills are ineffective. [Skotlex]
  10069. sc = status_get_sc(bl);
  10070. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  10071. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  10072. type = status_skill2sc(sg->skill_id);
  10073. sce = (sc && type != -1)?sc->data[type]:NULL;
  10074. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  10075. switch (sg->unit_id)
  10076. {
  10077. case UNT_SPIDERWEB:
  10078. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  10079. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  10080. sc->data[SC_SPIDERWEB]->val2++;
  10081. break;
  10082. }
  10083. else if( sc )
  10084. {
  10085. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10086. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  10087. {
  10088. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  10089. if( td )
  10090. sec = DIFF_TICK(td->tick, tick);
  10091. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10092. clif_fixpos(bl);
  10093. sg->val2 = bl->id;
  10094. }
  10095. else
  10096. sec = 3000; //Couldn't trap it?
  10097. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10098. }
  10099. break;
  10100. case UNT_SAFETYWALL:
  10101. if (!sce)
  10102. sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  10103. break;
  10104. case UNT_PNEUMA:
  10105. case UNT_CHAOSPANIC:
  10106. case UNT_MAELSTROM:
  10107. if (!sce)
  10108. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10109. break;
  10110. case UNT_BLOODYLUST:
  10111. if (sg->src_id == bl->id)
  10112. break; //Does not affect the caster.
  10113. if (!sce) {
  10114. TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
  10115. if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
  10116. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10117. sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10118. else {
  10119. if (sd) sd->bloodylust_tick = gettick();
  10120. clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
  10121. sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
  10122. }
  10123. }
  10124. break;
  10125. case UNT_WARP_WAITING: {
  10126. int working = sg->val1&0xffff;
  10127. if(bl->type==BL_PC && !working){
  10128. struct map_session_data *sd = (struct map_session_data *)bl;
  10129. if((!sd->chatID || battle_config.chat_warpportal)
  10130. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  10131. {
  10132. int x = sg->val2>>16;
  10133. int y = sg->val2&0xffff;
  10134. int count = sg->val1>>16;
  10135. unsigned short m = sg->val3;
  10136. if( --count <= 0 )
  10137. skill_delunitgroup(sg);
  10138. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  10139. working = 1;/* we break it because officials break it, lovely stuff. */
  10140. sg->val1 = (count<<16)|working;
  10141. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  10142. }
  10143. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  10144. int m = map_mapindex2mapid(sg->val3);
  10145. if (m < 0) break; //Map not available on this map-server.
  10146. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  10147. }
  10148. }
  10149. break;
  10150. case UNT_QUAGMIRE:
  10151. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  10152. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  10153. break;
  10154. case UNT_VOLCANO:
  10155. case UNT_DELUGE:
  10156. case UNT_VIOLENTGALE:
  10157. if(!sce)
  10158. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  10159. break;
  10160. case UNT_SUITON:
  10161. if(!sce)
  10162. sc_start4(bl,type,100,sg->skill_lv,
  10163. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  10164. 0,0,sg->limit);
  10165. break;
  10166. case UNT_HERMODE:
  10167. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  10168. status_change_clear_buffs(bl,1); //Should dispell only allies.
  10169. case UNT_RICHMANKIM:
  10170. case UNT_ETERNALCHAOS:
  10171. case UNT_DRUMBATTLEFIELD:
  10172. case UNT_RINGNIBELUNGEN:
  10173. case UNT_ROKISWEIL:
  10174. case UNT_INTOABYSS:
  10175. case UNT_SIEGFRIED:
  10176. //Needed to check when a dancer/bard leaves their ensemble area.
  10177. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  10178. return skillid;
  10179. if (!sce)
  10180. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10181. break;
  10182. case UNT_WHISTLE:
  10183. case UNT_ASSASSINCROSS:
  10184. case UNT_POEMBRAGI:
  10185. case UNT_APPLEIDUN:
  10186. case UNT_HUMMING:
  10187. case UNT_DONTFORGETME:
  10188. case UNT_FORTUNEKISS:
  10189. case UNT_SERVICEFORYOU:
  10190. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) {
  10191. if( sce )/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  10192. sce->val4 = 2;
  10193. return 0;
  10194. }
  10195. if (!sc) return 0;
  10196. if (!sce)
  10197. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10198. else if (sce->val4 == 1) {
  10199. //Readjust timers since the effect will not last long.
  10200. sce->val4 = 0;
  10201. delete_timer(sce->timer, status_change_timer);
  10202. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  10203. }
  10204. break;
  10205. case UNT_FOGWALL:
  10206. if (!sce)
  10207. {
  10208. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10209. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10210. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10211. }
  10212. break;
  10213. case UNT_GRAVITATION:
  10214. if (!sce)
  10215. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10216. break;
  10217. // officially, icewall has no problems existing on occupied cells [ultramage]
  10218. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10219. // src->val1 = 0;
  10220. // if(src->limit + sg->tick > tick + 700)
  10221. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10222. // break;
  10223. case UNT_MOONLIT:
  10224. //Knockback out of area if affected char isn't in Moonlit effect
  10225. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10226. break;
  10227. if (ss == bl) //Also needed to prevent infinite loop crash.
  10228. break;
  10229. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10230. break;
  10231. case UNT_WALLOFTHORN:
  10232. if( status_get_mode(bl)&MD_BOSS )
  10233. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10234. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10235. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10236. break;
  10237. case UNT_VOLCANIC_ASH:
  10238. if (!sce)
  10239. sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  10240. break;
  10241. case UNT_GD_LEADERSHIP:
  10242. case UNT_GD_GLORYWOUNDS:
  10243. case UNT_GD_SOULCOLD:
  10244. case UNT_GD_HAWKEYES:
  10245. if ( !sce )
  10246. sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
  10247. break;
  10248. }
  10249. return skillid;
  10250. }
  10251. /*==========================================
  10252. *
  10253. *------------------------------------------*/
  10254. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10255. {
  10256. struct skill_unit_group *sg;
  10257. struct block_list *ss;
  10258. TBL_PC* tsd;
  10259. struct status_data *tstatus;
  10260. struct status_change *tsc;
  10261. struct skill_unit_group_tickset *ts;
  10262. enum sc_type type;
  10263. int skillid;
  10264. int diff=0;
  10265. nullpo_ret(src);
  10266. nullpo_ret(bl);
  10267. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10268. return 0;
  10269. nullpo_ret(sg=src->group);
  10270. nullpo_ret(ss=map_id2bl(sg->src_id));
  10271. tsd = BL_CAST(BL_PC, bl);
  10272. tsc = status_get_sc(bl);
  10273. if ( tsc && tsc->data[SC_HOVERING] )
  10274. return 0; //Under hovering characters are immune to trap and ground target skills.
  10275. tstatus = status_get_status_data(bl);
  10276. type = status_skill2sc(sg->skill_id);
  10277. skillid = sg->skill_id;
  10278. if (sg->interval == -1) {
  10279. switch (sg->unit_id) {
  10280. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10281. case UNT_FIREPILLAR_ACTIVE:
  10282. case UNT_ELECTRICSHOCKER:
  10283. case UNT_MANHOLE:
  10284. return 0;
  10285. default:
  10286. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10287. return 0;
  10288. }
  10289. }
  10290. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10291. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10292. diff = DIFF_TICK(tick,ts->tick);
  10293. if (diff < 0)
  10294. return 0;
  10295. ts->tick = tick+sg->interval;
  10296. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10297. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10298. }
  10299. switch (sg->unit_id)
  10300. {
  10301. case UNT_FIREWALL:
  10302. case UNT_KAEN:
  10303. {
  10304. int count=0;
  10305. const int x = bl->x, y = bl->y;
  10306. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10307. break;
  10308. //Take into account these hit more times than the timer interval can handle.
  10309. do
  10310. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10311. while(--src->val2 && x == bl->x && y == bl->y &&
  10312. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10313. if (src->val2<=0)
  10314. skill_delunit(src);
  10315. }
  10316. break;
  10317. case UNT_SANCTUARY:
  10318. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10319. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10320. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  10321. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10322. }
  10323. else
  10324. {
  10325. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10326. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10327. #ifdef RENEWAL
  10328. if( md && md->class_ == MOBID_EMPERIUM )
  10329. break;
  10330. #endif
  10331. if( md && mob_is_battleground(md) )
  10332. break;
  10333. if( tstatus->hp >= tstatus->max_hp )
  10334. break;
  10335. if( status_isimmune(bl) )
  10336. heal = 0;
  10337. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10338. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10339. heal = ~heal + 1;
  10340. status_heal(bl, heal, 0, 0);
  10341. if( diff >= 500 )
  10342. sg->val1--;
  10343. }
  10344. if( sg->val1 <= 0 )
  10345. skill_delunitgroup(sg);
  10346. break;
  10347. case UNT_EVILLAND:
  10348. //Will heal demon and undead element monsters, but not players.
  10349. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10350. { //Damage enemies
  10351. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10352. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10353. } else {
  10354. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10355. if (tstatus->hp >= tstatus->max_hp)
  10356. break;
  10357. if (status_isimmune(bl))
  10358. heal = 0;
  10359. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10360. status_heal(bl, heal, 0, 0);
  10361. }
  10362. break;
  10363. case UNT_MAGNUS:
  10364. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10365. break;
  10366. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10367. break;
  10368. case UNT_DUMMYSKILL:
  10369. switch (sg->skill_id)
  10370. {
  10371. case SG_SUN_WARM: //SG skills [Komurka]
  10372. case SG_MOON_WARM:
  10373. case SG_STAR_WARM:
  10374. {
  10375. int count = 0;
  10376. const int x = bl->x, y = bl->y;
  10377. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10378. do
  10379. {
  10380. if( bl->type == BL_PC )
  10381. status_zap(bl, 0, 15); // sp damage to players
  10382. else // mobs
  10383. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10384. {
  10385. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10386. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10387. }
  10388. else
  10389. { //should end when out of sp.
  10390. sg->limit = DIFF_TICK(tick,sg->tick);
  10391. break;
  10392. }
  10393. } while( x == bl->x && y == bl->y &&
  10394. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10395. }
  10396. break;
  10397. /**
  10398. * The storm gust counter was dropped in renewal
  10399. **/
  10400. #ifndef RENEWAL
  10401. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10402. if (tsc)
  10403. tsc->sg_counter++; //SG hit counter.
  10404. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10405. tsc->sg_counter=0; //Attack absorbed.
  10406. break;
  10407. #endif
  10408. case GS_DESPERADO:
  10409. if (rnd()%100 < src->val1)
  10410. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10411. break;
  10412. case GN_CRAZYWEED_ATK:
  10413. if( bl->type == BL_SKILL ){
  10414. struct skill_unit *su = (struct skill_unit *)bl;
  10415. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10416. break;
  10417. }
  10418. default:
  10419. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10420. }
  10421. break;
  10422. case UNT_FIREPILLAR_WAITING:
  10423. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10424. skill_delunit(src);
  10425. break;
  10426. case UNT_SKIDTRAP:
  10427. {
  10428. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10429. sg->unit_id = UNT_USED_TRAPS;
  10430. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10431. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10432. }
  10433. break;
  10434. case UNT_ANKLESNARE:
  10435. case UNT_MANHOLE:
  10436. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10437. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10438. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10439. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10440. if( td )
  10441. sec = DIFF_TICK(td->tick, tick);
  10442. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10443. clif_fixpos(bl);
  10444. sg->val2 = bl->id;
  10445. } else
  10446. sec = 3000; //Couldn't trap it?
  10447. if( sg->unit_id == UNT_ANKLESNARE ) {
  10448. clif_skillunit_update(&src->bl);
  10449. /**
  10450. * If you're snared from a trap that was invisible this makes the trap be
  10451. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10452. * bugreport:3961
  10453. **/
  10454. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10455. }
  10456. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10457. sg->interval = -1;
  10458. src->range = 0;
  10459. }
  10460. break;
  10461. case UNT_ELECTRICSHOCKER:
  10462. if( bl->id != ss->id ) {
  10463. if( status_get_mode(bl)&MD_BOSS )
  10464. break;
  10465. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  10466. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10467. clif_fixpos(bl);
  10468. }
  10469. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10470. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10471. }
  10472. break;
  10473. case UNT_VENOMDUST:
  10474. if(tsc && !tsc->data[type])
  10475. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10476. break;
  10477. case UNT_MAGENTATRAP:
  10478. case UNT_COBALTTRAP:
  10479. case UNT_MAIZETRAP:
  10480. case UNT_VERDURETRAP:
  10481. if( bl->type == BL_PC )// it won't work on players
  10482. break;
  10483. case UNT_FIRINGTRAP:
  10484. case UNT_ICEBOUNDTRAP:
  10485. case UNT_CLUSTERBOMB:
  10486. if( bl->id == ss->id )// it won't trigger on caster
  10487. break;
  10488. case UNT_LANDMINE:
  10489. case UNT_CLAYMORETRAP:
  10490. case UNT_BLASTMINE:
  10491. case UNT_SHOCKWAVE:
  10492. case UNT_SANDMAN:
  10493. case UNT_FLASHER:
  10494. case UNT_FREEZINGTRAP:
  10495. case UNT_FIREPILLAR_ACTIVE:
  10496. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10497. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10498. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10499. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10500. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10501. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10502. break;
  10503. case UNT_TALKIEBOX:
  10504. if (sg->src_id == bl->id)
  10505. break;
  10506. if (sg->val2 == 0){
  10507. clif_talkiebox(&src->bl, sg->valstr);
  10508. sg->unit_id = UNT_USED_TRAPS;
  10509. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10510. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10511. sg->val2 = -1;
  10512. }
  10513. break;
  10514. case UNT_LULLABY:
  10515. if (ss->id == bl->id)
  10516. break;
  10517. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10518. break;
  10519. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10520. if (ss->id != bl->id)
  10521. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10522. break;
  10523. case UNT_DISSONANCE:
  10524. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10525. break;
  10526. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10527. {
  10528. int heal;
  10529. #ifdef RENEWAL
  10530. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10531. if( md && md->class_ == MOBID_EMPERIUM )
  10532. break;
  10533. #endif
  10534. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10535. break; // affects self only when soullinked
  10536. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10537. if( tsc->data[SC_AKAITSUKI] && heal )
  10538. heal = ~heal + 1;
  10539. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10540. status_heal(bl, heal, 0, 0);
  10541. break;
  10542. }
  10543. case UNT_TATAMIGAESHI:
  10544. case UNT_DEMONSTRATION:
  10545. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10546. break;
  10547. case UNT_GOSPEL:
  10548. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10549. break;
  10550. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10551. { // Support Effect only on party, not guild
  10552. int heal;
  10553. int i = rnd()%13; // Positive buff count
  10554. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10555. switch (i)
  10556. {
  10557. case 0: // Heal 1~9999 HP
  10558. heal = rnd() %9999+1;
  10559. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10560. status_heal(bl,heal,0,0);
  10561. break;
  10562. case 1: // End all negative status
  10563. status_change_clear_buffs(bl,6);
  10564. if (tsd) clif_gospel_info(tsd, 0x15);
  10565. break;
  10566. case 2: // Immunity to all status
  10567. sc_start(bl,SC_SCRESIST,100,100,time);
  10568. if (tsd) clif_gospel_info(tsd, 0x16);
  10569. break;
  10570. case 3: // MaxHP +100%
  10571. sc_start(bl,SC_INCMHPRATE,100,100,time);
  10572. if (tsd) clif_gospel_info(tsd, 0x17);
  10573. break;
  10574. case 4: // MaxSP +100%
  10575. sc_start(bl,SC_INCMSPRATE,100,100,time);
  10576. if (tsd) clif_gospel_info(tsd, 0x18);
  10577. break;
  10578. case 5: // All stats +20
  10579. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  10580. if (tsd) clif_gospel_info(tsd, 0x19);
  10581. break;
  10582. case 6: // Level 10 Blessing
  10583. sc_start(bl,SC_BLESSING,100,10,time);
  10584. break;
  10585. case 7: // Level 10 Increase AGI
  10586. sc_start(bl,SC_INCREASEAGI,100,10,time);
  10587. break;
  10588. case 8: // Enchant weapon with Holy element
  10589. sc_start(bl,SC_ASPERSIO,100,1,time);
  10590. if (tsd) clif_gospel_info(tsd, 0x1c);
  10591. break;
  10592. case 9: // Enchant armor with Holy element
  10593. sc_start(bl,SC_BENEDICTIO,100,1,time);
  10594. if (tsd) clif_gospel_info(tsd, 0x1d);
  10595. break;
  10596. case 10: // DEF +25%
  10597. sc_start(bl,SC_INCDEFRATE,100,25,time);
  10598. if (tsd) clif_gospel_info(tsd, 0x1e);
  10599. break;
  10600. case 11: // ATK +100%
  10601. sc_start(bl,SC_INCATKRATE,100,100,time);
  10602. if (tsd) clif_gospel_info(tsd, 0x1f);
  10603. break;
  10604. case 12: // HIT/Flee +50
  10605. sc_start(bl,SC_INCHIT,100,50,time);
  10606. sc_start(bl,SC_INCFLEE,100,50,time);
  10607. if (tsd) clif_gospel_info(tsd, 0x20);
  10608. break;
  10609. }
  10610. }
  10611. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10612. { // Offensive Effect
  10613. int i = rnd()%9; // Negative buff count
  10614. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10615. switch (i)
  10616. {
  10617. case 0: // Deal 1~9999 damage
  10618. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10619. break;
  10620. case 1: // Curse
  10621. sc_start(bl,SC_CURSE,100,1,time);
  10622. break;
  10623. case 2: // Blind
  10624. sc_start(bl,SC_BLIND,100,1,time);
  10625. break;
  10626. case 3: // Poison
  10627. sc_start(bl,SC_POISON,100,1,time);
  10628. break;
  10629. case 4: // Level 10 Provoke
  10630. sc_start(bl,SC_PROVOKE,100,10,time);
  10631. break;
  10632. case 5: // DEF -100%
  10633. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  10634. break;
  10635. case 6: // ATK -100%
  10636. sc_start(bl,SC_INCATKRATE,100,-100,time);
  10637. break;
  10638. case 7: // Flee -100%
  10639. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  10640. break;
  10641. case 8: // Speed/ASPD -25%
  10642. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10643. break;
  10644. }
  10645. }
  10646. break;
  10647. case UNT_BASILICA:
  10648. {
  10649. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10650. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10651. { // knock-back any enemy except Boss
  10652. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10653. clif_fixpos(bl);
  10654. }
  10655. if( sg->src_id != bl->id && i <= 0 )
  10656. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10657. }
  10658. break;
  10659. case UNT_GRAVITATION:
  10660. case UNT_EARTHSTRAIN:
  10661. case UNT_FIREWALK:
  10662. case UNT_ELECTRICWALK:
  10663. case UNT_PSYCHIC_WAVE:
  10664. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10665. break;
  10666. case UNT_GROUNDDRIFT_WIND:
  10667. case UNT_GROUNDDRIFT_DARK:
  10668. case UNT_GROUNDDRIFT_POISON:
  10669. case UNT_GROUNDDRIFT_WATER:
  10670. case UNT_GROUNDDRIFT_FIRE:
  10671. map_foreachinrange(skill_trap_splash,&src->bl,
  10672. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10673. &src->bl,tick);
  10674. sg->unit_id = UNT_USED_TRAPS;
  10675. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10676. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10677. break;
  10678. /**
  10679. * 3rd stuff
  10680. **/
  10681. case UNT_POISONSMOKE:
  10682. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10683. sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10684. break;
  10685. case UNT_EPICLESIS:
  10686. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10687. {
  10688. if( ++sg->val2 % 3 == 0 ) {
  10689. int hp, sp;
  10690. switch( sg->skill_lv )
  10691. {
  10692. case 1: case 2: hp = 3; sp = 2; break;
  10693. case 3: case 4: hp = 4; sp = 3; break;
  10694. case 5: default: hp = 5; sp = 4; break;
  10695. }
  10696. hp = tstatus->max_hp * hp / 100;
  10697. sp = tstatus->max_sp * sp / 100;
  10698. status_heal(bl, hp, sp, 2);
  10699. sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10700. }
  10701. // Reveal hidden players every 5 seconds.
  10702. if( sg->val2 % 5 == 0 ) {
  10703. // TODO: check if other hidden status can be removed.
  10704. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10705. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10706. }
  10707. }
  10708. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10709. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10710. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10711. break;
  10712. case UNT_STEALTHFIELD:
  10713. if( bl->id == sg->src_id )
  10714. break; // Dont work on Self (video shows that)
  10715. case UNT_NEUTRALBARRIER:
  10716. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  10717. break;
  10718. case UNT_DIMENSIONDOOR:
  10719. if( tsd && !map[bl->m].flag.noteleport )
  10720. pc_randomwarp(tsd,3);
  10721. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10722. unit_warp(bl,-1,-1,-1,3);
  10723. break;
  10724. case UNT_REVERBERATION:
  10725. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10726. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10727. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10728. sg->unit_id = UNT_USED_TRAPS;
  10729. break;
  10730. case UNT_SEVERE_RAINSTORM:
  10731. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10732. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10733. break;
  10734. case UNT_NETHERWORLD:
  10735. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
  10736. if( !(tsc && tsc->data[type]) ){
  10737. sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10738. sg->limit = DIFF_TICK(tick,sg->tick);
  10739. sg->unit_id = UNT_USED_TRAPS;
  10740. }
  10741. }
  10742. break;
  10743. case UNT_THORNS_TRAP:
  10744. if( tsc ) {
  10745. if( !sg->val2 ) {
  10746. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10747. if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
  10748. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10749. if( td )
  10750. sec = DIFF_TICK(td->tick, tick);
  10751. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10752. clif_fixpos(bl);
  10753. sg->val2 = bl->id;
  10754. } else
  10755. sec = 3000; // Couldn't trap it?
