skill.c 426 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. /**
  50. * Skill Cool Down Delay Saving
  51. **/
  52. DBMap* skillcd_db = NULL;
  53. struct skill_cd {
  54. int duration[MAX_SKILL_TREE];//milliseconds
  55. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  56. short nameid[MAX_SKILL_TREE];//skill id
  57. unsigned char cursor;
  58. };
  59. struct s_skill_db skill_db[MAX_SKILL_DB];
  60. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  61. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  62. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  63. //Warlock
  64. struct s_skill_spellbook_db {
  65. int nameid;
  66. int skillid;
  67. int points;
  68. };
  69. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  70. //Guillotine Cross
  71. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  72. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  73. int firewall_unit_pos;
  74. int icewall_unit_pos;
  75. int earthstrain_unit_pos;
  76. //early declaration
  77. int skill_stasis_check(struct block_list *bl, int src_id, int skillid);
  78. //Since only mob-casted splash skills can hit ice-walls
  79. static inline int splash_target(struct block_list* bl)
  80. {
  81. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  82. }
  83. /// Returns the id of the skill, or 0 if not found.
  84. int skill_name2id(const char* name)
  85. {
  86. if( name == NULL )
  87. return 0;
  88. return (int)strdb_get(skilldb_name2id, name);
  89. }
  90. /// Maps skill ids to skill db offsets.
  91. /// Returns the skill's array index, or 0 (Unknown Skill).
  92. int skill_get_index( int id )
  93. {
  94. // avoid ranges reserved for mapping guild/homun/mercenary skills
  95. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  96. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  97. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  98. return 0;
  99. // map skill id to skill db index
  100. if( id >= GD_SKILLBASE )
  101. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  102. else
  103. if( id >= MC_SKILLBASE )
  104. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  105. else
  106. if( id >= HM_SKILLBASE )
  107. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  108. else
  109. ; // identity
  110. // validate result
  111. if( id <= 0 || id >= MAX_SKILL_DB )
  112. return 0;
  113. return id;
  114. }
  115. const char* skill_get_name( int id )
  116. {
  117. return skill_db[skill_get_index(id)].name;
  118. }
  119. const char* skill_get_desc( int id )
  120. {
  121. return skill_db[skill_get_index(id)].desc;
  122. }
  123. // out of bounds error checking [celest]
  124. static void skill_chk(int* id, int lv)
  125. {
  126. *id = skill_get_index(*id); // checks/adjusts id
  127. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  128. }
  129. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  130. // Skill DB
  131. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  132. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  133. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  134. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  135. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  136. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  137. 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); }
  138. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  139. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  140. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  141. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  142. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  143. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  144. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  145. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  146. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  147. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  148. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  149. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  150. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  151. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  152. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  153. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  154. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  155. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  156. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  157. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  158. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  159. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  160. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  161. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  162. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  163. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  164. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  165. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  166. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  167. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  168. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  169. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  170. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  171. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  172. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  173. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  174. int skill_tree_get_max(int id, int b_class)
  175. {
  176. int i;
  177. b_class = pc_class2idx(b_class);
  178. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  179. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  180. return skill_tree[b_class][i].max;
  181. else
  182. return skill_get_max(id);
  183. }
  184. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  185. int skill_attack_area(struct block_list *bl,va_list ap);
  186. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  187. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  188. int skill_greed(struct block_list *bl, va_list ap);
  189. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  190. static int skill_trap_splash(struct block_list *bl, va_list ap);
  191. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  192. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  193. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  194. static int skill_unit_effect(struct block_list *bl,va_list ap);
  195. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  196. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  197. int skill_get_casttype (int id)
  198. {
  199. int inf = skill_get_inf(id);
  200. if (inf&(INF_GROUND_SKILL))
  201. return CAST_GROUND;
  202. if (inf&INF_SUPPORT_SKILL)
  203. return CAST_NODAMAGE;
  204. if (inf&INF_SELF_SKILL) {
  205. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  206. return CAST_DAMAGE; //Combo skill.
  207. return CAST_NODAMAGE;
  208. }
  209. if (skill_get_nk(id)&NK_NO_DAMAGE)
  210. return CAST_NODAMAGE;
  211. return CAST_DAMAGE;
  212. };
  213. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  214. int skill_get_range2 (struct block_list *bl, int id, int lv)
  215. {
  216. int range;
  217. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  218. return 9; //Mobs have a range of 9 regardless of skill used.
  219. range = skill_get_range(id, lv);
  220. if( range < 0 )
  221. {
  222. if( battle_config.use_weapon_skill_range&bl->type )
  223. return status_get_range(bl);
  224. range *=-1;
  225. }
  226. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  227. switch( id )
  228. {
  229. case AC_SHOWER: case MA_SHOWER:
  230. case AC_DOUBLE: case MA_DOUBLE:
  231. case HT_BLITZBEAT:
  232. case AC_CHARGEARROW:
  233. case MA_CHARGEARROW:
  234. case SN_FALCONASSAULT:
  235. case HT_POWER:
  236. /**
  237. * Ranger
  238. **/
  239. case RA_ARROWSTORM:
  240. case RA_AIMEDBOLT:
  241. case RA_WUGBITE:
  242. if( bl->type == BL_PC )
  243. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  244. else
  245. range += 10; //Assume level 10?
  246. break;
  247. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  248. case GS_RAPIDSHOWER:
  249. case GS_PIERCINGSHOT:
  250. case GS_FULLBUSTER:
  251. case GS_SPREADATTACK:
  252. case GS_GROUNDDRIFT:
  253. if (bl->type == BL_PC)
  254. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  255. else
  256. range += 10; //Assume level 10?
  257. break;
  258. case NJ_KIRIKAGE:
  259. if (bl->type == BL_PC)
  260. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  261. break;
  262. /**
  263. * Warlock
  264. **/
  265. case WL_WHITEIMPRISON:
  266. case WL_SOULEXPANSION:
  267. case WL_FROSTMISTY:
  268. case WL_MARSHOFABYSS:
  269. case WL_SIENNAEXECRATE:
  270. case WL_DRAINLIFE:
  271. case WL_CRIMSONROCK:
  272. case WL_HELLINFERNO:
  273. case WL_COMET:
  274. case WL_CHAINLIGHTNING:
  275. case WL_TETRAVORTEX:
  276. case WL_RELEASE:
  277. if( bl->type == BL_PC )
  278. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  279. break;
  280. /**
  281. * Ranger Bonus
  282. **/
  283. case HT_LANDMINE:
  284. case HT_FREEZINGTRAP:
  285. case HT_BLASTMINE:
  286. case HT_CLAYMORETRAP:
  287. case RA_CLUSTERBOMB:
  288. case RA_FIRINGTRAP:
  289. case RA_ICEBOUNDTRAP:
  290. if( bl->type == BL_PC )
  291. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  292. }
  293. if( !range && bl->type != BL_PC )
  294. return 9; // Enable non players to use self skills on others. [Skotlex]
  295. return range;
  296. }
  297. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  298. {
  299. int skill, hp;
  300. struct map_session_data *sd = BL_CAST(BL_PC, src);
  301. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  302. struct status_change* sc;
  303. switch( skill_id )
  304. {
  305. case BA_APPLEIDUN:
  306. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  307. if( sd )
  308. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  309. break;
  310. case PR_SANCTUARY:
  311. hp = (skill_lv>6)?777:skill_lv*100;
  312. break;
  313. case NPC_EVILLAND:
  314. hp = (skill_lv>6)?666:skill_lv*100;
  315. break;
  316. default:
  317. if (skill_lv >= battle_config.max_heal_lv)
  318. return battle_config.max_heal;
  319. #if REMODE
  320. /**
  321. * Renewal Heal Formula (from Doddler)
  322. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  323. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  324. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  325. **/
  326. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rand()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  327. #else
  328. 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);
  329. #endif
  330. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  331. hp += hp * skill * 2 / 100;
  332. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  333. hp += hp * skill * 2 / 100;
  334. break;
  335. }
  336. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  337. hp >>= 1;
  338. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  339. hp += hp*skill/100;
  340. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  341. hp += hp*skill/100;
  342. sc = status_get_sc(target);
  343. if( sc && sc->count )
  344. {
  345. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  346. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  347. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  348. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  349. }
  350. return hp;
  351. }
  352. // Making plagiarize check its own function [Aru]
  353. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  354. {
  355. // Never copy NPC/Wedding Skills
  356. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  357. return 0;
  358. // High-class skills
  359. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  360. {
  361. if(battle_config.copyskill_restrict == 2)
  362. return 0;
  363. else if(battle_config.copyskill_restrict)
  364. return (sd->status.class_ == JOB_STALKER);
  365. }
  366. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  367. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  368. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  369. skillid == MER_INCAGI || skillid == MER_BLESSING))
  370. return 0;
  371. return 1;
  372. }
  373. // [MouseJstr] - skill ok to cast? and when?
  374. int skillnotok (int skillid, struct map_session_data *sd)
  375. {
  376. int i,m;
  377. nullpo_retr (1, sd);
  378. m = sd->bl.m;
  379. i = skill_get_index(skillid);
  380. if (i == 0)
  381. return 1; // invalid skill id
  382. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  383. return 0; // GMs can do any damn thing they want
  384. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  385. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  386. // Epoque:
  387. // This code will compare the player's attack motion value which is influenced by ASPD before
  388. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  389. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  390. if( sd->canskill_tick && DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  391. {// attempted to cast a skill before the attack motion has finished
  392. return 1;
  393. }
  394. if (sd->blockskill[i] > 0)
  395. return 1;
  396. // Check skill restrictions [Celest]
  397. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  398. return 1;
  399. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  400. return 1;
  401. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  402. return 1;
  403. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  404. return 1;
  405. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  406. return 1;
  407. if( sd->sc.option&OPTION_MOUNTING )
  408. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  409. switch (skillid) {
  410. case AL_WARP:
  411. if(map[m].flag.nowarp) {
  412. clif_skill_teleportmessage(sd,0);
  413. return 1;
  414. }
  415. return 0;
  416. case AL_TELEPORT:
  417. if(map[m].flag.noteleport) {
  418. clif_skill_teleportmessage(sd,0);
  419. return 1;
  420. }
  421. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  422. case WE_CALLPARTNER:
  423. case WE_CALLPARENT:
  424. case WE_CALLBABY:
  425. if (map[m].flag.nomemo) {
  426. clif_skill_teleportmessage(sd,1);
  427. return 1;
  428. }
  429. break;
  430. case MC_VENDING:
  431. case MC_IDENTIFY:
  432. case ALL_BUYING_STORE:
  433. return 0; // always allowed
  434. case WZ_ICEWALL:
  435. // noicewall flag [Valaris]
  436. if (map[m].flag.noicewall) {
  437. clif_skill_fail(sd,skillid,0,0);
  438. return 1;
  439. }
  440. break;
  441. case GC_DARKILLUSION:
  442. if( map_flag_gvg(m) ) {
  443. clif_skill_fail(sd,skillid,0,0);
  444. return 1;
  445. }
  446. break;
  447. case GD_EMERGENCYCALL:
  448. if (
  449. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  450. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  451. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  452. ) {
  453. clif_skill_fail(sd,skillid,0,0);
  454. return 1;
  455. }
  456. break;
  457. case BS_GREED:
  458. case WS_CARTBOOST:
  459. case BS_HAMMERFALL:
  460. case BS_ADRENALINE:
  461. case MC_CARTREVOLUTION:
  462. case MC_MAMMONITE:
  463. case WS_MELTDOWN:
  464. case MG_SIGHT:
  465. case TF_HIDING:
  466. /**
  467. * These skills cannot be used while in mado gear (credits to Xantara)
  468. **/
  469. if(sd->sc.option&OPTION_MADOGEAR) {
  470. clif_skill_fail(sd,skillid,0,0);
  471. return 1;
  472. }
  473. break;
  474. }
  475. return (map[m].flag.noskill);
  476. }
  477. int skillnotok_hom(int skillid, struct homun_data *hd)
  478. {
  479. int i = skill_get_index(skillid);
  480. nullpo_retr(1,hd);
  481. if (i == 0)
  482. return 1; // invalid skill id
  483. if (hd->blockskill[i] > 0)
  484. return 1;
  485. //Use master's criteria.
  486. return skillnotok(skillid, hd->master);
  487. }
  488. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  489. {
  490. int i = skill_get_index(skillid);
  491. nullpo_retr(1,md);
  492. if( i == 0 )
  493. return 1; // Invalid Skill ID
  494. if( md->blockskill[i] > 0 )
  495. return 1;
  496. return skillnotok(skillid, md->master);
  497. }
  498. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  499. {
  500. int pos = skill_get_unit_layout_type(skillid,skilllv);
  501. int dir;
  502. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  503. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  504. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  505. }
  506. if (pos != -1) // simple single-definition layout
  507. return &skill_unit_layout[pos];
  508. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  509. if (skillid == MG_FIREWALL)
  510. return &skill_unit_layout [firewall_unit_pos + dir];
  511. else if (skillid == WZ_ICEWALL)
  512. return &skill_unit_layout [icewall_unit_pos + dir];
  513. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  514. return &skill_unit_layout [earthstrain_unit_pos + dir];
  515. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  516. return &skill_unit_layout[0]; // default 1x1 layout
  517. }
  518. /*==========================================
  519. *
  520. *------------------------------------------*/
  521. 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)
  522. {
  523. struct map_session_data *sd, *dstsd;
  524. struct mob_data *md, *dstmd;
  525. struct status_data *sstatus, *tstatus;
  526. struct status_change *sc, *tsc;
  527. enum sc_type status;
  528. int skill;
  529. int rate;
  530. nullpo_ret(src);
  531. nullpo_ret(bl);
  532. if(skillid < 0) return 0;
  533. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  534. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  535. return 0;
  536. sd = BL_CAST(BL_PC, src);
  537. md = BL_CAST(BL_MOB, src);
  538. dstsd = BL_CAST(BL_PC, bl);
  539. dstmd = BL_CAST(BL_MOB, bl);
  540. sc = status_get_sc(src);
  541. tsc = status_get_sc(bl);
  542. sstatus = status_get_status_data(src);
  543. tstatus = status_get_status_data(bl);
  544. if (!tsc) //skill additional effect is about adding effects to the target...
  545. //So if the target can't be inflicted with statuses, this is pointless.
  546. return 0;
  547. if( sd )
  548. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  549. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  550. { // Trigger status effects
  551. enum sc_type type;
  552. int i;
  553. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  554. {
  555. rate = sd->addeff[i].rate;
  556. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  557. rate += sd->addeff[i].arrow_rate;
  558. if( !rate ) continue;
  559. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  560. { // Trigger has attack type consideration.
  561. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  562. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  563. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  564. else
  565. continue;
  566. }
  567. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  568. { // Trigger has range consideration.
  569. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  570. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  571. continue; //Range Failed.
  572. }
  573. type = sd->addeff[i].id;
  574. skill = skill_get_time2(status_sc2skill(type),7);
  575. if (sd->addeff[i].flag&ATF_TARGET)
  576. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  577. if (sd->addeff[i].flag&ATF_SELF)
  578. status_change_start(src,type,rate,7,0,0,0,skill,0);
  579. }
  580. }
  581. if( skillid )
  582. { // Trigger status effects on skills
  583. enum sc_type type;
  584. int i;
  585. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  586. {
  587. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  588. continue;
  589. type = sd->addeff3[i].id;
  590. skill = skill_get_time2(status_sc2skill(type),7);
  591. if( sd->addeff3[i].target&ATF_TARGET )
  592. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  593. if( sd->addeff3[i].target&ATF_SELF )
  594. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  595. }
  596. }
  597. }
  598. if( dmg_lv < ATK_DEF ) // no damage, return;
  599. return 0;
  600. switch(skillid)
  601. {
  602. case 0: // Normal attacks (no skill used)
  603. {
  604. if( attack_type&BF_SKILL )
  605. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  606. if(sd) {
  607. // Automatic trigger of Blitz Beat
  608. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  609. rand()%1000 <= sstatus->luk*10/3+1 ) {
  610. rate=(sd->status.job_level+9)/10;
  611. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  612. }
  613. // Automatic trigger of Warg Strike [Jobbie]
  614. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rand()%1000 <= sstatus->luk*10/3+1 )
  615. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  616. // Gank
  617. if(dstmd && sd->status.weapon != W_BOW &&
  618. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  619. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  620. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  621. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  622. else
  623. clif_skill_fail(sd,RG_SNATCHER,0,0);
  624. }
  625. // Chance to trigger Taekwon kicks [Dralnu]
  626. if(sc && !sc->data[SC_COMBO]) {
  627. if(sc->data[SC_READYSTORM] &&
  628. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  629. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  630. ; //Stance triggered
  631. else if(sc->data[SC_READYDOWN] &&
  632. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  633. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  634. ; //Stance triggered
  635. else if(sc->data[SC_READYTURN] &&
  636. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  637. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  638. ; //Stance triggered
  639. else if(sc->data[SC_READYCOUNTER])
  640. { //additional chance from SG_FRIEND [Komurka]
  641. rate = 20;
  642. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  643. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  644. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  645. }
  646. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  647. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  648. }
  649. }
  650. }
  651. if (sc) {
  652. struct status_change_entry *sce;
  653. // Enchant Poison gives a chance to poison attacked enemies
  654. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  655. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  656. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  657. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  658. if((sce=sc->data[SC_EDP]))
  659. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  660. skill_get_time2(ASC_EDP,sce->val1));
  661. }
  662. }
  663. break;
  664. case SM_BASH:
  665. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  666. //TODO: How much % per base level it actually is?
  667. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  668. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  669. }
  670. break;
  671. case MER_CRASH:
  672. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  673. break;
  674. case AS_VENOMKNIFE:
  675. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  676. skilllv = pc_checkskill(sd, TF_POISON);
  677. case TF_POISON:
  678. case AS_SPLASHER:
  679. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  680. && sd && skillid==TF_POISON
  681. )
  682. clif_skill_fail(sd,skillid,0,0);
  683. break;
  684. case AS_SONICBLOW:
  685. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  686. break;
  687. case WZ_FIREPILLAR:
  688. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  689. break;
  690. case MG_FROSTDIVER:
  691. case WZ_FROSTNOVA:
  692. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  693. break;
  694. case WZ_STORMGUST:
  695. //Tharis pointed out that this is normal freeze chance with a base of 300%
  696. if(tsc->sg_counter >= 3 &&
  697. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  698. tsc->sg_counter = 0;
  699. /**
  700. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  701. **/
  702. else if( tsc->sg_counter > 250 )
  703. tsc->sg_counter = 0;
  704. break;
  705. case WZ_METEOR:
  706. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  707. break;
  708. case WZ_VERMILION:
  709. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  710. break;
  711. case HT_FREEZINGTRAP:
  712. case MA_FREEZINGTRAP:
  713. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  714. break;
  715. case HT_FLASHER:
  716. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  717. break;
  718. case HT_LANDMINE:
  719. case MA_LANDMINE:
  720. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  721. break;
  722. case HT_SHOCKWAVE:
  723. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  724. break;
  725. case HT_SANDMAN:
  726. case MA_SANDMAN:
  727. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  728. break;
  729. case TF_SPRINKLESAND:
  730. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  731. break;
  732. case TF_THROWSTONE:
  733. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  734. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  735. break;
  736. case NPC_DARKCROSS:
  737. case CR_HOLYCROSS:
  738. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  739. break;
  740. case CR_GRANDCROSS:
  741. case NPC_GRANDDARKNESS:
  742. //Chance to cause blind status vs demon and undead element, but not against players
  743. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  744. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  745. attack_type |= BF_WEAPON;
  746. break;
  747. case AM_ACIDTERROR:
  748. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  749. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  750. clif_emotion(bl,E_OMG);
  751. break;
  752. case AM_DEMONSTRATION:
  753. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  754. break;
  755. case CR_SHIELDCHARGE:
  756. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  757. break;
  758. case PA_PRESSURE:
  759. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  760. break;
  761. case RG_RAID:
  762. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  763. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  764. break;
  765. case BA_FROSTJOKER:
  766. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  767. break;
  768. case DC_SCREAM:
  769. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  770. break;
  771. case BD_LULLABY:
  772. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  773. break;
  774. case DC_UGLYDANCE:
  775. rate = 5+5*skilllv;
  776. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  777. rate += 5+skill;
  778. status_zap(bl, 0, rate);
  779. break;
  780. case SL_STUN:
  781. if (tstatus->size==1) //Only stuns mid-sized mobs.
  782. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  783. break;
  784. case NPC_PETRIFYATTACK:
  785. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  786. skilllv,0,0,skill_get_time(skillid,skilllv),
  787. skill_get_time2(skillid,skilllv));
  788. break;
  789. case NPC_CURSEATTACK:
  790. case NPC_SLEEPATTACK:
  791. case NPC_BLINDATTACK:
  792. case NPC_POISON:
  793. case NPC_SILENCEATTACK:
  794. case NPC_STUNATTACK:
  795. case NPC_HELLPOWER:
  796. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  797. break;
  798. case NPC_ACIDBREATH:
  799. case NPC_ICEBREATH:
  800. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  801. break;
  802. case NPC_BLEEDING:
  803. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  804. break;
  805. case NPC_MENTALBREAKER:
  806. { //Based on observations by Tharis, Mental Breaker should do SP damage
  807. //equal to Matk*skLevel.
  808. rate = sstatus->matk_min;
  809. if (rate < sstatus->matk_max)
  810. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  811. rate*=skilllv;
  812. status_zap(bl, 0, rate);
  813. break;
  814. }
  815. // Equipment breaking monster skills [Celest]
  816. case NPC_WEAPONBRAKER:
  817. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  818. break;
  819. case NPC_ARMORBRAKE:
  820. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  821. break;
  822. case NPC_HELMBRAKE:
  823. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  824. break;
  825. case NPC_SHIELDBRAKE:
  826. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  827. break;
  828. case CH_TIGERFIST:
  829. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  830. break;
  831. case LK_SPIRALPIERCE:
  832. case ML_SPIRALPIERCE:
  833. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  834. break;
  835. case ST_REJECTSWORD:
  836. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  837. break;
  838. case PF_FOGWALL:
  839. if (src != bl && !tsc->data[SC_DELUGE])
  840. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  841. break;
  842. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  843. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  844. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  845. break;
  846. case LK_JOINTBEAT:
  847. status = status_skill2sc(skillid);
  848. if (tsc->jb_flag) {
  849. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  850. tsc->jb_flag = 0;
  851. }
  852. break;
  853. case ASC_METEORASSAULT:
  854. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  855. switch(rand()%3) {
  856. case 0:
  857. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  858. break;
  859. case 1:
  860. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  861. break;
  862. default:
  863. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  864. }
  865. break;
  866. case HW_NAPALMVULCAN:
  867. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  868. break;
  869. case WS_CARTTERMINATION: // Cart termination
  870. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  871. break;
  872. case CR_ACIDDEMONSTRATION:
  873. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  874. break;
  875. case TK_DOWNKICK:
  876. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  877. break;
  878. case TK_JUMPKICK:
  879. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  880. {// debuff the following statuses
  881. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  882. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  883. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  884. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  885. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  886. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  887. }
  888. break;
  889. case TK_TURNKICK:
  890. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  891. if(attack_type&BF_MISC) //70% base stun chance...
  892. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  893. break;
  894. case GS_BULLSEYE: //0.1% coma rate.
  895. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  896. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  897. break;
  898. case GS_PIERCINGSHOT:
  899. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  900. break;
  901. case NJ_HYOUSYOURAKU:
  902. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  903. break;
  904. case GS_FLING:
  905. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  906. break;
  907. case GS_DISARM:
  908. rate = 3*skilllv;
  909. if (sstatus->dex > tstatus->dex)
  910. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  911. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  913. break;
  914. case NPC_EVILLAND:
  915. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  916. break;
  917. case NPC_HELLJUDGEMENT:
  918. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  919. break;
  920. case NPC_CRITICALWOUND:
  921. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  922. break;
  923. /**
  924. * Rune Knight
  925. **/
  926. case RK_HUNDREDSPEAR:
  927. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  928. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  929. rate = 10 + 3 * skilllv;
  930. if( rand()%100 < rate )
  931. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  932. break;
  933. case RK_WINDCUTTER:
  934. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  935. break;
  936. case RK_DRAGONBREATH:
  937. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  938. break;
  939. /**
  940. * Arch Bishop
  941. **/
  942. case AB_ADORAMUS:
  943. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  944. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  945. break;
  946. /**
  947. * Warlock
  948. **/
  949. case WL_CRIMSONROCK:
  950. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  951. break;
  952. case WL_COMET:
  953. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  954. break;
  955. case WL_EARTHSTRAIN:
  956. {
  957. int rate = 0, i;
  958. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  959. 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]
  960. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  961. for( i = 0; i < skilllv; i++ )
  962. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  963. }
  964. break;
  965. case WL_JACKFROST:
  966. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  967. break;
  968. /**
  969. * Ranger
  970. **/
  971. case RA_WUGBITE:
  972. sc_start(bl, SC_BITE, 70, skilllv, skill_get_time(skillid, skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG) * 1000 : 0)); // Need official chance.