  10756. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10757. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10758. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10759. }
  10760. break;
  10761. case UNT_DEMONIC_FIRE: {
  10762. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10763. switch( sg->val2 ) {
  10764. case 1:
  10765. case 2:
  10766. default:
  10767. sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10768. skill_get_time2(sg->skill_id, sg->skill_lv));
  10769. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10770. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10771. break;
  10772. case 3:
  10773. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10774. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10775. break;
  10776. }
  10777. }
  10778. break;
  10779. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10780. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10781. break;
  10782. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10783. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10784. break;
  10785. case UNT_HELLS_PLANT:
  10786. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10787. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10788. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10789. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10790. break;
  10791. case UNT_CLOUD_KILL:
  10792. if(tsc && !tsc->data[type])
  10793. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10794. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10795. break;
  10796. case UNT_WARMER:
  10797. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10798. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10799. struct status_change *ssc = status_get_sc(ss);
  10800. if( ssc && ssc->data[SC_HEATER_OPTION] )
  10801. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  10802. if( tstatus->hp != tstatus->max_hp )
  10803. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  10804. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  10805. hp = ~hp + 1;
  10806. status_heal(bl, hp, 0, 0);
  10807. sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10808. }
  10809. break;
  10810. case UNT_FIRE_INSIGNIA:
  10811. case UNT_WATER_INSIGNIA:
  10812. case UNT_WIND_INSIGNIA:
  10813. case UNT_EARTH_INSIGNIA:
  10814. case UNT_ZEPHYR:
  10815. sc_start(bl,type, 100, sg->skill_lv, sg->interval);
  10816. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  10817. int hp = tstatus->max_hp / 100; //+1% each 5s
  10818. if ((sg->val3) % 5) { //each 5s
  10819. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  10820. status_heal(bl, hp, 0, 2);
  10821. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  10822. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  10823. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  10824. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  10825. ){
  10826. status_heal(bl, -hp, 0, 0);
  10827. }
  10828. }
  10829. sg->val3++; //timer
  10830. if (sg->val3 > 5) sg->val3 = 0;
  10831. }
  10832. break;
  10833. case UNT_VACUUM_EXTREME:
  10834. {// TODO: official behavior in gvg area. [malufett]
  10835. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  10836. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  10837. if( tsc && !tsc->data[type] &&
  10838. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  10839. sc_start(bl, type, 100, sg->skill_lv, sec);
  10840. if( unit_is_walking(bl) && // wait until target stop walking
  10841. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  10842. break;
  10843. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  10844. break;
  10845. if( unit_is_walking(bl) &&
  10846. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  10847. unit_stop_walking(bl,1);
  10848. if( !unit_is_walking(bl) &&
  10849. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  10850. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  10851. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10852. clif_fixpos(bl);
  10853. }
  10854. }
  10855. break;
  10856. case UNT_FIRE_MANTLE:
  10857. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10858. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10859. break;
  10860. case UNT_ZENKAI_WATER:
  10861. case UNT_ZENKAI_LAND:
  10862. case UNT_ZENKAI_FIRE:
  10863. case UNT_ZENKAI_WIND:
  10864. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  10865. switch( sg->unit_id ){
  10866. case UNT_ZENKAI_WATER:
  10867. sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10868. sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10869. sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10870. break;
  10871. case UNT_ZENKAI_LAND:
  10872. sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10873. sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10874. break;
  10875. case UNT_ZENKAI_FIRE:
  10876. sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10877. break;
  10878. case UNT_ZENKAI_WIND:
  10879. sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10880. sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10881. sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10882. break;
  10883. }
  10884. }else
  10885. sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  10886. break;
  10887. case UNT_MAKIBISHI:
  10888. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10889. sg->limit = DIFF_TICK(tick, sg->tick);
  10890. sg->unit_id = UNT_USED_TRAPS;
  10891. break;
  10892. case UNT_LAVA_SLIDE:
  10893. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10894. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  10895. sg->limit = DIFF_TICK(tick, sg->tick);
  10896. break;
  10897. case UNT_POISON_MIST:
  10898. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10899. status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  10900. break;
  10901. }
  10902. if (bl->type == BL_MOB && ss != bl)
  10903. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  10904. return skillid;
  10905. }
  10906. /*==========================================
  10907. * Triggered when a char steps out of a skill cell
  10908. *------------------------------------------*/
  10909. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10910. {
  10911. struct skill_unit_group *sg;
  10912. struct status_change *sc;
  10913. struct status_change_entry *sce;
  10914. enum sc_type type;
  10915. nullpo_ret(src);
  10916. nullpo_ret(bl);
  10917. nullpo_ret(sg=src->group);
  10918. sc = status_get_sc(bl);
  10919. type = status_skill2sc(sg->skill_id);
  10920. sce = (sc && type != -1)?sc->data[type]:NULL;
  10921. if( bl->prev==NULL ||
  10922. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  10923. return 0;
  10924. switch(sg->unit_id){
  10925. case UNT_SAFETYWALL:
  10926. case UNT_PNEUMA:
  10927. case UNT_EPICLESIS://Arch Bishop
  10928. case UNT_NEUTRALBARRIER:
  10929. case UNT_STEALTHFIELD:
  10930. if (sce)
  10931. status_change_end(bl, type, INVALID_TIMER);
  10932. break;
  10933. case UNT_BASILICA:
  10934. if( sce && sce->val4 == src->bl.id )
  10935. status_change_end(bl, type, INVALID_TIMER);
  10936. break;
  10937. case UNT_HERMODE: //Clear Hermode if the owner moved.
  10938. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  10939. status_change_end(bl, type, INVALID_TIMER);
  10940. break;
  10941. case UNT_SPIDERWEB:
  10942. {
  10943. struct block_list *target = map_id2bl(sg->val2);
  10944. if (target && target==bl)
  10945. {
  10946. if (sce && sce->val3 == sg->group_id)
  10947. status_change_end(bl, type, INVALID_TIMER);
  10948. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10949. }
  10950. break;
  10951. }
  10952. }
  10953. return sg->skill_id;
  10954. }
  10955. /*==========================================
  10956. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  10957. *------------------------------------------*/
  10958. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  10959. {
  10960. struct status_change *sc;
  10961. struct status_change_entry *sce;
  10962. enum sc_type type;
  10963. sc = status_get_sc(bl);
  10964. if (sc && !sc->count)
  10965. sc = NULL;
  10966. type = status_skill2sc(skill_id);
  10967. sce = (sc && type != -1)?sc->data[type]:NULL;
  10968. switch (skill_id)
  10969. {
  10970. case WZ_QUAGMIRE:
  10971. if (bl->type==BL_MOB)
  10972. break;
  10973. if (sce)
  10974. status_change_end(bl, type, INVALID_TIMER);
  10975. break;
  10976. case BD_LULLABY:
  10977. case BD_RICHMANKIM:
  10978. case BD_ETERNALCHAOS:
  10979. case BD_DRUMBATTLEFIELD:
  10980. case BD_RINGNIBELUNGEN:
  10981. case BD_ROKISWEIL:
  10982. case BD_INTOABYSS:
  10983. case BD_SIEGFRIED:
  10984. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  10985. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  10986. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  10987. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  10988. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  10989. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  10990. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  10991. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10992. }
  10993. case MH_STEINWAND:
  10994. case MG_SAFETYWALL:
  10995. case AL_PNEUMA:
  10996. case SA_VOLCANO:
  10997. case SA_DELUGE:
  10998. case SA_VIOLENTGALE:
  10999. case CG_HERMODE:
  11000. case HW_GRAVITATION:
  11001. case NJ_SUITON:
  11002. case SC_MAELSTROM:
  11003. case EL_WATER_BARRIER:
  11004. case EL_ZEPHYR:
  11005. case EL_POWER_OF_GAIA:
  11006. case SO_FIRE_INSIGNIA:
  11007. case SO_WATER_INSIGNIA:
  11008. case SO_WIND_INSIGNIA:
  11009. case SO_EARTH_INSIGNIA:
  11010. if (sce)
  11011. status_change_end(bl, type, INVALID_TIMER);
  11012. break;
  11013. case SC_BLOODYLUST:
  11014. if (sce) {
  11015. status_change_end(bl, type, INVALID_TIMER);
  11016. status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
  11017. }
  11018. break;
  11019. case BA_POEMBRAGI:
  11020. case BA_WHISTLE:
  11021. case BA_ASSASSINCROSS:
  11022. case BA_APPLEIDUN:
  11023. case DC_HUMMING:
  11024. case DC_DONTFORGETME:
  11025. case DC_FORTUNEKISS:
  11026. case DC_SERVICEFORYOU:
  11027. if (sce) {
  11028. if( sce->val4 == 2 ) {/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  11029. if( !( sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2 ) )/* check if we're still in the skill */
  11030. status_change_end(bl,type,INVALID_TIMER);
  11031. } else {
  11032. delete_timer(sce->timer, status_change_timer);
  11033. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  11034. //not possible on our current implementation.
  11035. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  11036. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  11037. }
  11038. }
  11039. break;
  11040. case PF_FOGWALL:
  11041. if (sce)
  11042. {
  11043. status_change_end(bl, type, INVALID_TIMER);
  11044. if ((sce=sc->data[SC_BLIND]))
  11045. {
  11046. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  11047. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  11048. else {
  11049. delete_timer(sce->timer, status_change_timer);
  11050. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  11051. }
  11052. }
  11053. }
  11054. break;
  11055. case GD_LEADERSHIP:
  11056. case GD_GLORYWOUNDS:
  11057. case GD_SOULCOLD:
  11058. case GD_HAWKEYES:
  11059. if( !(sce && sce->val4) )
  11060. status_change_end(bl, type, INVALID_TIMER);
  11061. break;
  11062. }
  11063. return skill_id;
  11064. }
  11065. /*==========================================
  11066. * Invoked when a unit cell has been placed/removed/deleted.
  11067. * flag values:
  11068. * flag&1: Invoke onplace function (otherwise invoke onout)
  11069. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  11070. *------------------------------------------*/
  11071. static int skill_unit_effect (struct block_list* bl, va_list ap)
  11072. {
  11073. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  11074. struct skill_unit_group* group = unit->group;
  11075. unsigned int tick = va_arg(ap,unsigned int);
  11076. unsigned int flag = va_arg(ap,unsigned int);
  11077. int skill_id;
  11078. bool dissonance;
  11079. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  11080. return 0;
  11081. nullpo_ret(group);
  11082. dissonance = skill_dance_switch(unit, 0);
  11083. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11084. skill_id = group->skill_id;
  11085. //Target-type check.
  11086. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) ) {
  11087. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 ) {
  11088. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  11089. } else {
  11090. if ( flag&4 && skill_get_inf2(skill_id)&INF2_SONG_DANCE) { // Make a exception for song/dance skill
  11091. skill_unit_onleft(unit->val1, bl, tick); //TODO: fix skill_dance_switch
  11092. }
  11093. }
  11094. } else {
  11095. if( flag&1 )
  11096. skill_unit_onplace(unit,bl,tick);
  11097. else
  11098. skill_unit_onout(unit,bl,tick);
  11099. if( flag&4 )
  11100. skill_unit_onleft(skill_id, bl, tick);
  11101. }
  11102. if( dissonance ) skill_dance_switch(unit, 1);
  11103. return 0;
  11104. }
  11105. /*==========================================
  11106. *
  11107. *------------------------------------------*/
  11108. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  11109. {
  11110. struct skill_unit_group *sg;
  11111. nullpo_ret(src);
  11112. nullpo_ret(sg=src->group);
  11113. switch( sg->unit_id ) {
  11114. case UNT_BLASTMINE:
  11115. case UNT_SKIDTRAP:
  11116. case UNT_LANDMINE:
  11117. case UNT_SHOCKWAVE:
  11118. case UNT_SANDMAN:
  11119. case UNT_FLASHER:
  11120. case UNT_CLAYMORETRAP:
  11121. case UNT_FREEZINGTRAP:
  11122. case UNT_TALKIEBOX:
  11123. case UNT_ANKLESNARE:
  11124. case UNT_ICEWALL:
  11125. case UNT_REVERBERATION:
  11126. case UNT_WALLOFTHORN:
  11127. src->val1-=damage;
  11128. break;
  11129. default:
  11130. damage = 0;
  11131. break;
  11132. }
  11133. return damage;
  11134. }
  11135. /*==========================================
  11136. *
  11137. *------------------------------------------*/
  11138. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  11139. {
  11140. int *c, skillid;
  11141. struct block_list *src;
  11142. struct map_session_data *sd;
  11143. struct map_session_data *tsd;
  11144. int *p_sd; //Contains the list of characters found.
  11145. nullpo_ret(bl);
  11146. nullpo_ret(tsd=(struct map_session_data*)bl);
  11147. nullpo_ret(src=va_arg(ap,struct block_list *));
  11148. nullpo_ret(sd=(struct map_session_data*)src);
  11149. c=va_arg(ap,int *);
  11150. p_sd = va_arg(ap, int *);
  11151. skillid = va_arg(ap,int);
  11152. if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL) )
  11153. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  11154. if (bl == src)
  11155. return 0;
  11156. if(pc_isdead(tsd))
  11157. return 0;
  11158. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  11159. return 0;
  11160. if( skill_get_inf2(skillid)&INF2_CHORUS_SKILL ) {
  11161. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  11162. p_sd[(*c)++] = tsd->bl.id;
  11163. return 1;
  11164. } else {
  11165. switch(skillid) {
  11166. case PR_BENEDICTIO: {
  11167. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  11168. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  11169. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  11170. && sd->status.sp >= 10)
  11171. p_sd[(*c)++]=tsd->bl.id;
  11172. return 1;
  11173. }
  11174. case AB_ADORAMUS:
  11175. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  11176. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  11177. p_sd[(*c)++] = tsd->bl.id;
  11178. return 1;
  11179. case WL_COMET:
  11180. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  11181. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  11182. p_sd[(*c)++] = tsd->bl.id;
  11183. return 1;
  11184. case LG_RAYOFGENESIS:
  11185. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  11186. tsd->sc.data[SC_BANDING] )
  11187. p_sd[(*c)++] = tsd->bl.id;
  11188. return 1;
  11189. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  11190. {
  11191. int skilllv;
  11192. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  11193. return 0;
  11194. if (sd->status.sex != tsd->status.sex &&
  11195. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  11196. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  11197. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  11198. sd->status.party_id && tsd->status.party_id &&
  11199. sd->status.party_id == tsd->status.party_id &&
  11200. !tsd->sc.data[SC_DANCING])
  11201. {
  11202. p_sd[(*c)++]=tsd->bl.id;
  11203. return skilllv;
  11204. } else {
  11205. return 0;
  11206. }
  11207. }
  11208. break;
  11209. }
  11210. }
  11211. return 0;
  11212. }
  11213. /*==========================================
  11214. * Checks and stores partners for ensemble skills [Skotlex]
  11215. *------------------------------------------*/
  11216. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  11217. {
  11218. static int c=0;
  11219. static int p_sd[2] = { 0, 0 };
  11220. int i;
  11221. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  11222. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  11223. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  11224. if (cast_flag) { //Execute the skill on the partners.
  11225. struct map_session_data* tsd;
  11226. switch (skill_id) {
  11227. case PR_BENEDICTIO:
  11228. for (i = 0; i < c; i++) {
  11229. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  11230. status_charge(&tsd->bl, 0, 10);
  11231. }
  11232. return c;
  11233. case AB_ADORAMUS:
  11234. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  11235. i = 2 * (*skill_lv);
  11236. status_charge(&tsd->bl, 0, i);
  11237. }
  11238. break;
  11239. case WM_GREAT_ECHO:
  11240. for( i = 0; i < c; i++ ) {
  11241. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  11242. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  11243. }
  11244. break;
  11245. default: //Warning: Assuming Ensemble skills here (for speed)
  11246. if( is_chorus )
  11247. break;//Chorus skills are not to be parsed as ensambles
  11248. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  11249. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  11250. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  11251. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  11252. tsd->skillid_dance = skill_id;
  11253. tsd->skilllv_dance = *skill_lv;
  11254. }
  11255. return c;
  11256. }
  11257. }
  11258. //Else: new search for partners.
  11259. c = 0;
  11260. memset (p_sd, 0, sizeof(p_sd));
  11261. if( is_chorus )
  11262. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11263. else
  11264. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11265. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11266. *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.
  11267. return c;
  11268. }
  11269. /*==========================================
  11270. *
  11271. *------------------------------------------*/
  11272. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11273. {
  11274. int *c,src_id,mob_class,skill;
  11275. struct mob_data *md;
  11276. md=(struct mob_data*)bl;
  11277. src_id=va_arg(ap,int);
  11278. mob_class=va_arg(ap,int);
  11279. skill=va_arg(ap,int);
  11280. c=va_arg(ap,int *);
  11281. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
  11282. return 0; //Non alchemist summoned mobs have nothing to do here.
  11283. if(md->class_==mob_class)
  11284. (*c)++;
  11285. return 1;
  11286. }
  11287. /*==========================================
  11288. * Determines if a given skill should be made to consume ammo
  11289. * when used by the player. [Skotlex]
  11290. *------------------------------------------*/
  11291. int skill_isammotype (struct map_session_data *sd, int skill)
  11292. {
  11293. return (
  11294. battle_config.arrow_decrement==2 &&
  11295. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11296. skill != HT_PHANTASMIC &&
  11297. skill_get_type(skill) == BF_WEAPON &&
  11298. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11299. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11300. );
  11301. }
  11302. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) {
  11303. struct status_data *status;
  11304. struct status_change *sc;
  11305. struct skill_condition require;
  11306. int i;
  11307. nullpo_ret(sd);
  11308. if (lv <= 0 || sd->chatID) return 0;
  11309. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  11310. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11311. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11312. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11313. return 1;
  11314. }
  11315. switch( sd->menuskill_id ) {
  11316. case AM_PHARMACY:
  11317. switch( skill ) {
  11318. case AM_PHARMACY:
  11319. case AC_MAKINGARROW:
  11320. case BS_REPAIRWEAPON:
  11321. case AM_TWILIGHT1:
  11322. case AM_TWILIGHT2:
  11323. case AM_TWILIGHT3:
  11324. return 0;
  11325. }
  11326. break;
  11327. case GN_MIX_COOKING:
  11328. case GN_MAKEBOMB:
  11329. case GN_S_PHARMACY:
  11330. case GN_CHANGEMATERIAL:
  11331. if( sd->menuskill_id != skill )
  11332. return 0;
  11333. break;
  11334. }
  11335. status = &sd->battle_status;
  11336. sc = &sd->sc;
  11337. if( !sc->count )
  11338. sc = NULL;
  11339. if( sd->skillitem == skill )
  11340. {
  11341. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11342. sd->state.abra_flag = 0;
  11343. else
  11344. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11345. if( (i = sd->itemindex) == -1 ||
  11346. sd->status.inventory[i].nameid != sd->itemid ||
  11347. sd->inventory_data[i] == NULL ||
  11348. !sd->inventory_data[i]->flag.delay_consume ||
  11349. sd->status.inventory[i].amount < 1
  11350. )
  11351. { //Something went wrong, item exploit?
  11352. sd->itemid = sd->itemindex = -1;
  11353. return 0;
  11354. }
  11355. //Consume
  11356. sd->itemid = sd->itemindex = -1;
  11357. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11358. ; //Do not consume item.
  11359. else if( sd->status.inventory[i].expire_time == 0 )
  11360. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11361. }
  11362. return 1;
  11363. }
  11364. if( pc_is90overweight(sd) )
  11365. {
  11366. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11367. return 0;
  11368. }
  11369. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11370. return 0;
  11371. switch( skill ) { // Turn off check.
  11372. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11373. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11374. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11375. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
  11376. if( sc && sc->data[status_skill2sc(skill)] )
  11377. return 1;
  11378. }
  11379. // Check the skills that can be used while mounted on a warg
  11380. if( pc_isridingwug(sd) ) {
  11381. switch( skill ) {
  11382. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11383. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11384. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11385. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11386. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11387. break;
  11388. default: // in official there is no message.
  11389. return 0;
  11390. }
  11391. }
  11392. if( pc_ismadogear(sd) ) {
  11393. switch( skill ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11394. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11395. case BS_HAMMERFALL: case WS_CARTBOOST:
  11396. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11397. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11398. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11399. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11400. case BS_ADRENALINE2: case NC_POWERSWING:
  11401. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11402. case BS_GREED:
  11403. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11404. return 0;
  11405. default: //Only Mechanic exlcusive skill can be used.
  11406. break;
  11407. }
  11408. }
  11409. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  11410. return 0;
  11411. require = skill_get_requirement(sd,skill,lv);
  11412. //Can only update state when weapon/arrow info is checked.
  11413. sd->state.arrow_atk = require.ammo?1:0;
  11414. // perform skill-specific checks (and actions)
  11415. switch( skill ) {
  11416. case SO_SPELLFIST:
  11417. if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){
  11418. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11419. return 0;
  11420. }
  11421. case SA_CASTCANCEL:
  11422. if(sd->ud.skilltimer == INVALID_TIMER) {
  11423. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11424. return 0;
  11425. }
  11426. break;
  11427. case AL_WARP:
  11428. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11429. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_WARP));
  11430. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  11431. return 0;
  11432. }
  11433. break;
  11434. case MO_CALLSPIRITS:
  11435. if(sc && sc->data[SC_RAISINGDRAGON])
  11436. lv += sc->data[SC_RAISINGDRAGON]->val1;
  11437. if(sd->spiritball >= lv) {
  11438. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11439. return 0;
  11440. }
  11441. break;
  11442. case MO_FINGEROFFENSIVE:
  11443. case GS_FLING:
  11444. case SR_RAMPAGEBLASTER:
  11445. case SR_RIDEINLIGHTNING:
  11446. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11447. sd->spiritball_old = require.spiritball = sd->spiritball;
  11448. else
  11449. sd->spiritball_old = require.spiritball;
  11450. break;
  11451. case MO_CHAINCOMBO:
  11452. if(!sc)
  11453. return 0;
  11454. if(sc->data[SC_BLADESTOP])
  11455. break;
  11456. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11457. break;
  11458. return 0;
  11459. case MO_COMBOFINISH:
  11460. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11461. return 0;
  11462. break;
  11463. case CH_TIGERFIST:
  11464. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11465. return 0;
  11466. break;
  11467. case CH_CHAINCRUSH:
  11468. if(!(sc && sc->data[SC_COMBO]))
  11469. return 0;
  11470. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11471. return 0;
  11472. break;
  11473. case MO_EXTREMITYFIST:
  11474. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11475. // return 0;
  11476. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11477. break;
  11478. if( sc && sc->data[SC_COMBO] )
  11479. {
  11480. switch(sc->data[SC_COMBO]->val1) {
  11481. case MO_COMBOFINISH:
  11482. case CH_TIGERFIST:
  11483. case CH_CHAINCRUSH:
  11484. break;
  11485. default:
  11486. return 0;
  11487. }
  11488. }
  11489. else if( !unit_can_move(&sd->bl) )
  11490. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11491. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11492. return 0;
  11493. }
  11494. break;
  11495. case TK_MISSION:
  11496. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  11497. {// Cannot be used by Non-Taekwon classes
  11498. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11499. return 0;
  11500. }
  11501. break;
  11502. case TK_READYCOUNTER:
  11503. case TK_READYDOWN:
  11504. case TK_READYSTORM:
  11505. case TK_READYTURN:
  11506. case TK_JUMPKICK:
  11507. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  11508. {// Soul Linkers cannot use this skill
  11509. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11510. return 0;
  11511. }
  11512. break;
  11513. case TK_TURNKICK:
  11514. case TK_STORMKICK:
  11515. case TK_DOWNKICK:
  11516. case TK_COUNTER:
  11517. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11518. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11519. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11520. return 0; //Combo needs to be ready
  11521. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11522. //Do not repeat a kick.
  11523. if (sc->data[SC_COMBO]->val3 != skill)
  11524. break;
  11525. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11526. return 0;
  11527. }
  11528. if(sc->data[SC_COMBO]->val1 != skill && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11529. unit_cancel_combo(&sd->bl);
  11530. return 0;
  11531. }
  11532. break; //Combo ready.
  11533. case BD_ADAPTATION:
  11534. {
  11535. int time;
  11536. if(!(sc && sc->data[SC_DANCING]))
  11537. {
  11538. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11539. return 0;
  11540. }
  11541. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11542. if (skill_get_time(
  11543. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11544. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11545. - time < skill_get_time2(skill,lv))
  11546. {
  11547. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11548. return 0;
  11549. }
  11550. }
  11551. break;
  11552. case PR_BENEDICTIO:
  11553. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  11554. {
  11555. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11556. return 0;
  11557. }
  11558. break;
  11559. case SL_SMA:
  11560. if(!(sc && sc->data[SC_SMA]))
  11561. return 0;
  11562. break;
  11563. case HT_POWER:
  11564. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  11565. return 0;
  11566. break;
  11567. case CG_HERMODE:
  11568. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  11569. {
  11570. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11571. return 0;
  11572. }
  11573. break;
  11574. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11575. {
  11576. int i,x,y,range = skill_get_splash(skill, lv)+1;
  11577. int size = range*2+1;
  11578. for (i=0;i<size*size;i++) {
  11579. x = sd->bl.x+(i%size-range);
  11580. y = sd->bl.y+(i/size-range);
  11581. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11582. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11583. return 0;
  11584. }
  11585. }
  11586. }
  11587. break;
  11588. case PR_REDEMPTIO:
  11589. {
  11590. int exp;
  11591. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11592. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11593. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11594. return 0;
  11595. }
  11596. break;
  11597. }
  11598. case AM_TWILIGHT2:
  11599. case AM_TWILIGHT3:
  11600. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  11601. {
  11602. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11603. return 0;
  11604. }
  11605. break;
  11606. case SG_SUN_WARM:
  11607. case SG_MOON_WARM:
  11608. case SG_STAR_WARM:
  11609. if (sc && sc->data[SC_MIRACLE])
  11610. break;
  11611. i = skill-SG_SUN_WARM;
  11612. if (sd->bl.m == sd->feel_map[i].m)
  11613. break;
  11614. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11615. return 0;
  11616. break;
  11617. case SG_SUN_COMFORT:
  11618. case SG_MOON_COMFORT:
  11619. case SG_STAR_COMFORT:
  11620. if (sc && sc->data[SC_MIRACLE])
  11621. break;
  11622. i = skill-SG_SUN_COMFORT;
  11623. if (sd->bl.m == sd->feel_map[i].m &&
  11624. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11625. break;
  11626. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11627. return 0;
  11628. case SG_FUSION:
  11629. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11630. break;
  11631. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11632. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11633. if( require.sp > 0 )
  11634. {
  11635. if (status->sp < (unsigned int)require.sp)
  11636. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11637. else
  11638. status_zap(&sd->bl, 0, require.sp);
  11639. }
  11640. return 0;
  11641. case GD_BATTLEORDER:
  11642. case GD_REGENERATION:
  11643. case GD_RESTORE:
  11644. if (!map_flag_gvg2(sd->bl.m)) {
  11645. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11646. return 0;
  11647. }
  11648. case GD_EMERGENCYCALL:
  11649. // other checks were already done in skillnotok()
  11650. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11651. return 0;
  11652. break;
  11653. case GS_GLITTERING:
  11654. if(sd->spiritball >= 10) {
  11655. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11656. return 0;
  11657. }
  11658. break;
  11659. case NJ_ISSEN:
  11660. if (status->hp < 2) {
  11661. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11662. return 0;
  11663. }
  11664. case NJ_BUNSINJYUTSU:
  11665. if (!(sc && sc->data[SC_NEN])) {
  11666. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11667. return 0;
  11668. }
  11669. break;
  11670. case NJ_ZENYNAGE:
  11671. case KO_MUCHANAGE:
  11672. if(sd->status.zeny < require.zeny) {
  11673. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11674. return 0;
  11675. }
  11676. break;
  11677. case PF_HPCONVERSION:
  11678. if (status->sp == status->max_sp)
  11679. return 0; //Unusable when at full SP.
  11680. break;
  11681. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11682. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11683. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11684. return 0;
  11685. }
  11686. break;
  11687. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11688. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11689. {
  11690. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11691. return 0;
  11692. }
  11693. break;
  11694. /**
  11695. * Arch Bishop
  11696. **/
  11697. case AB_ANCILLA:
  11698. {
  11699. int count = 0;
  11700. for( i = 0; i < MAX_INVENTORY; i ++ )
  11701. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11702. count += sd->status.inventory[i].amount;
  11703. if( count >= 3 ) {
  11704. clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11705. return 0;
  11706. }
  11707. }
  11708. break;
  11709. /**
  11710. * Keeping as a note:
  11711. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11712. **/
  11713. //case AB_LAUDAAGNUS:
  11714. //case AB_LAUDARAMUS:
  11715. // if( !sd->status.party_id ) {
  11716. // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11717. // return 0;
  11718. // }
  11719. // break;
  11720. case AB_ADORAMUS:
  11721. /**
  11722. * Warlock
  11723. **/
  11724. case WL_COMET:
  11725. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11726. {
  11727. //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11728. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11729. return 0;
  11730. }
  11731. break;
  11732. case WL_SUMMONFB:
  11733. case WL_SUMMONBL:
  11734. case WL_SUMMONWB:
  11735. case WL_SUMMONSTONE:
  11736. if( sc )
  11737. {
  11738. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11739. if( i == SC_SPHERE_5+1 )
  11740. { // No more free slots
  11741. clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
  11742. return 0;
  11743. }
  11744. }
  11745. break;
  11746. /**
  11747. * Guilotine Cross
  11748. **/
  11749. case GC_HALLUCINATIONWALK:
  11750. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11751. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11752. return 0;
  11753. }
  11754. break;
  11755. case GC_COUNTERSLASH:
  11756. case GC_WEAPONCRUSH:
  11757. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11758. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11759. return 0;
  11760. }
  11761. break;
  11762. /**
  11763. * Ranger
  11764. **/
  11765. case RA_WUGMASTERY:
  11766. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11767. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11768. return 0;
  11769. }
  11770. break;
  11771. case RA_WUGSTRIKE:
  11772. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  11773. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11774. return 0;
  11775. }
  11776. break;
  11777. case RA_WUGRIDER:
  11778. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11779. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11780. return 0;
  11781. }
  11782. break;
  11783. case RA_WUGDASH:
  11784. if(!pc_isridingwug(sd)) {
  11785. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11786. return 0;
  11787. }
  11788. break;
  11789. /**
  11790. * Royal Guard
  11791. **/
  11792. case LG_BANDING:
  11793. if( sc && sc->data[SC_INSPIRATION] ) {
  11794. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11795. return 0;
  11796. }
  11797. break;
  11798. case LG_PRESTIGE:
  11799. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  11800. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11801. return 0;
  11802. }
  11803. break;
  11804. case LG_RAGEBURST:
  11805. if( sd->spiritball == 0 ) {
  11806. clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
  11807. return 0;
  11808. }
  11809. sd->spiritball_old = require.spiritball = sd->spiritball;
  11810. break;
  11811. case LG_RAYOFGENESIS:
  11812. if( sc && sc->data[SC_INSPIRATION] )
  11813. return 1; // Don't check for partner.
  11814. if( !(sc && sc->data[SC_BANDING]) ) {
  11815. clif_skill_fail(sd,skill,USESKILL_FAIL,0);
  11816. return 0;
  11817. } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
  11818. return 0; // Just fails, no msg here.
  11819. break;
  11820. case LG_HESPERUSLIT:
  11821. if( !sc || !sc->data[SC_BANDING] ) {
  11822. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11823. return 0;
  11824. }
  11825. break;
  11826. case SR_FALLENEMPIRE:
  11827. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  11828. return 0;
  11829. break;
  11830. case SR_CRESCENTELBOW:
  11831. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  11832. clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0);
  11833. return 0;
  11834. }
  11835. break;
  11836. case SR_CURSEDCIRCLE:
  11837. if (map_flag_gvg(sd->bl.m)) {
  11838. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill, lv), BL_MOB,
  11839. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  11840. char output[128];
  11841. sprintf(output, "You're too close to a stone or emperium to do this skill");
  11842. clif_colormes(sd, COLOR_RED, output);
  11843. return 0;
  11844. }
  11845. }
  11846. if( sd->spiritball > 0 )
  11847. sd->spiritball_old = require.spiritball = sd->spiritball;
  11848. else {
  11849. clif_skill_fail(sd,skill,0,0);
  11850. return 0;
  11851. }
  11852. break;
  11853. case SR_GATEOFHELL:
  11854. if( sd->spiritball > 0 )
  11855. sd->spiritball_old = require.spiritball;
  11856. break;
  11857. case SC_MANHOLE:
  11858. case SC_DIMENSIONDOOR:
  11859. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  11860. clif_skill_fail(sd,skill,0,0);
  11861. return 0;
  11862. }
  11863. break;
  11864. case WM_GREAT_ECHO: {
  11865. int count;
  11866. count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
  11867. if( count < 1 ) {
  11868. clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0);
  11869. return 0;
  11870. } else
  11871. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  11872. }
  11873. break;
  11874. case SO_FIREWALK:
  11875. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  11876. if( sc && sc->data[SC_PROPERTYWALK] &&
  11877. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  11878. clif_skill_fail(sd,skill,0x0,0);
  11879. return 0;
  11880. }
  11881. break;
  11882. case SO_EL_CONTROL:
  11883. if( !sd->status.ele_id || !sd->ed ) {
  11884. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11885. return 0;
  11886. }
  11887. break;
  11888. case RETURN_TO_ELDICASTES:
  11889. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  11890. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11891. return 0;
  11892. }
  11893. break;
  11894. case LG_REFLECTDAMAGE:
  11895. case CR_REFLECTSHIELD:
  11896. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  11897. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11898. return 0;
  11899. }
  11900. break;
  11901. case KO_KAHU_ENTEN:
  11902. case KO_HYOUHU_HUBUKI:
  11903. case KO_KAZEHU_SEIRAN:
  11904. case KO_DOHU_KOUKAI:
  11905. {
  11906. int ttype = skill_get_ele(skill, lv);
  11907. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  11908. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
  11909. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  11910. return 0;
  11911. }
  11912. }
  11913. break;
  11914. case KO_KAIHOU:
  11915. case KO_ZENKAI:
  11916. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11917. if( i > 4 ) {
  11918. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11919. return 0;
  11920. }
  11921. break;
  11922. }
  11923. switch(require.state) {
  11924. case ST_HIDING:
  11925. if(!(sc && sc->option&OPTION_HIDE)) {
  11926. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11927. return 0;
  11928. }
  11929. break;
  11930. case ST_CLOAKING:
  11931. if(!pc_iscloaking(sd)) {
  11932. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11933. return 0;
  11934. }
  11935. break;
  11936. case ST_HIDDEN:
  11937. if(!pc_ishiding(sd)) {
  11938. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11939. return 0;
  11940. }
  11941. break;
  11942. case ST_RIDING:
  11943. if(!pc_isriding(sd)) {
  11944. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11945. return 0;
  11946. }
  11947. break;
  11948. case ST_FALCON:
  11949. if(!pc_isfalcon(sd)) {
  11950. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11951. return 0;
  11952. }
  11953. break;
  11954. case ST_CARTBOOST:
  11955. if(!(sc && sc->data[SC_CARTBOOST])) {
  11956. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11957. return 0;
  11958. }
  11959. case ST_CART:
  11960. if(!pc_iscarton(sd)) {
  11961. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11962. return 0;
  11963. }
  11964. break;
  11965. case ST_SHIELD:
  11966. if(sd->status.shield <= 0) {
  11967. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11968. return 0;
  11969. }
  11970. break;
  11971. case ST_SIGHT:
  11972. if(!(sc && sc->data[SC_SIGHT])) {
  11973. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11974. return 0;
  11975. }
  11976. break;
  11977. case ST_EXPLOSIONSPIRITS:
  11978. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  11979. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11980. return 0;
  11981. }
  11982. break;
  11983. case ST_RECOV_WEIGHT_RATE:
  11984. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  11985. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11986. return 0;
  11987. }
  11988. break;
  11989. case ST_MOVE_ENABLE:
  11990. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  11991. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  11992. if (!unit_can_move(&sd->bl)) {
  11993. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11994. return 0;
  11995. }
  11996. break;
  11997. case ST_WATER:
  11998. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  11999. break;
  12000. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  12001. break;
  12002. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12003. return 0;
  12004. /**
  12005. * Rune Knight
  12006. **/
  12007. case ST_RIDINGDRAGON:
  12008. if( !pc_isridingdragon(sd) ) {
  12009. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12010. return 0;
  12011. }
  12012. break;
  12013. /**
  12014. * Wug
  12015. **/
  12016. case ST_WUG:
  12017. if( !pc_iswug(sd) ) {
  12018. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12019. return 0;
  12020. }
  12021. break;
  12022. /**
  12023. * Riding Wug
  12024. **/
  12025. case ST_RIDINGWUG:
  12026. if( !pc_isridingwug(sd) ){
  12027. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12028. return 0;
  12029. }
  12030. break;
  12031. /**
  12032. * Mechanic
  12033. **/
  12034. case ST_MADO:
  12035. if( !pc_ismadogear(sd) ) {
  12036. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12037. return 0;
  12038. }
  12039. break;
  12040. /**
  12041. * Sorcerer
  12042. **/
  12043. case ST_ELEMENTALSPIRIT:
  12044. if(!sd->ed) {
  12045. clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
  12046. return 0;
  12047. }
  12048. break;
  12049. case ST_POISONINGWEAPON:
  12050. if (!(sc && sc->data[SC_POISONINGWEAPON])) {
  12051. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12052. return 0;
  12053. }
  12054. break;
  12055. case ST_ROLLINGCUTTER:
  12056. if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
  12057. clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
  12058. return 0;
  12059. }
  12060. break;
  12061. }
  12062. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  12063. //mhp is the max-hp-requirement, that is,
  12064. //you must have this % or less of HP to cast it.
  12065. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12066. return 0;
  12067. }
  12068. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12069. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12070. return 0;
  12071. }
  12072. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  12073. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12074. return 0;
  12075. }
  12076. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  12077. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  12078. return 0;
  12079. }
  12080. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  12081. clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
  12082. return 0;
  12083. }
  12084. return 1;
  12085. }
  12086. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  12087. {
  12088. struct skill_condition require;
  12089. struct status_data *status;
  12090. int i;
  12091. int index[MAX_SKILL_ITEM_REQUIRE];
  12092. nullpo_ret(sd);
  12093. if( lv <= 0 || sd->chatID )
  12094. return 0;
  12095. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) {
  12096. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12097. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  12098. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12099. return 1;
  12100. }
  12101. switch( sd->menuskill_id ) { // Cast start or cast end??
  12102. case AM_PHARMACY:
  12103. switch( skill ) {
  12104. case AM_PHARMACY:
  12105. case AC_MAKINGARROW:
  12106. case BS_REPAIRWEAPON:
  12107. case AM_TWILIGHT1:
  12108. case AM_TWILIGHT2:
  12109. case AM_TWILIGHT3:
  12110. return 0;
  12111. }
  12112. break;
  12113. case GN_MIX_COOKING:
  12114. case GN_MAKEBOMB:
  12115. case GN_S_PHARMACY:
  12116. case GN_CHANGEMATERIAL:
  12117. if( sd->menuskill_id != skill )
  12118. return 0;
  12119. break;
  12120. }
  12121. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  12122. return 1;
  12123. if( pc_is90overweight(sd) ) {
  12124. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  12125. return 0;
  12126. }
  12127. // perform skill-specific checks (and actions)
  12128. switch( skill ) {
  12129. case PR_BENEDICTIO:
  12130. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  12131. break;
  12132. case AM_CANNIBALIZE:
  12133. case AM_SPHEREMINE: {
  12134. int c=0;
  12135. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  12136. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  12137. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  12138. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  12139. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  12140. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  12141. if(c >= maxcount ||
  12142. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  12143. { //Fails when: exceed max limit. There are other plant types already out.
  12144. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12145. return 0;
  12146. }
  12147. }
  12148. break;
  12149. }
  12150. case NC_SILVERSNIPER:
  12151. case NC_MAGICDECOY: {
  12152. int c = 0, j;
  12153. int maxcount = skill_get_maxcount(skill,lv);
  12154. int mob_class = 2042;
  12155. if( skill == NC_MAGICDECOY )
  12156. mob_class = 2043;
  12157. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  12158. if( skill == NC_MAGICDECOY ) {
  12159. for( j = mob_class; j <= 2046; j++ )
  12160. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  12161. } else
  12162. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  12163. if( c >= maxcount ) {
  12164. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  12165. return 0;
  12166. }
  12167. }
  12168. }
  12169. break;
  12170. case KO_ZANZOU: {
  12171. int c = 0;
  12172. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill, &c);
  12173. if( c >= skill_get_maxcount(skill,lv) || c != i)
  12174. {
  12175. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  12176. return 0;
  12177. }
  12178. }
  12179. break;
  12180. }
  12181. status = &sd->battle_status;
  12182. require = skill_get_requirement(sd,skill,lv);
  12183. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  12184. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  12185. return 0;
  12186. }
  12187. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  12188. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12189. return 0;
  12190. }
  12191. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  12192. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  12193. clif_arrow_fail(sd,0);
  12194. return 0;
  12195. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  12196. char e_msg[100];
  12197. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  12198. skill_get_desc(skill),
  12199. require.ammo_qty,
  12200. itemdb_jname(sd->status.inventory[i].nameid));
  12201. clif_colormes(sd,COLOR_RED,e_msg);
  12202. return 0;
  12203. }
  12204. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  12205. //which is the closest we have to wrong ammo type. [Skotlex]
  12206. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  12207. //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  12208. return 0;
  12209. }
  12210. }
  12211. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  12212. if( !require.itemid[i] )
  12213. continue;
  12214. index[i] = pc_search_inventory(sd,require.itemid[i]);
  12215. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  12216. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  12217. clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  12218. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  12219. clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  12220. else
  12221. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12222. return 0;
  12223. }
  12224. }
  12225. return 1;
  12226. }
  12227. // type&2: consume items (after skill was used)
  12228. // type&1: consume the others (before skill was used)
  12229. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  12230. {
  12231. struct skill_condition req;
  12232. nullpo_ret(sd);
  12233. req = skill_get_requirement(sd,skill,lv);
  12234. if( type&1 )
  12235. {
  12236. if( skill == CG_TAROTCARD || sd->state.autocast )
  12237. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  12238. if(req.hp || req.sp)
  12239. status_zap(&sd->bl, req.hp, req.sp);
  12240. if(req.spiritball > 0)
  12241. pc_delspiritball(sd,req.spiritball,0);
  12242. if(req.zeny > 0)
  12243. {
  12244. if( skill == NJ_ZENYNAGE )
  12245. req.zeny = 0; //Zeny is reduced on skill_attack.
  12246. if( sd->status.zeny < req.zeny )
  12247. req.zeny = sd->status.zeny;
  12248. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  12249. }
  12250. }
  12251. if( type&2 )
  12252. {
  12253. struct status_change *sc = &sd->sc;
  12254. int n,i;
  12255. if( !sc->count )
  12256. sc = NULL;
  12257. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  12258. {
  12259. if( !req.itemid[i] )
  12260. continue;
  12261. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  12262. continue; //Gemstones are checked, but not substracted from inventory.
  12263. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  12264. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  12265. }
  12266. }
  12267. return 1;
  12268. }
  12269. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  12270. {
  12271. struct skill_condition req;
  12272. struct status_data *status;
  12273. struct status_change *sc;
  12274. int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12275. memset(&req,0,sizeof(req));
  12276. if( !sd )
  12277. return req;
  12278. if( sd->skillitem == skill )
  12279. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12280. sc = &sd->sc;
  12281. if( !sc->count )
  12282. sc = NULL;
  12283. switch( skill )
  12284. { // Turn off check.
  12285. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  12286. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  12287. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  12288. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
  12289. if( sc && sc->data[status_skill2sc(skill)] )
  12290. return req;
  12291. }
  12292. j = skill_get_index(skill);
  12293. if( j == 0 ) // invalid skill id
  12294. return req;
  12295. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  12296. return req;
  12297. status = &sd->battle_status;
  12298. req.hp = skill_db[j].hp[lv-1];
  12299. hp_rate = skill_db[j].hp_rate[lv-1];
  12300. if(hp_rate > 0)
  12301. req.hp += (status->hp * hp_rate)/100;
  12302. else
  12303. req.hp += (status->max_hp * (-hp_rate))/100;
  12304. req.sp = skill_db[j].sp[lv-1];
  12305. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  12306. req.sp /= 2;
  12307. sp_rate = skill_db[j].sp_rate[lv-1];
  12308. if(sp_rate > 0)
  12309. req.sp += (status->sp * sp_rate)/100;
  12310. else
  12311. req.sp += (status->max_sp * (-sp_rate))/100;
  12312. if( sd->dsprate != 100 )
  12313. req.sp = req.sp * sd->dsprate / 100;
  12314. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill);
  12315. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12316. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12317. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill);
  12318. if( i < ARRAYLENGTH(sd->skillusesp) )
  12319. req.sp -= sd->skillusesp[i].val;
  12320. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12321. if( sc ) {
  12322. if( sc->data[SC__LAZINESS] )
  12323. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12324. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  12325. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
  12326. if( sc->data[SC_RECOGNIZEDSPELL] )
  12327. req.sp += req.sp / 4;
  12328. }
  12329. req.zeny = skill_db[j].zeny[lv-1];
  12330. if( sc && sc->data[SC__UNLUCKY] )
  12331. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12332. req.spiritball = skill_db[j].spiritball[lv-1];
  12333. req.state = skill_db[j].state;
  12334. req.mhp = skill_db[j].mhp[lv-1];
  12335. req.weapon = skill_db[j].weapon;
  12336. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  12337. if (req.ammo_qty)
  12338. req.ammo = skill_db[j].ammo;
  12339. if (!req.ammo && skill && skill_isammotype(sd, skill))
  12340. { //Assume this skill is using the weapon, therefore it requires arrows.
  12341. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12342. req.ammo_qty = 1;
  12343. }
  12344. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12345. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  12346. continue;
  12347. switch( skill ) {
  12348. case AM_CALLHOMUN:
  12349. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12350. continue;
  12351. break;
  12352. case NC_SHAPESHIFT:
  12353. if( i < 4 )
  12354. continue;
  12355. break;
  12356. case WZ_FIREPILLAR: // celest
  12357. if (lv <= 5) // no gems required at level 1-5
  12358. continue;
  12359. break;
  12360. case AB_ADORAMUS:
  12361. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  12362. continue;
  12363. break;
  12364. case WL_COMET:
  12365. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
  12366. continue;
  12367. break;
  12368. case GN_FIRE_EXPANSION:
  12369. if( i < 5 )
  12370. continue;
  12371. break;
  12372. case SO_SUMMON_AGNI:
  12373. case SO_SUMMON_AQUA:
  12374. case SO_SUMMON_VENTUS:
  12375. case SO_SUMMON_TERA:
  12376. case SO_WATER_INSIGNIA:
  12377. case SO_FIRE_INSIGNIA:
  12378. case SO_WIND_INSIGNIA:
  12379. case SO_EARTH_INSIGNIA:
  12380. if( i < 3 )
  12381. continue;
  12382. break;
  12383. }
  12384. req.itemid[i] = skill_db[j].itemid[i];
  12385. req.amount[i] = skill_db[j].amount[i];
  12386. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  12387. {
  12388. if( sd->special_state.no_gemstone )
  12389. { //Make it substract 1 gem rather than skipping the cost.