  973. break;
  974. case RA_SENSITIVEKEEN:
  975. if( rand()%100 < 8 * skilllv )
  976. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  977. break;
  978. case RA_MAGENTATRAP:
  979. case RA_COBALTTRAP:
  980. case RA_MAIZETRAP:
  981. case RA_VERDURETRAP:
  982. if( dstmd && !(dstmd->status.mode&MD_BOSS) )
  983. sc_start2(bl,SC_ELEMENTALCHANGE,100,skilllv,skill_get_ele(skillid,skilllv),skill_get_time2(skillid,skilllv));
  984. break;
  985. case RA_FIRINGTRAP:
  986. case RA_ICEBOUNDTRAP:
  987. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  988. break;
  989. /**
  990. * Mechanic
  991. **/
  992. case NC_PILEBUNKER:
  993. if( rand()%100 < 5 + 15*skilllv )
  994. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  995. status_change_end(bl, SC_KYRIE, -1);
  996. status_change_end(bl, SC_AUTOGUARD, -1);
  997. status_change_end(bl, SC_STEELBODY, -1);
  998. status_change_end(bl, SC_ASSUMPTIO, -1);
  999. status_change_end(bl, SC_MILLENNIUMSHIELD, -1);
  1000. }
  1001. break;
  1002. case NC_FLAMELAUNCHER:
  1003. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1004. break;
  1005. case NC_COLDSLOWER:
  1006. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1007. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1008. break;
  1009. case NC_POWERSWING:
  1010. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1011. if( rand()%100 < 5*skilllv )
  1012. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1013. break;
  1014. /**
  1015. * Guilotine Cross
  1016. **/
  1017. case GC_WEAPONCRUSH:
  1018. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1019. break;
  1020. }
  1021. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1022. { //Pass heritage to Master for status causing effects. [Skotlex]
  1023. sd = map_id2sd(md->master_id);
  1024. src = sd?&sd->bl:src;
  1025. }
  1026. if( attack_type&BF_WEAPON )
  1027. { // Coma, Breaking Equipment
  1028. if( sd && sd->special_state.bonus_coma )
  1029. {
  1030. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1031. rate += sd->weapon_coma_race[tstatus->race];
  1032. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1033. if (rate)
  1034. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1035. }
  1036. if( sd && battle_config.equip_self_break_rate )
  1037. { // Self weapon breaking
  1038. rate = battle_config.equip_natural_break_rate;
  1039. if( sc )
  1040. {
  1041. if(sc->data[SC_OVERTHRUST])
  1042. rate += 10;
  1043. if(sc->data[SC_MAXOVERTHRUST])
  1044. rate += 10;
  1045. }
  1046. if( rate )
  1047. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1048. }
  1049. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1050. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1051. // Target weapon breaking
  1052. rate = 0;
  1053. if( sd )
  1054. rate += sd->break_weapon_rate;
  1055. if( sc && sc->data[SC_MELTDOWN] )
  1056. rate += sc->data[SC_MELTDOWN]->val2;
  1057. if( rate )
  1058. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1059. // Target armor breaking
  1060. rate = 0;
  1061. if( sd )
  1062. rate += sd->break_armor_rate;
  1063. if( sc && sc->data[SC_MELTDOWN] )
  1064. rate += sc->data[SC_MELTDOWN]->val3;
  1065. if( rate )
  1066. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1067. }
  1068. }
  1069. // Autospell when attacking
  1070. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1071. {
  1072. struct block_list *tbl;
  1073. struct unit_data *ud;
  1074. int i, skilllv;
  1075. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1076. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1077. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1078. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1079. continue; // one or more trigger conditions were not fulfilled
  1080. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1081. if (skillnotok(skill, sd))
  1082. continue;
  1083. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1084. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1085. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1086. if (rand()%1000 >= rate)
  1087. continue;
  1088. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1089. if( battle_config.autospell_check_range &&
  1090. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1091. continue;
  1092. if (skill == AS_SONICBLOW)
  1093. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1094. sd->state.autocast = 1;
  1095. skill_consume_requirement(sd,skill,skilllv,1);
  1096. switch (skill_get_casttype(skill)) {
  1097. case CAST_GROUND:
  1098. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1099. break;
  1100. case CAST_NODAMAGE:
  1101. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1102. break;
  1103. case CAST_DAMAGE:
  1104. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1105. break;
  1106. }
  1107. sd->state.autocast = 0;
  1108. //Set canact delay. [Skotlex]
  1109. ud = unit_bl2ud(src);
  1110. if (ud) {
  1111. rate = skill_delayfix(src, skill, skilllv);
  1112. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1113. ud->canact_tick = tick+rate;
  1114. if ( battle_config.display_status_timers && sd )
  1115. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1116. }
  1117. }
  1118. }
  1119. }
  1120. //Autobonus when attacking
  1121. if( sd && sd->autobonus[0].rate )
  1122. {
  1123. int i;
  1124. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1125. {
  1126. if( rand()%1000 >= sd->autobonus[i].rate )
  1127. continue;
  1128. if( sd->autobonus[i].active != INVALID_TIMER )
  1129. continue;
  1130. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1131. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1132. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1133. continue; // one or more trigger conditions were not fulfilled
  1134. pc_exeautobonus(sd,&sd->autobonus[i]);
  1135. }
  1136. }
  1137. //Polymorph
  1138. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1139. dstmd && !(tstatus->mode&MD_BOSS) &&
  1140. (rand()%10000 < sd->classchange))
  1141. {
  1142. struct mob_db *mob;
  1143. int class_;
  1144. skill = 0;
  1145. do {
  1146. do {
  1147. class_ = rand() % MAX_MOB_DB;
  1148. } while (!mobdb_checkid(class_));
  1149. rate = rand() % 1000000;
  1150. mob = mob_db(class_);
  1151. } while (
  1152. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1153. (skill++) < 2000);
  1154. if (skill < 2000)
  1155. mob_class_change(dstmd,class_);
  1156. }
  1157. return 0;
  1158. }
  1159. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  1160. {
  1161. int skill, skilllv, i;
  1162. struct block_list *tbl;
  1163. if( sd == NULL || skillid <= 0 )
  1164. return 0;
  1165. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  1166. {
  1167. if( sd->autospell3[i].flag != skillid )
  1168. continue;
  1169. if( sd->autospell3[i].lock )
  1170. continue; // autospell already being executed
  1171. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1172. if( skillnotok(skill, sd) )
  1173. continue;
  1174. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1175. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  1176. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1177. continue; // No target
  1178. if( rand()%1000 >= sd->autospell3[i].rate )
  1179. continue;
  1180. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1181. if( battle_config.autospell_check_range &&
  1182. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1183. continue;
  1184. sd->state.autocast = 1;
  1185. sd->autospell3[i].lock = true;
  1186. skill_consume_requirement(sd,skill,skilllv,1);
  1187. switch( skill_get_casttype(skill) )
  1188. {
  1189. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1190. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1191. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1192. }
  1193. sd->autospell3[i].lock = false;
  1194. sd->state.autocast = 0;
  1195. }
  1196. if( sd && sd->autobonus3[0].rate )
  1197. {
  1198. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1199. {
  1200. if( rand()%1000 >= sd->autobonus3[i].rate )
  1201. continue;
  1202. if( sd->autobonus3[i].active != INVALID_TIMER )
  1203. continue;
  1204. if( sd->autobonus3[i].atk_type != skillid )
  1205. continue;
  1206. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1207. }
  1208. }
  1209. return 1;
  1210. }
  1211. /* Splitted off from skill_additional_effect, which is never called when the
  1212. * attack skill kills the enemy. Place in this function counter status effects
  1213. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1214. * from cards) that will take effect on the source, not the target. [Skotlex]
  1215. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1216. * type of skills, so not every instance of skill_additional_effect needs a call
  1217. * to this one.
  1218. */
  1219. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1220. {
  1221. int rate;
  1222. struct map_session_data *sd=NULL;
  1223. struct map_session_data *dstsd=NULL;
  1224. struct status_change *tsc;
  1225. nullpo_ret(src);
  1226. nullpo_ret(bl);
  1227. if(skillid < 0) return 0;
  1228. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1229. tsc = status_get_sc(bl);
  1230. if (tsc && !tsc->count)
  1231. tsc = NULL;
  1232. sd = BL_CAST(BL_PC, src);
  1233. dstsd = BL_CAST(BL_PC, bl);
  1234. if(dstsd && attack_type&BF_WEAPON)
  1235. { //Counter effects.
  1236. enum sc_type type;
  1237. int i, time;
  1238. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1239. {
  1240. rate = dstsd->addeff2[i].rate;
  1241. if (attack_type&BF_LONG)
  1242. rate+=dstsd->addeff2[i].arrow_rate;
  1243. if (!rate) continue;
  1244. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1245. { //Trigger has range consideration.
  1246. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1247. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1248. continue; //Range Failed.
  1249. }
  1250. type = dstsd->addeff2[i].id;
  1251. time = skill_get_time2(status_sc2skill(type),7);
  1252. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1253. status_change_start(src,type,rate,7,0,0,0,time,0);
  1254. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1255. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1256. }
  1257. }
  1258. switch(skillid){
  1259. case MO_EXTREMITYFIST:
  1260. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1261. break;
  1262. case GS_FULLBUSTER:
  1263. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1264. break;
  1265. case HFLI_SBR44: //[orn]
  1266. case HVAN_EXPLOSION:
  1267. if(src->type == BL_HOM){
  1268. TBL_HOM *hd = (TBL_HOM*)src;
  1269. hd->homunculus.intimacy = 200;
  1270. if (hd->master)
  1271. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1272. }
  1273. break;
  1274. case CR_GRANDCROSS:
  1275. case NPC_GRANDDARKNESS:
  1276. attack_type |= BF_WEAPON;
  1277. break;
  1278. }
  1279. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1280. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1281. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1282. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1283. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1284. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1285. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1286. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1287. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1288. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1289. }
  1290. if( sd && status_isdead(bl) )
  1291. {
  1292. int sp = 0, hp = 0;
  1293. if( attack_type&BF_WEAPON )
  1294. {
  1295. sp += sd->sp_gain_value;
  1296. sp += sd->sp_gain_race[status_get_race(bl)];
  1297. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1298. hp += sd->hp_gain_value;
  1299. }
  1300. if( attack_type&BF_MAGIC )
  1301. {
  1302. sp += sd->magic_sp_gain_value;
  1303. hp += sd->magic_hp_gain_value;
  1304. }
  1305. if( hp || sp )
  1306. {// updated to force healing to allow healing through berserk
  1307. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1308. }
  1309. }
  1310. // Trigger counter-spells to retaliate against damage causing skills.
  1311. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1312. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1313. {
  1314. struct block_list *tbl;
  1315. struct unit_data *ud;
  1316. int i, skillid, skilllv, rate;
  1317. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1318. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1319. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1320. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1321. continue; // one or more trigger conditions were not fulfilled
  1322. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1323. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1324. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1325. rate = dstsd->autospell2[i].rate;
  1326. if (attack_type&BF_LONG)
  1327. rate>>=1;
  1328. if (skillnotok(skillid, dstsd))
  1329. continue;
  1330. if (rand()%1000 >= rate)
  1331. continue;
  1332. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1333. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1334. continue;
  1335. dstsd->state.autocast = 1;
  1336. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1337. switch (skill_get_casttype(skillid)) {
  1338. case CAST_GROUND:
  1339. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1340. break;
  1341. case CAST_NODAMAGE:
  1342. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1343. break;
  1344. case CAST_DAMAGE:
  1345. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1346. break;
  1347. }
  1348. dstsd->state.autocast = 0;
  1349. //Set canact delay. [Skotlex]
  1350. ud = unit_bl2ud(bl);
  1351. if (ud) {
  1352. rate = skill_delayfix(bl, skillid, skilllv);
  1353. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1354. ud->canact_tick = tick+rate;
  1355. if ( battle_config.display_status_timers && dstsd )
  1356. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1357. }
  1358. }
  1359. }
  1360. }
  1361. //Autobonus when attacked
  1362. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1363. {
  1364. int i;
  1365. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1366. {
  1367. if( rand()%1000 >= dstsd->autobonus2[i].rate )
  1368. continue;
  1369. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1370. continue;
  1371. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1372. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1373. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1374. continue; // one or more trigger conditions were not fulfilled
  1375. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1376. }
  1377. }
  1378. return 0;
  1379. }
  1380. /*=========================================================================
  1381. Breaks equipment. On-non players causes the corresponding strip effect.
  1382. - rate goes from 0 to 10000 (100.00%)
  1383. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1384. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1385. --------------------------------------------------------------------------*/
  1386. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1387. {
  1388. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1389. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1390. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1391. struct status_change *sc = status_get_sc(bl);
  1392. int i,j;
  1393. TBL_PC *sd;
  1394. sd = BL_CAST(BL_PC, bl);
  1395. if (sc && !sc->count)
  1396. sc = NULL;
  1397. if (sd) {
  1398. if (sd->unbreakable_equip)
  1399. where &= ~sd->unbreakable_equip;
  1400. if (sd->unbreakable)
  1401. rate -= rate*sd->unbreakable/100;
  1402. if (where&EQP_WEAPON) {
  1403. switch (sd->status.weapon) {
  1404. case W_FIST: //Bare fists should not break :P
  1405. case W_1HAXE:
  1406. case W_2HAXE:
  1407. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1408. case W_2HMACE:
  1409. case W_STAFF:
  1410. case W_2HSTAFF:
  1411. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1412. case W_HUUMA:
  1413. where &= ~EQP_WEAPON;
  1414. }
  1415. }
  1416. }
  1417. if (flag&BCT_ENEMY) {
  1418. if (battle_config.equip_skill_break_rate != 100)
  1419. rate = rate*battle_config.equip_skill_break_rate/100;
  1420. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1421. if (battle_config.equip_self_break_rate != 100)
  1422. rate = rate*battle_config.equip_self_break_rate/100;
  1423. }
  1424. for (i = 0; i < 4; i++) {
  1425. if (where&where_list[i]) {
  1426. if (sc && sc->count && sc->data[scdef[i]])
  1427. where&=~where_list[i];
  1428. else if (rand()%10000 >= rate)
  1429. where&=~where_list[i];
  1430. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1431. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1432. }
  1433. }
  1434. if (!where) //Nothing to break.
  1435. return 0;
  1436. if (sd) {
  1437. for (i = 0; i < EQI_MAX; i++) {
  1438. j = sd->equip_index[i];
  1439. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1440. continue;
  1441. flag = 0;
  1442. switch(i) {
  1443. case EQI_HEAD_TOP: //Upper Head
  1444. flag = (where&EQP_HELM);
  1445. break;
  1446. case EQI_ARMOR: //Body
  1447. flag = (where&EQP_ARMOR);
  1448. break;
  1449. case EQI_HAND_R: //Left/Right hands
  1450. case EQI_HAND_L:
  1451. flag = (
  1452. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1453. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1454. break;
  1455. case EQI_SHOES:
  1456. flag = (where&EQP_SHOES);
  1457. break;
  1458. case EQI_GARMENT:
  1459. flag = (where&EQP_GARMENT);
  1460. break;
  1461. default:
  1462. continue;
  1463. }
  1464. if (flag) {
  1465. sd->status.inventory[j].attribute = 1;
  1466. pc_unequipitem(sd, j, 3);
  1467. }
  1468. }
  1469. clif_equiplist(sd);
  1470. }
  1471. return where; //Return list of pieces broken.
  1472. }
  1473. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1474. {
  1475. struct status_change *sc;
  1476. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1477. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1478. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1479. int i;
  1480. if (rand()%100 >= rate)
  1481. return 0;
  1482. sc = status_get_sc(bl);
  1483. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1484. return 0;
  1485. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1486. if (where&pos[i] && sc->data[sc_def[i]])
  1487. where&=~pos[i];
  1488. }
  1489. if (!where) return 0;
  1490. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1491. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1492. where&=~pos[i];
  1493. }
  1494. return where?1:0;
  1495. }
  1496. //Early declaration
  1497. static int skill_area_temp[8];
  1498. /*=========================================================================
  1499. Used to knock back players, monsters, traps, etc
  1500. - 'count' is the number of squares to knock back
  1501. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1502. - if 'flag&0x1', position update packets must not be sent.
  1503. -------------------------------------------------------------------------*/
  1504. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1505. {
  1506. int dx = 0, dy = 0;
  1507. struct skill_unit* su = NULL;
  1508. nullpo_ret(src);
  1509. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1510. return 0; //No knocking back in WoE
  1511. if (count == 0)
  1512. return 0; //Actual knockback distance is 0.
  1513. switch (target->type)
  1514. {
  1515. case BL_MOB:
  1516. {
  1517. struct mob_data* md = BL_CAST(BL_MOB, target);
  1518. if( md->class_ == MOBID_EMPERIUM )
  1519. return 0;
  1520. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1521. return 0;
  1522. }
  1523. break;
  1524. case BL_PC:
  1525. {
  1526. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1527. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1528. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1529. if( src != target && sd->special_state.no_knockback )
  1530. return 0;
  1531. }
  1532. break;
  1533. case BL_SKILL:
  1534. su = (struct skill_unit *)target;
  1535. if( su->group->unit_id == UNT_ANKLESNARE )
  1536. return 0; // ankle snare cannot be knocked back
  1537. break;
  1538. }
  1539. if (direction == -1) // <optimized>: do the computation here instead of outside
  1540. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1541. if (direction >= 0 && direction < 8)
  1542. { // take the reversed 'direction' and reverse it
  1543. dx = -dirx[direction];
  1544. dy = -diry[direction];
  1545. }
  1546. return unit_blown(target, dx, dy, count, flag&0x1);
  1547. }
  1548. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1549. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1550. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1551. {
  1552. struct status_change *sc = status_get_sc(bl);
  1553. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1554. // item-based reflection
  1555. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1556. return 1;
  1557. if( is_boss(src) )
  1558. return 0;
  1559. // status-based reflection
  1560. if( !sc || sc->count == 0 )
  1561. return 0;
  1562. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1563. return 1;
  1564. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1565. {// Kaite only works against non-players if they are low-level.
  1566. clif_specialeffect(bl, 438, AREA);
  1567. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1568. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1569. return 2;
  1570. }
  1571. return 0;
  1572. }
  1573. /*
  1574. * =========================================================================
  1575. * Does a skill attack with the given properties.
  1576. * src is the master behind the attack (player/mob/pet)
  1577. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1578. * bl is the target to be attacked.
  1579. * flag can hold a bunch of information:
  1580. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1581. * (usually holds number of targets, or just 1 for simple splash attacks)
  1582. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1583. * packet shouldn't display a skill animation)
  1584. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1585. * client (causes player characters to not scream skill name)
  1586. *-------------------------------------------------------------------------*/
  1587. 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)
  1588. {
  1589. struct Damage dmg;
  1590. struct status_data *sstatus, *tstatus;
  1591. struct status_change *sc;
  1592. struct map_session_data *sd, *tsd;
  1593. int type,damage,rdamage=0;
  1594. if(skillid > 0 && skilllv <= 0) return 0;
  1595. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1596. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1597. nullpo_ret(bl); //Target to be attacked.
  1598. if (src != dsrc) {
  1599. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1600. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1601. return 0;
  1602. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1603. //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]
  1604. if (!status_check_skilluse(src, bl, skillid, 2))
  1605. return 0;
  1606. }
  1607. sd = BL_CAST(BL_PC, src);
  1608. tsd = BL_CAST(BL_PC, bl);
  1609. sstatus = status_get_status_data(src);
  1610. tstatus = status_get_status_data(bl);
  1611. sc= status_get_sc(bl);
  1612. if (sc && !sc->count) sc = NULL; //Don't need it.
  1613. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1614. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1615. return 0;
  1616. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1617. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1618. return 0;
  1619. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1620. //Skotlex: Adjusted to the new system
  1621. if(src->type==BL_PET)
  1622. { // [Valaris]
  1623. struct pet_data *pd = (TBL_PET*)src;
  1624. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1625. {
  1626. int element = skill_get_ele(skillid, skilllv);
  1627. if (skillid == -1)
  1628. element = sstatus->rhw.ele;
  1629. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1630. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1631. else
  1632. dmg.damage= skilllv;
  1633. dmg.damage2=0;
  1634. dmg.div_= pd->a_skill->div_;
  1635. }
  1636. }
  1637. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1638. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1639. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1640. { //Magic reflection, switch caster/target
  1641. struct block_list *tbl = bl;
  1642. bl = src;
  1643. src = tbl;
  1644. sd = BL_CAST(BL_PC, src);
  1645. tsd = BL_CAST(BL_PC, bl);
  1646. sc = status_get_sc(bl);
  1647. if (sc && !sc->count)
  1648. sc = NULL; //Don't need it.
  1649. //Spirit of Wizard blocks Kaite's reflection
  1650. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1651. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1652. type = tsd?pc_search_inventory (tsd, 7321):0;
  1653. if (type >= 0) {
  1654. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1);
  1655. dmg.damage = dmg.damage2 = 0;
  1656. dmg.dmg_lv = ATK_MISS;
  1657. sc->data[SC_SPIRIT]->val3 = skillid;
  1658. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1659. }
  1660. }
  1661. /**
  1662. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1663. **/
  1664. #if RR_MAGIC_REFLECTION
  1665. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1666. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1667. #endif
  1668. }
  1669. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1670. int sp = skill_get_sp(skillid,skilllv);
  1671. dmg.damage = dmg.damage2 = 0;
  1672. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1673. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1674. if(skillid == WZ_WATERBALL && skilllv > 1)
  1675. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1676. status_heal(bl, 0, sp, 2);
  1677. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1678. }
  1679. }
  1680. damage = dmg.damage + dmg.damage2;
  1681. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1682. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1683. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1684. damage = 1;
  1685. 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 ) ) )
  1686. && skillid != WS_CARTTERMINATION )
  1687. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag);
  1688. //Skill hit type
  1689. type=(skillid==0)?5:skill_get_hit(skillid);
  1690. if(damage < dmg.div_
  1691. //Only skills that knockback even when they miss. [Skotlex]
  1692. && skillid != CH_PALMSTRIKE)
  1693. dmg.blewcount = 0;
  1694. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1695. if(battle_config.gx_disptype) dsrc = src;
  1696. if(src == bl) type = 4;
  1697. else flag|=SD_ANIMATION;
  1698. }
  1699. if(skillid == NJ_TATAMIGAESHI) {
  1700. dsrc = src; //For correct knockback.
  1701. flag|=SD_ANIMATION;
  1702. }
  1703. if(sd) {
  1704. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1705. struct status_change_entry *sce;
  1706. if ((sce = sd->sc.data[SC_COMBO]))
  1707. { //End combo state after skill is invoked. [Skotlex]
  1708. switch (skillid) {
  1709. case TK_TURNKICK:
  1710. case TK_STORMKICK:
  1711. case TK_DOWNKICK:
  1712. case TK_COUNTER:
  1713. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1714. { //Extend combo time.
  1715. sce->val1 = skillid; //Update combo-skill
  1716. sce->val3 = skillid;
  1717. if( sce->timer != INVALID_TIMER )
  1718. delete_timer(sce->timer, status_change_timer);
  1719. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  1720. break;
  1721. }
  1722. unit_cancel_combo(src); // Cancel combo wait
  1723. break;
  1724. default:
  1725. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  1726. status_change_end(src, SC_COMBO, INVALID_TIMER);
  1727. }
  1728. }
  1729. switch(skillid)
  1730. {
  1731. case MO_TRIPLEATTACK:
  1732. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1733. flag=1;
  1734. break;
  1735. case MO_CHAINCOMBO:
  1736. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1737. flag=1;
  1738. break;
  1739. case MO_COMBOFINISH:
  1740. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1741. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1742. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1743. flag=1;
  1744. case CH_TIGERFIST:
  1745. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1746. flag=1;
  1747. case CH_CHAINCRUSH:
  1748. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1749. flag=1;
  1750. break;
  1751. case AC_DOUBLE:
  1752. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1753. {
  1754. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1755. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  1756. clif_combo_delay(src,2000);
  1757. }
  1758. break;
  1759. case TK_COUNTER:
  1760. { //bonus from SG_FRIEND [Komurka]
  1761. int level;
  1762. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1763. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1764. }
  1765. break;
  1766. case SL_STIN:
  1767. case SL_STUN:
  1768. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1769. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1770. break;
  1771. case GS_FULLBUSTER:
  1772. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1773. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1774. break;
  1775. } //Switch End
  1776. if (flag) { //Possible to chain
  1777. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1778. if (flag < 1) flag = 1;
  1779. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  1780. clif_combo_delay(src, flag);
  1781. }
  1782. }
  1783. //Display damage.
  1784. switch( skillid )
  1785. {
  1786. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1787. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1788. break;
  1789. //Skills that need be passed as a normal attack for the client to display correctly.
  1790. case HVAN_EXPLOSION:
  1791. case NPC_SELFDESTRUCTION:
  1792. if(src->type==BL_PC)
  1793. dmg.blewcount = 10;
  1794. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1795. // fall through
  1796. case KN_AUTOCOUNTER:
  1797. case NPC_CRITICALSLASH:
  1798. case TF_DOUBLE:
  1799. case GS_CHAINACTION:
  1800. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1801. break;
  1802. case AS_SPLASHER:
  1803. if( flag&SD_ANIMATION ) // the surrounding targets
  1804. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1805. else // the central target doesn't display an animation
  1806. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1807. break;
  1808. /**
  1809. * Warlock
  1810. **/
  1811. case WL_HELLINFERNO:
  1812. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  1813. break;
  1814. case WL_SOULEXPANSION:
  1815. case WL_COMET:
  1816. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  1817. break;
  1818. case WL_CHAINLIGHTNING_ATK:
  1819. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  1820. break;
  1821. case WL_TETRAVORTEX_FIRE:
  1822. case WL_TETRAVORTEX_WATER:
  1823. case WL_TETRAVORTEX_WIND:
  1824. case WL_TETRAVORTEX_GROUND:
  1825. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  1826. break;
  1827. /**
  1828. * Arch Bishop
  1829. **/
  1830. case AB_DUPLELIGHT_MELEE:
  1831. case AB_DUPLELIGHT_MAGIC:
  1832. dmg.amotion = 300;
  1833. default:
  1834. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1835. type = 5;
  1836. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1837. break;
  1838. }
  1839. map_freeblock_lock();
  1840. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1841. && pc_checkskill(tsd,RG_PLAGIARISM)
  1842. && (!sc || !sc->data[SC_PRESERVE])
  1843. && damage < tsd->battle_status.hp)
  1844. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1845. int copy_skill = skillid;
  1846. /**
  1847. * Copy Referal: dummy skills should point to their source upon copying
  1848. **/
  1849. switch( skillid ) {
  1850. case AB_DUPLELIGHT_MELEE:
  1851. case AB_DUPLELIGHT_MAGIC:
  1852. copy_skill = AB_DUPLELIGHT;
  1853. break;
  1854. case WL_CHAINLIGHTNING_ATK:
  1855. copy_skill = WL_CHAINLIGHTNING;
  1856. break;
  1857. }
  1858. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  1859. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  1860. {
  1861. int lv = skilllv;
  1862. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  1863. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1864. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1865. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1866. clif_deleteskill(tsd,tsd->cloneskill_id);
  1867. }
  1868. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1869. lv = type;
  1870. tsd->cloneskill_id = copy_skill;
  1871. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  1872. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1873. tsd->status.skill[skillid].id = copy_skill;
  1874. tsd->status.skill[skillid].lv = lv;
  1875. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  1876. clif_addskill(tsd,skillid);
  1877. }
  1878. }
  1879. if( skillid != WZ_SIGHTRASHER &&
  1880. skillid != WZ_SIGHTBLASTER &&
  1881. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1882. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1883. bl->type == BL_SKILL && damage > 0 )
  1884. {
  1885. struct skill_unit* su = (struct skill_unit*)bl;
  1886. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1887. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1888. }
  1889. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1890. { //Skills with can't walk delay also stop normal attacking for that
  1891. //duration when the attack connects. [Skotlex]
  1892. struct unit_data *ud = unit_bl2ud(src);
  1893. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1894. ud->attackabletime = tick + type;
  1895. }
  1896. if( !dmg.amotion )
  1897. { //Instant damage
  1898. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  1899. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1900. if( !status_isdead(bl) )
  1901. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1902. if( damage > 0 ) //Counter status effects [Skotlex]
  1903. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  1904. }
  1905. // Hell Inferno burning status only starts if Fire part hits.
  1906. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  1907. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1908. // Apply knock back chance in SC_TRIANGLESHOT skill.
  1909. else if( skillid == SC_TRIANGLESHOT && rand()%100 > (1 + skilllv) )
  1910. dmg.blewcount = 0;
  1911. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1912. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1913. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1914. {
  1915. int direction = -1; // default
  1916. switch(skillid)
  1917. {
  1918. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1919. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1920. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1921. case WL_CRIMSONROCK: direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break;
  1922. }
  1923. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1924. }
  1925. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1926. if (dmg.amotion)
  1927. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1928. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  1929. {
  1930. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  1931. struct block_list *d_bl = map_id2bl(sce->val1);
  1932. if( d_bl && (
  1933. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  1934. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  1935. ) && check_distance_bl(bl, d_bl, sce->val3) )
  1936. {
  1937. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  1938. status_fix_damage(NULL, d_bl, damage, 0);
  1939. }
  1940. else {
  1941. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  1942. if( !dmg.amotion )
  1943. status_fix_damage(src,bl,damage,dmg.dmotion);
  1944. }
  1945. }
  1946. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1947. int rate = 50 + skilllv * 5;
  1948. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1949. if(rand()%100 < rate)
  1950. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1951. }
  1952. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  1953. dmg.flag |= BF_WEAPON;
  1954. if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 )
  1955. {
  1956. if (battle_config.left_cardfix_to_right)
  1957. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1958. else
  1959. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1960. }
  1961. if( rdamage > 0 )
  1962. {
  1963. if( dmg.amotion )
  1964. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  1965. else
  1966. status_fix_damage(bl,src,rdamage,0);
  1967. clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
  1968. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1969. if( tsd && src != bl )
  1970. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1971. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  1972. }
  1973. if( damage > 0 ) {
  1974. if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss.
  1975. skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
  1976. if( skillid == GC_VENOMPRESSURE ) {
  1977. struct status_change *ssc = status_get_sc(src);
  1978. if( ssc && ssc->data[SC_POISONINGWEAPON] && rand()%100 < 70 + 5*skilllv ) {
  1979. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
  1980. status_change_end(src,SC_POISONINGWEAPON,-1);
  1981. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1982. }
  1983. }
  1984. }
  1985. if (!(flag&2) &&
  1986. (
  1987. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1988. ) &&
  1989. (sc = status_get_sc(src)) &&
  1990. sc->data[SC_DOUBLECAST] &&
  1991. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1992. {
  1993. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1994. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1995. }
  1996. map_freeblock_unlock();
  1997. return damage;
  1998. }
  1999. /*==========================================
  2000. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2001. * flagについて?F16?i?を確認
  2002. * MSB <- 00fTffff ->LSB
  2003. * T =タ?ゲット選?用(BCT_*)
  2004. * ffff=自由に使用可能
  2005. * 0 =予約?B0に固定
  2006. *------------------------------------------*/
  2007. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2008. int skill_area_sub (struct block_list *bl, va_list ap)
  2009. {
  2010. struct block_list *src;
  2011. int skill_id,skill_lv,flag;
  2012. unsigned int tick;
  2013. SkillFunc func;
  2014. nullpo_ret(bl);
  2015. src=va_arg(ap,struct block_list *);
  2016. skill_id=va_arg(ap,int);
  2017. skill_lv=va_arg(ap,int);
  2018. tick=va_arg(ap,unsigned int);
  2019. flag=va_arg(ap,int);
  2020. func=va_arg(ap,SkillFunc);
  2021. if(battle_check_target(src,bl,flag) > 0)
  2022. {
  2023. // several splash skills need this initial dummy packet to display correctly
  2024. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2025. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2026. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2027. skill_area_temp[2]++;
  2028. return func(src,bl,skill_id,skill_lv,tick,flag);
  2029. }
  2030. return 0;
  2031. }
  2032. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2033. {
  2034. struct skill_unit *unit;
  2035. int skillid,g_skillid;
  2036. unit = (struct skill_unit *)bl;
  2037. if(bl->prev == NULL || bl->type != BL_SKILL)
  2038. return 0;
  2039. if(!unit->alive)
  2040. return 0;
  2041. skillid = va_arg(ap,int);
  2042. g_skillid = unit->group->skill_id;
  2043. switch (skillid)
  2044. {
  2045. case MG_SAFETYWALL:
  2046. case AL_PNEUMA:
  2047. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2048. return 0;
  2049. break;
  2050. case AL_WARP:
  2051. case HT_SKIDTRAP:
  2052. case MA_SKIDTRAP:
  2053. case HT_LANDMINE:
  2054. case MA_LANDMINE:
  2055. case HT_ANKLESNARE:
  2056. case HT_SHOCKWAVE:
  2057. case HT_SANDMAN:
  2058. case MA_SANDMAN:
  2059. case HT_FLASHER:
  2060. case HT_FREEZINGTRAP:
  2061. case MA_FREEZINGTRAP:
  2062. case HT_BLASTMINE:
  2063. case HT_CLAYMORETRAP:
  2064. case HT_TALKIEBOX:
  2065. case HP_BASILICA:
  2066. /**
  2067. * Ranger
  2068. **/
  2069. case RA_ELECTRICSHOCKER:
  2070. case RA_CLUSTERBOMB:
  2071. case RA_MAGENTATRAP:
  2072. case RA_COBALTTRAP:
  2073. case RA_MAIZETRAP:
  2074. case RA_VERDURETRAP:
  2075. case RA_FIRINGTRAP:
  2076. case RA_ICEBOUNDTRAP:
  2077. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2078. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2079. return 0;
  2080. break;
  2081. default: //Avoid stacking with same kind of trap. [Skotlex]
  2082. if (g_skillid != skillid)
  2083. return 0;
  2084. break;
  2085. }
  2086. return 1;
  2087. }
  2088. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2089. {
  2090. //Non players do not check for the skill's splash-trigger area.