  12390. if( --req.amount[i] < 1 )
  12391. req.itemid[i] = 0;
  12392. }
  12393. if(sc && sc->data[SC_INTOABYSS])
  12394. {
  12395. if( skill != SA_ABRACADABRA )
  12396. req.itemid[i] = req.amount[i] = 0;
  12397. else if( --req.amount[i] < 1 )
  12398. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12399. }
  12400. }
  12401. if( skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12402. if( (j=pc_search_inventory(sd,req.itemid[i])) < 0 || ( j >= 0 && sd->status.inventory[j].amount < req.amount[i] ) ){
  12403. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12404. req.amount[i] = 1;
  12405. }
  12406. break;
  12407. }
  12408. }
  12409. /* requirements are level-dependent */
  12410. switch( skill ) {
  12411. case NC_SHAPESHIFT:
  12412. case GN_FIRE_EXPANSION:
  12413. case SO_SUMMON_AGNI:
  12414. case SO_SUMMON_AQUA:
  12415. case SO_SUMMON_VENTUS:
  12416. case SO_SUMMON_TERA:
  12417. case SO_WATER_INSIGNIA:
  12418. case SO_FIRE_INSIGNIA:
  12419. case SO_WIND_INSIGNIA:
  12420. case SO_EARTH_INSIGNIA:
  12421. req.itemid[lv-1] = skill_db[j].itemid[lv-1];
  12422. req.amount[lv-1] = skill_db[j].amount[lv-1];
  12423. break;
  12424. }
  12425. // Check for cost reductions due to skills & SCs
  12426. switch(skill) {
  12427. case MC_MAMMONITE:
  12428. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12429. req.zeny -= req.zeny*10/100;
  12430. break;
  12431. case AL_HOLYLIGHT:
  12432. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12433. req.sp *= 5;
  12434. break;
  12435. case SL_SMA:
  12436. case SL_STUN:
  12437. case SL_STIN:
  12438. {
  12439. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12440. if(kaina_lv==0 || sd->status.base_level<70)
  12441. break;
  12442. if(sd->status.base_level>=90)
  12443. req.sp -= req.sp*7*kaina_lv/100;
  12444. else if(sd->status.base_level>=80)
  12445. req.sp -= req.sp*5*kaina_lv/100;
  12446. else if(sd->status.base_level>=70)
  12447. req.sp -= req.sp*3*kaina_lv/100;
  12448. }
  12449. break;
  12450. case MO_TRIPLEATTACK:
  12451. case MO_CHAINCOMBO:
  12452. case MO_COMBOFINISH:
  12453. case CH_TIGERFIST:
  12454. case CH_CHAINCRUSH:
  12455. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12456. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12457. break;
  12458. case MO_BODYRELOCATION:
  12459. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12460. req.spiritball = 0;
  12461. break;
  12462. case MO_EXTREMITYFIST:
  12463. if( sc )
  12464. {
  12465. if( sc->data[SC_BLADESTOP] )
  12466. req.spiritball--;
  12467. else if( sc->data[SC_COMBO] )
  12468. {
  12469. switch( sc->data[SC_COMBO]->val1 )
  12470. {
  12471. case MO_COMBOFINISH:
  12472. req.spiritball = 4;
  12473. break;
  12474. case CH_TIGERFIST:
  12475. req.spiritball = 3;
  12476. break;
  12477. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12478. req.spiritball = sd->spiritball?sd->spiritball:1;
  12479. break;
  12480. }
  12481. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12482. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12483. }
  12484. break;
  12485. case SR_RAMPAGEBLASTER:
  12486. req.spiritball = sd->spiritball?sd->spiritball:15;
  12487. break;
  12488. case SR_GATEOFHELL:
  12489. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12490. req.sp -= req.sp * 10 / 100;
  12491. break;
  12492. case SO_SUMMON_AGNI:
  12493. case SO_SUMMON_AQUA:
  12494. case SO_SUMMON_VENTUS:
  12495. case SO_SUMMON_TERA:
  12496. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12497. break;
  12498. }
  12499. return req;
  12500. }
  12501. /*==========================================
  12502. * Does cast-time reductions based on dex, item bonuses and config setting
  12503. *------------------------------------------*/
  12504. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) {
  12505. int time = skill_get_cast(skill_id, skill_lv);
  12506. nullpo_ret(bl);
  12507. #ifndef RENEWAL_CAST
  12508. {
  12509. struct map_session_data *sd;
  12510. sd = BL_CAST(BL_PC, bl);
  12511. // calculate base cast time (reduced by dex)
  12512. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12513. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12514. if( scale > 0 ) // not instant cast
  12515. time = time * scale / battle_config.castrate_dex_scale;
  12516. else
  12517. return 0; // instant cast
  12518. }
  12519. // calculate cast time reduced by item/card bonuses
  12520. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12521. {
  12522. int i;
  12523. if( sd->castrate != 100 )
  12524. time = time * sd->castrate / 100;
  12525. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12526. {
  12527. if( sd->skillcast[i].id == skill_id )
  12528. {
  12529. time+= time * sd->skillcast[i].val / 100;
  12530. break;
  12531. }
  12532. }
  12533. }
  12534. }
  12535. #endif
  12536. // config cast time multiplier
  12537. if (battle_config.cast_rate != 100)
  12538. time = time * battle_config.cast_rate / 100;
  12539. // return final cast time
  12540. time = max(time, 0);
  12541. // ShowInfo("Castime castfix = %d\n",time);
  12542. return time;
  12543. }
  12544. /*==========================================
  12545. * Does cast-time reductions based on sc data.
  12546. *------------------------------------------*/
  12547. int skill_castfix_sc (struct block_list *bl, int time)
  12548. {
  12549. struct status_change *sc = status_get_sc(bl);
  12550. if( time < 0 )
  12551. return 0;
  12552. if (sc && sc->count) {
  12553. if (sc->data[SC_SLOWCAST])
  12554. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12555. if (sc->data[SC_PARALYSIS])
  12556. time += sc->data[SC_PARALYSIS]->val3;
  12557. if (sc->data[SC_SUFFRAGIUM]) {
  12558. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12559. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12560. }
  12561. if (sc->data[SC_MEMORIZE]) {
  12562. time>>=1;
  12563. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12564. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12565. }
  12566. if (sc->data[SC_POEMBRAGI])
  12567. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12568. if (sc->data[SC_IZAYOI])
  12569. time -= time * 50 / 100;
  12570. }
  12571. time = max(time, 0);
  12572. // ShowInfo("Castime castfix_sc = %d\n",time);
  12573. return time;
  12574. }
  12575. #ifdef RENEWAL_CAST
  12576. int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv)
  12577. {
  12578. struct status_change *sc = status_get_sc(bl);
  12579. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12580. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  12581. if( time < 0 )
  12582. return 0;
  12583. if( fixed == 0 ){
  12584. fixed = (int)time * 20 / 100; // fixed time
  12585. time = time * 80 / 100; // variable time
  12586. }else if( fixed < 0 ) // no fixed cast time
  12587. fixed = 0;
  12588. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  12589. if( sd->bonus.varcastrate < 0 )
  12590. VARCAST_REDUCTION(sd->bonus.varcastrate);
  12591. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  12592. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  12593. fixed += sd->skillfixcast[i].val;
  12594. break;
  12595. }
  12596. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  12597. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  12598. time += sd->skillvarcast[i].val;
  12599. break;
  12600. }
  12601. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12602. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  12603. if( (i=sd->skillcast[i].val) < 0)
  12604. VARCAST_REDUCTION(i);
  12605. break;
  12606. }
  12607. }
  12608. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  12609. // All variable cast additive bonuses must come first
  12610. if (sc->data[SC_SLOWCAST])
  12611. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  12612. // Variable cast reduction bonuses
  12613. if (sc->data[SC_SUFFRAGIUM]) {
  12614. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  12615. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12616. }
  12617. if (sc->data[SC_MEMORIZE]) {
  12618. VARCAST_REDUCTION(50);
  12619. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12620. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12621. }
  12622. if (sc->data[SC_POEMBRAGI])
  12623. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  12624. if (sc->data[SC_IZAYOI])
  12625. VARCAST_REDUCTION(50);
  12626. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  12627. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  12628. // Fixed cast reduction bonuses
  12629. if( sc->data[SC__LAZINESS] )
  12630. fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
  12631. if( sc->data[SC_SECRAMENT] )
  12632. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  12633. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  12634. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  12635. // Fixed cast non percentage bonuses
  12636. if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
  12637. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  12638. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12639. fixed = 0;
  12640. }
  12641. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  12642. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  12643. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  12644. }
  12645. if( varcast_r < 0 ) // now compute overall factors
  12646. time = time * (1 - (float)varcast_r / 100);
  12647. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  12648. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  12649. // underflow checking/capping
  12650. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed;
  12651. // ShowInfo("Casttime vfcastfix = %d\n",time);
  12652. return (int)time;
  12653. }
  12654. #endif
  12655. /*==========================================
  12656. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  12657. *------------------------------------------*/
  12658. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  12659. {
  12660. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  12661. int time = skill_get_delay(skill_id, skill_lv);
  12662. struct map_session_data *sd;
  12663. struct status_change *sc = status_get_sc(bl);
  12664. nullpo_ret(bl);
  12665. sd = BL_CAST(BL_PC, bl);
  12666. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  12667. return 0; //Will use picked skill's delay.
  12668. if (bl->type&battle_config.no_skill_delay)
  12669. return battle_config.min_skill_delay_limit;
  12670. if (time < 0)
  12671. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  12672. // Delay reductions
  12673. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  12674. case MO_TRIPLEATTACK:
  12675. case MO_CHAINCOMBO:
  12676. case MO_COMBOFINISH:
  12677. case CH_TIGERFIST:
  12678. case CH_CHAINCRUSH:
  12679. case SR_DRAGONCOMBO:
  12680. case SR_FALLENEMPIRE:
  12681. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  12682. break;
  12683. case HP_BASILICA:
  12684. if( sc && !sc->data[SC_BASILICA] )
  12685. time = 0; // There is no Delay on Basilica creation, only on cancel
  12686. break;
  12687. default:
  12688. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  12689. { // if skill delay is allowed to be reduced by dex
  12690. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12691. if (scale > 0)
  12692. time = time * scale / battle_config.castrate_dex_scale;
  12693. else //To be capped later to minimum.
  12694. time = 0;
  12695. }
  12696. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12697. { // if skill delay is allowed to be reduced by agi
  12698. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12699. if (scale > 0)
  12700. time = time * scale / battle_config.castrate_dex_scale;
  12701. else //To be capped later to minimum.
  12702. time = 0;
  12703. }
  12704. }
  12705. if ( sc && sc->data[SC_SPIRIT] )
  12706. {
  12707. switch (skill_id) {
  12708. case CR_SHIELDBOOMERANG:
  12709. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12710. time /= 2;
  12711. break;
  12712. case AS_SONICBLOW:
  12713. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12714. time /= 2;
  12715. break;
  12716. }
  12717. }
  12718. if (!(delaynodex&2))
  12719. {
  12720. if (sc && sc->count) {
  12721. if (sc->data[SC_POEMBRAGI])
  12722. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12723. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  12724. time /= 2; // After Delay of Wind element spells reduced by 50%.
  12725. }
  12726. }
  12727. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12728. time = time * sd->delayrate / 100;
  12729. if (battle_config.delay_rate != 100)
  12730. time = time * battle_config.delay_rate / 100;
  12731. //min delay
  12732. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  12733. time = max(time, battle_config.min_skill_delay_limit);
  12734. // ShowInfo("Delay delayfix = %d\n",time);
  12735. return time;
  12736. }
  12737. /*=========================================
  12738. *
  12739. *-----------------------------------------*/
  12740. struct square {
  12741. int val1[5];
  12742. int val2[5];
  12743. };
  12744. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  12745. {
  12746. nullpo_retv(tc);
  12747. if(dir == 0){
  12748. tc->val1[0]=x-2;
  12749. tc->val1[1]=x-1;
  12750. tc->val1[2]=x;
  12751. tc->val1[3]=x+1;
  12752. tc->val1[4]=x+2;
  12753. tc->val2[0]=
  12754. tc->val2[1]=
  12755. tc->val2[2]=
  12756. tc->val2[3]=
  12757. tc->val2[4]=y-1;
  12758. }
  12759. else if(dir==2){
  12760. tc->val1[0]=
  12761. tc->val1[1]=
  12762. tc->val1[2]=
  12763. tc->val1[3]=
  12764. tc->val1[4]=x+1;
  12765. tc->val2[0]=y+2;
  12766. tc->val2[1]=y+1;
  12767. tc->val2[2]=y;
  12768. tc->val2[3]=y-1;
  12769. tc->val2[4]=y-2;
  12770. }
  12771. else if(dir==4){
  12772. tc->val1[0]=x-2;
  12773. tc->val1[1]=x-1;
  12774. tc->val1[2]=x;
  12775. tc->val1[3]=x+1;
  12776. tc->val1[4]=x+2;
  12777. tc->val2[0]=
  12778. tc->val2[1]=
  12779. tc->val2[2]=
  12780. tc->val2[3]=
  12781. tc->val2[4]=y+1;
  12782. }
  12783. else if(dir==6){
  12784. tc->val1[0]=
  12785. tc->val1[1]=
  12786. tc->val1[2]=
  12787. tc->val1[3]=
  12788. tc->val1[4]=x-1;
  12789. tc->val2[0]=y+2;
  12790. tc->val2[1]=y+1;
  12791. tc->val2[2]=y;
  12792. tc->val2[3]=y-1;
  12793. tc->val2[4]=y-2;
  12794. }
  12795. else if(dir==1){
  12796. tc->val1[0]=x-1;
  12797. tc->val1[1]=x;
  12798. tc->val1[2]=x+1;
  12799. tc->val1[3]=x+2;
  12800. tc->val1[4]=x+3;
  12801. tc->val2[0]=y-4;
  12802. tc->val2[1]=y-3;
  12803. tc->val2[2]=y-1;
  12804. tc->val2[3]=y;
  12805. tc->val2[4]=y+1;
  12806. }
  12807. else if(dir==3){
  12808. tc->val1[0]=x+3;
  12809. tc->val1[1]=x+2;
  12810. tc->val1[2]=x+1;
  12811. tc->val1[3]=x;
  12812. tc->val1[4]=x-1;
  12813. tc->val2[0]=y-1;
  12814. tc->val2[1]=y;
  12815. tc->val2[2]=y+1;
  12816. tc->val2[3]=y+2;
  12817. tc->val2[4]=y+3;
  12818. }
  12819. else if(dir==5){
  12820. tc->val1[0]=x+1;
  12821. tc->val1[1]=x;
  12822. tc->val1[2]=x-1;
  12823. tc->val1[3]=x-2;
  12824. tc->val1[4]=x-3;
  12825. tc->val2[0]=y+3;
  12826. tc->val2[1]=y+2;
  12827. tc->val2[2]=y+1;
  12828. tc->val2[3]=y;
  12829. tc->val2[4]=y-1;
  12830. }
  12831. else if(dir==7){
  12832. tc->val1[0]=x-3;
  12833. tc->val1[1]=x-2;
  12834. tc->val1[2]=x-1;
  12835. tc->val1[3]=x;
  12836. tc->val1[4]=x+1;
  12837. tc->val2[1]=y;
  12838. tc->val2[0]=y+1;
  12839. tc->val2[2]=y-1;
  12840. tc->val2[3]=y-2;
  12841. tc->val2[4]=y-3;
  12842. }
  12843. }
  12844. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  12845. {
  12846. int c;
  12847. nullpo_retv(tc);
  12848. for( c = 0; c < 5; c++ )
  12849. {
  12850. switch( dir )
  12851. {
  12852. case 0: tc->val2[c]+=are; break;
  12853. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  12854. case 2: tc->val1[c]-=are; break;
  12855. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  12856. case 4: tc->val2[c]-=are; break;
  12857. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  12858. case 6: tc->val1[c]+=are; break;
  12859. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  12860. }
  12861. }
  12862. }
  12863. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  12864. {
  12865. int c,n=4;
  12866. int dir = map_calc_dir(src,bl->x,bl->y);
  12867. struct square tc;
  12868. int x=bl->x,y=bl->y;
  12869. skill_brandishspear_first(&tc,dir,x,y);
  12870. skill_brandishspear_dir(&tc,dir,4);
  12871. skill_area_temp[1] = bl->id;
  12872. if(skilllv > 9){
  12873. for(c=1;c<4;c++){
  12874. map_foreachincell(skill_area_sub,
  12875. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12876. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12877. skill_castend_damage_id);
  12878. }
  12879. }
  12880. if(skilllv > 6){
  12881. skill_brandishspear_dir(&tc,dir,-1);
  12882. n--;
  12883. }else{
  12884. skill_brandishspear_dir(&tc,dir,-2);
  12885. n-=2;
  12886. }
  12887. if(skilllv > 3){
  12888. for(c=0;c<5;c++){
  12889. map_foreachincell(skill_area_sub,
  12890. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12891. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12892. skill_castend_damage_id);
  12893. if(skilllv > 6 && n==3 && c==4){
  12894. skill_brandishspear_dir(&tc,dir,-1);
  12895. n--;c=-1;
  12896. }
  12897. }
  12898. }
  12899. for(c=0;c<10;c++){
  12900. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  12901. map_foreachincell(skill_area_sub,
  12902. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  12903. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  12904. skill_castend_damage_id);
  12905. }
  12906. }
  12907. /*==========================================
  12908. * Weapon Repair [Celest/DracoRPG]
  12909. *------------------------------------------*/
  12910. void skill_repairweapon (struct map_session_data *sd, int idx) {
  12911. int material;
  12912. int materials[4] = { 1002, 998, 999, 756 };
  12913. struct item *item;
  12914. struct map_session_data *target_sd;
  12915. nullpo_retv(sd);
  12916. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  12917. return;
  12918. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  12919. return;
  12920. if( idx < 0 || idx >= MAX_INVENTORY )
  12921. return; //Invalid index??
  12922. item = &target_sd->status.inventory[idx];
  12923. if( item->nameid <= 0 || item->attribute == 0 )
  12924. return; //Again invalid item....
  12925. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  12926. clif_item_repaireffect(sd,idx,1);
  12927. return;
  12928. }
  12929. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  12930. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  12931. else
  12932. material = materials [2]; // Armors consume 1 Steel
  12933. if ( pc_search_inventory(sd,material) < 0 ) {
  12934. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12935. return;
  12936. }
  12937. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  12938. item->attribute = 0;/* clear broken state */
  12939. clif_equiplist(target_sd);
  12940. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  12941. clif_item_repaireffect(sd,idx,0);
  12942. if( sd != target_sd )
  12943. clif_item_repaireffect(target_sd,idx,0);
  12944. }
  12945. /*==========================================
  12946. * Item Appraisal
  12947. *------------------------------------------*/
  12948. void skill_identify (struct map_session_data *sd, int idx)
  12949. {
  12950. int flag=1;
  12951. nullpo_retv(sd);
  12952. if(idx >= 0 && idx < MAX_INVENTORY) {
  12953. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  12954. flag=0;
  12955. sd->status.inventory[idx].identify=1;
  12956. }
  12957. }
  12958. clif_item_identified(sd,idx,flag);
  12959. }
  12960. /*==========================================
  12961. * Weapon Refine [Celest]
  12962. *------------------------------------------*/
  12963. void skill_weaponrefine (struct map_session_data *sd, int idx)
  12964. {
  12965. nullpo_retv(sd);
  12966. if (idx >= 0 && idx < MAX_INVENTORY)
  12967. {
  12968. int i = 0, ep = 0, per;
  12969. int material[5] = { 0, 1010, 1011, 984, 984 };
  12970. struct item *item;
  12971. struct item_data *ditem = sd->inventory_data[idx];
  12972. item = &sd->status.inventory[idx];
  12973. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  12974. {
  12975. if( item->refine >= sd->menuskill_val
  12976. || item->refine >= 10 // if it's no longer refineable
  12977. || ditem->flag.no_refine // if the item isn't refinable
  12978. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  12979. {
  12980. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12981. return;
  12982. }
  12983. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  12984. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  12985. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  12986. if (per > rnd() % 100) {
  12987. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  12988. item->refine++;
  12989. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  12990. if(item->equip) {
  12991. ep = item->equip;
  12992. pc_unequipitem(sd,idx,3);
  12993. }
  12994. clif_refine(sd->fd,0,idx,item->refine);
  12995. clif_delitem(sd,idx,1,3);
  12996. clif_additem(sd,idx,1,0);
  12997. if (ep)
  12998. pc_equipitem(sd,idx,ep);
  12999. clif_misceffect(&sd->bl,3);
  13000. if(item->refine == 10 &&
  13001. item->card[0] == CARD0_FORGE &&
  13002. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  13003. { // Fame point system [DracoRPG]
  13004. switch(ditem->wlv){
  13005. case 1:
  13006. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  13007. break;
  13008. case 2:
  13009. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  13010. break;
  13011. case 3:
  13012. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  13013. break;
  13014. }
  13015. }
  13016. } else {
  13017. item->refine = 0;
  13018. if(item->equip)
  13019. pc_unequipitem(sd,idx,3);
  13020. clif_refine(sd->fd,1,idx,item->refine);
  13021. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  13022. clif_misceffect(&sd->bl,2);
  13023. clif_emotion(&sd->bl, E_OMG);
  13024. }
  13025. }
  13026. }
  13027. }
  13028. /*==========================================
  13029. *
  13030. *------------------------------------------*/
  13031. int skill_autospell (struct map_session_data *sd, int skillid)
  13032. {
  13033. int skilllv;
  13034. int maxlv=1,lv;
  13035. nullpo_ret(sd);
  13036. skilllv = sd->menuskill_val;
  13037. lv=pc_checkskill(sd,skillid);
  13038. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  13039. if(skillid==MG_NAPALMBEAT) maxlv=3;
  13040. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  13041. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  13042. maxlv =10; //Soul Linker bonus. [Skotlex]
  13043. else if(skilllv==2) maxlv=1;
  13044. else if(skilllv==3) maxlv=2;
  13045. else if(skilllv>=4) maxlv=3;
  13046. }
  13047. else if(skillid==MG_SOULSTRIKE){
  13048. if(skilllv==5) maxlv=1;
  13049. else if(skilllv==6) maxlv=2;
  13050. else if(skilllv>=7) maxlv=3;
  13051. }
  13052. else if(skillid==MG_FIREBALL){
  13053. if(skilllv==8) maxlv=1;
  13054. else if(skilllv>=9) maxlv=2;
  13055. }
  13056. else if(skillid==MG_FROSTDIVER) maxlv=1;
  13057. else return 0;
  13058. if(maxlv > lv)
  13059. maxlv = lv;
  13060. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  13061. skill_get_time(SA_AUTOSPELL,skilllv));
  13062. return 0;
  13063. }
  13064. /*==========================================
  13065. * Sitting skills functions.
  13066. *------------------------------------------*/
  13067. static int skill_sit_count (struct block_list *bl, va_list ap)
  13068. {
  13069. struct map_session_data *sd;
  13070. int type =va_arg(ap,int);
  13071. sd=(struct map_session_data*)bl;
  13072. if(!pc_issit(sd))
  13073. return 0;
  13074. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13075. return 1;
  13076. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  13077. return 1;
  13078. return 0;
  13079. }
  13080. static int skill_sit_in (struct block_list *bl, va_list ap)
  13081. {
  13082. struct map_session_data *sd;
  13083. int type =va_arg(ap,int);
  13084. sd=(struct map_session_data*)bl;
  13085. if(!pc_issit(sd))
  13086. return 0;
  13087. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  13088. sd->state.gangsterparadise=1;
  13089. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  13090. {
  13091. sd->state.rest=1;
  13092. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13093. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13094. }
  13095. return 0;
  13096. }
  13097. static int skill_sit_out (struct block_list *bl, va_list ap)
  13098. {
  13099. struct map_session_data *sd;
  13100. int type =va_arg(ap,int);
  13101. sd=(struct map_session_data*)bl;
  13102. if(sd->state.gangsterparadise && type&1)
  13103. sd->state.gangsterparadise=0;
  13104. if(sd->state.rest && type&2) {
  13105. sd->state.rest=0;
  13106. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  13107. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  13108. }
  13109. return 0;
  13110. }
  13111. int skill_sit (struct map_session_data *sd, int type)
  13112. {
  13113. int flag = 0;
  13114. int range = 0, lv;
  13115. nullpo_ret(sd);
  13116. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  13117. flag|=1;
  13118. range = skill_get_splash(RG_GANGSTER, lv);
  13119. }
  13120. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  13121. flag|=2;
  13122. range = skill_get_splash(TK_HPTIME, lv);
  13123. }
  13124. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  13125. flag|=2;
  13126. range = skill_get_splash(TK_SPTIME, lv);
  13127. }
  13128. if( type ) {
  13129. clif_status_load(&sd->bl,SI_SIT,1);
  13130. } else {
  13131. clif_status_load(&sd->bl,SI_SIT,0);
  13132. }
  13133. if (!flag) return 0;
  13134. if(type) {
  13135. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  13136. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  13137. } else {
  13138. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  13139. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  13140. }
  13141. return 0;
  13142. }
  13143. /*==========================================
  13144. *
  13145. *------------------------------------------*/
  13146. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  13147. {
  13148. struct block_list *src;
  13149. int skillnum,skilllv;
  13150. unsigned int tick;
  13151. nullpo_ret(bl);
  13152. nullpo_ret(src=va_arg(ap,struct block_list*));
  13153. skillnum=va_arg(ap,int);
  13154. skilllv=va_arg(ap,int);
  13155. if(skilllv <= 0) return 0;
  13156. tick=va_arg(ap,unsigned int);
  13157. if (src == bl || status_isdead(bl))
  13158. return 0;
  13159. if (bl->type == BL_PC) {
  13160. struct map_session_data *sd = (struct map_session_data *)bl;
  13161. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  13162. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  13163. }
  13164. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  13165. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  13166. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  13167. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  13168. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  13169. return 0;
  13170. }
  13171. /*==========================================
  13172. *
  13173. *------------------------------------------*/
  13174. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  13175. {
  13176. int range = skill_get_unit_range(skill_num,skill_lv);
  13177. int x,y;
  13178. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  13179. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  13180. map_setcell(src->bl.m, x, y, cell, flag);
  13181. }
  13182. /*==========================================
  13183. *
  13184. *------------------------------------------*/
  13185. int skill_attack_area (struct block_list *bl, va_list ap)
  13186. {
  13187. struct block_list *src,*dsrc;
  13188. int atk_type,skillid,skilllv,flag,type;
  13189. unsigned int tick;
  13190. if(status_isdead(bl))
  13191. return 0;
  13192. atk_type = va_arg(ap,int);
  13193. src=va_arg(ap,struct block_list*);
  13194. dsrc=va_arg(ap,struct block_list*);
  13195. skillid=va_arg(ap,int);
  13196. skilllv=va_arg(ap,int);
  13197. tick=va_arg(ap,unsigned int);
  13198. flag=va_arg(ap,int);
  13199. type=va_arg(ap,int);
  13200. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  13201. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  13202. if(battle_check_target(dsrc,bl,type) <= 0 ||
  13203. !status_check_skilluse(NULL, bl, skillid, 2))
  13204. return 0;
  13205. switch (skillid) {
  13206. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  13207. case NPC_ACIDBREATH:
  13208. case NPC_DARKNESSBREATH:
  13209. case NPC_FIREBREATH:
  13210. case NPC_ICEBREATH:
  13211. case NPC_THUNDERBREATH:
  13212. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  13213. default:
  13214. //Area-splash, disable skill animation.
  13215. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  13216. }
  13217. }
  13218. /*==========================================
  13219. *
  13220. *------------------------------------------*/
  13221. int skill_clear_group (struct block_list *bl, int flag)
  13222. {
  13223. struct unit_data *ud = unit_bl2ud(bl);
  13224. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  13225. int i, count=0;
  13226. nullpo_ret(bl);
  13227. if (!ud) return 0;
  13228. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  13229. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13230. {
  13231. switch (ud->skillunit[i]->skill_id) {
  13232. case SA_DELUGE:
  13233. case SA_VOLCANO:
  13234. case SA_VIOLENTGALE:
  13235. case SA_LANDPROTECTOR:
  13236. case NJ_SUITON:
  13237. case NJ_KAENSIN:
  13238. if (flag&1)
  13239. group[count++]= ud->skillunit[i];
  13240. break;
  13241. case SO_WARMER:
  13242. if( flag&8 )
  13243. group[count++]= ud->skillunit[i];
  13244. break;
  13245. case SC_BLOODYLUST:
  13246. if (flag & 32)
  13247. group[count++] = ud->skillunit[i];
  13248. break;
  13249. default:
  13250. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  13251. group[count++]= ud->skillunit[i];
  13252. break;
  13253. }
  13254. }
  13255. for (i=0;i<count;i++)
  13256. skill_delunitgroup(group[i]);
  13257. return count;
  13258. }
  13259. /*==========================================
  13260. * Returns the first element field found [Skotlex]
  13261. *------------------------------------------*/
  13262. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  13263. {
  13264. struct unit_data *ud = unit_bl2ud(bl);
  13265. int i;
  13266. nullpo_ret(bl);
  13267. if (!ud) return NULL;
  13268. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  13269. switch (ud->skillunit[i]->skill_id) {
  13270. case SA_DELUGE:
  13271. case SA_VOLCANO:
  13272. case SA_VIOLENTGALE:
  13273. case SA_LANDPROTECTOR:
  13274. case NJ_SUITON:
  13275. case SO_WARMER:
  13276. case SC_BLOODYLUST:
  13277. return ud->skillunit[i];
  13278. }
  13279. }
  13280. return NULL;
  13281. }
  13282. // for graffiti cleaner [Valaris]
  13283. int skill_graffitiremover (struct block_list *bl, va_list ap)
  13284. {
  13285. struct skill_unit *unit=NULL;
  13286. nullpo_ret(bl);
  13287. nullpo_ret(ap);
  13288. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  13289. return 0;
  13290. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  13291. skill_delunit(unit);
  13292. return 0;
  13293. }
  13294. int skill_greed (struct block_list *bl, va_list ap)
  13295. {
  13296. struct block_list *src;
  13297. struct map_session_data *sd=NULL;
  13298. struct flooritem_data *fitem=NULL;
  13299. nullpo_ret(bl);
  13300. nullpo_ret(src = va_arg(ap, struct block_list *));
  13301. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13302. pc_takeitem(sd, fitem);
  13303. return 0;
  13304. }
  13305. //For Ranger's Detonator [Jobbie/3CeAM]
  13306. int skill_detonator(struct block_list *bl, va_list ap)
  13307. {
  13308. struct skill_unit *unit=NULL;
  13309. struct block_list *src;
  13310. int unit_id;
  13311. nullpo_ret(bl);
  13312. nullpo_ret(ap);
  13313. src = va_arg(ap,struct block_list *);
  13314. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13315. return 0;
  13316. if( unit->group->src_id != src->id )
  13317. return 0;
  13318. unit_id = unit->group->unit_id;
  13319. switch( unit_id )
  13320. { //List of Hunter and Ranger Traps that can be detonate.
  13321. case UNT_BLASTMINE:
  13322. case UNT_SANDMAN:
  13323. case UNT_CLAYMORETRAP:
  13324. case UNT_TALKIEBOX:
  13325. case UNT_CLUSTERBOMB:
  13326. case UNT_FIRINGTRAP:
  13327. case UNT_ICEBOUNDTRAP:
  13328. if( unit_id == UNT_TALKIEBOX )
  13329. {
  13330. clif_talkiebox(bl,unit->group->valstr);
  13331. unit->group->val2 = -1;
  13332. }
  13333. else
  13334. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  13335. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13336. unit->group->unit_id = UNT_USED_TRAPS;
  13337. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13338. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13339. break;
  13340. }
  13341. return 0;
  13342. }
  13343. /*==========================================
  13344. *
  13345. *------------------------------------------*/
  13346. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13347. {
  13348. int skillid;
  13349. int *alive;
  13350. struct skill_unit *unit;
  13351. skillid = va_arg(ap,int);
  13352. alive = va_arg(ap,int *);
  13353. unit = (struct skill_unit *)bl;
  13354. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13355. return 0;
  13356. switch (skillid) {
  13357. case SA_LANDPROTECTOR:
  13358. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13359. (*alive) = 0;
  13360. skill_delunit(unit);
  13361. return 1;
  13362. }
  13363. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps
  13364. skill_delunit(unit);
  13365. return 1;
  13366. }
  13367. break;
  13368. case HW_GANBANTEIN:
  13369. case LG_EARTHDRIVE:
  13370. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13371. skill_delunit(unit);
  13372. return 1;
  13373. }
  13374. break;
  13375. case SA_VOLCANO:
  13376. case SA_DELUGE:
  13377. case SA_VIOLENTGALE:
  13378. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13379. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13380. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13381. if (unit->range <= 0)
  13382. {
  13383. (*alive) = 0;
  13384. return 1;
  13385. }
  13386. /*
  13387. switch (unit->group->skill_id)
  13388. { //These cannot override each other.
  13389. case SA_VOLCANO:
  13390. case SA_DELUGE:
  13391. case SA_VIOLENTGALE:
  13392. (*alive) = 0;
  13393. return 1;
  13394. }
  13395. */
  13396. break;
  13397. case PF_FOGWALL:
  13398. switch(unit->group->skill_id) {
  13399. case SA_VOLCANO: //Can't be placed on top of these
  13400. case SA_VIOLENTGALE:
  13401. (*alive) = 0;
  13402. return 1;
  13403. case SA_DELUGE:
  13404. case NJ_SUITON:
  13405. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13406. (*alive) = 2;
  13407. break;
  13408. }
  13409. break;
  13410. case HP_BASILICA:
  13411. if (unit->group->skill_id == HP_BASILICA)
  13412. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13413. (*alive) = 0;
  13414. return 1;
  13415. }
  13416. break;
  13417. case GN_CRAZYWEED_ATK:
  13418. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13419. case UNT_WALLOFTHORN:
  13420. case UNT_THORNS_TRAP:
  13421. case UNT_BLOODYLUST:
  13422. case UNT_CHAOSPANIC:
  13423. case UNT_MAELSTROM:
  13424. case UNT_FIREPILLAR_ACTIVE:
  13425. case UNT_LANDPROTECTOR:
  13426. case UNT_VOLCANO:
  13427. case UNT_DELUGE:
  13428. case UNT_VIOLENTGALE:
  13429. case UNT_SAFETYWALL:
  13430. case UNT_PNEUMA:
  13431. skill_delunit(unit);
  13432. return 1;
  13433. }
  13434. break;
  13435. }
  13436. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13437. (*alive) = 0;
  13438. return 1;
  13439. }
  13440. return 0;
  13441. }
  13442. /*==========================================
  13443. *
  13444. *------------------------------------------*/
  13445. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13446. {
  13447. struct mob_data* md;
  13448. struct unit_data*ud = unit_bl2ud(bl);
  13449. struct block_list *from_bl;
  13450. struct block_list *to_bl;
  13451. md = (struct mob_data*)bl;
  13452. from_bl = va_arg(ap,struct block_list *);
  13453. to_bl = va_arg(ap,struct block_list *);
  13454. if(ud && ud->target == from_bl->id)
  13455. ud->target = to_bl->id;
  13456. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13457. md->target_id = to_bl->id;
  13458. return 0;
  13459. }
  13460. /*==========================================
  13461. *
  13462. *------------------------------------------*/
  13463. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13464. {
  13465. struct block_list *src;
  13466. int tick;
  13467. struct skill_unit *unit;
  13468. struct skill_unit_group *sg;
  13469. struct block_list *ss;
  13470. src = va_arg(ap,struct block_list *);
  13471. unit = (struct skill_unit *)src;
  13472. tick = va_arg(ap,int);
  13473. if( !unit->alive || bl->prev == NULL )
  13474. return 0;
  13475. nullpo_ret(sg = unit->group);
  13476. nullpo_ret(ss = map_id2bl(sg->src_id));
  13477. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13478. return 0;
  13479. switch(sg->unit_id){
  13480. case UNT_SHOCKWAVE:
  13481. case UNT_SANDMAN:
  13482. case UNT_FLASHER:
  13483. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13484. break;
  13485. case UNT_GROUNDDRIFT_WIND:
  13486. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13487. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13488. break;
  13489. case UNT_GROUNDDRIFT_DARK:
  13490. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13491. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13492. break;
  13493. case UNT_GROUNDDRIFT_POISON:
  13494. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13495. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13496. break;
  13497. case UNT_GROUNDDRIFT_WATER:
  13498. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13499. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13500. break;
  13501. case UNT_GROUNDDRIFT_FIRE:
  13502. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13503. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13504. break;
  13505. case UNT_ELECTRICSHOCKER:
  13506. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13507. break;
  13508. case UNT_FIRINGTRAP:
  13509. case UNT_ICEBOUNDTRAP:
  13510. case UNT_CLUSTERBOMB:
  13511. if( ss != bl )
  13512. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13513. break;
  13514. case UNT_MAGENTATRAP:
  13515. case UNT_COBALTTRAP:
  13516. case UNT_MAIZETRAP:
  13517. case UNT_VERDURETRAP:
  13518. if( bl->type != BL_PC && !is_boss(bl) )
  13519. sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  13520. break;
  13521. case UNT_REVERBERATION:
  13522. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  13523. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13524. break;
  13525. default:
  13526. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13527. break;
  13528. }
  13529. return 1;
  13530. }
  13531. /*==========================================
  13532. *
  13533. *------------------------------------------*/
  13534. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13535. {
  13536. struct status_change *sc;
  13537. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13538. int i;
  13539. nullpo_ret(bl);
  13540. nullpo_ret(sc= status_get_sc(bl));
  13541. if (!sc->count) return 0;
  13542. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13543. if (type != scs[i] && sc->data[scs[i]])
  13544. status_change_end(bl, scs[i], INVALID_TIMER);
  13545. return 0;
  13546. }
  13547. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13548. {
  13549. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13550. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13551. bool wall = true;
  13552. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13553. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13554. { //Check for walls.
  13555. int i;
  13556. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13557. if( i == 8 )
  13558. wall = false;
  13559. }
  13560. if( sce )
  13561. {
  13562. if( !wall )
  13563. {
  13564. if( sce->val1 < 3 ) //End cloaking.
  13565. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13566. else
  13567. if( sce->val4&1 )
  13568. { //Remove wall bonus
  13569. sce->val4&=~1;
  13570. status_calc_bl(bl,SCB_SPEED);
  13571. }
  13572. }
  13573. else
  13574. {
  13575. if( !(sce->val4&1) )
  13576. { //Add wall speed bonus
  13577. sce->val4|=1;
  13578. status_calc_bl(bl,SCB_SPEED);
  13579. }
  13580. }
  13581. }
  13582. return wall;
  13583. }
  13584. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13585. {
  13586. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13587. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13588. bool wall = true;
  13589. if( bl->type == BL_PC )
  13590. { //Check for walls.
  13591. int i;
  13592. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13593. if( i == 8 )
  13594. wall = false;
  13595. }
  13596. if( sce )
  13597. {
  13598. if( !wall )
  13599. {
  13600. if( sce->val1 < 3 ) //End camouflage.
  13601. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13602. else
  13603. if( sce->val3&1 )
  13604. { //Remove wall bonus
  13605. sce->val3&=~1;
  13606. status_calc_bl(bl,SCB_SPEED);
  13607. }
  13608. }
  13609. }
  13610. return wall;
  13611. }
  13612. /*==========================================
  13613. *
  13614. *------------------------------------------*/
  13615. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13616. {
  13617. struct skill_unit *unit;
  13618. nullpo_retr(NULL, group);
  13619. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13620. nullpo_retr(NULL, unit=&group->unit[idx]);
  13621. if(!unit->alive)
  13622. group->alive_count++;
  13623. unit->bl.id=map_get_new_object_id();
  13624. unit->bl.type=BL_SKILL;
  13625. unit->bl.m=group->map;
  13626. unit->bl.x=x;
  13627. unit->bl.y=y;
  13628. unit->group=group;
  13629. unit->alive=1;
  13630. unit->val1=val1;
  13631. unit->val2=val2;
  13632. idb_put(skillunit_db, unit->bl.id, unit);
  13633. map_addiddb(&unit->bl);
  13634. map_addblock(&unit->bl);
  13635. // perform oninit actions
  13636. switch (group->skill_id) {
  13637. case WZ_ICEWALL:
  13638. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13639. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13640. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13641. map[unit->bl.m].icewall_num++;
  13642. break;
  13643. case SA_LANDPROTECTOR:
  13644. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13645. break;
  13646. case HP_BASILICA:
  13647. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13648. break;
  13649. case SC_MAELSTROM:
  13650. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13651. break;
  13652. default:
  13653. if (group->state.song_dance&0x1) //Check for dissonance.
  13654. skill_dance_overlap(unit, 1);
  13655. break;
  13656. }
  13657. clif_skill_setunit(unit);
  13658. return unit;
  13659. }
  13660. /*==========================================
  13661. *
  13662. *------------------------------------------*/
  13663. int skill_delunit (struct skill_unit* unit)
  13664. {
  13665. struct skill_unit_group *group;
  13666. nullpo_ret(unit);
  13667. if( !unit->alive )
  13668. return 0;
  13669. unit->alive=0;
  13670. nullpo_ret(group=unit->group);
  13671. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  13672. skill_dance_overlap(unit, 0);
  13673. // invoke onout event
  13674. if( !unit->range )
  13675. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  13676. // perform ondelete actions
  13677. switch (group->skill_id) {
  13678. case HT_ANKLESNARE: {
  13679. struct block_list* target = map_id2bl(group->val2);
  13680. if( target )
  13681. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  13682. }
  13683. break;
  13684. case WZ_ICEWALL:
  13685. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  13686. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  13687. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  13688. map[unit->bl.m].icewall_num--;
  13689. break;
  13690. case SA_LANDPROTECTOR:
  13691. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  13692. break;
  13693. case HP_BASILICA:
  13694. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  13695. break;
  13696. case RA_ELECTRICSHOCKER: {
  13697. struct block_list* target = map_id2bl(group->val2);
  13698. if( target )
  13699. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  13700. }
  13701. break;
  13702. case SC_MAELSTROM:
  13703. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  13704. break;
  13705. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13706. if( group->val2 ) { // Someone Traped
  13707. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13708. if( tsc && tsc->data[SC__MANHOLE] )
  13709. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13710. }
  13711. break;
  13712. }
  13713. clif_skill_delunit(unit);
  13714. unit->group=NULL;
  13715. map_delblock(&unit->bl); // don't free yet
  13716. map_deliddb(&unit->bl);
  13717. idb_remove(skillunit_db, unit->bl.id);
  13718. if(--group->alive_count==0)
  13719. skill_delunitgroup(group);
  13720. return 0;
  13721. }
  13722. /*==========================================
  13723. *
  13724. *------------------------------------------*/
  13725. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13726. /// Returns the target skill_unit_group or NULL if not found.
  13727. struct skill_unit_group* skill_id2group(int group_id)
  13728. {
  13729. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13730. }
  13731. static int skill_unit_group_newid = MAX_SKILL_DB;
  13732. /// Returns a new group_id that isn't being used in group_db.
  13733. /// Fatal error if nothing is available.
  13734. static int skill_get_new_group_id(void)
  13735. {
  13736. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13737. return skill_unit_group_newid++;// available
  13738. {// find next id
  13739. int base_id = skill_unit_group_newid;
  13740. while( base_id != ++skill_unit_group_newid )
  13741. {
  13742. if( skill_unit_group_newid < MAX_SKILL_DB )
  13743. skill_unit_group_newid = MAX_SKILL_DB;
  13744. if( skill_id2group(skill_unit_group_newid) == NULL )
  13745. return skill_unit_group_newid++;// available
  13746. }
  13747. // full loop, nothing available
  13748. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13749. exit(1);
  13750. }
  13751. }
  13752. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  13753. {
  13754. struct unit_data* ud = unit_bl2ud( src );
  13755. struct skill_unit_group* group;
  13756. int i;
  13757. if(skillid <= 0 || skilllv <= 0) return 0;
  13758. nullpo_retr(NULL, src);
  13759. nullpo_retr(NULL, ud);
  13760. // find a free spot to store the new unit group
  13761. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13762. if(i == MAX_SKILLUNITGROUP)
  13763. {
  13764. // array is full, make room by discarding oldest group
  13765. int j=0;
  13766. unsigned maxdiff=0,x,tick=gettick();
  13767. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13768. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13769. maxdiff=x;
  13770. j=i;
  13771. }
  13772. skill_delunitgroup(ud->skillunit[j]);
  13773. //Since elements must have shifted, we use the last slot.
  13774. i = MAX_SKILLUNITGROUP-1;
  13775. }
  13776. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  13777. group->src_id = src->id;
  13778. group->party_id = status_get_party_id(src);
  13779. group->guild_id = status_get_guild_id(src);
  13780. group->bg_id = bg_team_get_id(src);
  13781. group->group_id = skill_get_new_group_id();
  13782. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  13783. group->unit_count = count;
  13784. group->alive_count = 0;
  13785. group->val1 = 0;
  13786. group->val2 = 0;
  13787. group->val3 = 0;
  13788. group->skill_id = skillid;
  13789. group->skill_lv = skilllv;
  13790. group->unit_id = unit_id;
  13791. group->map = src->m;
  13792. group->limit = limit;
  13793. group->interval = interval;
  13794. group->tick = gettick();
  13795. group->valstr = NULL;
  13796. ud->skillunit[i] = group;
  13797. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  13798. group->tick += 1500;
  13799. idb_put(group_db, group->group_id, group);
  13800. return group;
  13801. }
  13802. /*==========================================
  13803. *
  13804. *------------------------------------------*/
  13805. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  13806. {
  13807. struct block_list* src;
  13808. struct unit_data *ud;
  13809. int i,j;
  13810. if( group == NULL )
  13811. {
  13812. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  13813. return 0;
  13814. }
  13815. src=map_id2bl(group->src_id);
  13816. ud = unit_bl2ud(src);
  13817. if(!src || !ud) {
  13818. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13819. return 0;
  13820. }
  13821. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  13822. switch( group->skill_id ) {
  13823. case BA_DISSONANCE:
  13824. case BA_POEMBRAGI:
  13825. case BA_WHISTLE:
  13826. case BA_ASSASSINCROSS:
  13827. case BA_APPLEIDUN:
  13828. case DC_UGLYDANCE:
  13829. case DC_HUMMING:
  13830. case DC_DONTFORGETME:
  13831. case DC_FORTUNEKISS:
  13832. case DC_SERVICEFORYOU:
  13833. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  13834. break;
  13835. }
  13836. }
  13837. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  13838. {
  13839. struct status_change* sc = status_get_sc(src);
  13840. if (sc && sc->data[SC_DANCING])
  13841. {
  13842. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  13843. status_change_end(src, SC_DANCING, INVALID_TIMER);
  13844. }
  13845. }
  13846. // end Gospel's status change on 'src'
  13847. // (needs to be done when the group is deleted by other means than skill deactivation)
  13848. if (group->unit_id == UNT_GOSPEL) {
  13849. struct status_change *sc = status_get_sc(src);
  13850. if(sc && sc->data[SC_GOSPEL]) {
  13851. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  13852. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  13853. }
  13854. }
  13855. switch( group->skill_id ) {
  13856. case SG_SUN_WARM:
  13857. case SG_MOON_WARM:
  13858. case SG_STAR_WARM:
  13859. {
  13860. struct status_change *sc = NULL;
  13861. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  13862. sc->data[SC_WARM]->val4 = 0;
  13863. status_change_end(src, SC_WARM, INVALID_TIMER);
  13864. }
  13865. }
  13866. break;
  13867. case NC_NEUTRALBARRIER:
  13868. {
  13869. struct status_change *sc = NULL;
  13870. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  13871. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  13872. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  13873. }
  13874. }
  13875. break;
  13876. case NC_STEALTHFIELD:
  13877. {
  13878. struct status_change *sc = NULL;
  13879. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  13880. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  13881. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  13882. }
  13883. }
  13884. break;
  13885. case LG_BANDING:
  13886. {
  13887. struct status_change *sc = NULL;
  13888. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  13889. sc->data[SC_BANDING]->val4 = 0;
  13890. status_change_end(src,SC_BANDING,INVALID_TIMER);
  13891. }
  13892. }
  13893. break;
  13894. }
  13895. if (src->type==BL_PC && group->state.ammo_consume)
  13896. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  13897. group->alive_count=0;
  13898. // remove all unit cells
  13899. if(group->unit != NULL)
  13900. for( i = 0; i < group->unit_count; i++ )
  13901. skill_delunit(&group->unit[i]);
  13902. // clear Talkie-box string
  13903. if( group->valstr != NULL )
  13904. {
  13905. aFree(group->valstr);
  13906. group->valstr = NULL;
  13907. }
  13908. idb_remove(group_db, group->group_id);
  13909. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  13910. group->unit=NULL;
  13911. group->group_id=0;
  13912. group->unit_count=0;
  13913. // locate this group, swap with the last entry and delete it
  13914. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  13915. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  13916. if( i < MAX_SKILLUNITGROUP )
  13917. {
  13918. ud->skillunit[i] = ud->skillunit[j];
  13919. ud->skillunit[j] = NULL;
  13920. ers_free(skill_unit_ers, group);
  13921. }
  13922. else
  13923. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13924. return 1;
  13925. }
  13926. /*==========================================
  13927. *
  13928. *------------------------------------------*/
  13929. int skill_clear_unitgroup (struct block_list *src)
  13930. {
  13931. struct unit_data *ud = unit_bl2ud(src);
  13932. nullpo_ret(ud);
  13933. while (ud->skillunit[0])
  13934. skill_delunitgroup(ud->skillunit[0]);
  13935. return 1;
  13936. }
  13937. /*==========================================
  13938. *
  13939. *------------------------------------------*/
  13940. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  13941. {
  13942. int i,j=-1,k,s,id;
  13943. struct unit_data *ud;
  13944. struct skill_unit_group_tickset *set;
  13945. nullpo_ret(bl);
  13946. if (group->interval==-1)
  13947. return NULL;
  13948. ud = unit_bl2ud(bl);
  13949. if (!ud) return NULL;
  13950. set = ud->skillunittick;
  13951. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  13952. id = s = group->skill_id;
  13953. else
  13954. id = s = group->group_id;
  13955. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  13956. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  13957. if (set[k].id == id)
  13958. return &set[k];
  13959. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  13960. j=k;
  13961. }
  13962. if (j == -1) {
  13963. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  13964. j = id % MAX_SKILLUNITGROUPTICKSET;
  13965. }
  13966. set[j].id = id;
  13967. set[j].tick = tick;
  13968. return &set[j];
  13969. }
  13970. /*==========================================
  13971. *
  13972. *------------------------------------------*/
  13973. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  13974. {
  13975. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  13976. struct skill_unit_group* group = unit->group;
  13977. unsigned int tick = va_arg(ap,unsigned int);
  13978. if( !unit->alive || bl->prev == NULL )
  13979. return 0;
  13980. nullpo_ret(group);
  13981. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  13982. return 0; //AoE skills are ineffective. [Skotlex]
  13983. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  13984. return 0;
  13985. skill_unit_onplace_timer(unit,bl,tick);
  13986. return 1;
  13987. }
  13988. /**
  13989. * @see DBApply
  13990. */
  13991. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  13992. {
  13993. struct skill_unit* unit = db_data2ptr(data);
  13994. struct skill_unit_group* group = unit->group;
  13995. unsigned int tick = va_arg(ap,unsigned int);
  13996. bool dissonance;
  13997. struct block_list* bl = &unit->bl;
  13998. if( !unit->alive )
  13999. return 0;
  14000. nullpo_ret(group);
  14001. // check for expiration
  14002. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  14003. {// skill unit expired (inlined from skill_unit_onlimit())
  14004. switch( group->unit_id )
  14005. {
  14006. case UNT_BLASTMINE:
  14007. #ifdef RENEWAL
  14008. case UNT_CLAYMORETRAP:
  14009. #endif
  14010. case UNT_GROUNDDRIFT_WIND:
  14011. case UNT_GROUNDDRIFT_DARK:
  14012. case UNT_GROUNDDRIFT_POISON:
  14013. case UNT_GROUNDDRIFT_WATER:
  14014. case UNT_GROUNDDRIFT_FIRE:
  14015. group->unit_id = UNT_USED_TRAPS;
  14016. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  14017. group->limit=DIFF_TICK(tick+1500,group->tick);
  14018. unit->limit=DIFF_TICK(tick+1500,group->tick);
  14019. break;
  14020. case UNT_ANKLESNARE:
  14021. case UNT_ELECTRICSHOCKER:
  14022. if( group->val2 > 0 ) {
  14023. // Used Trap don't returns back to item
  14024. skill_delunit(unit);
  14025. break;
  14026. }
  14027. case UNT_SKIDTRAP:
  14028. case UNT_LANDMINE:
  14029. case UNT_SHOCKWAVE:
  14030. case UNT_SANDMAN:
  14031. case UNT_FLASHER:
  14032. case UNT_FREEZINGTRAP:
  14033. #ifndef RENEWAL
  14034. case UNT_CLAYMORETRAP:
  14035. #endif
  14036. case UNT_TALKIEBOX:
  14037. case UNT_CLUSTERBOMB:
  14038. case UNT_MAGENTATRAP:
  14039. case UNT_COBALTTRAP:
  14040. case UNT_MAIZETRAP:
  14041. case UNT_VERDURETRAP:
  14042. case UNT_FIRINGTRAP:
  14043. case UNT_ICEBOUNDTRAP:
  14044. {
  14045. struct block_list* src;
  14046. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  14047. { // revert unit back into a trap
  14048. struct item item_tmp;
  14049. memset(&item_tmp,0,sizeof(item_tmp));
  14050. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  14051. item_tmp.identify = 1;
  14052. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  14053. }
  14054. skill_delunit(unit);
  14055. }
  14056. break;
  14057. case UNT_WARP_ACTIVE:
  14058. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  14059. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  14060. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  14061. // restart timers
  14062. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  14063. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  14064. // apply effect to all units standing on it
  14065. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14066. break;
  14067. case UNT_CALLFAMILY:
  14068. {
  14069. struct map_session_data *sd = NULL;
  14070. if(group->val1) {
  14071. sd = map_charid2sd(group->val1);
  14072. group->val1 = 0;
  14073. if (sd && !map[sd->bl.m].flag.nowarp)
  14074. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14075. }
  14076. if(group->val2) {
  14077. sd = map_charid2sd(group->val2);
  14078. group->val2 = 0;
  14079. if (sd && !map[sd->bl.m].flag.nowarp)
  14080. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  14081. }
  14082. skill_delunit(unit);
  14083. }
  14084. break;
  14085. case UNT_REVERBERATION:
  14086. if( unit->val1 <= 0 ) { // If it was deactivated.