  2091. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2092. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2093. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2094. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2095. return 0;
  2096. }
  2097. range += layout_type;
  2098. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2099. }
  2100. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2101. {
  2102. int skillid;
  2103. if(bl->prev == NULL)
  2104. return 0;
  2105. skillid = va_arg(ap,int);
  2106. if( status_isdead(bl) && skillid != AL_WARP )
  2107. return 0;
  2108. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2109. return 0;
  2110. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2111. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2112. return 1;
  2113. }
  2114. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2115. {
  2116. int range, type;
  2117. switch (skillid) { // to be expanded later
  2118. case WZ_ICEWALL:
  2119. range = 2;
  2120. break;
  2121. default:
  2122. {
  2123. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2124. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2125. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2126. return 0;
  2127. }
  2128. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2129. }
  2130. break;
  2131. }
  2132. // if the caster is a monster/NPC, only check for players
  2133. // otherwise just check characters
  2134. if (bl->type == BL_PC)
  2135. type = BL_CHAR;
  2136. else
  2137. type = BL_PC;
  2138. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2139. x - range, y - range, x + range, y + range,
  2140. type, skillid);
  2141. }
  2142. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2143. {
  2144. if(id == sd->bl.id && battle_config.guild_aura&16)
  2145. return 0; // Do not affect guild leader
  2146. if (sd->sc.data[SC_GUILDAURA]) {
  2147. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2148. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2149. sce->val3 = strvit;
  2150. sce->val4 = agidex;
  2151. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2152. }
  2153. return 0;
  2154. }
  2155. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2156. return 1;
  2157. }
  2158. /*==========================================
  2159. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2160. * Flag:
  2161. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2162. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2163. *------------------------------------------*/
  2164. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2165. {
  2166. struct status_data *status;
  2167. struct map_session_data *sd = NULL;
  2168. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2169. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2170. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2171. return 0;
  2172. nullpo_ret(bl);
  2173. switch( bl->type )
  2174. {
  2175. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2176. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2177. }
  2178. status = status_get_status_data(bl);
  2179. if( (j = skill_get_index(skill)) == 0 )
  2180. return 0;
  2181. // Requeriments
  2182. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2183. {
  2184. itemid[i] = skill_db[j].itemid[i];
  2185. amount[i] = skill_db[j].amount[i];
  2186. }
  2187. hp = skill_db[j].hp[lv-1];
  2188. sp = skill_db[j].sp[lv-1];
  2189. hp_rate = skill_db[j].hp_rate[lv-1];
  2190. sp_rate = skill_db[j].sp_rate[lv-1];
  2191. state = skill_db[j].state;
  2192. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2193. hp += (status->max_hp * mhp) / 100;
  2194. if( hp_rate > 0 )
  2195. hp += (status->hp * hp_rate) / 100;
  2196. else
  2197. hp += (status->max_hp * (-hp_rate)) / 100;
  2198. if( sp_rate > 0 )
  2199. sp += (status->sp * sp_rate) / 100;
  2200. else
  2201. sp += (status->max_sp * (-sp_rate)) / 100;
  2202. if( bl->type == BL_HOM )
  2203. { // Intimacy Requeriments
  2204. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2205. switch( skill )
  2206. {
  2207. case HFLI_SBR44:
  2208. if( hd->homunculus.intimacy <= 200 )
  2209. return 0;
  2210. break;
  2211. case HVAN_EXPLOSION:
  2212. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2213. return 0;
  2214. break;
  2215. }
  2216. }
  2217. if( !(type&2) )
  2218. {
  2219. if( hp > 0 && status->hp <= (unsigned int)hp )
  2220. {
  2221. clif_skill_fail(sd, skill, 2, 0);
  2222. return 0;
  2223. }
  2224. if( sp > 0 && status->sp <= (unsigned int)sp )
  2225. {
  2226. clif_skill_fail(sd, skill, 1, 0);
  2227. return 0;
  2228. }
  2229. }
  2230. if( !type )
  2231. switch( state )
  2232. {
  2233. case ST_MOVE_ENABLE:
  2234. if( !unit_can_move(bl) )
  2235. {
  2236. clif_skill_fail(sd, skill, 0, 0);
  2237. return 0;
  2238. }
  2239. break;
  2240. }
  2241. if( !(type&1) )
  2242. return 1;
  2243. // Check item existences
  2244. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2245. {
  2246. index[i] = -1;
  2247. if( itemid[i] < 1 ) continue; // No item
  2248. index[i] = pc_search_inventory(sd, itemid[i]);
  2249. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2250. {
  2251. clif_skill_fail(sd, skill, 0, 0);
  2252. return 0;
  2253. }
  2254. }
  2255. // Consume items
  2256. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2257. {
  2258. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1);
  2259. }
  2260. if( type&2 )
  2261. return 1;
  2262. if( sp || hp )
  2263. status_zap(bl, hp, sp);
  2264. return 1;
  2265. }
  2266. /*==========================================
  2267. *
  2268. *------------------------------------------*/
  2269. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2270. {
  2271. return 1;
  2272. }
  2273. /*==========================================
  2274. *
  2275. *------------------------------------------*/
  2276. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2277. {
  2278. struct block_list *src = map_id2bl(id),*target;
  2279. struct unit_data *ud = unit_bl2ud(src);
  2280. struct skill_timerskill *skl = NULL;
  2281. int range;
  2282. nullpo_ret(src);
  2283. nullpo_ret(ud);
  2284. skl = ud->skilltimerskill[data];
  2285. nullpo_ret(skl);
  2286. ud->skilltimerskill[data] = NULL;
  2287. do {
  2288. if(src->prev == NULL)
  2289. break;
  2290. if(skl->target_id) {
  2291. target = map_id2bl(skl->target_id);
  2292. if( skl->skill_id == RG_INTIMIDATE && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2293. target = src; //Required since it has to warp.
  2294. if(target == NULL)
  2295. break;
  2296. if(target->prev == NULL)
  2297. break;
  2298. if(src->m != target->m)
  2299. break;
  2300. if(status_isdead(src))
  2301. break;
  2302. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2303. break;
  2304. switch(skl->skill_id) {
  2305. case RG_INTIMIDATE:
  2306. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2307. short x,y;
  2308. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2309. if (target != src && !status_isdead(target))
  2310. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2311. }
  2312. break;
  2313. case BA_FROSTJOKER:
  2314. case DC_SCREAM:
  2315. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2316. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2317. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2318. break;
  2319. case NPC_EARTHQUAKE:
  2320. 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);
  2321. skill_area_temp[1] = src->id;
  2322. skill_area_temp[2] = 0;
  2323. 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);
  2324. if( skl->type > 1 )
  2325. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2326. break;
  2327. case WZ_WATERBALL:
  2328. if (!status_isdead(target))
  2329. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2330. if (skl->type>1 && !status_isdead(target)) {
  2331. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2332. } else {
  2333. struct status_change *sc = status_get_sc(src);
  2334. if(sc) {
  2335. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  2336. if(sc->data[SC_SPIRIT] &&
  2337. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2338. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2339. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2340. }
  2341. }
  2342. break;
  2343. /**
  2344. * Warlock
  2345. **/
  2346. case WL_CHAINLIGHTNING_ATK:
  2347. {
  2348. struct block_list *nbl = NULL; // Next Target of Chain
  2349. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2350. if( skl->type > 1 )
  2351. { // Remaining Chains Hit
  2352. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2353. if( nbl == NULL && skl->x > 1 )
  2354. {
  2355. nbl = target;
  2356. skl->x--;
  2357. }
  2358. else skl->x = 3;
  2359. }
  2360. if( nbl )
  2361. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2362. }
  2363. break;
  2364. case WL_TETRAVORTEX_FIRE:
  2365. case WL_TETRAVORTEX_WATER:
  2366. case WL_TETRAVORTEX_WIND:
  2367. case WL_TETRAVORTEX_GROUND:
  2368. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2369. if( skl->type >= 3 )
  2370. { // Final Hit
  2371. status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
  2372. if( !status_isdead(target) )
  2373. { // Final Status Effect
  2374. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2375. applyeffects[4] = { 0, 0, 0, 0 },
  2376. i, j = 0, k = 0;
  2377. for( i = 1; i <= 8; i = i + i )
  2378. {
  2379. if( skl->x&i )
  2380. {
  2381. applyeffects[j] = effects[k];
  2382. j++;
  2383. }
  2384. k++;
  2385. }
  2386. if( j )
  2387. {
  2388. i = applyeffects[rand()%j];
  2389. status_change_start(target, i, 10000, skl->skill_lv,
  2390. (i == SC_BURNING ? 1000 : 0),
  2391. (i == SC_BURNING ? src->id : 0),
  2392. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2393. }
  2394. }
  2395. }
  2396. break;
  2397. default:
  2398. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2399. break;
  2400. }
  2401. }
  2402. else {
  2403. if(src->m != skl->map)
  2404. break;
  2405. switch( skl->skill_id )
  2406. {
  2407. case WZ_METEOR:
  2408. if( skl->type >= 0 )
  2409. {
  2410. int x = skl->type>>16, y = skl->type&0xFFFF;
  2411. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2412. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2413. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2414. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2415. }
  2416. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2417. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2418. break;
  2419. case WL_EARTHSTRAIN:
  2420. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2421. break;
  2422. }
  2423. if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
  2424. status_change_end(src,SC_MAGICPOWER,-1);
  2425. }
  2426. } while (0);
  2427. //Free skl now that it is no longer needed.
  2428. ers_free(skill_timer_ers, skl);
  2429. return 0;
  2430. }
  2431. /*==========================================
  2432. *
  2433. *------------------------------------------*/
  2434. 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)
  2435. {
  2436. int i;
  2437. struct unit_data *ud;
  2438. nullpo_retr(1, src);
  2439. ud = unit_bl2ud(src);
  2440. nullpo_retr(1, ud);
  2441. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2442. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2443. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2444. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2445. ud->skilltimerskill[i]->src_id = src->id;
  2446. ud->skilltimerskill[i]->target_id = target;
  2447. ud->skilltimerskill[i]->skill_id = skill_id;
  2448. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2449. ud->skilltimerskill[i]->map = src->m;
  2450. ud->skilltimerskill[i]->x = x;
  2451. ud->skilltimerskill[i]->y = y;
  2452. ud->skilltimerskill[i]->type = type;
  2453. ud->skilltimerskill[i]->flag = flag;
  2454. return 0;
  2455. }
  2456. /*==========================================
  2457. *
  2458. *------------------------------------------*/
  2459. int skill_cleartimerskill (struct block_list *src)
  2460. {
  2461. int i;
  2462. struct unit_data *ud;
  2463. nullpo_ret(src);
  2464. ud = unit_bl2ud(src);
  2465. nullpo_ret(ud);
  2466. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2467. if(ud->skilltimerskill[i]) {
  2468. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2469. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2470. ud->skilltimerskill[i]=NULL;
  2471. }
  2472. }
  2473. return 1;
  2474. }
  2475. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2476. {
  2477. TBL_SKILL *su = (TBL_SKILL*)bl;
  2478. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2479. { //Reveal trap.
  2480. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2481. //clif_changetraplook(bl, su->group->unit_id);
  2482. clif_skill_setunit(su);
  2483. return 1;
  2484. }
  2485. return 0;
  2486. }
  2487. /*==========================================
  2488. *
  2489. *
  2490. *------------------------------------------*/
  2491. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2492. {
  2493. struct map_session_data *sd = NULL;
  2494. struct status_data *tstatus;
  2495. struct status_change *sc;
  2496. if (skillid > 0 && skilllv <= 0) return 0;
  2497. nullpo_retr(1, src);
  2498. nullpo_retr(1, bl);
  2499. if (src->m != bl->m)
  2500. return 1;
  2501. if (bl->prev == NULL)
  2502. return 1;
  2503. sd = BL_CAST(BL_PC, src);
  2504. if (status_isdead(bl))
  2505. return 1;
  2506. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2507. { //GTB makes all targetted magic display miss with a single bolt.
  2508. sc_type sct = status_skill2sc(skillid);
  2509. if(sct != SC_NONE)
  2510. status_change_end(bl, sct, INVALID_TIMER);
  2511. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2512. return 1;
  2513. }
  2514. sc = status_get_sc(src);
  2515. if (sc && !sc->count)
  2516. sc = NULL; //Unneeded
  2517. tstatus = status_get_status_data(bl);
  2518. map_freeblock_lock();
  2519. switch(skillid)
  2520. {
  2521. case MER_CRASH:
  2522. case SM_BASH:
  2523. case MS_BASH:
  2524. case MC_MAMMONITE:
  2525. case TF_DOUBLE:
  2526. case AC_DOUBLE:
  2527. case MA_DOUBLE:
  2528. case AS_SONICBLOW:
  2529. case KN_PIERCE:
  2530. case ML_PIERCE:
  2531. case KN_SPEARBOOMERANG:
  2532. case TF_POISON:
  2533. case TF_SPRINKLESAND:
  2534. case AC_CHARGEARROW:
  2535. case MA_CHARGEARROW:
  2536. case RG_INTIMIDATE:
  2537. case AM_ACIDTERROR:
  2538. case BA_MUSICALSTRIKE:
  2539. case DC_THROWARROW:
  2540. case BA_DISSONANCE:
  2541. case CR_HOLYCROSS:
  2542. case NPC_DARKCROSS:
  2543. case CR_SHIELDCHARGE:
  2544. case CR_SHIELDBOOMERANG:
  2545. case NPC_PIERCINGATT:
  2546. case NPC_MENTALBREAKER:
  2547. case NPC_RANGEATTACK:
  2548. case NPC_CRITICALSLASH:
  2549. case NPC_COMBOATTACK:
  2550. case NPC_GUIDEDATTACK:
  2551. case NPC_POISON:
  2552. case NPC_RANDOMATTACK:
  2553. case NPC_WATERATTACK:
  2554. case NPC_GROUNDATTACK:
  2555. case NPC_FIREATTACK:
  2556. case NPC_WINDATTACK:
  2557. case NPC_POISONATTACK:
  2558. case NPC_HOLYATTACK:
  2559. case NPC_DARKNESSATTACK:
  2560. case NPC_TELEKINESISATTACK:
  2561. case NPC_UNDEADATTACK:
  2562. case NPC_ARMORBRAKE:
  2563. case NPC_WEAPONBRAKER:
  2564. case NPC_HELMBRAKE:
  2565. case NPC_SHIELDBRAKE:
  2566. case NPC_BLINDATTACK:
  2567. case NPC_SILENCEATTACK:
  2568. case NPC_STUNATTACK:
  2569. case NPC_PETRIFYATTACK:
  2570. case NPC_CURSEATTACK:
  2571. case NPC_SLEEPATTACK:
  2572. case LK_AURABLADE:
  2573. case LK_SPIRALPIERCE:
  2574. case ML_SPIRALPIERCE:
  2575. case LK_HEADCRUSH:
  2576. case CG_ARROWVULCAN:
  2577. case HW_MAGICCRASHER:
  2578. case ITM_TOMAHAWK:
  2579. case MO_TRIPLEATTACK:
  2580. case CH_CHAINCRUSH:
  2581. case CH_TIGERFIST:
  2582. case PA_SHIELDCHAIN: // Shield Chain
  2583. case PA_SACRIFICE:
  2584. case WS_CARTTERMINATION: // Cart Termination
  2585. case AS_VENOMKNIFE:
  2586. case HT_PHANTASMIC:
  2587. case HT_POWER:
  2588. case TK_DOWNKICK:
  2589. case TK_COUNTER:
  2590. case GS_CHAINACTION:
  2591. case GS_TRIPLEACTION:
  2592. case GS_MAGICALBULLET:
  2593. case GS_TRACKING:
  2594. case GS_PIERCINGSHOT:
  2595. case GS_RAPIDSHOWER:
  2596. case GS_DUST:
  2597. case GS_DISARM: // Added disarm. [Reddozen]
  2598. case GS_FULLBUSTER:
  2599. case NJ_SYURIKEN:
  2600. case NJ_KUNAI:
  2601. case ASC_BREAKER:
  2602. case HFLI_MOON: //[orn]
  2603. case HFLI_SBR44: //[orn]
  2604. case NPC_BLEEDING:
  2605. case NPC_CRITICALWOUND:
  2606. case NPC_HELLPOWER:
  2607. /**
  2608. * Rune Knight
  2609. **/
  2610. case RK_SONICWAVE:
  2611. case RK_HUNDREDSPEAR:
  2612. case RK_WINDCUTTER:
  2613. /**
  2614. * Arch Bishop
  2615. **/
  2616. case AB_DUPLELIGHT_MELEE:
  2617. /**
  2618. * Ranger
  2619. **/
  2620. case RA_AIMEDBOLT:
  2621. /**
  2622. * Mechanic
  2623. **/
  2624. case NC_AXEBOOMERANG:
  2625. case NC_POWERSWING:
  2626. /**
  2627. * Guilotinne Cross
  2628. **/
  2629. case GC_CROSSIMPACT:
  2630. case GC_VENOMPRESSURE:
  2631. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2632. break;
  2633. /**
  2634. * Mechanic (MADO GEAR)
  2635. **/
  2636. case NC_BOOSTKNUCKLE:
  2637. case NC_PILEBUNKER:
  2638. case NC_VULCANARM:
  2639. case NC_COLDSLOWER:
  2640. case NC_ARMSCANNON:
  2641. if (sd) pc_overheat(sd,1);
  2642. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2643. break;
  2644. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2645. switch( rand()%6 ){
  2646. case 0: flag |= BREAK_ANKLE; break;
  2647. case 1: flag |= BREAK_WRIST; break;
  2648. case 2: flag |= BREAK_KNEE; break;
  2649. case 3: flag |= BREAK_SHOULDER; break;
  2650. case 4: flag |= BREAK_WAIST; break;
  2651. case 5: flag |= BREAK_NECK; break;
  2652. }
  2653. //TODO: is there really no cleaner way to do this?
  2654. sc = status_get_sc(bl);
  2655. if (sc) sc->jb_flag = flag;
  2656. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2657. break;
  2658. case MO_COMBOFINISH:
  2659. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2660. { //Becomes a splash attack when Soul Linked.
  2661. map_foreachinrange(skill_area_sub, bl,
  2662. skill_get_splash(skillid, skilllv),splash_target(src),
  2663. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2664. skill_castend_damage_id);
  2665. } else
  2666. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2667. break;
  2668. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2669. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2670. skill_area_temp[1] = 0;
  2671. map_foreachinrange(skill_attack_area, src,
  2672. skill_get_splash(skillid, skilllv), splash_target(src),
  2673. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2674. break;
  2675. case KN_CHARGEATK:
  2676. {
  2677. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2678. unsigned int dist = distance_bl(src, bl);
  2679. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2680. // teleport to target (if not on WoE grounds)
  2681. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2682. clif_slide(src, bl->x, bl->y);
  2683. // cause damage and knockback if the path to target was a straight one
  2684. if( path )
  2685. {
  2686. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2687. skill_blown(src, bl, dist, dir, 0);
  2688. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2689. // make the caster look in the direction of the target
  2690. unit_setdir(src, (dir+4)%8);
  2691. }
  2692. }
  2693. break;
  2694. case TK_JUMPKICK:
  2695. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2696. {
  2697. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2698. clif_slide(src,bl->x,bl->y);
  2699. }
  2700. break;
  2701. case NC_FLAMELAUNCHER:
  2702. if (sd) pc_overheat(sd,1);
  2703. case SN_SHARPSHOOTING:
  2704. case MA_SHARPSHOOTING:
  2705. case NJ_KAMAITACHI:
  2706. //It won't shoot through walls since on castend there has to be a direct
  2707. //line of sight between caster and target.
  2708. skill_area_temp[1] = bl->id;
  2709. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2710. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2711. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2712. break;
  2713. case NPC_ACIDBREATH:
  2714. case NPC_DARKNESSBREATH:
  2715. case NPC_FIREBREATH:
  2716. case NPC_ICEBREATH:
  2717. case NPC_THUNDERBREATH:
  2718. skill_area_temp[1] = bl->id;
  2719. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2720. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2721. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2722. break;
  2723. case MO_INVESTIGATE:
  2724. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2725. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2726. break;
  2727. case RG_BACKSTAP:
  2728. {
  2729. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2730. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2731. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2732. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2733. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2734. unit_setdir(bl,dir);
  2735. }
  2736. else if (sd)
  2737. clif_skill_fail(sd,skillid,0,0);
  2738. }
  2739. break;
  2740. case MO_FINGEROFFENSIVE:
  2741. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2742. if (battle_config.finger_offensive_type && sd) {
  2743. int i;
  2744. for (i = 1; i < sd->spiritball_old; i++)
  2745. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2746. }
  2747. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2748. break;
  2749. case MO_CHAINCOMBO:
  2750. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2751. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2752. break;
  2753. case NJ_ISSEN:
  2754. status_change_end(src, SC_NEN, INVALID_TIMER);
  2755. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2756. // fall through
  2757. case MO_EXTREMITYFIST:
  2758. if( skillid == MO_EXTREMITYFIST )
  2759. {
  2760. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  2761. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2762. }
  2763. //Client expects you to move to target regardless of distance
  2764. {
  2765. struct unit_data *ud = unit_bl2ud(src);
  2766. short dx,dy;
  2767. int i,speed;
  2768. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2769. dx = bl->x - src->x;
  2770. dy = bl->y - src->y;
  2771. if (dx < 0) dx-=i;
  2772. else if (dx > 0) dx+=i;
  2773. if (dy < 0) dy-=i;
  2774. else if (dy > 0) dy+=i;
  2775. if (!dx && !dy) dy++;
  2776. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2777. {
  2778. dx = bl->x;
  2779. dy = bl->y;
  2780. } else {
  2781. dx = src->x + dx;
  2782. dy = src->y + dy;
  2783. }
  2784. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2785. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2786. //Increase can't walk delay to not alter your walk path
  2787. ud->canmove_tick = tick;
  2788. speed = status_get_speed(src);
  2789. for (i = 0; i < ud->walkpath.path_len; i ++)
  2790. {
  2791. if(ud->walkpath.path[i]&1)
  2792. ud->canmove_tick+=7*speed/5;
  2793. else
  2794. ud->canmove_tick+=speed;
  2795. }
  2796. }
  2797. }
  2798. break;
  2799. //Splash attack skills.
  2800. case AS_GRIMTOOTH:
  2801. case MC_CARTREVOLUTION:
  2802. case NPC_SPLASHATTACK:
  2803. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2804. case AS_SPLASHER:
  2805. case SM_MAGNUM:
  2806. case MS_MAGNUM:
  2807. case HT_BLITZBEAT:
  2808. case AC_SHOWER:
  2809. case MA_SHOWER:
  2810. case MG_NAPALMBEAT:
  2811. case MG_FIREBALL:
  2812. case RG_RAID:
  2813. case HW_NAPALMVULCAN:
  2814. case NJ_HUUMA:
  2815. case NJ_BAKUENRYU:
  2816. case ASC_METEORASSAULT:
  2817. case GS_DESPERADO:
  2818. case GS_SPREADATTACK:
  2819. case NPC_EARTHQUAKE:
  2820. case NPC_PULSESTRIKE:
  2821. case NPC_HELLJUDGEMENT:
  2822. case NPC_VAMPIRE_GIFT:
  2823. /**
  2824. * Rune Knight
  2825. **/
  2826. case RK_IGNITIONBREAK:
  2827. /**
  2828. * Arch Bishop
  2829. **/
  2830. case AB_JUDEX:
  2831. /**
  2832. * Warlock
  2833. **/
  2834. case WL_SOULEXPANSION:
  2835. case WL_CRIMSONROCK:
  2836. case WL_COMET:
  2837. /**
  2838. * Ranger
  2839. **/
  2840. case RA_ARROWSTORM:
  2841. case RA_WUGDASH:
  2842. /**
  2843. * Mechanic
  2844. **/
  2845. case NC_SELFDESTRUCTION:
  2846. case NC_AXETORNADO:
  2847. /**
  2848. * Guilotine Cross
  2849. **/
  2850. case GC_ROLLINGCUTTER:
  2851. case GC_COUNTERSLASH:
  2852. if( flag&1 )
  2853. { //Recursive invocation
  2854. // skill_area_temp[0] holds number of targets in area
  2855. // skill_area_temp[1] holds the id of the original target
  2856. // skill_area_temp[2] counts how many targets have already been processed
  2857. int sflag = skill_area_temp[0] & 0xFFF, heal;
  2858. if( flag&SD_LEVEL )
  2859. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2860. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2861. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2862. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2863. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 )
  2864. {
  2865. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2866. status_heal(src,heal,0,0);
  2867. }
  2868. }
  2869. else
  2870. {
  2871. if ( skillid == NJ_BAKUENRYU )
  2872. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2873. skill_area_temp[0] = 0;
  2874. skill_area_temp[1] = bl->id;
  2875. skill_area_temp[2] = 0;
  2876. if( skillid == WL_CRIMSONROCK ) {
  2877. skill_area_temp[4] = bl->x;
  2878. skill_area_temp[5] = bl->y;
  2879. }
  2880. // if skill damage should be split among targets, count them
  2881. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2882. //special case: Venom Splasher uses a different range for searching than for splashing
  2883. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2884. 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);
  2885. // recursive invocation of skill_castend_damage_id() with flag|1
  2886. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WL_CRIMSONROCK)?BL_CHAR|BL_SKILL:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2887. //FIXME: Isn't EarthQuake a ground skill after all?
  2888. if( skillid == NPC_EARTHQUAKE )
  2889. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2890. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2891. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2892. { // Initiate 10% of your damage becomes fire element.
  2893. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2894. if( sd )
  2895. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2896. if( bl->type == BL_MER )
  2897. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2898. }
  2899. }
  2900. break;
  2901. case KN_BRANDISHSPEAR:
  2902. case ML_BRANDISH:
  2903. //Coded apart for it needs the flag passed to the damage calculation.
  2904. if (skill_area_temp[1] != bl->id)
  2905. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2906. else
  2907. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2908. break;
  2909. case KN_BOWLINGBASH:
  2910. case MS_BOWLINGBASH:
  2911. if(flag&1){
  2912. if(bl->id==skill_area_temp[1])
  2913. break;
  2914. //two hits for 500%
  2915. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2916. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2917. } else {
  2918. int i,c;
  2919. c = skill_get_blewcount(skillid,skilllv);
  2920. // keep moving target in the direction that src is looking, square by square
  2921. for(i=0;i<c;i++){
  2922. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2923. break; //Can't knockback
  2924. 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);
  2925. if( skill_area_temp[0] > 1 ) break; // collision
  2926. }
  2927. clif_blown(bl); //Update target pos.