  14087. skill_delunit(unit);
  14088. break;
  14089. }
  14090. clif_changetraplook(bl,UNT_USED_TRAPS);
  14091. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14092. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14093. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14094. group->unit_id = UNT_USED_TRAPS;
  14095. break;
  14096. case UNT_FEINTBOMB: {
  14097. struct block_list *src = map_id2bl(group->src_id);
  14098. if( src )
  14099. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  14100. skill_delunit(unit);
  14101. break;
  14102. }
  14103. case UNT_BANDING:
  14104. {
  14105. struct block_list *src = map_id2bl(group->src_id);
  14106. struct status_change *sc;
  14107. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  14108. {
  14109. skill_delunit(unit);
  14110. break;
  14111. }
  14112. // This unit isn't removed while SC_BANDING is active.
  14113. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  14114. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  14115. }
  14116. break;
  14117. default:
  14118. skill_delunit(unit);
  14119. }
  14120. }
  14121. else
  14122. {// skill unit is still active
  14123. switch( group->unit_id )
  14124. {
  14125. case UNT_ICEWALL:
  14126. // icewall loses 50 hp every second
  14127. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  14128. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  14129. unit->limit = DIFF_TICK(tick+700,group->tick);
  14130. break;
  14131. case UNT_BLASTMINE:
  14132. case UNT_SKIDTRAP:
  14133. case UNT_LANDMINE:
  14134. case UNT_SHOCKWAVE:
  14135. case UNT_SANDMAN:
  14136. case UNT_FLASHER:
  14137. case UNT_CLAYMORETRAP:
  14138. case UNT_FREEZINGTRAP:
  14139. case UNT_TALKIEBOX:
  14140. case UNT_ANKLESNARE:
  14141. if( unit->val1 <= 0 ) {
  14142. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  14143. skill_delunit(unit);
  14144. else {
  14145. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  14146. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14147. group->unit_id = UNT_USED_TRAPS;
  14148. }
  14149. }
  14150. break;
  14151. case UNT_REVERBERATION:
  14152. if( unit->val1 <= 0 ){
  14153. clif_changetraplook(bl,UNT_USED_TRAPS);
  14154. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  14155. group->limit = DIFF_TICK(tick,group->tick)+1000;
  14156. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  14157. group->unit_id = UNT_USED_TRAPS;
  14158. }
  14159. break;
  14160. case UNT_WALLOFTHORN:
  14161. if( unit->val1 <= 0 ) {
  14162. group->unit_id = UNT_USED_TRAPS;
  14163. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  14164. }
  14165. break;
  14166. }
  14167. }
  14168. //Don't continue if unit or even group is expired and has been deleted.
  14169. if( !group || !unit->alive )
  14170. return 0;
  14171. dissonance = skill_dance_switch(unit, 0);
  14172. if( unit->range >= 0 && group->interval != -1 )
  14173. {
  14174. if( battle_config.skill_wall_check )
  14175. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14176. else
  14177. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  14178. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  14179. group->unit_id = UNT_USED_TRAPS;
  14180. if( group->unit_id == UNT_TATAMIGAESHI )
  14181. {
  14182. unit->range = -1; //Disable processed cell.
  14183. if (--group->val1 <= 0) // number of live cells
  14184. { //All tiles were processed, disable skill.
  14185. group->target_flag=BCT_NOONE;
  14186. group->bl_flag= BL_NUL;
  14187. }
  14188. }
  14189. }
  14190. if( dissonance ) skill_dance_switch(unit, 1);
  14191. return 0;
  14192. }
  14193. /*==========================================
  14194. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  14195. *------------------------------------------*/
  14196. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  14197. {
  14198. map_freeblock_lock();
  14199. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  14200. map_freeblock_unlock();
  14201. return 0;
  14202. }
  14203. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  14204. /*==========================================
  14205. *
  14206. *------------------------------------------*/
  14207. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  14208. {
  14209. struct skill_unit* unit = (struct skill_unit *)bl;
  14210. struct skill_unit_group* group = unit->group;
  14211. struct block_list* target = va_arg(ap,struct block_list*);
  14212. unsigned int tick = va_arg(ap,unsigned int);
  14213. int flag = va_arg(ap,int);
  14214. bool dissonance;
  14215. int skill_id;
  14216. int i;
  14217. nullpo_ret(group);
  14218. if( !unit->alive || target->prev == NULL )
  14219. return 0;
  14220. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  14221. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  14222. dissonance = skill_dance_switch(unit, 0);
  14223. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14224. skill_id = unit->group->skill_id;
  14225. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  14226. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  14227. if( dissonance ) skill_dance_switch(unit, 1);
  14228. return 0;
  14229. }
  14230. //Target-type check.
  14231. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  14232. {
  14233. if( group->src_id == target->id && group->state.song_dance&0x2 )
  14234. { //Ensemble check to see if they went out/in of the area [Skotlex]
  14235. if( flag&1 )
  14236. {
  14237. if( flag&2 )
  14238. { //Clear this skill id.
  14239. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  14240. if( i < ARRAYLENGTH(skill_unit_temp) )
  14241. skill_unit_temp[i] = 0;
  14242. }
  14243. }
  14244. else
  14245. {
  14246. if( flag&2 )
  14247. { //Store this skill id.
  14248. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14249. if( i < ARRAYLENGTH(skill_unit_temp) )
  14250. skill_unit_temp[i] = skill_id;
  14251. else
  14252. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14253. }
  14254. }
  14255. if( flag&4 )
  14256. skill_unit_onleft(skill_id,target,tick);
  14257. }
  14258. if( dissonance ) skill_dance_switch(unit, 1);
  14259. return 0;
  14260. }
  14261. else
  14262. {
  14263. if( flag&1 )
  14264. {
  14265. int result = skill_unit_onplace(unit,target,tick);
  14266. if( flag&2 && result )
  14267. { //Clear skill ids we have stored in onout.
  14268. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  14269. if( i < ARRAYLENGTH(skill_unit_temp) )
  14270. skill_unit_temp[i] = 0;
  14271. }
  14272. }
  14273. else
  14274. {
  14275. int result = skill_unit_onout(unit,target,tick);
  14276. if( flag&2 && result )
  14277. { //Store this unit id.
  14278. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14279. if( i < ARRAYLENGTH(skill_unit_temp) )
  14280. skill_unit_temp[i] = skill_id;
  14281. else
  14282. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14283. }
  14284. }
  14285. //TODO: Normally, this is dangerous since the unit and group could be freed
  14286. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  14287. //cells do not get deleted within them. [Skotlex]
  14288. if( dissonance ) skill_dance_switch(unit, 1);
  14289. if( flag&4 )
  14290. skill_unit_onleft(skill_id,target,tick);
  14291. return 1;
  14292. }
  14293. }
  14294. /*==========================================
  14295. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14296. * Flag values:
  14297. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14298. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14299. * units to figure out when they have left a group.
  14300. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14301. *------------------------------------------*/
  14302. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  14303. {
  14304. nullpo_ret(bl);
  14305. if( bl->prev == NULL )
  14306. return 0;
  14307. if( flag&2 && !(flag&1) )
  14308. { //Onout, clear data
  14309. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14310. }
  14311. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14312. if( flag&2 && flag&1 )
  14313. { //Onplace, check any skill units you have left.
  14314. int i;
  14315. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14316. if( skill_unit_temp[i] )
  14317. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14318. }
  14319. return 0;
  14320. }
  14321. /*==========================================
  14322. *
  14323. *------------------------------------------*/
  14324. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  14325. {
  14326. int i,j;
  14327. unsigned int tick = gettick();
  14328. int *m_flag;
  14329. struct skill_unit *unit1;
  14330. struct skill_unit *unit2;
  14331. if (group == NULL)
  14332. return 0;
  14333. if (group->unit_count<=0)
  14334. return 0;
  14335. if (group->unit==NULL)
  14336. return 0;
  14337. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14338. return 0; //Ensembles may not be moved around.
  14339. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14340. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14341. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14342. // m_flag
  14343. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14344. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14345. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14346. // 3: Both 1+2.
  14347. for(i=0;i<group->unit_count;i++){
  14348. unit1=&group->unit[i];
  14349. if (!unit1->alive || unit1->bl.m!=m)
  14350. continue;
  14351. for(j=0;j<group->unit_count;j++){
  14352. unit2=&group->unit[j];
  14353. if (!unit2->alive)
  14354. continue;
  14355. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14356. m_flag[i] |= 0x1;
  14357. }
  14358. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14359. m_flag[i] |= 0x2;
  14360. }
  14361. }
  14362. }
  14363. j = 0;
  14364. for (i=0;i<group->unit_count;i++) {
  14365. unit1=&group->unit[i];
  14366. if (!unit1->alive)
  14367. continue;
  14368. if (!(m_flag[i]&0x2)) {
  14369. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14370. skill_dance_overlap(unit1, 0);
  14371. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14372. }
  14373. //Move Cell using "smart" criteria (avoid useless moving around)
  14374. switch(m_flag[i])
  14375. {
  14376. case 0:
  14377. //Cell moves independently, safely move it.
  14378. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14379. break;
  14380. case 1:
  14381. //Cell moves unto another cell, look for a replacement cell that won't collide
  14382. //and has no cell moving into it (flag == 2)
  14383. for(;j<group->unit_count;j++)
  14384. {
  14385. if(m_flag[j]!=2 || !group->unit[j].alive)
  14386. continue;
  14387. //Move to where this cell would had moved.
  14388. unit2 = &group->unit[j];
  14389. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14390. j++; //Skip this cell as we have used it.
  14391. break;
  14392. }
  14393. break;
  14394. case 2:
  14395. case 3:
  14396. break; //Don't move the cell as a cell will end on this tile anyway.
  14397. }
  14398. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14399. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14400. skill_dance_overlap(unit1, 1);
  14401. clif_skill_setunit(unit1);
  14402. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14403. }
  14404. }
  14405. aFree(m_flag);
  14406. return 0;
  14407. }
  14408. /*==========================================
  14409. *
  14410. *------------------------------------------*/
  14411. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14412. {
  14413. int i,j;
  14414. nullpo_ret(sd);
  14415. if(nameid<=0)
  14416. return 0;
  14417. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14418. if(skill_produce_db[i].nameid == nameid ){
  14419. if((j=skill_produce_db[i].req_skill)>0 &&
  14420. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14421. continue; // must iterate again to check other skills that produce it. [malufett]
  14422. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14423. continue; // special case
  14424. break;
  14425. }
  14426. }
  14427. if( i >= MAX_SKILL_PRODUCE_DB )
  14428. return 0;
  14429. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  14430. {// cannot carry the produced stuff
  14431. return 0;
  14432. }
  14433. if(trigger>=0){
  14434. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14435. if(skill_produce_db[i].itemlv!=trigger)
  14436. return 0;
  14437. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14438. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14439. return 0;
  14440. } else { // Weapon (itemlv must be higher or equal)
  14441. if(skill_produce_db[i].itemlv>trigger)
  14442. return 0;
  14443. }
  14444. }
  14445. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14446. int id,x,y;
  14447. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14448. continue;
  14449. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14450. if(pc_search_inventory(sd,id) < 0)
  14451. return 0;
  14452. }
  14453. else {
  14454. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14455. if( sd->status.inventory[y].nameid == id )
  14456. x+=sd->status.inventory[y].amount;
  14457. if(x<qty*skill_produce_db[i].mat_amount[j])
  14458. return 0;
  14459. }
  14460. }
  14461. return i+1;
  14462. }
  14463. /*==========================================
  14464. *
  14465. *------------------------------------------*/
  14466. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14467. {
  14468. int slot[3];
  14469. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0;
  14470. int num = -1; // exclude the recipe
  14471. struct status_data *status;
  14472. struct item_data* data;
  14473. nullpo_ret(sd);
  14474. status = status_get_status_data(&sd->bl);
  14475. if( sd->skillid_old == skill_id )
  14476. skilllv = sd->skilllv_old;
  14477. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14478. return 0;
  14479. idx--;
  14480. if (qty < 1)
  14481. qty = 1;
  14482. if (!skill_id) //A skill can be specified for some override cases.
  14483. skill_id = skill_produce_db[idx].req_skill;
  14484. if( skill_id == GC_RESEARCHNEWPOISON )
  14485. skill_id = GC_CREATENEWPOISON;
  14486. slot[0]=slot1;
  14487. slot[1]=slot2;
  14488. slot[2]=slot3;
  14489. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14490. int j;
  14491. if( slot[i]<=0 )
  14492. continue;
  14493. j = pc_search_inventory(sd,slot[i]);
  14494. if(j < 0)
  14495. continue;
  14496. if(slot[i]==1000){ /* Star Crumb */
  14497. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14498. sc++;
  14499. }
  14500. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14501. static const int ele_table[4]={3,1,4,2};
  14502. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14503. ele=ele_table[slot[i]-994];
  14504. }
  14505. }
  14506. if( skill_id == RK_RUNEMASTERY ) {
  14507. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14508. data = itemdb_search(nameid);
  14509. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14510. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14511. else temp_qty = 1;
  14512. if (data->stack.inventory) {
  14513. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14514. if( sd->status.inventory[i].nameid == nameid ) {
  14515. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14516. clif_msgtable(sd->fd,0x61b);
  14517. return 0;
  14518. } else {
  14519. /**
  14520. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14521. **/
  14522. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14523. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14524. }
  14525. break;
  14526. }
  14527. }
  14528. }
  14529. qty = temp_qty;
  14530. }
  14531. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14532. int j,id,x;
  14533. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14534. continue;
  14535. num++;
  14536. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14537. do{
  14538. int y=0;
  14539. j = pc_search_inventory(sd,id);
  14540. if(j >= 0){
  14541. y = sd->status.inventory[j].amount;
  14542. if(y>x)y=x;
  14543. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14544. } else
  14545. ShowError("skill_produce_mix: material item error\n");
  14546. x-=y;
  14547. }while( j>=0 && x>0 );
  14548. }
  14549. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14550. wlv = itemdb_wlv(nameid);
  14551. if(!equip) {
  14552. switch(skill_id){
  14553. case BS_IRON:
  14554. case BS_STEEL:
  14555. case BS_ENCHANTEDSTONE:
  14556. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14557. i = pc_checkskill(sd,skill_id);
  14558. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14559. switch(nameid){
  14560. case 998: // Iron
  14561. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14562. break;
  14563. case 999: // Steel
  14564. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14565. break;
  14566. case 1000: //Star Crumb
  14567. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14568. break;
  14569. default: // Enchanted Stones
  14570. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14571. break;
  14572. }
  14573. break;
  14574. case ASC_CDP:
  14575. make_per = (2000 + 40*status->dex + 20*status->luk);
  14576. break;
  14577. case AL_HOLYWATER:
  14578. /**
  14579. * Arch Bishop
  14580. **/
  14581. case AB_ANCILLA:
  14582. make_per = 100000; //100% success
  14583. break;
  14584. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14585. case AM_TWILIGHT1:
  14586. case AM_TWILIGHT2:
  14587. case AM_TWILIGHT3:
  14588. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14589. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14590. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14591. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14592. int skill;
  14593. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14594. make_per += skill*100; //+1% bonus per level
  14595. }
  14596. switch(nameid){
  14597. case 501: // Red Potion
  14598. case 503: // Yellow Potion
  14599. case 504: // White Potion
  14600. make_per += (1+rnd()%100)*10 + 2000;
  14601. break;
  14602. case 970: // Alcohol
  14603. make_per += (1+rnd()%100)*10 + 1000;
  14604. break;
  14605. case 7135: // Bottle Grenade
  14606. case 7136: // Acid Bottle
  14607. case 7137: // Plant Bottle
  14608. case 7138: // Marine Sphere Bottle
  14609. make_per += (1+rnd()%100)*10;
  14610. break;
  14611. case 546: // Condensed Yellow Potion
  14612. make_per -= (1+rnd()%50)*10;
  14613. break;
  14614. case 547: // Condensed White Potion
  14615. case 7139: // Glistening Coat
  14616. make_per -= (1+rnd()%100)*10;
  14617. break;
  14618. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14619. case 505: // Blue Potion
  14620. case 545: // Condensed Red Potion
  14621. case 605: // Anodyne
  14622. case 606: // Aloevera
  14623. default:
  14624. break;
  14625. }
  14626. if(battle_config.pp_rate != 100)
  14627. make_per = make_per * battle_config.pp_rate / 100;
  14628. break;
  14629. case SA_CREATECON: // Elemental Converter Creation
  14630. make_per = 100000; // should be 100% success rate
  14631. break;
  14632. /**
  14633. * Rune Knight
  14634. **/
  14635. case RK_RUNEMASTERY:
  14636. {
  14637. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  14638. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  14639. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  14640. int D = 0;
  14641. switch (nameid) { //rune rank it_diff 9 craftable rune
  14642. case ITEMID_BERKANA:
  14643. D = -2000;
  14644. break; //Rank S
  14645. case ITEMID_NAUTHIZ:
  14646. case ITEMID_URUZ:
  14647. D = -1500;
  14648. break; //Rank A
  14649. case ITEMID_ISA:
  14650. case ITEMID_WYRD:
  14651. D = -1000;
  14652. break; //Rank B
  14653. case ITEMID_RAIDO:
  14654. case ITEMID_THURISAZ:
  14655. case ITEMID_HAGALAZ:
  14656. case ITEMID_OTHILA:
  14657. D = -500;
  14658. break; //Rank C
  14659. default: D = -1500;
  14660. break; //not specified =-15%
  14661. }
  14662. make_per = A + B + C + D;
  14663. break;
  14664. }
  14665. /**
  14666. * Guilotine Cross
  14667. **/
  14668. case GC_CREATENEWPOISON:
  14669. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14670. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14671. break;
  14672. case GN_CHANGEMATERIAL:
  14673. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14674. if( skill_changematerial_db[i].itemid == nameid ){
  14675. make_per = skill_changematerial_db[i].rate * 10;
  14676. break;
  14677. }
  14678. break;
  14679. case GN_S_PHARMACY:
  14680. {
  14681. int difficulty = 0;
  14682. difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level)
  14683. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  14684. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  14685. switch(nameid){// difficulty factor
  14686. case 12422: case 12425:
  14687. case 12428:
  14688. difficulty += 10;
  14689. break;
  14690. case 6212: case 12426:
  14691. difficulty += 15;
  14692. break;
  14693. case 13264: case 12423:
  14694. case 12427: case 12436:
  14695. difficulty += 20;
  14696. break;
  14697. case 6210: case 6211:
  14698. case 12437:
  14699. difficulty += 30;
  14700. break;
  14701. case 12424: case 12475:
  14702. difficulty += 40;
  14703. break;
  14704. }
  14705. if( make_per >= 400 && make_per > difficulty)
  14706. qty = 10;
  14707. else if( make_per >= 300 && make_per > difficulty)
  14708. qty = 7;
  14709. else if( make_per >= 100 && make_per > difficulty)
  14710. qty = 6;
  14711. else if( make_per >= 1 && make_per > difficulty)
  14712. qty = 5;
  14713. else
  14714. qty = 4;
  14715. make_per = 10000;
  14716. }
  14717. break;
  14718. case GN_MAKEBOMB:
  14719. case GN_MIX_COOKING:
  14720. {
  14721. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  14722. 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)
  14723. qty = ~(5 + rnd()%5) + 1;
  14724. switch(nameid){// difficulty factor
  14725. case 13260:
  14726. difficulty += 5;
  14727. break;
  14728. case 13261: case 13262:
  14729. difficulty += 10;
  14730. break;
  14731. case 12429: case 12430: case 12431:
  14732. case 12432: case 12433: case 12434:
  14733. case 13263:
  14734. difficulty += 15;
  14735. break;
  14736. case 13264:
  14737. difficulty += 20;
  14738. break;
  14739. }
  14740. if( make_per >= 30 && make_per > difficulty)
  14741. qty = 10 + rnd()%2;
  14742. else if( make_per >= 10 && make_per > difficulty)
  14743. qty = 10;
  14744. else if( make_per == 10 && make_per > difficulty)
  14745. qty = 8;
  14746. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  14747. ;// Food/Bomb creation fails.
  14748. else if( make_per >= 30 && make_per < difficulty)
  14749. qty = 5;
  14750. if( qty < 0 || (skilllv == 1 && make_per < difficulty)){
  14751. qty = ~qty + 1;
  14752. make_per = 0;
  14753. }else
  14754. make_per = 10000;
  14755. qty = (skilllv > 1 ? qty : 1);
  14756. }
  14757. break;
  14758. default:
  14759. if (sd->menuskill_id == AM_PHARMACY &&
  14760. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14761. { //Assume Cooking Dish
  14762. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14763. make_per = 10000; //100% Success
  14764. else
  14765. make_per = 1200 * (sd->menuskill_val - 10)
  14766. + 20 * (sd->status.base_level + 1)
  14767. + 20 * (status->dex + 1)
  14768. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14769. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14770. - 10 * (100 - status->luk + 1)
  14771. - 500 * (num - 1)
  14772. - 100 * (rnd()%4 + 1);
  14773. break;
  14774. }
  14775. make_per = 5000;
  14776. break;
  14777. }
  14778. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14779. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14780. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14781. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  14782. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  14783. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14784. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14785. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14786. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14787. if(battle_config.wp_rate != 100)
  14788. make_per = make_per * battle_config.wp_rate / 100;
  14789. }
  14790. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14791. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  14792. if(make_per < 1) make_per = 1;
  14793. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  14794. struct item tmp_item;
  14795. memset(&tmp_item,0,sizeof(tmp_item));
  14796. tmp_item.nameid=nameid;
  14797. tmp_item.amount=1;
  14798. tmp_item.identify=1;
  14799. if(equip){
  14800. tmp_item.card[0]=CARD0_FORGE;
  14801. tmp_item.card[1]=((sc*5)<<8)+ele;
  14802. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14803. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14804. } else {
  14805. //Flag is only used on the end, so it can be used here. [Skotlex]
  14806. switch (skill_id) {
  14807. case BS_DAGGER:
  14808. case BS_SWORD:
  14809. case BS_TWOHANDSWORD:
  14810. case BS_AXE:
  14811. case BS_MACE:
  14812. case BS_KNUCKLE:
  14813. case BS_SPEAR:
  14814. flag = battle_config.produce_item_name_input&0x1;
  14815. break;
  14816. case AM_PHARMACY:
  14817. case AM_TWILIGHT1:
  14818. case AM_TWILIGHT2:
  14819. case AM_TWILIGHT3:
  14820. flag = battle_config.produce_item_name_input&0x2;
  14821. break;
  14822. case AL_HOLYWATER:
  14823. /**
  14824. * Arch Bishop
  14825. **/
  14826. case AB_ANCILLA:
  14827. flag = battle_config.produce_item_name_input&0x8;
  14828. break;
  14829. case ASC_CDP:
  14830. flag = battle_config.produce_item_name_input&0x10;
  14831. break;
  14832. default:
  14833. flag = battle_config.produce_item_name_input&0x80;
  14834. break;
  14835. }
  14836. if (flag) {
  14837. tmp_item.card[0]=CARD0_CREATE;
  14838. tmp_item.card[1]=0;
  14839. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14840. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14841. }
  14842. }
  14843. // if(log_config.produce > 0)
  14844. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  14845. //TODO update PICKLOG
  14846. if(equip){
  14847. clif_produceeffect(sd,0,nameid);
  14848. clif_misceffect(&sd->bl,3);
  14849. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  14850. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  14851. } else {
  14852. int fame = 0;
  14853. tmp_item.amount = 0;
  14854. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  14855. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  14856. tmp_item.amount = qty;
  14857. break;
  14858. }
  14859. if (rnd()%10000 < make_per || qty == 1) { //Success
  14860. tmp_item.amount++;
  14861. if(nameid < 545 || nameid > 547)
  14862. continue;
  14863. if( skill_id != AM_PHARMACY &&
  14864. skill_id != AM_TWILIGHT1 &&
  14865. skill_id != AM_TWILIGHT2 &&
  14866. skill_id != AM_TWILIGHT3 )
  14867. continue;
  14868. //Add fame as needed.
  14869. switch(++sd->potion_success_counter) {
  14870. case 3:
  14871. fame+=1; // Success to prepare 3 Condensed Potions in a row
  14872. break;
  14873. case 5:
  14874. fame+=3; // Success to prepare 5 Condensed Potions in a row
  14875. break;
  14876. case 7:
  14877. fame+=10; // Success to prepare 7 Condensed Potions in a row
  14878. break;
  14879. case 10:
  14880. fame+=50; // Success to prepare 10 Condensed Potions in a row
  14881. sd->potion_success_counter = 0;
  14882. break;
  14883. }
  14884. } else //Failure
  14885. sd->potion_success_counter = 0;
  14886. }
  14887. if (fame)
  14888. pc_addfame(sd,fame);
  14889. //Visual effects and the like.
  14890. switch (skill_id) {
  14891. case AM_PHARMACY:
  14892. case AM_TWILIGHT1:
  14893. case AM_TWILIGHT2:
  14894. case AM_TWILIGHT3:
  14895. case ASC_CDP:
  14896. clif_produceeffect(sd,2,nameid);
  14897. clif_misceffect(&sd->bl,5);
  14898. break;
  14899. case BS_IRON:
  14900. case BS_STEEL:
  14901. case BS_ENCHANTEDSTONE:
  14902. clif_produceeffect(sd,0,nameid);
  14903. clif_misceffect(&sd->bl,3);
  14904. break;
  14905. case RK_RUNEMASTERY:
  14906. case GC_CREATENEWPOISON:
  14907. clif_produceeffect(sd,2,nameid);
  14908. clif_misceffect(&sd->bl,5);
  14909. break;
  14910. default: //Those that don't require a skill?
  14911. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  14912. { //Cooking items.
  14913. clif_specialeffect(&sd->bl, 608, AREA);
  14914. if( sd->cook_mastery < 1999 )
  14915. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  14916. }
  14917. break;
  14918. }
  14919. }
  14920. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  14921. int j, k = 0;
  14922. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14923. if( skill_changematerial_db[i].itemid == nameid ){
  14924. for(j=0; j<5; j++){
  14925. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  14926. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  14927. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14928. clif_additem(sd,0,0,flag);
  14929. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14930. }
  14931. k++;
  14932. }
  14933. }
  14934. break;
  14935. }
  14936. if( k ){
  14937. clif_msg_skill(sd,skill_id,0x627);
  14938. return 1;
  14939. }
  14940. } else if (tmp_item.amount) { //Success
  14941. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14942. clif_additem(sd,0,0,flag);
  14943. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14944. }
  14945. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  14946. clif_msg_skill(sd,skill_id,0x627);
  14947. return 1;
  14948. }
  14949. }
  14950. //Failure
  14951. // if(log_config.produce)
  14952. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  14953. //TODO update PICKLOG
  14954. if(equip){
  14955. clif_produceeffect(sd,1,nameid);
  14956. clif_misceffect(&sd->bl,2);
  14957. } else {
  14958. switch (skill_id) {
  14959. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  14960. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  14961. case AM_PHARMACY:
  14962. case AM_TWILIGHT1:
  14963. case AM_TWILIGHT2:
  14964. case AM_TWILIGHT3:
  14965. clif_produceeffect(sd,3,nameid);
  14966. clif_misceffect(&sd->bl,6);
  14967. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  14968. break;
  14969. case BS_IRON:
  14970. case BS_STEEL:
  14971. case BS_ENCHANTEDSTONE:
  14972. clif_produceeffect(sd,1,nameid);
  14973. clif_misceffect(&sd->bl,2);
  14974. break;
  14975. case RK_RUNEMASTERY:
  14976. case GC_CREATENEWPOISON:
  14977. clif_produceeffect(sd,3,nameid);
  14978. clif_misceffect(&sd->bl,6);
  14979. break;
  14980. case GN_MIX_COOKING: {
  14981. struct item tmp_item;
  14982. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  14983. int rate = rnd()%500;
  14984. memset(&tmp_item,0,sizeof(tmp_item));
  14985. if( rate < 50) i = 4;
  14986. else if( rate < 100) i = 2+rnd()%1;
  14987. else if( rate < 250 ) i = 1;
  14988. else if( rate < 500 ) i = 0;
  14989. tmp_item.nameid = compensation[i];
  14990. tmp_item.amount = qty;
  14991. tmp_item.identify = 1;
  14992. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  14993. clif_additem(sd,0,0,flag);
  14994. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14995. }
  14996. clif_msg_skill(sd,skill_id,0x628);
  14997. }
  14998. break;
  14999. case GN_MAKEBOMB:
  15000. case GN_S_PHARMACY:
  15001. case GN_CHANGEMATERIAL:
  15002. clif_msg_skill(sd,skill_id,0x628);
  15003. break;
  15004. default:
  15005. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  15006. { //Cooking items.
  15007. clif_specialeffect(&sd->bl, 609, AREA);
  15008. if( sd->cook_mastery > 0 )
  15009. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  15010. }
  15011. }
  15012. }
  15013. return 0;
  15014. }
  15015. int skill_arrow_create (struct map_session_data *sd, int nameid)
  15016. {
  15017. int i,j,flag,index=-1;
  15018. struct item tmp_item;
  15019. nullpo_ret(sd);
  15020. if(nameid <= 0)
  15021. return 1;
  15022. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  15023. if(nameid == skill_arrow_db[i].nameid) {
  15024. index = i;
  15025. break;
  15026. }
  15027. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  15028. return 1;
  15029. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  15030. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  15031. memset(&tmp_item,0,sizeof(tmp_item));
  15032. tmp_item.identify = 1;
  15033. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  15034. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  15035. if(battle_config.produce_item_name_input&0x4) {
  15036. tmp_item.card[0]=CARD0_CREATE;
  15037. tmp_item.card[1]=0;
  15038. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  15039. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  15040. }
  15041. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  15042. continue;
  15043. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  15044. clif_additem(sd,0,0,flag);
  15045. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15046. }
  15047. }
  15048. return 0;
  15049. }
  15050. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  15051. sc_type type;
  15052. int chance, i;
  15053. nullpo_ret(sd);
  15054. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  15055. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15056. return 0;
  15057. }
  15058. switch( nameid )
  15059. { // t_lv used to take duration from skill_get_time2
  15060. case PO_PARALYSE: type = SC_PARALYSE; break;
  15061. case PO_PYREXIA: type = SC_PYREXIA; break;
  15062. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  15063. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  15064. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  15065. case PO_TOXIN: type = SC_TOXIN; break;
  15066. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  15067. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  15068. default:
  15069. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  15070. return 0;
  15071. }
  15072. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  15073. sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  15074. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  15075. return 0;
  15076. }
  15077. static void skill_toggle_magicpower(struct block_list *bl, short skillid)
  15078. {
  15079. struct status_change *sc = status_get_sc(bl);
  15080. // non-offensive and non-magic skills do not affect the status
  15081. if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
  15082. return;
  15083. if (sc && sc->count && sc->data[SC_MAGICPOWER])
  15084. {
  15085. if (sc->data[SC_MAGICPOWER]->val4)
  15086. {
  15087. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  15088. }
  15089. else
  15090. {
  15091. sc->data[SC_MAGICPOWER]->val4 = 1;
  15092. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  15093. #ifndef RENEWAL
  15094. if(bl->type == BL_PC){// update current display.
  15095. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  15096. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  15097. }
  15098. #endif
  15099. }
  15100. }
  15101. }
  15102. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  15103. int x, y, i, class_, skill;
  15104. struct mob_data *md;
  15105. nullpo_ret(sd);
  15106. skill = sd->menuskill_val;
  15107. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
  15108. {
  15109. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  15110. return 0;
  15111. }
  15112. // Spawn Position
  15113. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  15114. x = sd->sc.comet_x;
  15115. y = sd->sc.comet_y;
  15116. sd->sc.comet_x = sd->sc.comet_y = 0;
  15117. sd->menuskill_val = 0;
  15118. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  15119. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  15120. if( md ) {
  15121. md->master_id = sd->bl.id;
  15122. md->special_state.ai = AI_FLORA;
  15123. if( md->deletetimer != INVALID_TIMER )
  15124. delete_timer(md->deletetimer, mob_timer_delete);
  15125. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  15126. mob_spawn(md);
  15127. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  15128. }
  15129. return 0;
  15130. }
  15131. // Warlock Spellbooks. [LimitLine/3CeAM]
  15132. int skill_spellbook (struct map_session_data *sd, int nameid) {
  15133. int i, max_preserve, skill_id, point;
  15134. struct status_change *sc;
  15135. nullpo_ret(sd);
  15136. sc = status_get_sc(&sd->bl);
  15137. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  15138. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  15139. if( i > SC_MAXSPELLBOOK )
  15140. {
  15141. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  15142. return 0;
  15143. }
  15144. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  15145. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  15146. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
  15147. { // User don't know the skill
  15148. sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  15149. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  15150. return 0;
  15151. }
  15152. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  15153. point = skill_spellbook_db[i].point;
  15154. if( sc && sc->data[SC_READING_SB] ){
  15155. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  15156. {
  15157. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  15158. return 0;
  15159. }
  15160. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  15161. if( !sc->data[i] ){
  15162. sc->data[SC_READING_SB]->val2 += point; // increase points
  15163. sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15164. break;
  15165. }
  15166. }
  15167. }else{
  15168. sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  15169. sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  15170. }
  15171. return 1;
  15172. }
  15173. int skill_select_menu(struct map_session_data *sd,int skill_id) {
  15174. int id, lv, prob, aslvl = 0;
  15175. nullpo_ret(sd);
  15176. if (sd->sc.data[SC_STOP]) {
  15177. aslvl = sd->sc.data[SC_STOP]->val1;
  15178. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  15179. }
  15180. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  15181. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  15182. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  15183. return 0;
  15184. }
  15185. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  15186. lv = min(lv,sd->status.skill[skill_id].lv);
  15187. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  15188. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  15189. return 0;
  15190. }
  15191. int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) {
  15192. int i;
  15193. nullpo_ret(sd);
  15194. nullpo_ret(item_list);
  15195. if( n <= 0 )
  15196. return 1;
  15197. for( i = 0; i < n; i++ ) {
  15198. int nameid, add_amount, del_amount, idx, product, flag;
  15199. struct item tmp_item;
  15200. idx = item_list[i*2+0]-2;
  15201. del_amount = item_list[i*2+1];
  15202. if( skill_lv == 2 )
  15203. del_amount -= (del_amount % 10);
  15204. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  15205. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  15206. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15207. return 1;
  15208. }
  15209. switch( nameid ) {
  15210. // Level 1
  15211. case 994: product = 990; break; // Flame Heart -> Red Blood.
  15212. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  15213. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  15214. case 997: product = 993; break; // Great Nature -> Green Live.
  15215. // Level 2
  15216. case 990: product = 994; break; // Red Blood -> Flame Heart.
  15217. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  15218. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  15219. case 993: product = 997; break; // Green Live -> Great Nature.
  15220. default:
  15221. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15222. return 1;
  15223. }
  15224. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  15225. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15226. return 1;
  15227. }
  15228. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  15229. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  15230. return 1;
  15231. }
  15232. memset(&tmp_item,0,sizeof(tmp_item));
  15233. tmp_item.nameid = product;
  15234. tmp_item.amount = add_amount;
  15235. tmp_item.identify = 1;
  15236. if( tmp_item.amount ) {
  15237. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  15238. clif_additem(sd,0,0,flag);
  15239. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  15240. }
  15241. }
  15242. }
  15243. return 0;
  15244. }
  15245. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  15246. int i, j, k, c, p = 0, nameid, amount;
  15247. nullpo_ret(sd);
  15248. nullpo_ret(item_list);
  15249. // Search for objects that can be created.
  15250. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  15251. if( skill_produce_db[i].itemlv == 26 ) {
  15252. p = 0;
  15253. do {
  15254. c = 0;
  15255. // Verification of overlap between the objects required and the list submitted.
  15256. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  15257. if( skill_produce_db[i].mat_id[j] > 0 ) {
  15258. for( k = 0; k < n; k++ ) {
  15259. int idx = item_list[k*2+0]-2;
  15260. nameid = sd->status.inventory[idx].nameid;
  15261. amount = item_list[k*2+1];
  15262. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15263. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  15264. return 0;
  15265. }
  15266. 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]
  15267. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  15268. c++; // match
  15269. }
  15270. }
  15271. else
  15272. break; // No more items required
  15273. }
  15274. p++;
  15275. } while(n == j && c == n);
  15276. p--;
  15277. if ( p > 0 ) {
  15278. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  15279. return 1;
  15280. }
  15281. }
  15282. }
  15283. if( p == 0)
  15284. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  15285. return 0;
  15286. }
  15287. /**
  15288. * for Royal Guard's LG_TRAMPLE
  15289. **/
  15290. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  15291. struct skill_unit *su = (struct skill_unit *)bl;
  15292. struct skill_unit_group *sg;
  15293. unsigned int tick;
  15294. nullpo_ret(su);
  15295. tick = va_arg(ap, unsigned int);
  15296. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  15297. switch( sg->unit_id ) {
  15298. case UNT_LANDMINE:
  15299. case UNT_CLAYMORETRAP:
  15300. case UNT_BLASTMINE:
  15301. case UNT_SHOCKWAVE:
  15302. case UNT_SANDMAN:
  15303. case UNT_FLASHER:
  15304. case UNT_FREEZINGTRAP:
  15305. case UNT_CLUSTERBOMB:
  15306. case UNT_FIRINGTRAP:
  15307. case UNT_ICEBOUNDTRAP:
  15308. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  15309. break;
  15310. }
  15311. // Traps aren't recovered.
  15312. skill_delunit(su);
  15313. }
  15314. return 0;
  15315. }
  15316. /*==========================================
  15317. *
  15318. *------------------------------------------*/
  15319. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  15320. {
  15321. struct map_session_data *sd = map_id2sd(id);
  15322. struct skill_cd * cd = NULL;
  15323. if (data <= 0 || data >= MAX_SKILL)
  15324. return 0;
  15325. if (!sd) return 0;
  15326. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15327. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15328. int i,cursor;
  15329. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15330. cd->duration[cursor] = 0;
  15331. cd->skidx[cursor] = 0;
  15332. cd->nameid[cursor] = 0;
  15333. // compact the cool down list
  15334. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15335. if( cd->duration[i] == 0 )
  15336. continue;
  15337. if( cursor != i ) {
  15338. cd->duration[cursor] = cd->duration[i];
  15339. cd->skidx[cursor] = cd->skidx[i];
  15340. cd->nameid[cursor] = cd->nameid[i];
  15341. }
  15342. cursor++;
  15343. }
  15344. if( cursor == 0 )
  15345. idb_remove(skillcd_db,sd->status.char_id);
  15346. else
  15347. cd->cursor = cursor;
  15348. }
  15349. sd->blockskill[data] = 0;
  15350. return 1;
  15351. }
  15352. /**
  15353. * flags a singular skill as being blocked from persistent usage.
  15354. * @param sd the player the skill delay affects
  15355. * @param skillid the skill which should be delayed
  15356. * @param tick the length of time the delay should last
  15357. * @param load whether this assignment is being loaded upon player login
  15358. * @return 0 if successful, -1 otherwise
  15359. */
  15360. int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
  15361. {
  15362. int oskillid = skillid;
  15363. struct skill_cd* cd = NULL;
  15364. nullpo_retr (-1, sd);
  15365. skillid = skill_get_index(skillid);
  15366. if (skillid == 0)
  15367. return -1;
  15368. if (tick < 1) {
  15369. sd->blockskill[skillid] = 0;
  15370. return -1;
  15371. }
  15372. if( battle_config.display_status_timers )
  15373. clif_skill_cooldown(sd, skillid, tick);
  15374. if( !load )
  15375. {// not being loaded initially so ensure the skill delay is recorded
  15376. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
  15377. {// create a new skill cooldown object for map storage
  15378. CREATE( cd, struct skill_cd, 1 );
  15379. idb_put( skillcd_db, sd->status.char_id, cd );
  15380. }
  15381. // record the skill duration in the database map
  15382. cd->duration[cd->cursor] = tick;
  15383. cd->skidx[cd->cursor] = skillid;
  15384. cd->nameid[cd->cursor] = oskillid;
  15385. cd->cursor++;
  15386. }
  15387. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  15388. return 0;
  15389. }
  15390. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15391. {
  15392. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15393. if (data <= 0 || data >= MAX_SKILL)
  15394. return 0;
  15395. if (hd) hd->blockskill[data] = 0;
  15396. return 1;
  15397. }
  15398. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  15399. {
  15400. nullpo_retr (-1, hd);
  15401. skillid = skill_get_index(skillid);
  15402. if (skillid == 0)
  15403. return -1;
  15404. if (tick < 1) {
  15405. hd->blockskill[skillid] = 0;
  15406. return -1;
  15407. }
  15408. hd->blockskill[skillid] = 1;
  15409. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  15410. }
  15411. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15412. {
  15413. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15414. if( data <= 0 || data >= MAX_SKILL )
  15415. return 0;
  15416. if( md ) md->blockskill[data] = 0;
  15417. return 1;
  15418. }
  15419. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  15420. {
  15421. nullpo_retr (-1, md);
  15422. if( (skillid = skill_get_index(skillid)) == 0 )
  15423. return -1;
  15424. if( tick < 1 )
  15425. {
  15426. md->blockskill[skillid] = 0;
  15427. return -1;
  15428. }
  15429. md->blockskill[skillid] = 1;
  15430. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  15431. }
  15432. /**
  15433. * Adds a new skill unit entry for this player to recast after map load
  15434. **/
  15435. void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) {
  15436. struct skill_usave * sus = NULL;
  15437. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15438. idb_remove(skillusave_db,sd->status.char_id);
  15439. }
  15440. CREATE( sus, struct skill_usave, 1 );
  15441. idb_put( skillusave_db, sd->status.char_id, sus );
  15442. sus->skill_num = skill_num;
  15443. sus->skill_lv = skill_lv;
  15444. return;
  15445. }
  15446. void skill_usave_trigger(struct map_session_data *sd) {
  15447. struct skill_usave * sus = NULL;
  15448. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15449. return;
  15450. }
  15451. skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15452. idb_remove(skillusave_db,sd->status.char_id);
  15453. return;
  15454. }
  15455. /*
  15456. *
  15457. */
  15458. int skill_split_str (char *str, char **val, int num)
  15459. {
  15460. int i;
  15461. for( i = 0; i < num && str; i++ )
  15462. {
  15463. val[i] = str;
  15464. str = strchr(str,',');
  15465. if( str )
  15466. *str++=0;
  15467. }
  15468. return i;
  15469. }
  15470. /*
  15471. *
  15472. */
  15473. int skill_split_atoi (char *str, int *val)
  15474. {
  15475. int i, j, diff, step = 1;
  15476. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15477. if (!str) break;
  15478. val[i] = atoi(str);
  15479. str = strchr(str,':');
  15480. if (str)
  15481. *str++=0;
  15482. }
  15483. if(i==0) //No data found.
  15484. return 0;
  15485. if(i==1)
  15486. { //Single value, have the whole range have the same value.
  15487. for (; i < MAX_SKILL_LEVEL; i++)
  15488. val[i] = val[i-1];
  15489. return i;
  15490. }
  15491. //Check for linear change with increasing steps until we reach half of the data acquired.