  2928. if (i!=c) { //Splash
  2929. skill_area_temp[1] = bl->id;
  2930. 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);
  2931. }
  2932. //Weirdo dual-hit property, two attacks for 500%
  2933. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2934. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2935. }
  2936. break;
  2937. case KN_SPEARSTAB:
  2938. if(flag&1) {
  2939. if (bl->id==skill_area_temp[1])
  2940. break;
  2941. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2942. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2943. } else {
  2944. int x=bl->x,y=bl->y,i,dir;
  2945. dir = map_calc_dir(bl,src->x,src->y);
  2946. skill_area_temp[1] = bl->id;
  2947. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2948. // all the enemies between the caster and the target are hit, as well as the target
  2949. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2950. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2951. for (i=0;i<4;i++) {
  2952. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2953. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2954. x += dirx[dir];
  2955. y += diry[dir];
  2956. }
  2957. }
  2958. break;
  2959. case TK_TURNKICK:
  2960. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2961. {
  2962. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2963. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2964. map_foreachinrange(skill_area_sub,bl,
  2965. skill_get_splash(skillid, skilllv),BL_CHAR,
  2966. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2967. skill_castend_nodamage_id);
  2968. }
  2969. break;
  2970. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2971. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2972. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2973. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2974. break;
  2975. case PR_TURNUNDEAD:
  2976. case ALL_RESURRECTION:
  2977. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2978. break;
  2979. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2980. break;
  2981. case MG_SOULSTRIKE:
  2982. case NPC_DARKSTRIKE:
  2983. case MG_COLDBOLT:
  2984. case MG_FIREBOLT:
  2985. case MG_LIGHTNINGBOLT:
  2986. case WZ_EARTHSPIKE:
  2987. case AL_HEAL:
  2988. case AL_HOLYLIGHT:
  2989. case WZ_JUPITEL:
  2990. case NPC_DARKTHUNDER:
  2991. case PR_ASPERSIO:
  2992. case MG_FROSTDIVER:
  2993. case WZ_SIGHTBLASTER:
  2994. case WZ_SIGHTRASHER:
  2995. case NJ_KOUENKA:
  2996. case NJ_HYOUSENSOU:
  2997. case NJ_HUUJIN:
  2998. /**
  2999. * Arch Bishop
  3000. **/
  3001. case AB_ADORAMUS:
  3002. case AB_RENOVATIO:
  3003. case AB_HIGHNESSHEAL:
  3004. case AB_DUPLELIGHT_MAGIC:
  3005. /**
  3006. * Warlock
  3007. **/
  3008. case WL_HELLINFERNO:
  3009. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3010. break;
  3011. case NPC_MAGICALATTACK:
  3012. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3013. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3014. break;
  3015. case HVAN_CAPRICE: //[blackhole89]
  3016. {
  3017. int ran=rand()%4;
  3018. int sid = 0;
  3019. switch(ran)
  3020. {
  3021. case 0: sid=MG_COLDBOLT; break;
  3022. case 1: sid=MG_FIREBOLT; break;
  3023. case 2: sid=MG_LIGHTNINGBOLT; break;
  3024. case 3: sid=WZ_EARTHSPIKE; break;
  3025. }
  3026. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3027. }
  3028. break;
  3029. case WZ_WATERBALL:
  3030. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3031. {
  3032. int range = skilllv / 2;
  3033. int maxlv = skill_get_max(skillid); // learnable level
  3034. int count = 0;
  3035. int x, y;
  3036. struct skill_unit* unit;
  3037. if( skilllv > maxlv )
  3038. {
  3039. if( src->type == BL_MOB && skilllv == 10 )
  3040. range = 4;
  3041. else
  3042. range = maxlv / 2;
  3043. }
  3044. for( y = src->y - range; y <= src->y + range; ++y )
  3045. for( x = src->x - range; x <= src->x + range; ++x )
  3046. {
  3047. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  3048. {
  3049. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3050. count++; // natural water cell
  3051. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  3052. {
  3053. count++; // skill-induced water cell
  3054. skill_delunit(unit); // consume cell
  3055. }
  3056. }
  3057. }
  3058. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3059. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3060. }
  3061. break;
  3062. case PR_BENEDICTIO:
  3063. //Should attack undead and demons. [Skotlex]
  3064. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3065. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3066. break;
  3067. case SL_SMA:
  3068. status_change_end(src, SC_SMA, INVALID_TIMER);
  3069. case SL_STIN:
  3070. case SL_STUN:
  3071. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3072. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3073. clif_skill_fail(sd,skillid,0,0);
  3074. break;
  3075. }
  3076. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3077. break;
  3078. case NPC_DARKBREATH:
  3079. clif_emotion(src,E_AG);
  3080. case SN_FALCONASSAULT:
  3081. case PA_PRESSURE:
  3082. case CR_ACIDDEMONSTRATION:
  3083. case TF_THROWSTONE:
  3084. case NPC_SMOKING:
  3085. case GS_FLING:
  3086. case NJ_ZENYNAGE:
  3087. /**
  3088. * Rune Knight
  3089. **/
  3090. case RK_DRAGONBREATH:
  3091. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3092. break;
  3093. case HVAN_EXPLOSION:
  3094. case NPC_SELFDESTRUCTION:
  3095. if (src != bl)
  3096. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3097. break;
  3098. // Celest
  3099. case PF_SOULBURN:
  3100. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3101. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3102. if (skilllv == 5)
  3103. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3104. status_percent_damage(src, bl, 0, 100, false);
  3105. } else {
  3106. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3107. if (skilllv == 5)
  3108. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3109. status_percent_damage(src, src, 0, 100, false);
  3110. }
  3111. break;
  3112. case NPC_BLOODDRAIN:
  3113. case NPC_ENERGYDRAIN:
  3114. {
  3115. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3116. src, src, bl, skillid, skilllv, tick, flag);
  3117. if (heal > 0){
  3118. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3119. status_heal(src, heal, 0, 0);
  3120. }
  3121. }
  3122. break;
  3123. case GS_BULLSEYE:
  3124. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3125. break;
  3126. case NJ_KASUMIKIRI:
  3127. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3128. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3129. break;
  3130. case NJ_KIRIKAGE:
  3131. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3132. { //You don't move on GVG grounds.
  3133. short x, y;
  3134. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3135. if (unit_movepos(src, x, y, 0, 0))
  3136. clif_slide(src,src->x,src->y);
  3137. }
  3138. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3139. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3140. break;
  3141. /**
  3142. * Rune Knight
  3143. **/
  3144. case RK_PHANTOMTHRUST:
  3145. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3146. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3147. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3148. if( battle_check_target(src,bl,BCT_ENEMY) )
  3149. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3150. break;
  3151. case RK_STORMBLAST:
  3152. case RK_CRUSHSTRIKE:
  3153. if( sd ) {
  3154. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3155. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3156. else
  3157. clif_skill_fail(sd,skillid,0,0);
  3158. } else //non-sd support
  3159. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3160. break;
  3161. /**
  3162. * Guilotinne Cross
  3163. **/
  3164. case GC_DARKILLUSION:
  3165. {
  3166. short x, y;
  3167. short dir = map_calc_dir(src,bl->x,bl->y);
  3168. if( dir > 4 ) x = -1;
  3169. else if( dir > 0 && dir < 4 ) x = 1;
  3170. else x = 0;
  3171. if( dir < 3 || dir > 5 ) y = -1;
  3172. else if( dir > 3 && dir < 5 ) y = 1;
  3173. else y = 0;
  3174. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3175. {
  3176. clif_slide(src,bl->x+x,bl->y+y);
  3177. clif_fixpos(src); // the official server send these two packts.
  3178. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3179. if( rand()%100 < 4 * skilllv )
  3180. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3181. }
  3182. }
  3183. break;
  3184. case GC_WEAPONCRUSH:
  3185. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3186. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3187. else if( sd )
  3188. clif_skill_fail(sd,skillid,0x1f,0);
  3189. break;
  3190. case GC_CROSSRIPPERSLASHER:
  3191. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3192. clif_skill_fail(sd,skillid,0x17,0);
  3193. else
  3194. {
  3195. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3196. status_change_end(src,SC_ROLLINGCUTTER,-1);
  3197. }
  3198. break;
  3199. case GC_PHANTOMMENACE:
  3200. if( flag&1 )
  3201. { // Only Hits Invisible Targets
  3202. struct status_change *tsc = status_get_sc(bl);
  3203. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3204. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3205. }
  3206. break;
  3207. /**
  3208. * Warlock
  3209. **/
  3210. case WL_CHAINLIGHTNING:
  3211. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3212. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3213. break;
  3214. case WL_DRAINLIFE:
  3215. {
  3216. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3217. int rate = 70 + 4 * skilllv + ( sd ? sd->status.job_level : 50 ) / 5;
  3218. heal = 8 * skilllv;
  3219. if( status_get_lv(src) > 100 ) heal = heal * status_get_lv(src) / 100; // Base level bonus.
  3220. if( bl->type == BL_SKILL )
  3221. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3222. if( heal && rand()%100 < rate )
  3223. {
  3224. status_heal(src, heal, 0, 0);
  3225. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3226. }
  3227. }
  3228. break;
  3229. case WL_TETRAVORTEX:
  3230. if( sd )
  3231. {
  3232. int spheres[5] = { 0, 0, 0, 0, 0 },
  3233. positions[5] = {-1,-1,-1,-1,-1 },
  3234. i, j = 0, k, subskill = 0;
  3235. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3236. if( sc && sc->data[i] )
  3237. {
  3238. spheres[j] = i;
  3239. positions[j] = sc->data[i]->val2;
  3240. j++; //
  3241. }
  3242. if( j < 4 )
  3243. { // Need 4 spheres minimum
  3244. clif_skill_fail(sd,skillid,0,0);
  3245. break;
  3246. }
  3247. // Sphere Sort, this time from new to old
  3248. for( i = 0; i <= j - 2; i++ )
  3249. for( k = i + 1; k <= j - 1; k++ )
  3250. if( positions[i] < positions[k] )
  3251. {
  3252. swap(positions[i],positions[k]);
  3253. swap(spheres[i],spheres[k]);
  3254. }
  3255. k = 0;
  3256. for( i = 0; i < 4; i++ )
  3257. {
  3258. switch( sc->data[spheres[i]]->val1 )
  3259. {
  3260. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3261. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3262. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3263. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3264. }
  3265. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
  3266. status_change_end(src, spheres[i], INVALID_TIMER);
  3267. }
  3268. }
  3269. break;
  3270. case WL_RELEASE:
  3271. if( sd )
  3272. {
  3273. int i;
  3274. // Priority is to release SpellBook
  3275. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid != 0);
  3276. if( i < MAX_SPELLBOOK )
  3277. { // SpellBook
  3278. int rsb_skillid, rsb_skilllv;
  3279. if( skilllv > 1 )
  3280. {
  3281. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid == 0);
  3282. i--; // At skilllvl 2, Release uses the last learned skill in spellbook
  3283. }
  3284. rsb_skillid = sd->rsb[i].skillid;
  3285. rsb_skilllv = sd->rsb[i].level;
  3286. if( skilllv > 1 )
  3287. sd->rsb[i].skillid = 0; // Last position - only remove it from list
  3288. else
  3289. memmove(&sd->rsb[0],&sd->rsb[1],sizeof(sd->rsb) - sizeof(sd->rsb[0]));
  3290. if( sd->rsb[0].skillid == 0 )
  3291. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3292. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3293. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3294. if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
  3295. break;
  3296. switch( skill_get_casttype(rsb_skillid) )
  3297. {
  3298. case CAST_GROUND:
  3299. skill_castend_pos2(src,bl->x,bl->y,rsb_skillid,rsb_skilllv,tick,0);
  3300. break;
  3301. case CAST_NODAMAGE:
  3302. skill_castend_nodamage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3303. break;
  3304. case CAST_DAMAGE:
  3305. skill_castend_damage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3306. break;
  3307. }
  3308. sd->ud.canact_tick = tick + skill_delayfix(src, rsb_skillid, rsb_skilllv);
  3309. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, rsb_skillid, rsb_skilllv), 0, 0, 0);
  3310. }
  3311. else
  3312. { // Summon Balls
  3313. int j = 0, k, skele;
  3314. int spheres[5] = { 0, 0, 0, 0, 0 },
  3315. positions[5] = {-1,-1,-1,-1,-1 };
  3316. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3317. if( sc && sc->data[i] )
  3318. {
  3319. spheres[j] = i;
  3320. positions[j] = sc->data[i]->val2;
  3321. sc->data[i]->val2--; // Prepares for next position
  3322. j++;
  3323. }
  3324. if( j == 0 )
  3325. { // No Spheres
  3326. clif_skill_fail(sd,skillid,0,0);
  3327. break;
  3328. }
  3329. // Sphere Sort
  3330. for( i = 0; i <= j - 2; i++ )
  3331. for( k = i + 1; k <= j - 1; k++ )
  3332. if( positions[i] > positions[k] )
  3333. {
  3334. swap(positions[i],positions[k]);
  3335. swap(spheres[i],spheres[k]);
  3336. }
  3337. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3338. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3339. for( i = 0; i < j; i++ )
  3340. {
  3341. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3342. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3343. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3344. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3345. }
  3346. clif_skill_nodamage(src,bl,skillid,0,1);
  3347. }
  3348. }
  3349. break;
  3350. case WL_FROSTMISTY:
  3351. {
  3352. struct status_change *tsc = status_get_sc(bl);
  3353. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3354. break; // Doesn't hit/cause Freezing to invisible enemy
  3355. // Causes Freezing status through walls.
  3356. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3357. // Doesn't deal damage through non-shootable walls.
  3358. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3359. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3360. }
  3361. break;
  3362. case WL_JACKFROST: {
  3363. struct status_change *tsc = status_get_sc(bl);
  3364. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3365. break; // Do not hit invisible enemy
  3366. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3367. }
  3368. break;
  3369. /**
  3370. * Ranger
  3371. **/
  3372. case RA_WUGSTRIKE:
  3373. case RA_WUGBITE:
  3374. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3375. if( skillid == RA_WUGSTRIKE ) {
  3376. if( sd && pc_isridingwug(sd) && !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src,bl->x,bl->y,1,1) )
  3377. clif_slide(src, bl->x, bl->y);
  3378. }
  3379. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3380. }
  3381. break;
  3382. case RA_SENSITIVEKEEN:
  3383. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3384. struct status_change * tsc = status_get_sc(bl);
  3385. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK) || tsc->data[SC__INVISIBILITY]) )
  3386. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3387. }
  3388. else
  3389. {
  3390. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3391. struct skill_unit_group* sg;
  3392. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP && sg->src_id != src->id &&
  3393. battle_check_target(src, map_id2bl(sg->src_id), BCT_ENEMY) > 0 )
  3394. {
  3395. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3396. {
  3397. struct item item_tmp;
  3398. memset(&item_tmp,0,sizeof(item_tmp));
  3399. item_tmp.nameid = ( sg->unit_id >= UNT_MAGENTATRAP && sg->unit_id <= UNT_CLUSTERBOMB )?ITEMID_TRAP_ALLOY:ITEMID_TRAP;
  3400. item_tmp.identify = 1;
  3401. if( item_tmp.nameid )
  3402. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3403. }
  3404. skill_delunit(su);
  3405. }
  3406. }
  3407. break;
  3408. /**
  3409. * Mechanic
  3410. **/
  3411. case NC_INFRAREDSCAN:
  3412. if( flag&1 )
  3413. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3414. if( rand()%100 < 50 )
  3415. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3416. status_change_end(bl, SC_HIDING, -1);
  3417. status_change_end(bl, SC_CLOAKING, -1);
  3418. status_change_end(bl, SC_CLOAKINGEXCEED, -1); // Need confirm it.
  3419. }
  3420. else
  3421. {
  3422. 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);
  3423. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3424. if( sd ) pc_overheat(sd,1);
  3425. }
  3426. break;
  3427. case NC_MAGNETICFIELD:
  3428. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3429. break;
  3430. case 0:
  3431. if(sd) {
  3432. if (flag & 3){
  3433. if (bl->id != skill_area_temp[1])
  3434. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  3435. } else {
  3436. skill_area_temp[1] = bl->id;
  3437. map_foreachinrange(skill_area_sub, bl,
  3438. sd->splash_range, BL_CHAR,
  3439. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3440. skill_castend_damage_id);
  3441. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3442. }
  3443. }
  3444. break;
  3445. default:
  3446. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3447. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3448. 0, abs(skill_get_num(skillid, skilllv)),
  3449. skillid, skilllv, skill_get_hit(skillid));
  3450. map_freeblock_unlock();
  3451. return 1;
  3452. }
  3453. map_freeblock_unlock();
  3454. if( sd && !(flag&1) )
  3455. {// ensure that the skill last-cast tick is recorded
  3456. sd->canskill_tick = gettick();
  3457. if( sd->state.arrow_atk )
  3458. {// consume arrow on last invocation to this skill.
  3459. battle_consume_ammo(sd, skillid, skilllv);
  3460. }
  3461. // perform auto-cast routines and skill requirement consumption
  3462. skill_onskillusage(sd, bl, skillid, tick);
  3463. skill_consume_requirement(sd,skillid,skilllv,2);
  3464. }
  3465. return 0;
  3466. }
  3467. /*==========================================
  3468. *
  3469. *------------------------------------------*/
  3470. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3471. {
  3472. struct map_session_data *sd, *dstsd;
  3473. struct mob_data *md, *dstmd;
  3474. struct homun_data *hd;
  3475. struct mercenary_data *mer;
  3476. struct status_data *sstatus, *tstatus;
  3477. struct status_change *tsc;
  3478. struct status_change_entry *tsce;
  3479. int i;
  3480. enum sc_type type;
  3481. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3482. nullpo_retr(1, src);
  3483. nullpo_retr(1, bl);
  3484. if (src->m != bl->m)
  3485. return 1;
  3486. sd = BL_CAST(BL_PC, src);
  3487. hd = BL_CAST(BL_HOM, src);
  3488. md = BL_CAST(BL_MOB, src);
  3489. mer = BL_CAST(BL_MER, src);
  3490. dstsd = BL_CAST(BL_PC, bl);
  3491. dstmd = BL_CAST(BL_MOB, bl);
  3492. if(bl->prev == NULL)
  3493. return 1;
  3494. if(status_isdead(src))
  3495. return 1;
  3496. if( src != bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
  3497. return 1;
  3498. tstatus = status_get_status_data(bl);
  3499. sstatus = status_get_status_data(src);
  3500. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3501. switch (skillid) {
  3502. case HLIF_HEAL: //[orn]
  3503. if (bl->type != BL_HOM) {
  3504. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3505. break ;
  3506. }
  3507. case AL_HEAL:
  3508. case ALL_RESURRECTION:
  3509. case PR_ASPERSIO:
  3510. /**
  3511. * Arch Bishop
  3512. **/
  3513. case AB_RENOVATIO:
  3514. case AB_HIGHNESSHEAL:
  3515. //Apparently only player casted skills can be offensive like this.
  3516. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3517. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3518. //Offensive heal does not works on non-enemies. [Skotlex]
  3519. clif_skill_fail(sd,skillid,0,0);
  3520. return 0;
  3521. }
  3522. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3523. }
  3524. break;
  3525. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3526. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3527. default:
  3528. //Skill is actually ground placed.
  3529. if (src == bl && skill_get_unit_id(skillid,0))
  3530. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3531. }
  3532. type = status_skill2sc(skillid);
  3533. tsc = status_get_sc(bl);
  3534. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  3535. if (src!=bl && type > -1 &&
  3536. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  3537. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  3538. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3539. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  3540. map_freeblock_lock();
  3541. switch(skillid)
  3542. {
  3543. case HLIF_HEAL: //[orn]
  3544. case AL_HEAL:
  3545. /**
  3546. * Arch Bishop
  3547. **/
  3548. case AB_HIGHNESSHEAL:
  3549. {
  3550. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  3551. int heal_get_jobexp;
  3552. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  3553. if( skillid == AB_HIGHNESSHEAL ) {
  3554. heal = heal * ( 15 + 5 * skilllv ) / 10;
  3555. }
  3556. if( status_isimmune(bl) ||
  3557. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  3558. (skillid == AL_HEAL && dstsd && dstsd->sc.option&OPTION_MADOGEAR) )//Mado is immune to AL_HEAL
  3559. heal=0;
  3560. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  3561. heal = heal*2;
  3562. if( tsc && tsc->count )
  3563. {
  3564. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  3565. { //Bounce back heal
  3566. if (--tsc->data[SC_KAITE]->val2 <= 0)
  3567. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  3568. if (src == bl)
  3569. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3570. else {
  3571. bl = src;
  3572. dstsd = sd;
  3573. }
  3574. } else
  3575. if (tsc->data[SC_BERSERK])
  3576. heal = 0; //Needed so that it actually displays 0 when healing.
  3577. }
  3578. heal_get_jobexp = status_heal(bl,heal,0,0);
  3579. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3580. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3581. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3582. if (heal_get_jobexp <= 0)
  3583. heal_get_jobexp = 1;
  3584. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  3585. }
  3586. }
  3587. break;
  3588. case PR_REDEMPTIO:
  3589. if (sd && !(flag&1)) {
  3590. if (sd->status.party_id == 0) {
  3591. clif_skill_fail(sd,skillid,0,0);
  3592. break;
  3593. }
  3594. skill_area_temp[0] = 0;
  3595. party_foreachsamemap(skill_area_sub,
  3596. sd,skill_get_splash(skillid, skilllv),
  3597. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3598. skill_castend_nodamage_id);
  3599. if (skill_area_temp[0] == 0) {
  3600. clif_skill_fail(sd,skillid,0,0);
  3601. break;
  3602. }
  3603. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3604. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3605. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  3606. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  3607. clif_updatestatus(sd,SP_BASEEXP);
  3608. clif_updatestatus(sd,SP_JOBEXP);
  3609. }
  3610. status_set_hp(src, 1, 0);
  3611. status_set_sp(src, 0, 0);
  3612. break;
  3613. } else if (status_isdead(bl) && flag&1) { //Revive
  3614. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3615. skilllv = 3; //Resurrection level 3 is used
  3616. } else //Invalid target, skip resurrection.
  3617. break;
  3618. case ALL_RESURRECTION:
  3619. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  3620. { //No reviving in WoE grounds!
  3621. clif_skill_fail(sd,skillid,0,0);
  3622. break;
  3623. }
  3624. if (!status_isdead(bl))
  3625. break;
  3626. {
  3627. int per = 0, sper = 0;
  3628. if (tsc && tsc->data[SC_HELLPOWER])
  3629. break;
  3630. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3631. break;
  3632. switch(skilllv){
  3633. case 1: per=10; break;
  3634. case 2: per=30; break;
  3635. case 3: per=50; break;
  3636. case 4: per=80; break;
  3637. }
  3638. if(dstsd && dstsd->special_state.restart_full_recover)
  3639. per = sper = 100;
  3640. if (status_revive(bl, per, sper))
  3641. {
  3642. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3643. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3644. {
  3645. int exp = 0,jexp = 0;
  3646. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3647. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3648. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3649. if (exp < 1) exp = 1;
  3650. }
  3651. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3652. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3653. if (jexp < 1) jexp = 1;
  3654. }
  3655. if(exp > 0 || jexp > 0)
  3656. pc_gainexp (sd, bl, exp, jexp, false);
  3657. }
  3658. }
  3659. }
  3660. break;
  3661. case AL_DECAGI:
  3662. case MER_DECAGI:
  3663. clif_skill_nodamage (src, bl, skillid, skilllv,
  3664. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  3665. break;
  3666. case AL_CRUCIS:
  3667. if (flag&1)
  3668. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  3669. else {
  3670. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3671. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3672. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3673. }
  3674. break;
  3675. case PR_LEXDIVINA:
  3676. case MER_LEXDIVINA:
  3677. if( tsce )
  3678. status_change_end(bl,type, INVALID_TIMER);
  3679. else
  3680. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3681. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3682. break;
  3683. case SA_ABRACADABRA:
  3684. {
  3685. int abra_skillid = 0, abra_skilllv;
  3686. do {
  3687. i = rand() % MAX_SKILL_ABRA_DB;
  3688. abra_skillid = skill_abra_db[i].skillid;
  3689. } while (abra_skillid == 0 ||
  3690. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  3691. rand()%10000 >= skill_abra_db[i].per
  3692. );
  3693. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3694. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3695. if( sd )
  3696. {// player-casted
  3697. sd->state.abra_flag = 1;
  3698. sd->skillitem = abra_skillid;
  3699. sd->skillitemlv = abra_skilllv;
  3700. clif_item_skill(sd, abra_skillid, abra_skilllv);
  3701. }
  3702. else
  3703. {// mob-casted
  3704. struct unit_data *ud = unit_bl2ud(src);
  3705. int inf = skill_get_inf(abra_skillid);
  3706. int target_id = 0;
  3707. if (!ud) break;
  3708. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3709. if (src->type == BL_PET)
  3710. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3711. if (!bl) bl = src;
  3712. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3713. } else { //Assume offensive skills
  3714. if (ud->target)
  3715. target_id = ud->target;
  3716. else switch (src->type) {
  3717. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3718. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3719. }
  3720. if (!target_id)
  3721. break;
  3722. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3723. bl = map_id2bl(target_id);
  3724. if (!bl) bl = src;
  3725. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3726. } else
  3727. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3728. }
  3729. }
  3730. }
  3731. break;
  3732. case SA_COMA:
  3733. clif_skill_nodamage(src,bl,skillid,skilllv,
  3734. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3735. break;
  3736. case SA_FULLRECOVERY:
  3737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3738. if (status_isimmune(bl))
  3739. break;
  3740. status_percent_heal(bl, 100, 100);
  3741. break;
  3742. case NPC_ALLHEAL:
  3743. {
  3744. int heal;
  3745. if( status_isimmune(bl) )
  3746. break;
  3747. heal = status_percent_heal(bl, 100, 0);
  3748. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3749. if( dstmd )
  3750. { // Reset Damage Logs
  3751. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3752. dstmd->tdmg = 0;
  3753. }
  3754. }
  3755. break;
  3756. case SA_SUMMONMONSTER:
  3757. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3758. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3759. break;
  3760. case SA_LEVELUP:
  3761. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3762. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  3763. break;
  3764. case SA_INSTANTDEATH:
  3765. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3766. status_set_hp(bl,1,0);
  3767. break;
  3768. case SA_QUESTION:
  3769. case SA_GRAVITY:
  3770. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3771. break;
  3772. case SA_CLASSCHANGE:
  3773. case SA_MONOCELL:
  3774. if (dstmd)
  3775. {
  3776. int class_;
  3777. if ( sd && dstmd->status.mode&MD_BOSS )
  3778. {
  3779. clif_skill_fail(sd,skillid,0,0);
  3780. break;
  3781. }
  3782. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3783. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3784. mob_class_change(dstmd,class_);
  3785. if( tsc && dstmd->status.mode&MD_BOSS )
  3786. {
  3787. 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 };
  3788. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3789. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  3790. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3791. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  3792. }
  3793. }
  3794. break;
  3795. case SA_DEATH:
  3796. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3797. {
  3798. clif_skill_fail(sd,skillid,0,0);
  3799. break;
  3800. }
  3801. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3802. status_kill(bl);
  3803. break;
  3804. case SA_REVERSEORCISH:
  3805. clif_skill_nodamage(src,bl,skillid,skilllv,
  3806. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3807. break;
  3808. case SA_FORTUNE:
  3809. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3810. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3811. break;
  3812. case SA_TAMINGMONSTER:
  3813. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3814. if (sd && dstmd) {
  3815. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3816. if( i < MAX_PET_DB )
  3817. pet_catch_process1(sd, dstmd->class_);
  3818. }
  3819. break;
  3820. case CR_PROVIDENCE:
  3821. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3822. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3823. clif_skill_fail(sd,skillid,0,0);
  3824. map_freeblock_unlock();
  3825. return 1;
  3826. }
  3827. }
  3828. clif_skill_nodamage(src,bl,skillid,skilllv,
  3829. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3830. break;
  3831. case CG_MARIONETTE:
  3832. {
  3833. struct status_change* sc = status_get_sc(src);
  3834. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3835. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3836. clif_skill_fail(sd,skillid,0,0);
  3837. map_freeblock_unlock();
  3838. return 1;
  3839. }
  3840. if( sc && tsc )
  3841. {
  3842. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3843. {
  3844. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3845. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3846. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3847. }
  3848. else
  3849. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3850. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3851. {
  3852. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  3853. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  3854. }
  3855. else
  3856. {
  3857. if( sd )
  3858. clif_skill_fail(sd,skillid,0,0);
  3859. map_freeblock_unlock();
  3860. return 1;
  3861. }
  3862. }
  3863. }
  3864. break;
  3865. case RG_CLOSECONFINE:
  3866. clif_skill_nodamage(src,bl,skillid,skilllv,
  3867. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3868. break;
  3869. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3870. case SA_FROSTWEAPON:
  3871. case SA_LIGHTNINGLOADER:
  3872. case SA_SEISMICWEAPON:
  3873. if (dstsd) {
  3874. if(dstsd->status.weapon == W_FIST ||
  3875. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3876. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3877. dstsd->sc.data[SC_FIREWEAPON] ||
  3878. dstsd->sc.data[SC_WATERWEAPON] ||
  3879. dstsd->sc.data[SC_WINDWEAPON] ||
  3880. dstsd->sc.data[SC_EARTHWEAPON] ||
  3881. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3882. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3883. dstsd->sc.data[SC_ENCPOISON]
  3884. ))
  3885. ) {
  3886. if (sd) clif_skill_fail(sd,skillid,0,0);
  3887. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3888. break;
  3889. }
  3890. }
  3891. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3892. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3893. if (sd)
  3894. clif_skill_fail(sd,skillid,0,0);
  3895. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3896. clif_displaymessage(sd->fd,"You broke target's weapon");
  3897. }
  3898. break;
  3899. case PR_ASPERSIO:
  3900. if (sd && dstmd) {
  3901. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3902. break;
  3903. }
  3904. clif_skill_nodamage(src,bl,skillid,skilllv,
  3905. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3906. break;
  3907. case ITEM_ENCHANTARMS:
  3908. clif_skill_nodamage(src,bl,skillid,skilllv,
  3909. sc_start2(bl,type,100,skilllv,
  3910. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3911. break;
  3912. case TK_SEVENWIND:
  3913. switch(skill_get_ele(skillid,skilllv)) {
  3914. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3915. case ELE_WIND : type = SC_WINDWEAPON; break;
  3916. case ELE_WATER : type = SC_WATERWEAPON; break;
  3917. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3918. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3919. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3920. case ELE_HOLY : type = SC_ASPERSIO; break;
  3921. }
  3922. clif_skill_nodamage(src,bl,skillid,skilllv,
  3923. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3924. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3925. break;
  3926. case PR_KYRIE:
  3927. case MER_KYRIE:
  3928. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3929. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3930. break;
  3931. //Passive Magnum, should had been casted on yourself.
  3932. case SM_MAGNUM:
  3933. case MS_MAGNUM:
  3934. skill_area_temp[1] = 0;
  3935. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3936. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3937. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3938. //Initiate 10% of your damage becomes fire element.
  3939. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3940. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3941. break;
  3942. case ASC_EDP:
  3943. clif_skill_nodamage(src,bl,skillid,skilllv,
  3944. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv) + ( sd ? 3000 * pc_checkskill(sd,GC_RESEARCHNEWPOISON) : 0 )));
  3945. break;
  3946. case AL_INCAGI:
  3947. case AL_BLESSING:
  3948. case MER_INCAGI:
  3949. case MER_BLESSING:
  3950. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3951. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3952. break;
  3953. }
  3954. case PR_SLOWPOISON:
  3955. case PR_IMPOSITIO:
  3956. case PR_LEXAETERNA:
  3957. case PR_SUFFRAGIUM:
  3958. case PR_BENEDICTIO:
  3959. case LK_BERSERK:
  3960. case MS_BERSERK:
  3961. case KN_AUTOCOUNTER:
  3962. case KN_TWOHANDQUICKEN:
  3963. case KN_ONEHAND:
  3964. case MER_QUICKEN:
  3965. case CR_SPEARQUICKEN:
  3966. case CR_REFLECTSHIELD:
  3967. case MS_REFLECTSHIELD:
  3968. case AS_POISONREACT:
  3969. case MC_LOUD:
  3970. case MG_ENERGYCOAT:
  3971. case MO_EXPLOSIONSPIRITS:
  3972. case MO_STEELBODY:
  3973. case MO_BLADESTOP:
  3974. case LK_AURABLADE:
  3975. case LK_PARRYING:
  3976. case MS_PARRYING:
  3977. case LK_CONCENTRATION:
  3978. case WS_CARTBOOST:
  3979. case SN_SIGHT:
  3980. case WS_MELTDOWN:
  3981. case WS_OVERTHRUSTMAX:
  3982. case ST_REJECTSWORD:
  3983. case HW_MAGICPOWER:
  3984. case PF_MEMORIZE:
  3985. case PA_SACRIFICE:
  3986. case PF_DOUBLECASTING:
  3987. case SG_SUN_COMFORT:
  3988. case SG_MOON_COMFORT:
  3989. case SG_STAR_COMFORT:
  3990. case NPC_HALLUCINATION:
  3991. case GS_MADNESSCANCEL:
  3992. case GS_ADJUSTMENT:
  3993. case GS_INCREASING:
  3994. case NJ_KASUMIKIRI:
  3995. case NJ_UTSUSEMI:
  3996. case NJ_NEN:
  3997. case NPC_DEFENDER:
  3998. case NPC_MAGICMIRROR:
  3999. case ST_PRESERVE:
  4000. case NPC_INVINCIBLE:
  4001. case NPC_INVINCIBLEOFF:
  4002. /**
  4003. * Rune Knight
  4004. **/
  4005. case RK_DEATHBOUND:
  4006. /**
  4007. * Arch Bishop
  4008. **/
  4009. case AB_RENOVATIO:
  4010. case AB_EXPIATIO:
  4011. case AB_DUPLELIGHT:
  4012. case AB_SECRAMENT:
  4013. /**
  4014. * Mechanic
  4015. **/
  4016. case NC_ACCELERATION:
  4017. case NC_HOVERING:
  4018. case NC_SHAPESHIFT:
  4019. /**
  4020. * Warlock
  4021. **/
  4022. case WL_RECOGNIZEDSPELL:
  4023. /**
  4024. * Guillotine Cross
  4025. **/
  4026. case GC_VENOMIMPRESS:
  4027. clif_skill_nodamage(src,bl,skillid,skilllv,
  4028. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4029. break;
  4030. case NPC_STOP:
  4031. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4032. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4033. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4034. break;
  4035. case HP_ASSUMPTIO:
  4036. if( sd && dstmd )
  4037. clif_skill_fail(sd,skillid,0,0);
  4038. else
  4039. clif_skill_nodamage(src,bl,skillid,skilllv,
  4040. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4041. break;
  4042. case MG_SIGHT:
  4043. case MER_SIGHT:
  4044. case AL_RUWACH:
  4045. case WZ_SIGHTBLASTER:
  4046. case NPC_WIDESIGHT:
  4047. case NPC_STONESKIN:
  4048. case NPC_ANTIMAGIC:
  4049. clif_skill_nodamage(src,bl,skillid,skilllv,
  4050. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4051. break;
  4052. case HLIF_AVOID:
  4053. case HAMI_DEFENCE:
  4054. i = skill_get_time(skillid,skilllv);
  4055. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4056. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4057. break;
  4058. case NJ_BUNSINJYUTSU:
  4059. clif_skill_nodamage(src,bl,skillid,skilllv,
  4060. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4061. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4062. break;
  4063. /* Was modified to only affect targetted char. [Skotlex]
  4064. case HP_ASSUMPTIO:
  4065. if (flag&1)
  4066. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4067. else
  4068. {
  4069. map_foreachinrange(skill_area_sub, bl,
  4070. skill_get_splash(skillid, skilllv), BL_PC,
  4071. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4072. skill_castend_nodamage_id);
  4073. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4074. }
  4075. break;
  4076. */
  4077. case SM_ENDURE:
  4078. clif_skill_nodamage(src,bl,skillid,skilllv,
  4079. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4080. if (sd)
  4081. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4082. break;
  4083. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4084. if (sd && dstsd && dstsd->sc.count) {
  4085. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4086. dstsd->sc.data[SC_WATERWEAPON] ||
  4087. dstsd->sc.data[SC_WINDWEAPON] ||
  4088. dstsd->sc.data[SC_EARTHWEAPON] ||
  4089. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4090. dstsd->sc.data[SC_GHOSTWEAPON]
  4091. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4092. ) {
  4093. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4094. clif_skill_fail(sd,skillid,0,0);
  4095. break;
  4096. }
  4097. }
  4098. clif_skill_nodamage(src,bl,skillid,skilllv,
  4099. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4100. break;
  4101. case LK_TENSIONRELAX:
  4102. clif_skill_nodamage(src,bl,skillid,skilllv,
  4103. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4104. skill_get_time(skillid,skilllv)));
  4105. break;
  4106. case MC_CHANGECART:
  4107. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4108. break;
  4109. case TK_MISSION:
  4110. if (sd) {
  4111. int id;
  4112. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  4113. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4114. clif_skill_fail(sd,skillid,0,0);
  4115. break;
  4116. }
  4117. id = mob_get_random_id(0,0xE, sd->status.base_level);
  4118. if (!id) {
  4119. clif_skill_fail(sd,skillid,0,0);
  4120. break;
  4121. }
  4122. sd->mission_mobid = id;
  4123. sd->mission_count = 0;
  4124. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4125. clif_mission_info(sd, id, 0);
  4126. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4127. }
  4128. break;
  4129. case AC_CONCENTRATION:
  4130. {
  4131. clif_skill_nodamage(src,bl,skillid,skilllv,
  4132. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4133. map_foreachinrange( status_change_timer_sub, src,
  4134. skill_get_splash(skillid, skilllv), BL_CHAR,
  4135. src,NULL,type,tick);
  4136. }
  4137. break;
  4138. case SM_PROVOKE:
  4139. case SM_SELFPROVOKE:
  4140. case MER_PROVOKE:
  4141. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4142. {
  4143. map_freeblock_unlock();
  4144. return 1;
  4145. }
  4146. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4147. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4148. (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))));
  4149. if( !i )
  4150. {
  4151. if( sd )
  4152. clif_skill_fail(sd,skillid,0,0);
  4153. map_freeblock_unlock();
  4154. return 0;
  4155. }
  4156. unit_skillcastcancel(bl, 2);
  4157. if( tsc && tsc->count )
  4158. {
  4159. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4160. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4161. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4162. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4163. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4164. }
  4165. if( dstmd )
  4166. {
  4167. dstmd->state.provoke_flag = src->id;
  4168. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4169. }
  4170. break;
  4171. case ML_DEVOTION:
  4172. case CR_DEVOTION:
  4173. {
  4174. int count, lv;
  4175. if( !dstsd || (!sd && !mer) )
  4176. { // Only players can be devoted
  4177. if( sd )
  4178. clif_skill_fail(sd, skillid, 0, 0);
  4179. break;
  4180. }
  4181. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4182. lv = -lv;
  4183. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4184. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4185. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4186. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4187. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4188. {
  4189. if( sd )
  4190. clif_skill_fail(sd,skillid,0,0);
  4191. map_freeblock_unlock();
  4192. return 1;
  4193. }
  4194. i = 0;
  4195. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4196. if( sd )
  4197. { // Player Devoting Player
  4198. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4199. if( i == count )
  4200. {
  4201. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4202. if( i == count )
  4203. { // No free slots, skill Fail
  4204. clif_skill_fail(sd, skillid, 0, 0);
  4205. map_freeblock_unlock();
  4206. return 1;
  4207. }
  4208. }
  4209. sd->devotion[i] = bl->id;
  4210. }
  4211. else
  4212. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4213. clif_skill_nodamage(src, bl, skillid, skilllv,
  4214. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4215. clif_devotion(src, NULL);
  4216. }
  4217. break;
  4218. case MO_CALLSPIRITS:
  4219. if(sd) {
  4220. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4221. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  4222. }
  4223. break;
  4224. case CH_SOULCOLLECT:
  4225. if(sd) {
  4226. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4227. for (i = 0; i < 5; i++)
  4228. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  4229. }
  4230. break;
  4231. case MO_KITRANSLATION:
  4232. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4233. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4234. }
  4235. break;
  4236. case TK_TURNKICK:
  4237. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4238. if (skill_area_temp[1] != bl->id) {
  4239. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4240. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4241. }
  4242. break;
  4243. case MO_ABSORBSPIRITS:
  4244. i = 0;
  4245. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4246. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4247. i = dstsd->spiritball * 7;
  4248. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4249. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  4250. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4251. i = 2 * dstmd->level;
  4252. mob_target(dstmd,src,0);
  4253. }
  4254. if (i) status_heal(src, 0, i, 3);
  4255. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4256. break;
  4257. case AC_MAKINGARROW:
  4258. if(sd) {
  4259. clif_arrow_create_list(sd);
  4260. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4261. }
  4262. break;
  4263. case AM_PHARMACY:
  4264. if(sd) {
  4265. clif_skill_produce_mix_list(sd,skillid,22);
  4266. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4267. }
  4268. break;
  4269. case SA_CREATECON:
  4270. if(sd) {
  4271. clif_elementalconverter_list(sd);
  4272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4273. }
  4274. break;
  4275. case BS_HAMMERFALL:
  4276. clif_skill_nodamage(src,bl,skillid,skilllv,
  4277. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  4278. break;
  4279. case RG_RAID:
  4280. skill_area_temp[1] = 0;
  4281. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4282. map_foreachinrange(skill_area_sub, bl,
  4283. skill_get_splash(skillid, skilllv), splash_target(src),
  4284. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4285. skill_castend_damage_id);
  4286. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4287. break;
  4288. case ASC_METEORASSAULT:
  4289. case GS_SPREADATTACK:
  4290. /**
  4291. * Rune Knight
  4292. **/
  4293. case RK_STORMBLAST:
  4294. /**
  4295. * Mechanic
  4296. **/
  4297. case NC_AXETORNADO:
  4298. /**
  4299. * Guilotine Cross
  4300. **/
  4301. case GC_COUNTERSLASH:
  4302. skill_area_temp[1] = 0;
  4303. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4304. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  4305. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4306. if( !i && skillid == NC_AXETORNADO )
  4307. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4308. break;
  4309. case NC_EMERGENCYCOOL:
  4310. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4311. status_change_end(src,SC_OVERHEAT_LIMITPOINT,-1);
  4312. status_change_end(src,SC_OVERHEAT,-1);
  4313. break;
  4314. case NC_INFRAREDSCAN:
  4315. case NPC_EARTHQUAKE:
  4316. case NPC_VAMPIRE_GIFT:
  4317. case NPC_HELLJUDGEMENT:
  4318. case NPC_PULSESTRIKE:
  4319. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  4320. break;
  4321. case KN_BRANDISHSPEAR:
  4322. case ML_BRANDISH:
  4323. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  4324. break;
  4325. case WZ_SIGHTRASHER:
  4326. //Passive side of the attack.
  4327. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  4328. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4329. map_foreachinrange(skill_area_sub,src,
  4330. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  4331. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4332. skill_castend_damage_id);
  4333. break;
  4334. case NJ_HYOUSYOURAKU:
  4335. case NJ_RAIGEKISAI:
  4336. case WZ_FROSTNOVA:
  4337. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4338. skill_area_temp[1] = 0;
  4339. map_foreachinrange(skill_attack_area, src,
  4340. skill_get_splash(skillid, skilllv), splash_target(src),
  4341. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  4342. break;
  4343. case HVAN_EXPLOSION: //[orn]
  4344. case NPC_SELFDESTRUCTION:
  4345. //Self Destruction hits everyone in range (allies+enemies)
  4346. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  4347. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  4348. BCT_ENEMY:BCT_ALL;
  4349. clif_skill_nodamage(src, src, skillid, -1, 1);
  4350. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  4351. map_foreachinrange(skill_area_sub, bl,
  4352. skill_get_splash(skillid, skilllv), splash_target(src),
  4353. src, skillid, skilllv, tick, flag|i,
  4354. skill_castend_damage_id);
  4355. map_addblock(src);
  4356. status_damage(src, src, sstatus->max_hp,0,0,1);
  4357. break;
  4358. case AL_ANGELUS:
  4359. case PR_MAGNIFICAT:
  4360. case PR_GLORIA:
  4361. case SN_WINDWALK:
  4362. case CASH_BLESSING:
  4363. case CASH_INCAGI:
  4364. case CASH_ASSUMPTIO:
  4365. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  4366. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4367. else if( sd )
  4368. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4369. break;
  4370. case MER_MAGNIFICAT:
  4371. if( mer != NULL )
  4372. {
  4373. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4374. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  4375. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4376. else if( mer->master && !(flag&1) )
  4377. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4378. }
  4379. break;
  4380. case BS_ADRENALINE:
  4381. case BS_ADRENALINE2:
  4382. case BS_WEAPONPERFECT:
  4383. case BS_OVERTHRUST:
  4384. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  4385. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4386. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  4387. } else if (sd) {
  4388. party_foreachsamemap(skill_area_sub,
  4389. sd,skill_get_splash(skillid, skilllv),
  4390. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4391. skill_castend_nodamage_id);
  4392. }
  4393. break;
  4394. case BS_MAXIMIZE:
  4395. case NV_TRICKDEAD:
  4396. case CR_DEFENDER:
  4397. case ML_DEFENDER:
  4398. case CR_AUTOGUARD:
  4399. case ML_AUTOGUARD:
  4400. case TK_READYSTORM:
  4401. case TK_READYDOWN:
  4402. case TK_READYTURN:
  4403. case TK_READYCOUNTER:
  4404. case TK_DODGE:
  4405. case CR_SHRINK:
  4406. case SG_FUSION:
  4407. case GS_GATLINGFEVER:
  4408. if( tsce )
  4409. {
  4410. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4411. map_freeblock_unlock();
  4412. return 0;
  4413. }
  4414. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4415. break;
  4416. case SL_KAITE:
  4417. case SL_KAAHI:
  4418. case SL_KAIZEL:
  4419. case SL_KAUPE:
  4420. if (sd) {
  4421. if (!dstsd || !(
  4422. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  4423. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  4424. dstsd->status.char_id == sd->status.char_id ||
  4425. dstsd->status.char_id == sd->status.partner_id ||
  4426. dstsd->status.char_id == sd->status.child
  4427. )) {
  4428. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  4429. clif_skill_fail(sd,skillid,0,0);
  4430. break;
  4431. }
  4432. }
  4433. clif_skill_nodamage(src,bl,skillid,skilllv,
  4434. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4435. break;
  4436. case SM_AUTOBERSERK:
  4437. case MER_AUTOBERSERK:
  4438. if( tsce )
  4439. i = status_change_end(bl, type, INVALID_TIMER);
  4440. else
  4441. i = sc_start(bl,type,100,skilllv,60000);
  4442. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4443. break;
  4444. case TF_HIDING:
  4445. case ST_CHASEWALK:
  4446. if (tsce)
  4447. {
  4448. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  4449. map_freeblock_unlock();
  4450. return 0;
  4451. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  4452. //Mado Gear cannot hide
  4453. if( sd ) clif_skill_fail(sd,skillid,0,0);
  4454. map_freeblock_unlock();
  4455. return 0;
  4456. }
  4457. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4458. break;
  4459. case TK_RUN:
  4460. if (tsce)
  4461. {
  4462. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4463. map_freeblock_unlock();
  4464. return 0;
  4465. }
  4466. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  4467. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  4468. clif_walkok(sd); // So aegis has to resend the walk ok.
  4469. break;
  4470. case AS_CLOAKING:
  4471. case RA_CAMOUFLAGE:
  4472. /**
  4473. * Guilotine Cross
  4474. **/
  4475. case GC_CLOAKINGEXCEED:
  4476. if (tsce)
  4477. {
  4478. i = status_change_end(bl, type, INVALID_TIMER);
  4479. if( i )
  4480. clif_skill_nodamage(src,bl,skillid,-1,i);
  4481. else if( sd )
  4482. clif_skill_fail(sd,skillid,0,0);
  4483. map_freeblock_unlock();
  4484. return 0;
  4485. }
  4486. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4487. if( i )
  4488. clif_skill_nodamage(src,bl,skillid,-1,i);
  4489. else if( sd )
  4490. clif_skill_fail(sd,skillid,0,0);
  4491. break;
  4492. case BD_ADAPTATION:
  4493. if(tsc && tsc->data[SC_DANCING]){
  4494. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4495. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  4496. }
  4497. break;
  4498. case BA_FROSTJOKER:
  4499. case DC_SCREAM:
  4500. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4501. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  4502. if (md) {
  4503. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  4504. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  4505. char temp[70];
  4506. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  4507. clif_message(&md->bl,temp);
  4508. }
  4509. break;
  4510. case BA_PANGVOICE:
  4511. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4512. break;
  4513. case DC_WINKCHARM:
  4514. if( dstsd )
  4515. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4516. else
  4517. if( dstmd )
  4518. {
  4519. if( status_get_lv(src) > status_get_lv(bl)
  4520. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4521. && !(tstatus->mode&MD_BOSS) )
  4522. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  4523. else
  4524. {
  4525. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4526. if(sd) clif_skill_fail(sd,skillid,0,0);
  4527. }
  4528. }
  4529. break;
  4530. case TF_STEAL:
  4531. if(sd) {
  4532. if(pc_steal_item(sd,bl,skilllv))
  4533. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4534. else
  4535. clif_skill_fail(sd,skillid,0x0a,0);
  4536. }
  4537. break;
  4538. case RG_STEALCOIN:
  4539. if(sd) {
  4540. if(pc_steal_coin(sd,bl))
  4541. {
  4542. dstmd->state.provoke_flag = src->id;
  4543. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4544. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4545. }
  4546. else
  4547. clif_skill_fail(sd,skillid,0,0);
  4548. }
  4549. break;
  4550. case MG_STONECURSE:
  4551. {
  4552. if (tstatus->mode&MD_BOSS) {
  4553. if (sd) clif_skill_fail(sd,skillid,0,0);
  4554. break;
  4555. }
  4556. if(status_isimmune(bl) || !tsc)
  4557. break;
  4558. if (tsc->data[SC_STONE]) {
  4559. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4560. if (sd) clif_skill_fail(sd,skillid,0,0);
  4561. break;
  4562. }
  4563. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4564. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4565. skill_get_time2(skillid,skilllv)))
  4566. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4567. else if(sd) {
  4568. clif_skill_fail(sd,skillid,0,0);
  4569. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4570. if (skilllv > 5)
  4571. { // not to consume items
  4572. map_freeblock_unlock();
  4573. return 0;
  4574. }
  4575. }
  4576. }
  4577. break;
  4578. case NV_FIRSTAID:
  4579. clif_skill_nodamage(src,bl,skillid,5,1);
  4580. status_heal(bl,5,0,0);
  4581. break;
  4582. case AL_CURE:
  4583. if(status_isimmune(bl)) {
  4584. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4585. break;
  4586. }
  4587. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4588. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4589. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4590. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4591. break;
  4592. case TF_DETOXIFY:
  4593. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4594. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4595. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  4596. break;
  4597. case PR_STRECOVERY:
  4598. if(status_isimmune(bl)) {
  4599. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4600. break;
  4601. }
  4602. if (tsc && tsc->opt1) {
  4603. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4604. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4605. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4606. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4607. }
  4608. //Is this equation really right? It looks so... special.
  4609. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  4610. {
  4611. status_change_start(bl, SC_BLIND,
  4612. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4613. 1,0,0,0,
  4614. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  4615. }
  4616. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4617. if(dstmd)
  4618. mob_unlocktarget(dstmd,tick);
  4619. break;
  4620. // Mercenary Supportive Skills
  4621. case MER_BENEDICTION:
  4622. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  4623. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4624. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4625. break;
  4626. case MER_COMPRESS:
  4627. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  4628. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4629. break;
  4630. case MER_MENTALCURE:
  4631. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4632. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4633. break;
  4634. case MER_RECUPERATE:
  4635. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4636. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4637. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4638. break;
  4639. case MER_REGAIN:
  4640. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4641. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4642. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4643. break;
  4644. case MER_TENDER:
  4645. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4646. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4647. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4648. break;
  4649. case MER_SCAPEGOAT:
  4650. if( mer && mer->master )
  4651. {
  4652. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  4653. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  4654. }
  4655. break;
  4656. case MER_ESTIMATION:
  4657. if( !mer )
  4658. break;
  4659. sd = mer->master;
  4660. case WZ_ESTIMATION:
  4661. if( sd == NULL )
  4662. break;
  4663. if( dstsd )
  4664. { // Fail on Players
  4665. clif_skill_fail(sd,skillid,0,0);
  4666. break;
  4667. }
  4668. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4669. break; // Cannot be Used on Emperium
  4670. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4671. clif_skill_estimation(sd, bl);
  4672. if( skillid == MER_ESTIMATION )
  4673. sd = NULL;
  4674. break;
  4675. case BS_REPAIRWEAPON:
  4676. if(sd && dstsd)
  4677. clif_item_repair_list(sd,dstsd);
  4678. break;
  4679. case MC_IDENTIFY:
  4680. if(sd)
  4681. clif_item_identify_list(sd);
  4682. break;
  4683. // Weapon Refining [Celest]
  4684. case WS_WEAPONREFINE:
  4685. if(sd)
  4686. clif_item_refine_list(sd);
  4687. break;
  4688. case MC_VENDING:
  4689. if(sd)
  4690. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4691. if ( !pc_can_give_items(pc_isGM(sd)) )
  4692. clif_skill_fail(sd,skillid,0,0);
  4693. else {
  4694. sd->state.prevend = 1;
  4695. clif_openvendingreq(sd,2+skilllv);
  4696. }
  4697. }
  4698. break;
  4699. case AL_TELEPORT:
  4700. if(sd)
  4701. {
  4702. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  4703. clif_skill_teleportmessage(sd,0);
  4704. break;
  4705. }
  4706. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  4707. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4708. break;
  4709. }
  4710. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  4711. {
  4712. if( skilllv == 1 )
  4713. pc_randomwarp(sd,CLR_TELEPORT);
  4714. else
  4715. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  4716. break;
  4717. }
  4718. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4719. if( skilllv == 1 )
  4720. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  4721. else
  4722. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  4723. } else
  4724. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4725. break;
  4726. case NPC_EXPULSION:
  4727. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4728. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4729. break;
  4730. case AL_HOLYWATER:
  4731. if(sd) {
  4732. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4733. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4734. else
  4735. clif_skill_fail(sd,skillid,0,0);
  4736. }
  4737. break;
  4738. case TF_PICKSTONE:
  4739. if(sd) {
  4740. int eflag;
  4741. struct item item_tmp;
  4742. struct block_list tbl;
  4743. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4744. memset(&item_tmp,0,sizeof(item_tmp));
  4745. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4746. item_tmp.nameid = ITEMID_STONE;
  4747. item_tmp.identify = 1;
  4748. tbl.id = 0;
  4749. clif_takeitem(&sd->bl,&tbl);
  4750. eflag = pc_additem(sd,&item_tmp,1);
  4751. if(eflag) {
  4752. clif_additem(sd,0,0,eflag);
  4753. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4754. }
  4755. }
  4756. break;
  4757. case ASC_CDP:
  4758. if(sd) {
  4759. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4760. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4761. }
  4762. break;
  4763. case RG_STRIPWEAPON:
  4764. case RG_STRIPSHIELD:
  4765. case RG_STRIPARMOR:
  4766. case RG_STRIPHELM:
  4767. case ST_FULLSTRIP:
  4768. case GC_WEAPONCRUSH:
  4769. {
  4770. unsigned short location = 0;
  4771. int d = 0;
  4772. //Rate in percent
  4773. if ( skillid == ST_FULLSTRIP ) {
  4774. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4775. } else {
  4776. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4777. }
  4778. if (i < 5) i = 5; //Minimum rate 5%
  4779. //Duration in ms
  4780. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  4781. if (d < 0) d = 0; //Minimum duration 0ms
  4782. switch (skillid) {
  4783. case RG_STRIPWEAPON:
  4784. case GC_WEAPONCRUSH:
  4785. location = EQP_WEAPON;
  4786. break;
  4787. case RG_STRIPSHIELD:
  4788. location = EQP_SHIELD;
  4789. break;
  4790. case RG_STRIPARMOR:
  4791. location = EQP_ARMOR;
  4792. break;
  4793. case RG_STRIPHELM:
  4794. location = EQP_HELM;
  4795. break;
  4796. case ST_FULLSTRIP:
  4797. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4798. break;
  4799. }
  4800. //Special message when trying to use strip on FCP [Jobbie]
  4801. 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])
  4802. {
  4803. clif_gospel_info(sd, 0x28);
  4804. break;
  4805. }
  4806. //Attempts to strip at rate i and duration d
  4807. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  4808. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4809. //Nothing stripped.