  15492. for (step = 1; step <= i/2; step++)
  15493. {
  15494. diff = val[i-1] - val[i-step-1];
  15495. for(j = i-1; j >= step; j--)
  15496. if ((val[j]-val[j-step]) != diff)
  15497. break;
  15498. if (j>=step) //No match, try next step.
  15499. continue;
  15500. for(; i < MAX_SKILL_LEVEL; i++)
  15501. { //Apply linear increase
  15502. val[i] = val[i-step]+diff;
  15503. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15504. { val[i] = 1; diff = 0; step = 1; }
  15505. }
  15506. return i;
  15507. }
  15508. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15509. for (;i<MAX_SKILL_LEVEL; i++)
  15510. val[i] = val[i-1];
  15511. return i;
  15512. }
  15513. /*
  15514. *
  15515. */
  15516. void skill_init_unit_layout (void)
  15517. {
  15518. int i,j,size,pos = 0;
  15519. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15520. // standard square layouts go first
  15521. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15522. size = i*2+1;
  15523. skill_unit_layout[i].count = size*size;
  15524. for (j=0; j<size*size; j++) {
  15525. skill_unit_layout[i].dx[j] = (j%size-i);
  15526. skill_unit_layout[i].dy[j] = (j/size-i);
  15527. }
  15528. }
  15529. // afterwards add special ones
  15530. pos = i;
  15531. for (i=0;i<MAX_SKILL_DB;i++) {
  15532. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15533. continue;
  15534. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15535. int skill = i;
  15536. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15537. skill -= EL_SKILLRANGEMIN;
  15538. skill += EL_SKILLBASE;
  15539. }
  15540. if( skill == EL_FIRE_MANTLE ) {
  15541. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15542. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15543. skill_unit_layout[pos].count = 8;
  15544. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15545. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15546. }
  15547. } else {
  15548. switch (i) {
  15549. case MG_FIREWALL:
  15550. case WZ_ICEWALL:
  15551. case WL_EARTHSTRAIN://Warlock
  15552. // these will be handled later
  15553. break;
  15554. case PR_SANCTUARY:
  15555. case NPC_EVILLAND: {
  15556. static const int dx[] = {
  15557. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15558. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15559. static const int dy[]={
  15560. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15561. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15562. skill_unit_layout[pos].count = 21;
  15563. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15564. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15565. }
  15566. break;
  15567. case PR_MAGNUS: {
  15568. static const int dx[] = {
  15569. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15570. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15571. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15572. static const int dy[] = {
  15573. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15574. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15575. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15576. skill_unit_layout[pos].count = 33;
  15577. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15578. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15579. }
  15580. break;
  15581. case MH_POISON_MIST:
  15582. case AS_VENOMDUST: {
  15583. static const int dx[] = {-1, 0, 0, 0, 1};
  15584. static const int dy[] = { 0,-1, 0, 1, 0};
  15585. skill_unit_layout[pos].count = 5;
  15586. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15587. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15588. }
  15589. break;
  15590. case CR_GRANDCROSS:
  15591. case NPC_GRANDDARKNESS: {
  15592. static const int dx[] = {
  15593. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15594. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15595. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15596. static const int dy[] = {
  15597. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15598. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15599. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15600. skill_unit_layout[pos].count = 29;
  15601. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15602. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15603. }
  15604. break;
  15605. case PF_FOGWALL: {
  15606. static const int dx[] = {
  15607. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15608. static const int dy[] = {
  15609. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15610. skill_unit_layout[pos].count = 15;
  15611. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15612. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15613. }
  15614. break;
  15615. case PA_GOSPEL: {
  15616. static const int dx[] = {
  15617. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15618. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15619. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15620. -1, 0, 1};
  15621. static const int dy[] = {
  15622. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15623. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15624. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15625. 3, 3, 3};
  15626. skill_unit_layout[pos].count = 33;
  15627. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15628. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15629. }
  15630. break;
  15631. case NJ_KAENSIN: {
  15632. 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};
  15633. 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};
  15634. skill_unit_layout[pos].count = 24;
  15635. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15636. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15637. }
  15638. break;
  15639. case NJ_TATAMIGAESHI: {
  15640. //Level 1 (count 4, cross of 3x3)
  15641. static const int dx1[] = {-1, 1, 0, 0};
  15642. static const int dy1[] = { 0, 0,-1, 1};
  15643. //Level 2-3 (count 8, cross of 5x5)
  15644. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15645. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15646. //Level 4-5 (count 12, cross of 7x7
  15647. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15648. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15649. //lv1
  15650. j = 0;
  15651. skill_unit_layout[pos].count = 4;
  15652. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15653. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15654. skill_db[i].unit_layout_type[j] = pos;
  15655. //lv2/3
  15656. j++;
  15657. pos++;
  15658. skill_unit_layout[pos].count = 8;
  15659. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15660. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15661. skill_db[i].unit_layout_type[j] = pos;
  15662. skill_db[i].unit_layout_type[++j] = pos;
  15663. //lv4/5
  15664. j++;
  15665. pos++;
  15666. skill_unit_layout[pos].count = 12;
  15667. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15668. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15669. skill_db[i].unit_layout_type[j] = pos;
  15670. skill_db[i].unit_layout_type[++j] = pos;
  15671. //Fill in the rest using lv 5.
  15672. for (;j<MAX_SKILL_LEVEL;j++)
  15673. skill_db[i].unit_layout_type[j] = pos;
  15674. //Skip, this way the check below will fail and continue to the next skill.
  15675. pos++;
  15676. }
  15677. break;
  15678. case GN_WALLOFTHORN: {
  15679. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15680. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15681. skill_unit_layout[pos].count = 16;
  15682. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15683. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15684. }
  15685. break;
  15686. default:
  15687. ShowError("unknown unit layout at skill %d\n",i);
  15688. break;
  15689. }
  15690. }
  15691. if (!skill_unit_layout[pos].count)
  15692. continue;
  15693. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15694. skill_db[i].unit_layout_type[j] = pos;
  15695. pos++;
  15696. }
  15697. // firewall and icewall have 8 layouts (direction-dependent)
  15698. firewall_unit_pos = pos;
  15699. for (i=0;i<8;i++) {
  15700. if (i&1) {
  15701. skill_unit_layout[pos].count = 5;
  15702. if (i&0x2) {
  15703. int dx[] = {-1,-1, 0, 0, 1};
  15704. int dy[] = { 1, 0, 0,-1,-1};
  15705. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15706. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15707. } else {
  15708. int dx[] = { 1, 1 ,0, 0,-1};
  15709. int dy[] = { 1, 0, 0,-1,-1};
  15710. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15711. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15712. }
  15713. } else {
  15714. skill_unit_layout[pos].count = 3;
  15715. if (i%4==0) {
  15716. int dx[] = {-1, 0, 1};
  15717. int dy[] = { 0, 0, 0};
  15718. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15719. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15720. } else {
  15721. int dx[] = { 0, 0, 0};
  15722. int dy[] = {-1, 0, 1};
  15723. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15724. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15725. }
  15726. }
  15727. pos++;
  15728. }
  15729. icewall_unit_pos = pos;
  15730. for (i=0;i<8;i++) {
  15731. skill_unit_layout[pos].count = 5;
  15732. if (i&1) {
  15733. if (i&0x2) {
  15734. int dx[] = {-2,-1, 0, 1, 2};
  15735. int dy[] = { 2, 1, 0,-1,-2};
  15736. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15737. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15738. } else {
  15739. int dx[] = { 2, 1 ,0,-1,-2};
  15740. int dy[] = { 2, 1, 0,-1,-2};
  15741. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15742. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15743. }
  15744. } else {
  15745. if (i%4==0) {
  15746. int dx[] = {-2,-1, 0, 1, 2};
  15747. int dy[] = { 0, 0, 0, 0, 0};
  15748. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15749. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15750. } else {
  15751. int dx[] = { 0, 0, 0, 0, 0};
  15752. int dy[] = {-2,-1, 0, 1, 2};
  15753. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15754. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15755. }
  15756. }
  15757. pos++;
  15758. }
  15759. earthstrain_unit_pos = pos;
  15760. for( i = 0; i < 8; i++ )
  15761. { // For each Direction
  15762. skill_unit_layout[pos].count = 15;
  15763. switch( i )
  15764. {
  15765. case 0: case 1: case 3: case 4: case 5: case 7:
  15766. {
  15767. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15768. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15769. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15770. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15771. }
  15772. break;
  15773. case 2:
  15774. case 6:
  15775. {
  15776. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15777. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15778. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15779. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15780. }
  15781. break;
  15782. }
  15783. pos++;
  15784. }
  15785. }
  15786. int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
  15787. int inf = 0;
  15788. struct status_change *sc = status_get_sc(bl);
  15789. if( !sc || !bl || skillid < 1 )
  15790. return 0; // Can do it
  15791. switch(type){
  15792. case SC_STASIS:
  15793. inf = skill_get_inf2(skillid);
  15794. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15795. return 1; // Can't do it.
  15796. switch( skillid )
  15797. {
  15798. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15799. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15800. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15801. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15802. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15803. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15804. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15805. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  15806. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  15807. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  15808. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  15809. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  15810. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  15811. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  15812. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  15813. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  15814. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  15815. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  15816. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  15817. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  15818. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  15819. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  15820. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  15821. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  15822. // Skills that need to be confirmed.
  15823. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  15824. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  15825. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  15826. case SO_ARRULLO:
  15827. return 1; // Can't do it.
  15828. }
  15829. break;
  15830. case SC_KAGEHUMI:
  15831. switch(skillid){
  15832. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  15833. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  15834. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  15835. return 1; // needs more info
  15836. }
  15837. break;
  15838. }
  15839. return 0;
  15840. }
  15841. int skill_get_elemental_type( int skill_id , int skill_lv ) {
  15842. int type = 0;
  15843. switch( skill_id ) {
  15844. case SO_SUMMON_AGNI: type = 2114; break;
  15845. case SO_SUMMON_AQUA: type = 2117; break;
  15846. case SO_SUMMON_VENTUS: type = 2120; break;
  15847. case SO_SUMMON_TERA: type = 2123; break;
  15848. }
  15849. type += skill_lv - 1;
  15850. return type;
  15851. }
  15852. /**
  15853. * reload stored skill cooldowns when a player logs in.
  15854. * @param sd the affected player structure
  15855. */
  15856. void skill_cooldown_load(struct map_session_data * sd)
  15857. {
  15858. int i;
  15859. struct skill_cd* cd = NULL;
  15860. // always check to make sure the session properly exists
  15861. nullpo_retv(sd);
  15862. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
  15863. {// no skill cooldown is associated with this character
  15864. return;
  15865. }
  15866. // process each individual cooldown associated with the character
  15867. for( i = 0; i < cd->cursor; i++ )
  15868. {
  15869. // block the skill from usage but ensure it is not recorded (load = true)
  15870. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  15871. }
  15872. }
  15873. /*==========================================
  15874. * sub-function of DB reading.
  15875. * skill_db.txt
  15876. *------------------------------------------*/
  15877. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  15878. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  15879. int id = atoi(split[0]);
  15880. int i;
  15881. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  15882. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  15883. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  15884. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) {
  15885. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  15886. return false;
  15887. }
  15888. i = skill_get_index(id);
  15889. if( !i ) // invalid skill id
  15890. return false;
  15891. skill_split_atoi(split[1],skill_db[i].range);
  15892. skill_db[i].hit = atoi(split[2]);
  15893. skill_db[i].inf = atoi(split[3]);
  15894. skill_split_atoi(split[4],skill_db[i].element);
  15895. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  15896. skill_split_atoi(split[6],skill_db[i].splash);
  15897. skill_db[i].max = atoi(split[7]);
  15898. skill_split_atoi(split[8],skill_db[i].num);
  15899. if( strcmpi(split[9],"yes") == 0 )
  15900. skill_db[i].castcancel = 1;
  15901. else
  15902. skill_db[i].castcancel = 0;
  15903. skill_db[i].cast_def_rate = atoi(split[10]);
  15904. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  15905. skill_split_atoi(split[12],skill_db[i].maxcount);
  15906. if( strcmpi(split[13],"weapon") == 0 )
  15907. skill_db[i].skill_type = BF_WEAPON;
  15908. else if( strcmpi(split[13],"magic") == 0 )
  15909. skill_db[i].skill_type = BF_MAGIC;
  15910. else if( strcmpi(split[13],"misc") == 0 )
  15911. skill_db[i].skill_type = BF_MISC;
  15912. else
  15913. skill_db[i].skill_type = 0;
  15914. skill_split_atoi(split[14],skill_db[i].blewcount);
  15915. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  15916. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  15917. strdb_iput(skilldb_name2id, skill_db[i].name, id);
  15918. return true;
  15919. }
  15920. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  15921. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  15922. char* p;
  15923. int j;
  15924. int i = atoi(split[0]);
  15925. i = skill_get_index(i);
  15926. if( !i ) // invalid skill id
  15927. return false;
  15928. skill_split_atoi(split[1],skill_db[i].hp);
  15929. skill_split_atoi(split[2],skill_db[i].mhp);
  15930. skill_split_atoi(split[3],skill_db[i].sp);
  15931. skill_split_atoi(split[4],skill_db[i].hp_rate);
  15932. skill_split_atoi(split[5],skill_db[i].sp_rate);
  15933. skill_split_atoi(split[6],skill_db[i].zeny);
  15934. //Wich weapon type are required, see doc/item_db for types
  15935. p = split[7];
  15936. for( j = 0; j < 32; j++ )
  15937. {
  15938. int l = atoi(p);
  15939. if( l == 99 ) // Any weapon
  15940. {
  15941. skill_db[i].weapon = 0;
  15942. break;
  15943. }
  15944. else
  15945. skill_db[i].weapon |= 1<<l;
  15946. p = strchr(p,':');
  15947. if(!p)
  15948. break;
  15949. p++;
  15950. }
  15951. //FIXME: document this
  15952. p = split[8];
  15953. for( j = 0; j < 32; j++ )
  15954. {
  15955. int l = atoi(p);
  15956. if( l == 99 ) // Any ammo type
  15957. {
  15958. skill_db[i].ammo = 0xFFFFFFFF;
  15959. break;
  15960. }
  15961. else if( l ) // 0 stands for no requirement
  15962. skill_db[i].ammo |= 1<<l;
  15963. p = strchr(p,':');
  15964. if( !p )
  15965. break;
  15966. p++;
  15967. }
  15968. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  15969. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  15970. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  15971. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  15972. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  15973. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  15974. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  15975. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  15976. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  15977. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  15978. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  15979. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  15980. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  15981. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  15982. /**
  15983. * New States
  15984. **/
  15985. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  15986. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  15987. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  15988. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  15989. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  15990. else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[i].state = ST_POISONINGWEAPON;
  15991. else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[i].state = ST_ROLLINGCUTTER;
  15992. /**
  15993. * Unknown or no state
  15994. **/
  15995. else skill_db[i].state = ST_NONE;
  15996. skill_split_atoi(split[11],skill_db[i].spiritball);
  15997. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  15998. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  15999. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  16000. }
  16001. return true;
  16002. }
  16003. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  16004. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  16005. int i = atoi(split[0]);
  16006. i = skill_get_index(i);
  16007. if( !i ) // invalid skill id
  16008. return false;
  16009. skill_split_atoi(split[1],skill_db[i].cast);
  16010. skill_split_atoi(split[2],skill_db[i].delay);
  16011. skill_split_atoi(split[3],skill_db[i].walkdelay);
  16012. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  16013. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  16014. skill_split_atoi(split[6],skill_db[i].cooldown);
  16015. #ifdef RENEWAL_CAST
  16016. skill_split_atoi(split[7],skill_db[i].fixed_cast);
  16017. #endif
  16018. return true;
  16019. }
  16020. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  16021. {// Skill id,Cast,Delay (optional)
  16022. int i = atoi(split[0]);
  16023. i = skill_get_index(i);
  16024. if( !i ) // invalid skill id
  16025. return false;
  16026. skill_split_atoi(split[1],skill_db[i].castnodex);
  16027. if( split[2] ) // optional column
  16028. skill_split_atoi(split[2],skill_db[i].delaynodex);
  16029. return true;
  16030. }
  16031. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  16032. {// SkillID,Flag
  16033. int i = atoi(split[0]);
  16034. i = skill_get_index(i);
  16035. if( !i ) // invalid skill id
  16036. return false;
  16037. skill_db[i].nocast |= atoi(split[1]);
  16038. return true;
  16039. }
  16040. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  16041. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  16042. int i = atoi(split[0]);
  16043. i = skill_get_index(i);
  16044. if( !i ) // invalid skill id
  16045. return false;
  16046. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  16047. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  16048. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  16049. skill_split_atoi(split[4],skill_db[i].unit_range);
  16050. skill_db[i].unit_interval = atoi(split[5]);
  16051. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  16052. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  16053. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  16054. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  16055. else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD;
  16056. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  16057. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  16058. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  16059. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  16060. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  16061. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  16062. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  16063. skill_db[i].unit_target = BCT_NOENEMY;
  16064. //By default, target just characters.
  16065. skill_db[i].unit_target |= BL_CHAR;
  16066. if (skill_db[i].unit_flag&UF_NOPC)
  16067. skill_db[i].unit_target &= ~BL_PC;
  16068. if (skill_db[i].unit_flag&UF_NOMOB)
  16069. skill_db[i].unit_target &= ~BL_MOB;
  16070. if (skill_db[i].unit_flag&UF_SKILL)
  16071. skill_db[i].unit_target |= BL_SKILL;
  16072. return true;
  16073. }
  16074. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  16075. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  16076. int x,y;
  16077. int i = atoi(split[0]);
  16078. if( !i )
  16079. return false;
  16080. skill_produce_db[current].nameid = i;
  16081. skill_produce_db[current].itemlv = atoi(split[1]);
  16082. skill_produce_db[current].req_skill = atoi(split[2]);
  16083. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  16084. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  16085. {
  16086. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  16087. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  16088. }
  16089. return true;
  16090. }
  16091. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  16092. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  16093. int x,y;
  16094. int i = atoi(split[0]);
  16095. if( !i )
  16096. return false;
  16097. skill_arrow_db[current].nameid = i;
  16098. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  16099. {
  16100. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  16101. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  16102. }
  16103. return true;
  16104. }
  16105. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  16106. {// SkillID,PreservePoints
  16107. int skillid = atoi(split[0]),
  16108. points = atoi(split[1]),
  16109. nameid = atoi(split[2]);
  16110. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  16111. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  16112. if ( !skill_get_inf(skillid) )
  16113. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  16114. if( points < 1 )
  16115. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  16116. else
  16117. {
  16118. skill_spellbook_db[current].skillid = skillid;
  16119. skill_spellbook_db[current].point = points;
  16120. skill_spellbook_db[current].nameid = nameid;
  16121. return true;
  16122. }
  16123. return false;
  16124. }
  16125. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  16126. {// SkillID
  16127. int i = atoi(split[0]);
  16128. short j = atoi(split[1]);
  16129. if( !skill_get_index(i) || !skill_get_max(i) ) {
  16130. ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
  16131. return false;
  16132. }
  16133. if ( !skill_get_inf(i) ) {
  16134. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16135. return false;
  16136. }
  16137. if( j < 1 ) {
  16138. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
  16139. return false;
  16140. }
  16141. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  16142. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  16143. }
  16144. skill_improvise_db[current].skillid = i;
  16145. skill_improvise_db[current].per = j; // Still need confirm it.
  16146. return true;
  16147. }
  16148. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  16149. {
  16150. int i = atoi(split[0]);
  16151. if( !skill_get_index(i) || !skill_get_max(i) )
  16152. {
  16153. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  16154. return false;
  16155. }
  16156. if ( !skill_get_inf(i) )
  16157. {
  16158. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16159. return false;
  16160. }
  16161. skill_magicmushroom_db[current].skillid = i;
  16162. return true;
  16163. }
  16164. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  16165. int skillid = atoi(split[0]);
  16166. skillid = skill_get_index(skillid);
  16167. if( !skillid )
  16168. return false;
  16169. skill_reproduce_db[skillid] = true;
  16170. return true;
  16171. }
  16172. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  16173. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  16174. int i = atoi(split[0]);
  16175. if( !skill_get_index(i) || !skill_get_max(i) )
  16176. {
  16177. ShowError("abra_db: Invalid skill ID %d\n", i);
  16178. return false;
  16179. }
  16180. if ( !skill_get_inf(i) )
  16181. {
  16182. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  16183. return false;
  16184. }
  16185. skill_abra_db[current].skillid = i;
  16186. skill_abra_db[current].req_lv = atoi(split[2]);
  16187. skill_abra_db[current].per = atoi(split[3]);
  16188. return true;
  16189. }
  16190. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  16191. {// SkillID
  16192. int i = atoi(split[0]);
  16193. short j = atoi(split[1]);
  16194. int x,y;
  16195. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  16196. if( skill_produce_db[x].nameid == i )
  16197. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  16198. break;
  16199. }
  16200. if( x >= MAX_SKILL_PRODUCE_DB ){
  16201. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i);
  16202. return false;
  16203. }
  16204. if( current >= MAX_SKILL_PRODUCE_DB ) {
  16205. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  16206. }
  16207. skill_changematerial_db[current].itemid = i;
  16208. skill_changematerial_db[current].rate = j;
  16209. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  16210. {
  16211. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  16212. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  16213. }
  16214. return true;
  16215. }
  16216. /*===============================
  16217. * DB reading.
  16218. * skill_db.txt
  16219. * skill_require_db.txt
  16220. * skill_cast_db.txt
  16221. * skill_castnodex_db.txt
  16222. * skill_nocast_db.txt
  16223. * skill_unit_db.txt
  16224. * produce_db.txt
  16225. * create_arrow_db.txt
  16226. * abra_db.txt
  16227. *------------------------------*/
  16228. static void skill_readdb(void)
  16229. {
  16230. // init skill db structures
  16231. db_clear(skilldb_name2id);
  16232. memset(skill_db,0,sizeof(skill_db));
  16233. memset(skill_produce_db,0,sizeof(skill_produce_db));
  16234. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  16235. memset(skill_abra_db,0,sizeof(skill_abra_db));
  16236. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  16237. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  16238. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  16239. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  16240. // load skill databases
  16241. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  16242. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  16243. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  16244. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  16245. #ifdef RENEWAL_CAST
  16246. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  16247. #else
  16248. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  16249. #endif
  16250. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  16251. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  16252. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  16253. skill_init_unit_layout();
  16254. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  16255. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  16256. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  16257. //Warlock
  16258. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  16259. //Guillotine Cross
  16260. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  16261. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  16262. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  16263. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  16264. }
  16265. void skill_reload (void) {
  16266. struct s_mapiterator *iter;
  16267. struct map_session_data *sd;
  16268. skill_readdb();
  16269. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  16270. iter = mapit_getallusers();
  16271. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  16272. clif_skillinfoblock(sd);
  16273. mapit_free(iter);
  16274. }
  16275. /*==========================================
  16276. *
  16277. *------------------------------------------*/
  16278. int do_init_skill (void)
  16279. {
  16280. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  16281. skill_readdb();
  16282. group_db = idb_alloc(DB_OPT_BASE);
  16283. skillunit_db = idb_alloc(DB_OPT_BASE);
  16284. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16285. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16286. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  16287. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  16288. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  16289. add_timer_func_list(skill_castend_id,"skill_castend_id");
  16290. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  16291. add_timer_func_list(skill_timerskill,"skill_timerskill");
  16292. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  16293. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  16294. return 0;
  16295. }
  16296. int do_final_skill(void)
  16297. {
  16298. db_destroy(skilldb_name2id);
  16299. db_destroy(group_db);
  16300. db_destroy(skillunit_db);
  16301. db_destroy(skillcd_db);
  16302. db_destroy(skillusave_db);
  16303. ers_destroy(skill_unit_ers);
  16304. ers_destroy(skill_timer_ers);
  16305. return 0;
  16306. }