  4810. if( sd && !i )
  4811. clif_skill_fail(sd,skillid,0,0);
  4812. }
  4813. break;
  4814. case AM_BERSERKPITCHER:
  4815. case AM_POTIONPITCHER:
  4816. {
  4817. int i,x,hp = 0,sp = 0,bonus=100;
  4818. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4819. {
  4820. map_freeblock_unlock();
  4821. return 1;
  4822. }
  4823. if( sd )
  4824. {
  4825. x = skilllv%11 - 1;
  4826. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4827. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4828. {
  4829. clif_skill_fail(sd,skillid,0,0);
  4830. map_freeblock_unlock();
  4831. return 1;
  4832. }
  4833. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4834. {
  4835. clif_skill_fail(sd,skillid,0,0);
  4836. map_freeblock_unlock();
  4837. return 1;
  4838. }
  4839. if( skillid == AM_BERSERKPITCHER )
  4840. {
  4841. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4842. {
  4843. clif_skill_fail(sd,skillid,0,0);
  4844. map_freeblock_unlock();
  4845. return 1;
  4846. }
  4847. }
  4848. potion_flag = 1;
  4849. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4850. potion_target = bl->id;
  4851. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4852. potion_flag = potion_target = 0;
  4853. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4854. bonus += sd->status.base_level;
  4855. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4856. {
  4857. hp = tstatus->max_hp * potion_per_hp / 100;
  4858. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4859. if( dstsd )
  4860. {
  4861. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4862. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4863. }
  4864. }
  4865. else
  4866. {
  4867. if( potion_hp > 0 )
  4868. {
  4869. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4870. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4871. if( dstsd )
  4872. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4873. }
  4874. if( potion_sp > 0 )
  4875. {
  4876. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4877. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4878. if( dstsd )
  4879. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4880. }
  4881. }
  4882. if (sd->itemgrouphealrate[IG_POTION]>0)
  4883. {
  4884. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4885. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4886. }
  4887. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4888. {
  4889. hp += hp * i / 100;
  4890. sp += sp * i / 100;
  4891. }
  4892. }
  4893. else
  4894. {
  4895. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4896. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4897. if( dstsd )
  4898. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4899. }
  4900. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4901. {
  4902. hp += hp * i / 100;
  4903. sp += sp * i / 100;
  4904. }
  4905. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4906. {
  4907. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4908. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4909. }
  4910. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4911. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4912. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4913. if( sp > 0 )
  4914. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4915. status_heal(bl,hp,sp,0);
  4916. }
  4917. break;
  4918. case AM_CP_WEAPON:
  4919. case AM_CP_SHIELD:
  4920. case AM_CP_ARMOR:
  4921. case AM_CP_HELM:
  4922. {
  4923. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4924. status_change_end(bl, scid, INVALID_TIMER);
  4925. clif_skill_nodamage(src,bl,skillid,skilllv,
  4926. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4927. }
  4928. break;
  4929. case AM_TWILIGHT1:
  4930. if (sd) {
  4931. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4932. //Prepare 200 White Potions.
  4933. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4934. clif_skill_fail(sd,skillid,0,0);
  4935. }
  4936. break;
  4937. case AM_TWILIGHT2:
  4938. if (sd) {
  4939. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4940. //Prepare 200 Slim White Potions.
  4941. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4942. clif_skill_fail(sd,skillid,0,0);
  4943. }
  4944. break;
  4945. case AM_TWILIGHT3:
  4946. if (sd) {
  4947. //check if you can produce all three, if not, then fail:
  4948. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4949. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4950. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4951. ) {
  4952. clif_skill_fail(sd,skillid,0,0);
  4953. break;
  4954. }
  4955. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4956. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4957. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4958. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4959. }
  4960. break;
  4961. case SA_DISPELL:
  4962. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4963. {
  4964. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4965. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4966. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4967. || rand()%100 >= 50+10*skilllv
  4968. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  4969. {
  4970. if (sd)
  4971. clif_skill_fail(sd,skillid,0,0);
  4972. break;
  4973. }
  4974. if(status_isimmune(bl) || !tsc || !tsc->count)
  4975. break;
  4976. for(i=0;i<SC_MAX;i++)
  4977. {
  4978. if (!tsc->data[i])
  4979. continue;
  4980. switch (i) {
  4981. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4982. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4983. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4984. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4985. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4986. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4987. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4988. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4989. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4990. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4991. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4992. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4993. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4994. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4995. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4996. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4997. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  4998. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4999. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5000. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5001. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5002. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5003. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5004. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5005. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5006. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5007. case SC_MIRACLE:
  5008. continue;
  5009. /**
  5010. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5011. **/
  5012. case SC_WHISTLE:
  5013. case SC_ASSNCROS:
  5014. case SC_POEMBRAGI:
  5015. case SC_APPLEIDUN:
  5016. case SC_HUMMING:
  5017. case SC_DONTFORGETME:
  5018. case SC_FORTUNE:
  5019. case SC_SERVICE4U:
  5020. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5021. continue;
  5022. break;
  5023. case SC_ASSUMPTIO:
  5024. if( bl->type == BL_MOB )
  5025. continue;
  5026. break;
  5027. }
  5028. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5029. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5030. }
  5031. break;
  5032. }
  5033. //Affect all targets on splash area.
  5034. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5035. src, skillid, skilllv, tick, flag|1,
  5036. skill_castend_damage_id);
  5037. break;
  5038. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5039. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5040. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5041. break;
  5042. case TK_HIGHJUMP:
  5043. {
  5044. int x,y, dir = unit_getdir(src);
  5045. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5046. if( map[src->m].flag.noteleport &&
  5047. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5048. ) {
  5049. x = src->x;
  5050. y = src->y;
  5051. } else {
  5052. x = src->x + dirx[dir]*skilllv*2;
  5053. y = src->y + diry[dir]*skilllv*2;
  5054. }
  5055. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5056. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5057. clif_slide(src,x,y);
  5058. unit_movepos(src, x, y, 1, 0);
  5059. }
  5060. }
  5061. break;
  5062. case SA_CASTCANCEL:
  5063. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5064. unit_skillcastcancel(src,1);
  5065. if(sd) {
  5066. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5067. sp = sp * (90 - (skilllv-1)*20) / 100;
  5068. if(sp < 0) sp = 0;
  5069. status_zap(src, 0, sp);
  5070. }
  5071. break;
  5072. case SA_SPELLBREAKER:
  5073. {
  5074. int sp;
  5075. if(tsc && tsc->data[SC_MAGICROD]) {
  5076. sp = skill_get_sp(skillid,skilllv);
  5077. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5078. if(sp < 1) sp = 1;
  5079. status_heal(bl,0,sp,2);
  5080. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  5081. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5082. } else {
  5083. struct unit_data *ud = unit_bl2ud(bl);
  5084. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5085. if (!ud || ud->skilltimer == INVALID_TIMER)
  5086. break; //Nothing to cancel.
  5087. bl_skillid = ud->skillid;
  5088. bl_skilllv = ud->skilllv;
  5089. if (tstatus->mode & MD_BOSS)
  5090. { //Only 10% success chance against bosses. [Skotlex]
  5091. if (rand()%100 < 90)
  5092. {
  5093. if (sd) clif_skill_fail(sd,skillid,0,0);
  5094. break;
  5095. }
  5096. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5097. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5098. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5099. unit_skillcastcancel(bl,0);
  5100. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5101. status_zap(bl, hp, sp);
  5102. if (hp && skilllv >= 5)
  5103. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5104. else
  5105. hp = 0;
  5106. if (sp) //Recover some of the SP used
  5107. sp = sp*(25*(skilllv-1))/100;
  5108. if(hp || sp)
  5109. status_heal(src, hp, sp, 2);
  5110. }
  5111. }
  5112. break;
  5113. case SA_MAGICROD:
  5114. //It activates silently, no use animation.
  5115. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5116. break;
  5117. case SA_AUTOSPELL:
  5118. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5119. if(sd)
  5120. clif_autospell(sd,skilllv);
  5121. else {
  5122. int maxlv=1,spellid=0;
  5123. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5124. if(skilllv >= 10) {
  5125. spellid = MG_FROSTDIVER;
  5126. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5127. // maxlv = 10;
  5128. // else
  5129. maxlv = skilllv - 9;
  5130. }
  5131. else if(skilllv >=8) {
  5132. spellid = MG_FIREBALL;
  5133. maxlv = skilllv - 7;
  5134. }
  5135. else if(skilllv >=5) {
  5136. spellid = MG_SOULSTRIKE;
  5137. maxlv = skilllv - 4;
  5138. }
  5139. else if(skilllv >=2) {
  5140. int i = rand()%3;
  5141. spellid = spellarray[i];
  5142. maxlv = skilllv - 1;
  5143. }
  5144. else if(skilllv > 0) {
  5145. spellid = MG_NAPALMBEAT;
  5146. maxlv = 3;
  5147. }
  5148. if(spellid > 0)
  5149. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5150. skill_get_time(SA_AUTOSPELL,skilllv));
  5151. }
  5152. break;
  5153. case BS_GREED:
  5154. if(sd){
  5155. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5156. map_foreachinrange(skill_greed,bl,
  5157. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5158. }
  5159. break;
  5160. case SA_ELEMENTWATER:
  5161. case SA_ELEMENTFIRE:
  5162. case SA_ELEMENTGROUND:
  5163. case SA_ELEMENTWIND:
  5164. if(sd && !dstmd) //Only works on monsters.
  5165. break;
  5166. if(tstatus->mode&MD_BOSS)
  5167. break;
  5168. case NPC_ATTRICHANGE:
  5169. case NPC_CHANGEWATER:
  5170. case NPC_CHANGEGROUND:
  5171. case NPC_CHANGEFIRE:
  5172. case NPC_CHANGEWIND:
  5173. case NPC_CHANGEPOISON:
  5174. case NPC_CHANGEHOLY:
  5175. case NPC_CHANGEDARKNESS:
  5176. case NPC_CHANGETELEKINESIS:
  5177. clif_skill_nodamage(src,bl,skillid,skilllv,
  5178. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5179. skill_get_time(skillid, skilllv)));
  5180. break;
  5181. case NPC_CHANGEUNDEAD:
  5182. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5183. //TO-DO This is ugly, fix it
  5184. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5185. clif_skill_nodamage(src,bl,skillid,skilllv,
  5186. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5187. skill_get_time(skillid, skilllv)));
  5188. break;
  5189. case NPC_PROVOCATION:
  5190. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5191. if (md) mob_unlocktarget(md, tick);
  5192. break;
  5193. case NPC_KEEPING:
  5194. case NPC_BARRIER:
  5195. {
  5196. int skill_time = skill_get_time(skillid,skilllv);
  5197. struct unit_data *ud = unit_bl2ud(bl);
  5198. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5199. sc_start(bl,type,100,skilllv,skill_time))
  5200. && ud) { //Disable attacking/acting/moving for skill's duration.
  5201. ud->attackabletime =
  5202. ud->canact_tick =
  5203. ud->canmove_tick = tick + skill_time;
  5204. }
  5205. }
  5206. break;
  5207. case NPC_REBIRTH:
  5208. if( md && md->state.rebirth )
  5209. break; // only works once
  5210. sc_start(bl,type,100,skilllv,-1);
  5211. break;
  5212. case NPC_DARKBLESSING:
  5213. clif_skill_nodamage(src,bl,skillid,skilllv,
  5214. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5215. break;
  5216. case NPC_LICK:
  5217. status_zap(bl, 0, 100);
  5218. clif_skill_nodamage(src,bl,skillid,skilllv,
  5219. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5220. break;
  5221. case NPC_SUICIDE:
  5222. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5223. status_kill(src); //When suiciding, neither exp nor drops is given.
  5224. break;
  5225. case NPC_SUMMONSLAVE:
  5226. case NPC_SUMMONMONSTER:
  5227. if(md && md->skillidx >= 0)
  5228. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5229. break;
  5230. case NPC_CALLSLAVE:
  5231. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5232. break;
  5233. case NPC_RANDOMMOVE:
  5234. if (md) {
  5235. md->next_walktime = tick - 1;
  5236. mob_randomwalk(md,tick);
  5237. }
  5238. break;
  5239. case NPC_SPEEDUP:
  5240. {
  5241. // or does it increase casting rate? just a guess xD
  5242. int i = SC_ASPDPOTION0 + skilllv - 1;
  5243. if (i > SC_ASPDPOTION3)
  5244. i = SC_ASPDPOTION3;
  5245. clif_skill_nodamage(src,bl,skillid,skilllv,
  5246. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  5247. }
  5248. break;
  5249. case NPC_REVENGE:
  5250. // not really needed... but adding here anyway ^^
  5251. if (md && md->master_id > 0) {
  5252. struct block_list *mbl, *tbl;
  5253. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  5254. (tbl = battle_gettargeted(mbl)) == NULL)
  5255. break;
  5256. md->state.provoke_flag = tbl->id;
  5257. mob_target(md, tbl, sstatus->rhw.range);
  5258. }
  5259. break;
  5260. case NPC_RUN:
  5261. {
  5262. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  5263. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  5264. unit_stop_attack(src);
  5265. //Run skillv tiles overriding the can-move check.
  5266. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  5267. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  5268. }
  5269. break;
  5270. case NPC_TRANSFORMATION:
  5271. case NPC_METAMORPHOSIS:
  5272. if(md && md->skillidx >= 0) {
  5273. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  5274. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  5275. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  5276. if (class_) mob_class_change(md, class_);
  5277. }
  5278. break;
  5279. case NPC_EMOTION_ON:
  5280. case NPC_EMOTION:
  5281. //va[0] is the emotion to use.
  5282. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  5283. //val[1] 'sets' the mode
  5284. //val[2] adds to the current mode
  5285. //val[3] removes from the current mode
  5286. //val[4] if set, asks to delete the previous mode change.
  5287. if(md && md->skillidx >= 0 && tsc)
  5288. {
  5289. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  5290. if(md->db->skill[md->skillidx].val[4] && tsce)
  5291. status_change_end(bl, type, INVALID_TIMER);
  5292. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  5293. sc_start4(src, type, 100, skilllv,
  5294. md->db->skill[md->skillidx].val[1],
  5295. md->db->skill[md->skillidx].val[2],
  5296. md->db->skill[md->skillidx].val[3],
  5297. skill_get_time(skillid, skilllv));
  5298. }
  5299. break;
  5300. case NPC_POWERUP:
  5301. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  5302. clif_skill_nodamage(src,bl,skillid,skilllv,
  5303. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5304. break;
  5305. case NPC_AGIUP:
  5306. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  5307. clif_skill_nodamage(src,bl,skillid,skilllv,
  5308. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5309. break;
  5310. case NPC_INVISIBLE:
  5311. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  5312. clif_skill_nodamage(src,bl,skillid,skilllv,
  5313. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  5314. break;
  5315. case NPC_SIEGEMODE:
  5316. // not sure what it does
  5317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5318. break;
  5319. case WE_MALE:
  5320. {
  5321. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  5322. 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]
  5323. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  5324. }
  5325. break;
  5326. case WE_FEMALE:
  5327. {
  5328. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  5329. 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]
  5330. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  5331. }
  5332. break;
  5333. // parent-baby skills
  5334. case WE_BABY:
  5335. if(sd){
  5336. struct map_session_data *f_sd = pc_get_father(sd);
  5337. struct map_session_data *m_sd = pc_get_mother(sd);
  5338. // if neither was found
  5339. if(!f_sd && !m_sd){
  5340. clif_skill_fail(sd,skillid,0,0);
  5341. map_freeblock_unlock();
  5342. return 0;
  5343. }
  5344. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  5345. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5346. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5347. }
  5348. break;
  5349. case PF_HPCONVERSION:
  5350. {
  5351. int hp, sp;
  5352. hp = sstatus->max_hp/10;
  5353. sp = hp * 10 * skilllv / 100;
  5354. if (!status_charge(src,hp,0)) {
  5355. if (sd) clif_skill_fail(sd,skillid,0,0);
  5356. break;
  5357. }
  5358. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5359. status_heal(bl,0,sp,2);
  5360. }
  5361. break;
  5362. case MA_REMOVETRAP:
  5363. case HT_REMOVETRAP:
  5364. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  5365. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5366. {
  5367. struct skill_unit* su;
  5368. struct skill_unit_group* sg;
  5369. su = BL_CAST(BL_SKILL, bl);
  5370. // Mercenaries can remove any trap
  5371. // Players can only remove their own traps or traps on Vs maps.
  5372. 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) )
  5373. {
  5374. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5375. { // prevent picking up expired traps
  5376. if( battle_config.skill_removetrap_type )
  5377. { // get back all items used to deploy the trap
  5378. for( i = 0; i < 10; i++ )
  5379. {
  5380. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  5381. {
  5382. int flag;
  5383. struct item item_tmp;
  5384. memset(&item_tmp,0,sizeof(item_tmp));
  5385. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  5386. item_tmp.identify = 1;
  5387. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  5388. {
  5389. clif_additem(sd,0,0,flag);
  5390. 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);
  5391. }
  5392. }
  5393. }
  5394. }
  5395. else
  5396. { // get back 1 trap
  5397. struct item item_tmp;
  5398. memset(&item_tmp,0,sizeof(item_tmp));
  5399. item_tmp.nameid = ITEMID_TRAP;
  5400. item_tmp.identify = 1;
  5401. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  5402. {
  5403. clif_additem(sd,0,0,flag);
  5404. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5405. }
  5406. }
  5407. }
  5408. skill_delunit(su);
  5409. }
  5410. }
  5411. break;
  5412. case HT_SPRINGTRAP:
  5413. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5414. {
  5415. struct skill_unit *su=NULL;
  5416. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  5417. switch(su->group->unit_id){
  5418. case UNT_ANKLESNARE: // ankle snare
  5419. if (su->group->val2 != 0)
  5420. // if it is already trapping something don't spring it,
  5421. // remove trap should be used instead
  5422. break;
  5423. // otherwise fallthrough to below
  5424. case UNT_BLASTMINE:
  5425. case UNT_SKIDTRAP:
  5426. case UNT_LANDMINE:
  5427. case UNT_SHOCKWAVE:
  5428. case UNT_SANDMAN:
  5429. case UNT_FLASHER:
  5430. case UNT_FREEZINGTRAP:
  5431. case UNT_CLAYMORETRAP:
  5432. case UNT_TALKIEBOX:
  5433. su->group->unit_id = UNT_USED_TRAPS;
  5434. clif_changetraplook(bl, UNT_USED_TRAPS);
  5435. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  5436. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  5437. }
  5438. }
  5439. }
  5440. break;
  5441. case BD_ENCORE:
  5442. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5443. if(sd)
  5444. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  5445. break;
  5446. case AS_SPLASHER:
  5447. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  5448. if (sd) clif_skill_fail(sd,skillid,0,0);
  5449. map_freeblock_unlock();
  5450. return 1;
  5451. }
  5452. clif_skill_nodamage(src,bl,skillid,skilllv,
  5453. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  5454. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  5455. break;
  5456. case PF_MINDBREAKER:
  5457. {
  5458. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  5459. {
  5460. map_freeblock_unlock();
  5461. return 1;
  5462. }
  5463. if (tsce)
  5464. { //HelloKitty2 (?) explained that this silently fails when target is
  5465. //already inflicted. [Skotlex]
  5466. map_freeblock_unlock();
  5467. return 1;
  5468. }
  5469. //Has a 55% + skilllv*5% success chance.
  5470. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  5471. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  5472. {
  5473. if (sd) clif_skill_fail(sd,skillid,0,0);
  5474. map_freeblock_unlock();
  5475. return 0;
  5476. }
  5477. unit_skillcastcancel(bl,0);
  5478. if(tsc && tsc->count){
  5479. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5480. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  5481. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5482. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5483. }
  5484. if(dstmd)
  5485. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  5486. }
  5487. break;
  5488. case PF_SOULCHANGE:
  5489. {
  5490. unsigned int sp1 = 0, sp2 = 0;
  5491. if (dstmd) {
  5492. if (dstmd->state.soul_change_flag) {
  5493. if(sd) clif_skill_fail(sd,skillid,0,0);
  5494. break;
  5495. }
  5496. dstmd->state.soul_change_flag = 1;
  5497. sp2 = sstatus->max_sp * 3 /100;
  5498. status_heal(src, 0, sp2, 2);
  5499. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5500. break;
  5501. }
  5502. sp1 = sstatus->sp;
  5503. sp2 = tstatus->sp;
  5504. status_set_sp(src, sp2, 3);
  5505. status_set_sp(bl, sp1, 3);
  5506. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5507. }
  5508. break;
  5509. // Slim Pitcher
  5510. case CR_SLIMPITCHER:
  5511. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  5512. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  5513. break;
  5514. if (potion_hp || potion_sp) {
  5515. int hp = potion_hp, sp = potion_sp;
  5516. hp = hp * (100 + (tstatus->vit<<1))/100;
  5517. sp = sp * (100 + (tstatus->int_<<1))/100;
  5518. if (dstsd) {
  5519. if (hp)
  5520. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5521. if (sp)
  5522. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5523. }
  5524. if (tsc && tsc->data[SC_CRITICALWOUND])
  5525. {
  5526. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5527. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5528. }
  5529. if(hp > 0)
  5530. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5531. if(sp > 0)
  5532. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5533. status_heal(bl,hp,sp,0);
  5534. }
  5535. break;
  5536. // Full Chemical Protection
  5537. case CR_FULLPROTECTION:
  5538. {
  5539. int i, skilltime;
  5540. skilltime = skill_get_time(skillid,skilllv);
  5541. if (!tsc) {
  5542. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5543. break;
  5544. }
  5545. for (i=0; i<4; i++) {
  5546. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
  5547. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  5548. }
  5549. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5550. }
  5551. break;
  5552. case RG_CLEANER: //AppleGirl
  5553. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5554. break;
  5555. case CG_LONGINGFREEDOM:
  5556. {
  5557. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  5558. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  5559. {
  5560. clif_skill_nodamage(src,bl,skillid,skilllv,
  5561. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5562. }
  5563. }
  5564. break;
  5565. case CG_TAROTCARD:
  5566. {
  5567. int eff, count = -1;
  5568. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  5569. {
  5570. if( sd )
  5571. clif_skill_fail(sd,skillid,0,0);
  5572. map_freeblock_unlock();
  5573. return 0;
  5574. }
  5575. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  5576. do {
  5577. eff = rand() % 14;
  5578. clif_specialeffect(bl, 523 + eff, AREA);
  5579. switch (eff)
  5580. {
  5581. case 0: // heals SP to 0
  5582. status_percent_damage(src, bl, 0, 100, false);
  5583. break;
  5584. case 1: // matk halved
  5585. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5586. break;
  5587. case 2: // all buffs removed
  5588. status_change_clear_buffs(bl,1);
  5589. break;
  5590. case 3: // 1000 damage, random armor destroyed
  5591. {
  5592. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  5593. status_fix_damage(src, bl, 1000, 0);
  5594. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  5595. if( !status_isdead(bl) )
  5596. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  5597. }
  5598. break;
  5599. case 4: // atk halved
  5600. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5601. break;
  5602. case 5: // 2000HP heal, random teleported
  5603. status_heal(src, 2000, 0, 0);
  5604. if( !map_flag_vs(bl->m) )
  5605. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  5606. break;
  5607. case 6: // random 2 other effects
  5608. if (count == -1)
  5609. count = 3;
  5610. else
  5611. count++; //Should not retrigger this one.
  5612. break;
  5613. case 7: // stop freeze or stoned
  5614. {
  5615. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5616. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  5617. }
  5618. break;
  5619. case 8: // curse coma and poison
  5620. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  5621. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  5622. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  5623. break;
  5624. case 9: // confusion
  5625. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  5626. break;
  5627. case 10: // 6666 damage, atk matk halved, cursed
  5628. status_fix_damage(src, bl, 6666, 0);
  5629. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5630. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5631. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5632. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  5633. break;
  5634. case 11: // 4444 damage
  5635. status_fix_damage(src, bl, 4444, 0);
  5636. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5637. break;
  5638. case 12: // stun
  5639. sc_start(bl,SC_STUN,100,skilllv,5000);
  5640. break;
  5641. case 13: // atk,matk,hit,flee,def reduced
  5642. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5643. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5644. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  5645. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  5646. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  5647. break;
  5648. default:
  5649. break;
  5650. }
  5651. } while ((--count) > 0);
  5652. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5653. }
  5654. break;
  5655. case SL_ALCHEMIST:
  5656. case SL_ASSASIN:
  5657. case SL_BARDDANCER:
  5658. case SL_BLACKSMITH:
  5659. case SL_CRUSADER:
  5660. case SL_HUNTER:
  5661. case SL_KNIGHT:
  5662. case SL_MONK:
  5663. case SL_PRIEST:
  5664. case SL_ROGUE:
  5665. case SL_SAGE:
  5666. case SL_SOULLINKER:
  5667. case SL_STAR:
  5668. case SL_SUPERNOVICE:
  5669. case SL_WIZARD:
  5670. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  5671. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5672. clif_skill_fail(sd,skillid,0,0);
  5673. break;
  5674. }
  5675. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  5676. { //Erase death count 1% of the casts
  5677. dstsd->die_counter = 0;
  5678. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  5679. clif_specialeffect(bl, 0x152, AREA);
  5680. //SC_SPIRIT invokes status_calc_pc for us.
  5681. }
  5682. clif_skill_nodamage(src,bl,skillid,skilllv,
  5683. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5684. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5685. break;
  5686. case SL_HIGH:
  5687. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5688. clif_skill_fail(sd,skillid,0,0);
  5689. break;
  5690. }
  5691. clif_skill_nodamage(src,bl,skillid,skilllv,
  5692. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5693. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5694. break;
  5695. case SL_SWOO:
  5696. if (tsce) {
  5697. sc_start(src,SC_STUN,100,skilllv,10000);
  5698. break;
  5699. }
  5700. case SL_SKA: // [marquis007]
  5701. case SL_SKE:
  5702. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5703. clif_skill_fail(sd,skillid,0,0);
  5704. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5705. break;
  5706. }
  5707. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5708. if (skillid == SL_SKE)
  5709. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5710. break;
  5711. // New guild skills [Celest]
  5712. case GD_BATTLEORDER:
  5713. if(flag&1) {
  5714. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5715. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5716. } else if (status_get_guild_id(src)) {
  5717. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5718. map_foreachinrange(skill_area_sub, src,
  5719. skill_get_splash(skillid, skilllv), BL_PC,
  5720. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5721. skill_castend_nodamage_id);
  5722. if (sd)
  5723. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5724. }
  5725. break;
  5726. case GD_REGENERATION:
  5727. if(flag&1) {
  5728. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5729. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5730. } else if (status_get_guild_id(src)) {
  5731. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5732. map_foreachinrange(skill_area_sub, src,
  5733. skill_get_splash(skillid, skilllv), BL_PC,
  5734. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5735. skill_castend_nodamage_id);
  5736. if (sd)
  5737. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5738. }
  5739. break;
  5740. case GD_RESTORE:
  5741. if(flag&1) {
  5742. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5743. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5744. } else if (status_get_guild_id(src)) {
  5745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5746. map_foreachinrange(skill_area_sub, src,
  5747. skill_get_splash(skillid, skilllv), BL_PC,
  5748. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5749. skill_castend_nodamage_id);
  5750. if (sd)
  5751. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5752. }
  5753. break;
  5754. case GD_EMERGENCYCALL:
  5755. {
  5756. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5757. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5758. int j = 0;
  5759. struct guild *g = NULL;
  5760. // i don't know if it actually summons in a circle, but oh well. ;P
  5761. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5762. if (!g)
  5763. break;
  5764. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5765. for(i = 0; i < g->max_member; i++, j++) {
  5766. if (j>8) j=0;
  5767. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  5768. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  5769. continue;
  5770. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5771. dx[j] = dy[j] = 0;
  5772. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  5773. }
  5774. }
  5775. if (sd)
  5776. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5777. }
  5778. break;
  5779. case SG_FEEL:
  5780. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5781. if (sd) {
  5782. if(!sd->feel_map[skilllv-1].index)
  5783. clif_feel_req(sd->fd,sd, skilllv);
  5784. else
  5785. clif_feel_info(sd, skilllv-1, 1);
  5786. }
  5787. break;
  5788. case SG_HATE:
  5789. if (sd) {
  5790. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5791. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5792. clif_skill_fail(sd,skillid,0,0);
  5793. }
  5794. break;
  5795. case GS_GLITTERING:
  5796. if(sd) {
  5797. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5798. if(rand()%100 < (20+10*skilllv))
  5799. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5800. else if(sd->spiritball > 0)
  5801. pc_delspiritball(sd,1,0);
  5802. }
  5803. break;
  5804. case GS_CRACKER:
  5805. i =65 -5*distance_bl(src,bl); //Base rate
  5806. if (i < 30) i = 30;
  5807. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5808. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5809. break;
  5810. case AM_CALLHOMUN: //[orn]
  5811. if (sd && !merc_call_homunculus(sd))
  5812. clif_skill_fail(sd,skillid,0,0);
  5813. break;
  5814. case AM_REST:
  5815. if (sd)
  5816. {
  5817. if (merc_hom_vaporize(sd,1))
  5818. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5819. else
  5820. clif_skill_fail(sd,skillid,0,0);
  5821. }
  5822. break;
  5823. case HAMI_CASTLE: //[orn]
  5824. if(rand()%100 < 20*skilllv && src != bl)
  5825. {
  5826. int x,y;
  5827. x = src->x;
  5828. y = src->y;
  5829. if (hd)
  5830. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5831. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5832. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5833. clif_slide(src,bl->x,bl->y) ;
  5834. if (unit_movepos(bl,x,y,0,0))
  5835. {
  5836. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5837. clif_slide(bl,x,y) ;
  5838. }
  5839. //TODO: Shouldn't also players and the like switch targets?
  5840. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5841. AREA_SIZE, BL_MOB, bl, src);
  5842. }
  5843. }
  5844. // Failed
  5845. else if (hd && hd->master)
  5846. clif_skill_fail(hd->master, skillid, 0, 0);
  5847. else if (sd)
  5848. clif_skill_fail(sd, skillid, 0, 0);
  5849. break;
  5850. case HVAN_CHAOTIC: //[orn]
  5851. {
  5852. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5853. int rnd = rand()%100;
  5854. i = (skilllv-1)%5;
  5855. if(rnd<per[i][0]) //Self
  5856. bl = src;
  5857. else if(rnd<per[i][1]) //Master
  5858. bl = battle_get_master(src);
  5859. else //Enemy
  5860. bl = map_id2bl(battle_gettarget(src));
  5861. if (!bl) bl = src;
  5862. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5863. //Eh? why double skill packet?
  5864. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5865. clif_skill_nodamage(src,bl,skillid,i,1);
  5866. status_heal(bl, i, 0, 0);
  5867. }
  5868. break;
  5869. //Homun single-target support skills [orn]
  5870. case HAMI_BLOODLUST:
  5871. case HFLI_FLEET:
  5872. case HFLI_SPEED:
  5873. case HLIF_CHANGE:
  5874. clif_skill_nodamage(src,bl,skillid,skilllv,
  5875. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5876. if (hd)
  5877. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5878. break;
  5879. case NPC_DRAGONFEAR:
  5880. if (flag&1) {
  5881. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5882. int j;
  5883. j = i = rand()%ARRAYLENGTH(sc);
  5884. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5885. i++;
  5886. if ( i == ARRAYLENGTH(sc) )
  5887. i = 0;
  5888. if (i == j)
  5889. break;
  5890. }
  5891. break;
  5892. }
  5893. case NPC_WIDEBLEEDING:
  5894. case NPC_WIDECONFUSE:
  5895. case NPC_WIDECURSE:
  5896. case NPC_WIDEFREEZE:
  5897. case NPC_WIDESLEEP:
  5898. case NPC_WIDESILENCE:
  5899. case NPC_WIDESTONE:
  5900. case NPC_WIDESTUN:
  5901. case NPC_SLOWCAST:
  5902. case NPC_WIDEHELLDIGNITY:
  5903. if (flag&1)
  5904. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5905. else {
  5906. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5907. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5908. map_foreachinrange(skill_area_sub, bl,
  5909. skill_get_splash(skillid, skilllv),BL_CHAR,
  5910. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5911. skill_castend_nodamage_id);
  5912. }
  5913. break;
  5914. case NPC_WIDESOULDRAIN:
  5915. if (flag&1)
  5916. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  5917. else {
  5918. skill_area_temp[2] = 0; //For SD_PREAMBLE
  5919. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5920. map_foreachinrange(skill_area_sub, bl,
  5921. skill_get_splash(skillid, skilllv),BL_CHAR,
  5922. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  5923. skill_castend_nodamage_id);
  5924. }
  5925. break;
  5926. case NPC_TALK:
  5927. case ALL_WEWISH:
  5928. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5929. break;
  5930. case ALL_BUYING_STORE:
  5931. if( sd )
  5932. {// players only, skill allows 5 buying slots
  5933. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  5934. }
  5935. break;
  5936. case RK_ENCHANTBLADE:
  5937. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  5938. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  5939. break;
  5940. case RK_DRAGONHOWLING:
  5941. if( flag&1)
  5942. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  5943. else
  5944. {
  5945. skill_area_temp[2] = 0;
  5946. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5947. map_foreachinrange(skill_area_sub, src,
  5948. skill_get_splash(skillid,skilllv),BL_CHAR,
  5949. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  5950. skill_castend_nodamage_id);
  5951. }
  5952. break;
  5953. case RK_IGNITIONBREAK:
  5954. //case LG_EARTHDRIVE:
  5955. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  5956. //if( skillid == LG_EARTHDRIVE )
  5957. //{
  5958. // int dummy = 1;
  5959. // i = skill_get_splash(skillid,skilllv);
  5960. // 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);
  5961. //}
  5962. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skillid,skilllv),BL_CHAR,
  5963. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5964. break;
  5965. case RK_STONEHARDSKIN:
  5966. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  5967. {
  5968. int heal = sstatus->hp / 4; // 25% HP
  5969. if( status_charge(bl,heal,0) )
  5970. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  5971. else
  5972. clif_skill_fail(sd,skillid,0,0);
  5973. }
  5974. break;
  5975. case RK_REFRESH:
  5976. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  5977. {
  5978. int heal = status_get_max_hp(bl) * 25 / 100;
  5979. clif_skill_nodamage(src,bl,skillid,skilllv,
  5980. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5981. status_heal(bl,heal,0,1);
  5982. status_change_clear_buffs(bl,2);
  5983. }
  5984. break;
  5985. case RK_MILLENNIUMSHIELD:
  5986. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  5987. {
  5988. short shields = (rand()%100<50) ? 4 : ((rand()%100<80) ? 3 : 2);
  5989. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  5990. clif_millenniumshield(sd,shields);
  5991. clif_skill_nodamage(src,bl,skillid,1,1);
  5992. }
  5993. break;
  5994. case RK_GIANTGROWTH:
  5995. case RK_VITALITYACTIVATION:
  5996. case RK_ABUNDANCE:
  5997. if( sd )
  5998. {
  5999. int lv = 1; // RK_GIANTGROWTH
  6000. if( skillid == RK_VITALITYACTIVATION )
  6001. lv = 2;
  6002. else if( skillid == RK_ABUNDANCE )
  6003. lv = 6;
  6004. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6005. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6006. }
  6007. break;
  6008. case RK_FIGHTINGSPIRIT:
  6009. if( flag&1 ) {
  6010. if( src == bl )
  6011. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6012. else
  6013. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6014. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6015. if( sd->status.party_id ) {
  6016. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6017. skill_area_temp[5] = 7 * i; // ATK
  6018. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6019. } else
  6020. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6021. }
  6022. clif_skill_nodamage(src,bl,skillid,1,1);
  6023. break;
  6024. /**
  6025. * Guilotine Cross
  6026. **/
  6027. case GC_ROLLINGCUTTER:
  6028. {
  6029. short count = 1;
  6030. skill_area_temp[2] = 0;
  6031. 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);
  6032. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6033. { // Every time the skill is casted the status change is reseted adding a counter.
  6034. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6035. if( count > 10 )
  6036. count = 10; // Max coounter
  6037. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6038. }
  6039. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6040. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6041. }
  6042. break;
  6043. case GC_WEAPONBLOCKING:
  6044. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6045. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6046. else
  6047. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6048. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6049. break;
  6050. case GC_CREATENEWPOISON:
  6051. if( sd )
  6052. {
  6053. clif_skill_produce_mix_list(sd,skillid,25);
  6054. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6055. }
  6056. break;
  6057. case GC_POISONINGWEAPON:
  6058. if( sd ) {
  6059. clif_poison_list(sd,skilllv);
  6060. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6061. }
  6062. break;
  6063. case GC_ANTIDOTE:
  6064. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6065. if( tsc )
  6066. {
  6067. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6068. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6069. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6070. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6071. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6072. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6073. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6074. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6075. }
  6076. break;
  6077. case GC_PHANTOMMENACE:
  6078. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6079. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6080. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6081. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6082. break;
  6083. case GC_HALLUCINATIONWALK:
  6084. {
  6085. int heal = status_get_max_hp(bl) / 10;
  6086. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6087. if( sd ) clif_skill_fail(sd,skillid,0x02,0);
  6088. break;
  6089. }
  6090. if( !status_charge(bl,heal,0) )
  6091. {
  6092. if( sd ) clif_skill_fail(sd,skillid,0x02,0);
  6093. break;
  6094. }
  6095. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6096. }
  6097. break;
  6098. /**
  6099. * Arch Bishop
  6100. **/
  6101. case AB_ANCILLA:
  6102. if( sd ) {
  6103. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6104. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6105. }
  6106. break;
  6107. case AB_CLEMENTIA:
  6108. case AB_CANTO:
  6109. {
  6110. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6111. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6112. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6113. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6114. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6115. else if( sd )
  6116. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6117. }
  6118. break;
  6119. case AB_PRAEFATIO:
  6120. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6121. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6122. else if( sd )
  6123. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6124. break;
  6125. case AB_CHEAL:
  6126. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6127. {
  6128. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6129. {
  6130. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6131. status_heal(bl, i, 0, 1);
  6132. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6133. }
  6134. }
  6135. else if( sd )
  6136. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6137. break;
  6138. case AB_ORATIO:
  6139. if( flag&1 )
  6140. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6141. else
  6142. {
  6143. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6144. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6145. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6146. }
  6147. break;
  6148. case AB_LAUDAAGNUS:
  6149. if( flag&1 || sd == NULL )
  6150. {
  6151. if( (tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] ||
  6152. tsc->data[SC_BLIND]))&& (rand()%100 < 30+5*skilllv) )
  6153. {
  6154. status_change_end(bl, SC_FREEZE, -1);
  6155. status_change_end(bl, SC_STONE, -1);
  6156. status_change_end(bl, SC_BLIND, -1);
  6157. }
  6158. // Success rate only applies to the curing effect and not stat bonus.
  6159. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6160. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6161. }
  6162. else if( sd )
  6163. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6164. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6165. break;
  6166. case AB_LAUDARAMUS:
  6167. if( flag&1 || sd == NULL )
  6168. {
  6169. if( (tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] ||
  6170. tsc->data[SC_SILENCE]))&& (rand()%100 < 30+5*skilllv) )
  6171. {
  6172. status_change_end(bl, SC_SLEEP, -1);
  6173. status_change_end(bl, SC_STUN, -1);
  6174. status_change_end(bl, SC_SILENCE, -1);
  6175. }
  6176. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6177. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6178. //Success rate only applies to the curing effect and not stat bonus.
  6179. }
  6180. else if( sd )
  6181. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6182. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6183. break;
  6184. case AB_CLEARANCE:
  6185. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6186. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6187. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6188. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rand()%100 >= 30 + 10 * skilllv)
  6189. {
  6190. if (sd)
  6191. clif_skill_fail(sd,skillid,0,0);
  6192. break;
  6193. }
  6194. if(status_isimmune(bl) || !tsc || !tsc->count)
  6195. break;
  6196. for(i=0;i<SC_MAX;i++)
  6197. {
  6198. if (!tsc->data[i])
  6199. continue;
  6200. switch (i) {
  6201. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6202. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6203. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6204. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6205. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6206. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6207. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6208. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6209. case SC_GUILDAURA: case SC_SPIRIT: case SC_AUTOBERSERK:
  6210. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6211. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6212. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6213. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6214. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6215. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6216. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6217. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  6218. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6219. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6220. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6221. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6222. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6223. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6224. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  6225. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  6226. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  6227. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  6228. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  6229. case SC_FOOD_LUK_CASH: /* case SC_ELECTRICSHOCKER: case SC_BITE:
  6230. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  6231. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  6232. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  6233. case SC_MAGNETICFIELD:case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  6234. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6235. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  6236. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: */
  6237. continue;
  6238. case SC_ASSUMPTIO:
  6239. if( bl->type == BL_MOB )
  6240. continue;
  6241. break;
  6242. }
  6243. 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.
  6244. status_change_end(bl,(sc_type)i,-1);
  6245. }
  6246. break;
  6247. }
  6248. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  6249. break;
  6250. case AB_SILENTIUM:
  6251. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  6252. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6253. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6254. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6255. break;
  6256. /**
  6257. * Warlock
  6258. **/
  6259. case WL_STASIS:
  6260. if( flag&1 )
  6261. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  6262. else
  6263. {
  6264. 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);
  6265. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6266. }
  6267. break;
  6268. case WL_WHITEIMPRISON:
  6269. if( !(tsc && tsc->data[type]) && (src == bl || battle_check_target(src, bl, BCT_ENEMY)) )
  6270. {
  6271. int rate = 50 + 3 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6272. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?skill_get_time2(skillid,skilllv):skill_get_time(skillid, skilllv));
  6273. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  6274. if( sd && i )
  6275. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  6276. }
  6277. else if( sd )
  6278. clif_skill_fail(sd,skillid,0,0);
  6279. break;
  6280. case WL_FROSTMISTY:
  6281. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6282. 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);
  6283. break;
  6284. case WL_JACKFROST:
  6285. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6286. 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);
  6287. break;
  6288. case WL_MARSHOFABYSS:
  6289. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  6290. clif_skill_nodamage(src, bl, skillid, skilllv,
  6291. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  6292. skill_get_time(skillid, skilllv)));
  6293. break;
  6294. case WL_SIENNAEXECRATE:
  6295. if( status_isimmune(bl) || !tsc )
  6296. break;
  6297. if( flag&1 )
  6298. {
  6299. if( bl->id == skill_area_temp[1] )
  6300. break; // Already work on this target
  6301. if( tsc && tsc->data[SC_STONE] )
  6302. status_change_end(bl,SC_STONE,-1);
  6303. else
  6304. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6305. }
  6306. else
  6307. {
  6308. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6309. // IroWiki says Rate should be reduced by target stats, but currently unknown
  6310. if( rand()%100 < rate )
  6311. { // Success on First Target
  6312. rate = 0;
  6313. if( !tsc->data[SC_STONE] )
  6314. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6315. else
  6316. {
  6317. rate = 1;
  6318. status_change_end(bl,SC_STONE,-1);
  6319. }
  6320. if( rate )
  6321. {
  6322. skill_area_temp[1] = bl->id;
  6323. 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);
  6324. }
  6325. // Doesn't send failure packet if it fails on defense.
  6326. }
  6327. else if( sd ) // Failure on Rate
  6328. clif_skill_fail(sd,skillid,0,0);
  6329. }
  6330. break;
  6331. case WL_SUMMONFB:
  6332. case WL_SUMMONBL:
  6333. case WL_SUMMONWB:
  6334. case WL_SUMMONSTONE:
  6335. {
  6336. short element = 0, sctype = 0, pos = -1;
  6337. struct status_change *sc = status_get_sc(src);
  6338. if( !sc ) break;
  6339. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  6340. {
  6341. if( !sctype && !sc->data[i] )
  6342. sctype = i; // Take the free SC
  6343. if( sc->data[i] )
  6344. pos = max(sc->data[i]->val2,pos);
  6345. }
  6346. if( !sctype )
  6347. {
  6348. if( sd ) // No free slots to put SC
  6349. clif_skill_fail(sd,skillid,0x13,0);
  6350. break;
  6351. }
  6352. pos++; // Used in val2 for SC. Indicates the order of this ball
  6353. switch( skillid )
  6354. { // Set val1. The SC element for this ball
  6355. case WL_SUMMONFB: element = WLS_FIRE; break;
  6356. case WL_SUMMONBL: element = WLS_WIND; break;
  6357. case WL_SUMMONWB: element = WLS_WATER; break;
  6358. case WL_SUMMONSTONE: element = WLS_STONE; break;
  6359. }
  6360. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  6361. clif_skill_nodamage(src,bl,skillid,0,0);
  6362. }
  6363. break;
  6364. case WL_READING_SB:
  6365. if( sd )
  6366. {
  6367. int i, preserved = 0, max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
  6368. ARR_FIND(0, MAX_SPELLBOOK, i, sd->rsb[i].skillid == 0); // Search for a Free Slot
  6369. if( i == MAX_SPELLBOOK )
  6370. {
  6371. clif_skill_fail(sd,skillid,0x04,0);
  6372. break;
  6373. }
  6374. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  6375. preserved += sd->rsb[i].points;
  6376. if( preserved >= max_preserve )
  6377. {
  6378. clif_skill_fail(sd,skillid,0x04,0);
  6379. break;
  6380. }
  6381. sc_start(bl,SC_STOP,100,skilllv,-1); //Can't move while selecting a spellbook.
  6382. clif_spellbook_list(sd);
  6383. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6384. }
  6385. break;
  6386. /**
  6387. * Ranger
  6388. **/
  6389. case RA_FEARBREEZE:
  6390. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6391. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6392. break;
  6393. case RA_WUGMASTERY:
  6394. if( sd )
  6395. {
  6396. if( pc_isridingwug(sd) )
  6397. clif_skill_fail(sd,skillid,0,0);
  6398. else if( !pc_iswug(sd) )
  6399. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6400. else
  6401. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6402. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6403. }
  6404. break;
  6405. case RA_WUGRIDER:
  6406. if( sd ) {
  6407. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  6408. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6409. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  6410. } else if( pc_isridingwug(sd) ) {
  6411. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  6412. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6413. } else if( sd ) {
  6414. clif_skill_fail(sd,skillid,0,0);
  6415. }
  6416. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6417. }
  6418. break;
  6419. case RA_WUGDASH:
  6420. if( tsce ) {
  6421. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  6422. map_freeblock_unlock();
  6423. return 0;
  6424. }
  6425. if( sd && pc_isridingwug(sd) ) {
  6426. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  6427. clif_walkok(sd);
  6428. }
  6429. break;
  6430. case RA_SENSITIVEKEEN:
  6431. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6432. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6433. 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);
  6434. break;
  6435. /**
  6436. * Mechanic
  6437. **/
  6438. case NC_F_SIDESLIDE:
  6439. case NC_B_SIDESLIDE:
  6440. {
  6441. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  6442. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  6443. clif_slide(src,src->x,src->y);
  6444. clif_fixpos(src); //Aegis sent this packet
  6445. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6446. }
  6447. break;
  6448. case NC_SELFDESTRUCTION:
  6449. if( sd ) {
  6450. if( sd->sc.option&OPTION_MADOGEAR )
  6451. pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
  6452. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6453. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  6454. }
  6455. break;
  6456. case NC_ANALYZE:
  6457. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6458. clif_skill_nodamage(src, bl, skillid, skilllv,
  6459. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  6460. if( sd ) pc_overheat(sd,1);
  6461. break;
  6462. case NC_MAGNETICFIELD:
  6463. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  6464. {
  6465. 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);;
  6466. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  6467. pc_overheat(sd,1);
  6468. }
  6469. clif_skill_nodamage(src,src,skillid,skilllv,i);
  6470. break;
  6471. case NC_REPAIR:
  6472. if( sd )
  6473. {
  6474. int heal;
  6475. if( dstsd && (dstsd->sc.option&OPTION_MADOGEAR) )
  6476. {
  6477. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  6478. status_heal(bl,heal,0,2);
  6479. } else {
  6480. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  6481. status_heal(src,heal,0,2);
  6482. }
  6483. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6484. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  6485. }
  6486. break;
  6487. case NC_DISJOINT:
  6488. {
  6489. if( bl->type != BL_MOB ) break;
  6490. md = map_id2md(bl->id);
  6491. if( md && md->class_ >= 2042 && md->class_ <= 2046 )
  6492. status_kill(bl);
  6493. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6494. }
  6495. break;
  6496. case ALL_RIDING:
  6497. if( sd ) {
  6498. if( !(sd->sc.option&OPTION_MOUNTING) ) {
  6499. pc_setoption(sd, sd->sc.option|OPTION_MOUNTING);
  6500. } else {
  6501. pc_setoption(sd, sd->sc.option&~OPTION_MOUNTING);
  6502. }
  6503. clif_skill_nodamage(src, src, skillid, skilllv, 1);
  6504. }
  6505. break;
  6506. default:
  6507. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  6508. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6509. map_freeblock_unlock();
  6510. return 1;
  6511. }
  6512. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  6513. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  6514. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  6515. }
  6516. if( sd && !(flag&1) )
  6517. {// ensure that the skill last-cast tick is recorded
  6518. sd->canskill_tick = gettick();
  6519. if( sd->state.arrow_atk )
  6520. {// consume arrow on last invocation to this skill.
  6521. battle_consume_ammo(sd, skillid, skilllv);
  6522. }
  6523. // perform auto-cast routines and skill requirement consumption
  6524. skill_onskillusage(sd, bl, skillid, tick);
  6525. skill_consume_requirement(sd,skillid,skilllv,2);
  6526. }
  6527. map_freeblock_unlock();
  6528. return 0;
  6529. }
  6530. /*==========================================
  6531. *
  6532. *------------------------------------------*/
  6533. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  6534. {
  6535. struct block_list *target, *src;
  6536. struct map_session_data *sd;
  6537. struct mob_data *md;
  6538. struct unit_data *ud;
  6539. struct status_change *sc = NULL;
  6540. int inf,inf2,flag = 0;
  6541. src = map_id2bl(id);
  6542. if( src == NULL )
  6543. {
  6544. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  6545. return 0;// not found
  6546. }
  6547. ud = unit_bl2ud(src);
  6548. if( ud == NULL )
  6549. {
  6550. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  6551. return 0;// ???
  6552. }
  6553. sd = BL_CAST(BL_PC, src);
  6554. md = BL_CAST(BL_MOB, src);
  6555. if( src->prev == NULL ) {
  6556. ud->skilltimer = INVALID_TIMER;
  6557. return 0;
  6558. }
  6559. if(ud->skillid != SA_CASTCANCEL )
  6560. {// otherwise handled in unit_skillcastcancel()
  6561. if( ud->skilltimer != tid ) {
  6562. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  6563. ud->skilltimer = INVALID_TIMER;
  6564. return 0;
  6565. }
  6566. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  6567. {// restore original walk speed
  6568. ud->skilltimer = INVALID_TIMER;
  6569. status_calc_bl(&sd->bl, SCB_SPEED);
  6570. }
  6571. ud->skilltimer = INVALID_TIMER;
  6572. }
  6573. if (ud->skilltarget == id)
  6574. target = src;
  6575. else
  6576. target = map_id2bl(ud->skilltarget);
  6577. // Use a do so that you can break out of it when the skill fails.
  6578. do {
  6579. if(!target || target->prev==NULL) break;
  6580. if(src->m != target->m || status_isdead(src)) break;
  6581. switch (ud->skillid) {
  6582. //These should become skill_castend_pos
  6583. case WE_CALLPARTNER:
  6584. if(sd) clif_callpartner(sd);
  6585. case WE_CALLPARENT:
  6586. case WE_CALLBABY:
  6587. case AM_RESURRECTHOMUN:
  6588. case PF_SPIDERWEB:
  6589. //Find a random spot to place the skill. [Skotlex]
  6590. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  6591. ud->skillx = target->x + inf2;
  6592. ud->skilly = target->y + inf2;
  6593. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  6594. ud->skillx = target->x;
  6595. ud->skilly = target->y;
  6596. }
  6597. ud->skilltimer=tid;
  6598. return skill_castend_pos(tid,tick,id,data);
  6599. }
  6600. if(ud->skillid == RG_BACKSTAP) {
  6601. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  6602. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  6603. break;
  6604. }
  6605. }
  6606. if( ud->skillid == PR_TURNUNDEAD )
  6607. {
  6608. struct status_data *tstatus = status_get_status_data(target);
  6609. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6610. break;
  6611. }
  6612. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  6613. {
  6614. sc = status_get_sc(target);
  6615. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  6616. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  6617. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  6618. break;
  6619. }
  6620. }
  6621. else
  6622. { // Check target validity.
  6623. inf = skill_get_inf(ud->skillid);
  6624. inf2 = skill_get_inf2(ud->skillid);
  6625. if(inf&INF_ATTACK_SKILL ||
  6626. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  6627. inf = BCT_ENEMY; //Offensive skill.
  6628. else if(inf2&INF2_NO_ENEMY)
  6629. inf = BCT_NOENEMY;
  6630. else
  6631. inf = 0;
  6632. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  6633. {
  6634. inf |=
  6635. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  6636. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  6637. //Remove neutral targets (but allow enemy if skill is designed to be so)
  6638. inf &= ~BCT_NEUTRAL;
  6639. }
  6640. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  6641. {
  6642. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  6643. break;
  6644. }
  6645. else
  6646. if (inf && battle_check_target(src, target, inf) <= 0)
  6647. break;
  6648. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  6649. sc->data[SC_FOGWALL] &&
  6650. rand()%100 < 75)
  6651. { //Fogwall makes all offensive-type targetted skills fail at 75%
  6652. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6653. break;
  6654. }
  6655. }
  6656. //Avoid doing double checks for instant-cast skills.
  6657. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  6658. break;
  6659. if(md) {
  6660. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  6661. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  6662. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  6663. }
  6664. if(src != target && battle_config.skill_add_range &&
  6665. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  6666. {
  6667. if (sd) {
  6668. clif_skill_fail(sd,ud->skillid,0,0);
  6669. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  6670. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  6671. }
  6672. break;
  6673. }
  6674. if( sd )
  6675. {
  6676. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  6677. break;
  6678. else
  6679. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  6680. }
  6681. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  6682. break;
  6683. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  6684. {
  6685. ud->state.running = 0;
  6686. status_change_end(src, SC_RUN, -1);
  6687. flag = 1;
  6688. }
  6689. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  6690. unit_stop_walking(src,1);
  6691. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6692. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  6693. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 )
  6694. skill_blockpc_start(sd, ud->skillid, skill_get_cooldown(ud->skillid, ud->skilllv));
  6695. if( battle_config.display_status_timers && sd )
  6696. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  6697. if( sd )
  6698. {
  6699. switch( ud->skillid )
  6700. {
  6701. case GS_DESPERADO:
  6702. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  6703. break;
  6704. case CR_GRANDCROSS:
  6705. case NPC_GRANDDARKNESS:
  6706. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  6707. {
  6708. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  6709. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  6710. break;
  6711. }
  6712. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  6713. break;
  6714. }
  6715. }
  6716. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  6717. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  6718. if(battle_config.skill_log && battle_config.skill_log&src->type)
  6719. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  6720. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  6721. map_freeblock_lock();
  6722. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  6723. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  6724. else
  6725. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  6726. sc = status_get_sc(src);
  6727. if(sc && sc->count) {
  6728. if(sc->data[SC_MAGICPOWER] &&
  6729. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
  6730. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  6731. if(sc->data[SC_SPIRIT] &&
  6732. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  6733. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  6734. ud->skillid != WZ_WATERBALL)
  6735. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  6736. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  6737. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  6738. }
  6739. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  6740. sd->skillitem = sd->skillitemlv = 0;
  6741. if (ud->skilltimer == INVALID_TIMER) {
  6742. if(md) md->skillidx = -1;
  6743. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  6744. ud->skilllv = ud->skilltarget = 0;
  6745. }
  6746. map_freeblock_unlock();
  6747. return 1;
  6748. } while(0);
  6749. //Skill failed.
  6750. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  6751. { //When Asura fails... (except when it fails from Fog of Wall)
  6752. //Consume SP/spheres
  6753. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  6754. status_set_sp(src, 0, 0);
  6755. sc = &sd->sc;
  6756. if (sc->count)
  6757. { //End states
  6758. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  6759. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  6760. }
  6761. if (target && target->m == src->m)
  6762. { //Move character to target anyway.
  6763. int dx,dy;
  6764. dx = target->x - src->x;
  6765. dy = target->y - src->y;
  6766. if(dx > 0) dx++;
  6767. else if(dx < 0) dx--;
  6768. if (dy > 0) dy++;
  6769. else if(dy < 0) dy--;
  6770. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  6771. { //Display movement + animation.
  6772. clif_slide(src,src->x,src->y);
  6773. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  6774. }
  6775. clif_skill_fail(sd,ud->skillid,0,0);
  6776. }
  6777. }
  6778. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  6779. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6780. ud->canact_tick = tick;
  6781. //You can't place a skill failed packet here because it would be
  6782. //sent in ALL cases, even cases where skill_check_condition fails
  6783. //which would lead to double 'skill failed' messages u.u [Skotlex]
  6784. if(sd)
  6785. sd->skillitem = sd->skillitemlv = 0;
  6786. else if(md)
  6787. md->skillidx = -1;
  6788. return 0;
  6789. }
  6790. /*==========================================
  6791. *
  6792. *------------------------------------------*/
  6793. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  6794. {
  6795. struct block_list* src = map_id2bl(id);
  6796. int maxcount;
  6797. struct map_session_data *sd;
  6798. struct unit_data *ud = unit_bl2ud(src);
  6799. struct mob_data *md;
  6800. nullpo_ret(ud);
  6801. sd = BL_CAST(BL_PC , src);
  6802. md = BL_CAST(BL_MOB, src);
  6803. if( src->prev == NULL ) {
  6804. ud->skilltimer = INVALID_TIMER;
  6805. return 0;
  6806. }
  6807. if( ud->skilltimer != tid )
  6808. {
  6809. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  6810. ud->skilltimer = INVALID_TIMER;
  6811. return 0;
  6812. }
  6813. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  6814. {// restore original walk speed
  6815. ud->skilltimer = INVALID_TIMER;
  6816. status_calc_bl(&sd->bl, SCB_SPEED);
  6817. }
  6818. ud->skilltimer = INVALID_TIMER;
  6819. do {
  6820. if( status_isdead(src) )
  6821. break;
  6822. if( !(src->type&battle_config.skill_reiteration) &&
  6823. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  6824. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  6825. )
  6826. {
  6827. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6828. break;
  6829. }
  6830. if( src->type&battle_config.skill_nofootset &&
  6831. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  6832. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  6833. )
  6834. {
  6835. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6836. break;
  6837. }
  6838. if( src->type&battle_config.land_skill_limit &&
  6839. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  6840. ) {
  6841. int i;
  6842. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  6843. if(ud->skillunit[i]->skill_id == ud->skillid)
  6844. maxcount--;
  6845. }
  6846. if( maxcount == 0 )
  6847. {
  6848. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6849. break;
  6850. }
  6851. }
  6852. if(tid != INVALID_TIMER)
  6853. { //Avoid double checks on instant cast skills. [Skotlex]
  6854. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  6855. break;
  6856. if(battle_config.skill_add_range &&
  6857. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  6858. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  6859. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  6860. break;
  6861. }
  6862. }
  6863. if( sd )
  6864. {
  6865. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  6866. break;
  6867. else
  6868. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  6869. }
  6870. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  6871. break;
  6872. if(md) {
  6873. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  6874. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  6875. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  6876. }
  6877. if(battle_config.skill_log && battle_config.skill_log&src->type)
  6878. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  6879. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  6880. if (ud->walktimer != INVALID_TIMER)
  6881. unit_stop_walking(src,1);
  6882. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6883. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  6884. if( battle_config.display_status_timers && sd )
  6885. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  6886. // if( sd )
  6887. // {
  6888. // switch( ud->skillid )
  6889. // {
  6890. // case ????:
  6891. // sd->canequip_tick = tick + ????;
  6892. // break;
  6893. // }
  6894. // }
  6895. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  6896. map_freeblock_lock();
  6897. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  6898. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  6899. sd->skillitem = sd->skillitemlv = 0;
  6900. if (ud->skilltimer == INVALID_TIMER) {
  6901. if (md) md->skillidx = -1;
  6902. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  6903. ud->skilllv = ud->skillx = ud->skilly = 0;
  6904. }
  6905. map_freeblock_unlock();
  6906. return 1;
  6907. } while(0);
  6908. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6909. ud->canact_tick = tick;
  6910. ud->skillid = ud->skilllv = 0;
  6911. if(sd)
  6912. sd->skillitem = sd->skillitemlv = 0;
  6913. else if(md)
  6914. md->skillidx = -1;
  6915. return 0;
  6916. }
  6917. /*==========================================
  6918. *
  6919. *------------------------------------------*/
  6920. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  6921. {
  6922. struct map_session_data* sd;
  6923. struct status_change* sc;
  6924. struct status_change_entry *sce;
  6925. struct skill_unit_group* sg;
  6926. enum sc_type type;
  6927. int i;
  6928. //if(skilllv <= 0) return 0;
  6929. if(skillid > 0 && skilllv <= 0) return 0; // celest
  6930. nullpo_ret(src);
  6931. if(status_isdead(src))
  6932. return 0;
  6933. sd = BL_CAST(BL_PC, src);
  6934. sc = status_get_sc(src);
  6935. type = status_skill2sc(skillid);
  6936. sce = (sc && type != -1)?sc->data[type]:NULL;
  6937. switch (skillid) { //Skill effect.
  6938. case WZ_METEOR:
  6939. case MO_BODYRELOCATION:
  6940. case CR_CULTIVATION:
  6941. case HW_GANBANTEIN:
  6942. break; //Effect is displayed on respective switch case.
  6943. default:
  6944. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  6945. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6946. else
  6947. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  6948. }
  6949. switch(skillid)
  6950. {
  6951. case PR_BENEDICTIO:
  6952. skill_area_temp[1] = src->id;
  6953. i = skill_get_splash(skillid, skilllv);
  6954. map_foreachinarea(skill_area_sub,
  6955. src->m, x-i, y-i, x+i, y+i, BL_PC,
  6956. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  6957. skill_castend_nodamage_id);
  6958. map_foreachinarea(skill_area_sub,
  6959. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  6960. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  6961. skill_castend_damage_id);
  6962. break;
  6963. case BS_HAMMERFALL:
  6964. i = skill_get_splash(skillid, skilllv);
  6965. map_foreachinarea (skill_area_sub,
  6966. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  6967. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  6968. skill_castend_nodamage_id);
  6969. break;
  6970. case HT_DETECTING:
  6971. i = skill_get_splash(skillid, skilllv);
  6972. map_foreachinarea( status_change_timer_sub,
  6973. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  6974. src,NULL,SC_SIGHT,tick);
  6975. if(battle_config.traps_setting&1)
  6976. map_foreachinarea( skill_reveal_trap,
  6977. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  6978. break;
  6979. case SA_VOLCANO:
  6980. case SA_DELUGE:
  6981. case SA_VIOLENTGALE:
  6982. { //Does not consumes if the skill is already active. [Skotlex]
  6983. struct skill_unit_group *sg;
  6984. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  6985. {
  6986. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  6987. {
  6988. skill_unitsetting(src,skillid,skilllv,x,y,0);
  6989. return 0; // not to consume items
  6990. }
  6991. else
  6992. sg->limit = 0; //Disable it.
  6993. }
  6994. skill_unitsetting(src,skillid,skilllv,x,y,0);
  6995. break;
  6996. }
  6997. case MG_SAFETYWALL:
  6998. case MG_FIREWALL:
  6999. case MG_THUNDERSTORM:
  7000. case AL_PNEUMA:
  7001. case WZ_ICEWALL:
  7002. case WZ_FIREPILLAR:
  7003. case WZ_QUAGMIRE:
  7004. case WZ_VERMILION:
  7005. case WZ_STORMGUST:
  7006. case WZ_HEAVENDRIVE:
  7007. case PR_SANCTUARY:
  7008. case PR_MAGNUS:
  7009. case CR_GRANDCROSS:
  7010. case NPC_GRANDDARKNESS:
  7011. case HT_SKIDTRAP:
  7012. case MA_SKIDTRAP:
  7013. case HT_LANDMINE:
  7014. case MA_LANDMINE:
  7015. case HT_ANKLESNARE:
  7016. case HT_SHOCKWAVE:
  7017. case HT_SANDMAN:
  7018. case MA_SANDMAN:
  7019. case HT_FLASHER:
  7020. case HT_FREEZINGTRAP:
  7021. case MA_FREEZINGTRAP:
  7022. case HT_BLASTMINE:
  7023. case HT_CLAYMORETRAP:
  7024. case AS_VENOMDUST:
  7025. case AM_DEMONSTRATION:
  7026. case PF_FOGWALL:
  7027. case PF_SPIDERWEB:
  7028. case HT_TALKIEBOX:
  7029. case WE_CALLPARTNER:
  7030. case WE_CALLPARENT:
  7031. case WE_CALLBABY:
  7032. case AC_SHOWER: //Ground-placed skill implementation.
  7033. case MA_SHOWER:
  7034. case SA_LANDPROTECTOR:
  7035. case BD_LULLABY:
  7036. case BD_RICHMANKIM:
  7037. case BD_ETERNALCHAOS:
  7038. case BD_DRUMBATTLEFIELD:
  7039. case BD_RINGNIBELUNGEN:
  7040. case BD_ROKISWEIL:
  7041. case BD_INTOABYSS:
  7042. case BD_SIEGFRIED:
  7043. case BA_DISSONANCE:
  7044. case BA_POEMBRAGI:
  7045. case BA_WHISTLE:
  7046. case BA_ASSASSINCROSS:
  7047. case BA_APPLEIDUN:
  7048. case DC_UGLYDANCE:
  7049. case DC_HUMMING:
  7050. case DC_DONTFORGETME:
  7051. case DC_FORTUNEKISS:
  7052. case DC_SERVICEFORYOU:
  7053. case CG_MOONLIT:
  7054. case GS_DESPERADO:
  7055. case NJ_KAENSIN:
  7056. case NJ_BAKUENRYU:
  7057. case NJ_SUITON:
  7058. case NJ_HYOUSYOURAKU:
  7059. case NJ_RAIGEKISAI:
  7060. case NJ_KAMAITACHI:
  7061. case NPC_EVILLAND:
  7062. /**
  7063. * Ranger
  7064. **/
  7065. case RA_ELECTRICSHOCKER:
  7066. case RA_CLUSTERBOMB:
  7067. case RA_MAGENTATRAP:
  7068. case RA_COBALTTRAP:
  7069. case RA_MAIZETRAP:
  7070. case RA_VERDURETRAP:
  7071. case RA_FIRINGTRAP:
  7072. case RA_ICEBOUNDTRAP:
  7073. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  7074. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  7075. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7076. break;
  7077. case RG_GRAFFITI: /* Graffiti [Valaris] */
  7078. skill_clear_unitgroup(src);
  7079. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7080. flag|=1;
  7081. break;
  7082. case HP_BASILICA:
  7083. if( sc->data[SC_BASILICA] )
  7084. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  7085. else
  7086. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  7087. skill_clear_unitgroup(src);
  7088. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  7089. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  7090. flag|=1;
  7091. }
  7092. break;
  7093. case CG_HERMODE:
  7094. skill_clear_unitgroup(src);
  7095. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7096. sc_start4(src,SC_DANCING,100,
  7097. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7098. flag|=1;
  7099. break;
  7100. case RG_CLEANER: // [Valaris]
  7101. i = skill_get_splash(skillid, skilllv);
  7102. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  7103. break;
  7104. case WZ_METEOR:
  7105. {
  7106. int flag = 0, area = skill_get_splash(skillid, skilllv);
  7107. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  7108. if( sc && sc->data[SC_MAGICPOWER] )
  7109. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  7110. for( i = 0; i < 2 + (skilllv>>1); i++ )
  7111. {
  7112. // Creates a random Cell in the Splash Area
  7113. tmpx = x - area + rand()%(area * 2 + 1);
  7114. tmpy = y - area + rand()%(area * 2 + 1);
  7115. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  7116. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  7117. if( i > 0 )
  7118. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  7119. x1 = tmpx;
  7120. y1 = tmpy;
  7121. }
  7122. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  7123. }
  7124. break;
  7125. case AL_WARP:
  7126. if(sd)
  7127. {
  7128. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  7129. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  7130. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  7131. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  7132. );
  7133. }
  7134. return 0; // not to consume item.
  7135. case MO_BODYRELOCATION:
  7136. if (unit_movepos(src, x, y, 1, 1)) {
  7137. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  7138. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  7139. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  7140. }
  7141. break;
  7142. case NJ_SHADOWJUMP:
  7143. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  7144. { //You don't move on GVG grounds.
  7145. unit_movepos(src, x, y, 1, 0);
  7146. clif_slide(src,x,y);
  7147. }
  7148. status_change_end(src, SC_HIDING, INVALID_TIMER);
  7149. break;
  7150. case AM_SPHEREMINE:
  7151. case AM_CANNIBALIZE:
  7152. {
  7153. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7154. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7155. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  7156. struct mob_data *md;
  7157. // Correct info, don't change any of this! [celest]
  7158. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  7159. if (md) {
  7160. md->master_id = src->id;
  7161. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  7162. if( md->deletetimer != INVALID_TIMER )
  7163. delete_timer(md->deletetimer, mob_timer_delete);
  7164. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  7165. mob_spawn (md); //Now it is ready for spawning.
  7166. }
  7167. }
  7168. break;
  7169. // Slim Pitcher [Celest]
  7170. case CR_SLIMPITCHER:
  7171. if (sd) {
  7172. int i = skilllv%11 - 1;
  7173. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  7174. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  7175. {
  7176. clif_skill_fail(sd,skillid,0,0);
  7177. return 1;
  7178. }
  7179. potion_flag = 1;
  7180. potion_hp = 0;
  7181. potion_sp = 0;
  7182. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7183. potion_flag = 0;
  7184. //Apply skill bonuses
  7185. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  7186. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  7187. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  7188. + pc_skillheal_bonus(sd, skillid);
  7189. potion_hp = potion_hp * (100+i)/100;
  7190. potion_sp = potion_sp * (100+i)/100;
  7191. if(potion_hp > 0 || potion_sp > 0) {
  7192. i = skill_get_splash(skillid, skilllv);
  7193. map_foreachinarea(skill_area_sub,
  7194. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7195. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7196. skill_castend_nodamage_id);
  7197. }
  7198. } else {
  7199. int i = skilllv%11 - 1;
  7200. struct item_data *item;
  7201. i = skill_db[skillid].itemid[i];
  7202. item = itemdb_search(i);
  7203. potion_flag = 1;
  7204. potion_hp = 0;
  7205. potion_sp = 0;
  7206. run_script(item->script,0,src->id,0);
  7207. potion_flag = 0;
  7208. i = skill_get_max(CR_SLIMPITCHER)*10;
  7209. potion_hp = potion_hp * (100+i)/100;
  7210. potion_sp = potion_sp * (100+i)/100;
  7211. if(potion_hp > 0 || potion_sp > 0) {
  7212. i = skill_get_splash(skillid, skilllv);
  7213. map_foreachinarea(skill_area_sub,
  7214. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7215. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7216. skill_castend_nodamage_id);
  7217. }
  7218. }
  7219. break;
  7220. case HW_GANBANTEIN:
  7221. if (rand()%100 < 80) {
  7222. int dummy = 1;
  7223. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7224. i = skill_get_splash(skillid, skilllv);
  7225. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  7226. } else {
  7227. if (sd) clif_skill_fail(sd,skillid,0,0);
  7228. return 1;
  7229. }
  7230. break;
  7231. case HW_GRAVITATION:
  7232. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7233. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  7234. flag|=1;
  7235. break;
  7236. // Plant Cultivation [Celest]
  7237. case CR_CULTIVATION:
  7238. if (sd) {
  7239. int i;
  7240. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  7241. {
  7242. clif_skill_fail(sd,skillid,0,0);
  7243. return 1;
  7244. }
  7245. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7246. if (rand()%100 < 50) {
  7247. clif_skill_fail(sd,skillid,0,0);
  7248. } else {
  7249. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  7250. if (!md) break;
  7251. if ((i = skill_get_time(skillid, skilllv)) > 0)
  7252. {
  7253. if( md->deletetimer != INVALID_TIMER )
  7254. delete_timer(md->deletetimer, mob_timer_delete);
  7255. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  7256. }
  7257. mob_spawn (md);
  7258. }
  7259. }
  7260. break;
  7261. case SG_SUN_WARM:
  7262. case SG_MOON_WARM:
  7263. case SG_STAR_WARM:
  7264. skill_clear_unitgroup(src);
  7265. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  7266. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  7267. flag|=1;
  7268. break;
  7269. case PA_GOSPEL:
  7270. if (sce && sce->val4 == BCT_SELF)
  7271. {
  7272. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  7273. return 0;
  7274. }
  7275. else
  7276. {
  7277. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  7278. if (!sg) break;
  7279. if (sce)
  7280. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  7281. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  7282. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  7283. }
  7284. break;
  7285. case NJ_TATAMIGAESHI:
  7286. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  7287. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  7288. break;
  7289. case AM_RESURRECTHOMUN: //[orn]
  7290. if (sd)
  7291. {
  7292. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  7293. {
  7294. clif_skill_fail(sd,skillid,0,0);
  7295. break;
  7296. }
  7297. }
  7298. break;
  7299. /**
  7300. * Mechanic
  7301. **/
  7302. case NC_COLDSLOWER:
  7303. case NC_ARMSCANNON:
  7304. /**
  7305. * Rune Knight
  7306. **/
  7307. case RK_DRAGONBREATH:
  7308. case RK_WINDCUTTER:
  7309. i = skill_get_splash(skillid,skilllv);
  7310. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7311. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7312. break;
  7313. /**
  7314. * Guilotine Cross
  7315. **/
  7316. case GC_POISONSMOKE:
  7317. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  7318. if( sd )
  7319. clif_skill_fail(sd,skillid,0x20,0);
  7320. return 0;
  7321. }
  7322. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7323. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  7324. status_change_end(src,SC_POISONINGWEAPON,-1);
  7325. break;
  7326. /**
  7327. * Arch Bishop
  7328. **/
  7329. case AB_EPICLESIS:
  7330. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  7331. i = sg->unit->range;
  7332. 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);
  7333. }
  7334. break;
  7335. /**
  7336. * Warlock
  7337. **/
  7338. case WL_COMET:
  7339. if( sc ) {
  7340. sc->comet_x = x;
  7341. sc->comet_y = y;
  7342. }
  7343. i = skill_get_splash(skillid,skilllv);
  7344. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7345. break;
  7346. case WL_EARTHSTRAIN:
  7347. {
  7348. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  7349. int sx = x, sy = y;
  7350. if( sc && sc->data[SC_MAGICPOWER] )
  7351. flag = flag|2; //Store the magic power flag
  7352. for( i = 0; i < wave; i++ )
  7353. {
  7354. switch( dir )
  7355. {
  7356. case 0: case 1: case 7: sy = src->y + i; break;
  7357. case 3: case 4: case 5: sy = src->y - i; break;
  7358. case 2: sx = src->x - i; break;
  7359. case 6: sx = src->x + i; break;
  7360. }
  7361. skill_addtimerskill(src,gettick() + (200 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Temp code until animation is replaced. [Rytech]
  7362. //skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Official steping timer, but disabled due to too much noise.
  7363. }
  7364. }
  7365. break;
  7366. /**
  7367. * Ranger
  7368. **/
  7369. case RA_DETONATOR:
  7370. i = skill_get_splash(skillid, skilllv);
  7371. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  7372. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7373. break;
  7374. /**
  7375. * Mechanic
  7376. **/
  7377. case NC_NEUTRALBARRIER:
  7378. case NC_STEALTHFIELD:
  7379. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  7380. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL )
  7381. {
  7382. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7383. if( sd ) pc_overheat(sd,1);
  7384. }
  7385. break;
  7386. case NC_SILVERSNIPER:
  7387. {
  7388. int class_ = 2042;
  7389. struct mob_data *md;
  7390. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  7391. if( md )
  7392. {
  7393. md->master_id = src->id;
  7394. md->special_state.ai = 3;
  7395. if( md->deletetimer != INVALID_TIMER )
  7396. delete_timer(md->deletetimer, mob_timer_delete);
  7397. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  7398. mob_spawn( md );
  7399. }
  7400. }
  7401. break;
  7402. case NC_MAGICDECOY:
  7403. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  7404. break;
  7405. default:
  7406. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  7407. return 1;
  7408. }
  7409. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  7410. if( sd )
  7411. {// ensure that the skill last-cast tick is recorded
  7412. sd->canskill_tick = gettick();
  7413. if( sd->state.arrow_atk && !(flag&1) )
  7414. {// consume arrow if this is a ground skill
  7415. battle_consume_ammo(sd, skillid, skilllv);
  7416. }
  7417. // perform auto-cast routines and skill requirement consumption
  7418. skill_onskillusage(sd, NULL, skillid, tick);
  7419. skill_consume_requirement(sd,skillid,skilllv,2);
  7420. }
  7421. return 0;
  7422. }
  7423. /*==========================================
  7424. *
  7425. *------------------------------------------*/
  7426. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  7427. {
  7428. nullpo_ret(sd);
  7429. //Simplify skill_failed code.
  7430. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  7431. if(skill_num != sd->menuskill_id)
  7432. return 0;
  7433. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  7434. skill_failed(sd);
  7435. return 0;
  7436. }
  7437. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  7438. skill_failed(sd);
  7439. return 0;
  7440. }
  7441. if(sd->sc.count && (
  7442. sd->sc.data[SC_SILENCE] ||
  7443. sd->sc.data[SC_ROKISWEIL] ||
  7444. sd->sc.data[SC_AUTOCOUNTER] ||
  7445. sd->sc.data[SC_STEELBODY] ||
  7446. sd->sc.data[SC_DANCING] ||
  7447. sd->sc.data[SC_BERSERK] ||
  7448. sd->sc.data[SC_BASILICA] ||
  7449. sd->sc.data[SC_MARIONETTE] ||
  7450. /**
  7451. * Warlock
  7452. **/
  7453. sd->sc.data[SC_WHITEIMPRISON] ||
  7454. (sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num))
  7455. )) {
  7456. skill_failed(sd);
  7457. return 0;
  7458. }
  7459. pc_stop_attack(sd);
  7460. pc_stop_walking(sd,0);
  7461. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  7462. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  7463. if(strcmp(map,"cancel")==0) {
  7464. skill_failed(sd);
  7465. return 0;
  7466. }
  7467. switch(skill_num)
  7468. {
  7469. case AL_TELEPORT:
  7470. if(strcmp(map,"Random")==0)
  7471. pc_randomwarp(sd,CLR_TELEPORT);
  7472. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  7473. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7474. break;
  7475. case AL_WARP:
  7476. {
  7477. const struct point *p[4];
  7478. struct skill_unit_group *group;
  7479. int i, lv, wx, wy;
  7480. int maxcount=0;
  7481. int x,y;
  7482. unsigned short mapindex;
  7483. mapindex = mapindex_name2id((char*)map);
  7484. if(!mapindex) { //Given map not found?
  7485. clif_skill_fail(sd,skill_num,0,0);
  7486. skill_failed(sd);
  7487. return 0;
  7488. }
  7489. p[0] = &sd->status.save_point;
  7490. p[1] = &sd->status.memo_point[0];
  7491. p[2] = &sd->status.memo_point[1];
  7492. p[3] = &sd->status.memo_point[2];
  7493. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  7494. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  7495. if(sd->ud.skillunit[i]->skill_id == skill_num)
  7496. maxcount--;
  7497. }
  7498. if(!maxcount) {
  7499. clif_skill_fail(sd,skill_num,0,0);
  7500. skill_failed(sd);
  7501. return 0;
  7502. }
  7503. }
  7504. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  7505. wx = sd->menuskill_val>>16;
  7506. wy = sd->menuskill_val&0xffff;
  7507. if( lv <= 0 ) return 0;
  7508. if( lv > 4 ) lv = 4; // crash prevention
  7509. // check if the chosen map exists in the memo list
  7510. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  7511. if( i < lv ) {
  7512. x=p[i]->x;
  7513. y=p[i]->y;
  7514. } else {
  7515. skill_failed(sd);
  7516. return 0;
  7517. }
  7518. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  7519. { // This checks versus skillid/skilllv...
  7520. skill_failed(sd);
  7521. return 0;
  7522. }
  7523. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  7524. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  7525. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  7526. skill_failed(sd);
  7527. return 0;
  7528. }
  7529. // record the destination coordinates
  7530. group->val2 = (x<<16)|y;
  7531. group->val3 = mapindex;
  7532. }
  7533. break;
  7534. }
  7535. sd->menuskill_id = sd->menuskill_val = 0;
  7536. return 0;
  7537. #undef skill_failed
  7538. }
  7539. /// transforms 'target' skill unit into dissonance (if conditions are met)
  7540. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  7541. {
  7542. struct skill_unit* target = (struct skill_unit*)bl;
  7543. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  7544. int flag = va_arg(ap, int);
  7545. if (src == target)
  7546. return 0;
  7547. if (!target->group || !(target->group->state.song_dance&0x1))
  7548. return 0;
  7549. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  7550. return 0;
  7551. if (flag) //Set dissonance
  7552. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  7553. else //Remove dissonance
  7554. target->val2 &= ~UF_ENSEMBLE;
  7555. clif_skill_setunit(target); //Update look of affected cell.
  7556. return 1;
  7557. }
  7558. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  7559. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  7560. //When 1, this unit has been positioned, so start the cancel effect.
  7561. int skill_dance_overlap(struct skill_unit* unit, int flag)
  7562. {
  7563. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  7564. return 0;
  7565. if (!flag && !(unit->val2&UF_ENSEMBLE))
  7566. return 0; //Nothing to remove, this unit is not overlapped.
  7567. if (unit->val1 != unit->group->skill_id)
  7568. { //Reset state
  7569. unit->val1 = unit->group->skill_id;
  7570. unit->val2 &= ~UF_ENSEMBLE;
  7571. }
  7572. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  7573. }
  7574. /*==========================================
  7575. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  7576. * Flag: 0 - Convert, 1 - Revert.
  7577. *------------------------------------------*/
  7578. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  7579. {
  7580. static int prevflag = 1; // by default the backup is empty
  7581. static struct skill_unit_group backup;
  7582. struct skill_unit_group* group = unit->group;
  7583. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  7584. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  7585. return false;
  7586. if( flag == prevflag )
  7587. {// protection against attempts to read an empty backup / write to a full backup
  7588. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  7589. flag ? "read an empty backup" : "write to a full backup",
  7590. group->skill_id, group->skill_lv, group->src_id);
  7591. return false;
  7592. }
  7593. prevflag = flag;
  7594. if( !flag )
  7595. { //Transform
  7596. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  7597. // backup
  7598. backup.skill_id = group->skill_id;
  7599. backup.skill_lv = group->skill_lv;
  7600. backup.unit_id = group->unit_id;
  7601. backup.target_flag = group->target_flag;
  7602. backup.bl_flag = group->bl_flag;
  7603. backup.interval = group->interval;
  7604. // replace
  7605. group->skill_id = skillid;
  7606. group->skill_lv = 1;
  7607. group->unit_id = skill_get_unit_id(skillid,0);
  7608. group->target_flag = skill_get_unit_target(skillid);
  7609. group->bl_flag = skill_get_unit_bl_target(skillid);
  7610. group->interval = skill_get_unit_interval(skillid);
  7611. }
  7612. else
  7613. { //Restore
  7614. group->skill_id = backup.skill_id;
  7615. group->skill_lv = backup.skill_lv;
  7616. group->unit_id = backup.unit_id;
  7617. group->target_flag = backup.target_flag;
  7618. group->bl_flag = backup.bl_flag;
  7619. group->interval = backup.interval;
  7620. }
  7621. return true;
  7622. }
  7623. /*==========================================
  7624. * Initializes and sets a ground skill.
  7625. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  7626. * flag&2 is used to determine if this skill was casted with Magic Power active.
  7627. *------------------------------------------*/
  7628. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  7629. {
  7630. struct skill_unit_group *group;
  7631. int i,limit,val1=0,val2=0,val3=0;
  7632. int target,interval,range,unit_flag;
  7633. struct s_skill_unit_layout *layout;
  7634. struct map_session_data *sd;
  7635. struct status_data *status;
  7636. struct status_change *sc;
  7637. int active_flag=1;
  7638. int subunt=0;
  7639. nullpo_retr(NULL, src);
  7640. limit = skill_get_time(skillid,skilllv);
  7641. range = skill_get_unit_range(skillid,skilllv);
  7642. interval = skill_get_unit_interval(skillid);
  7643. target = skill_get_unit_target(skillid);
  7644. unit_flag = skill_get_unit_flag(skillid);
  7645. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  7646. sd = BL_CAST(BL_PC, src);
  7647. status = status_get_status_data(src);
  7648. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  7649. switch( skillid )
  7650. {
  7651. case MG_SAFETYWALL:
  7652. val2=skilllv+1;
  7653. break;
  7654. case MG_FIREWALL:
  7655. if(sc && sc->data[SC_VIOLENTGALE])
  7656. limit = limit*3/2;
  7657. val2=4+skilllv;
  7658. break;
  7659. case AL_WARP:
  7660. val1=skilllv+6;
  7661. if(!(flag&1))
  7662. limit=2000;
  7663. else // previous implementation (not used anymore)
  7664. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  7665. if( src->type != BL_SKILL ) return NULL;
  7666. group = ((TBL_SKILL*)src)->group;
  7667. src = map_id2bl(group->src_id);
  7668. if( !src ) return NULL;
  7669. val2 = group->val2; //Copy the (x,y) position you warp to
  7670. val3 = group->val3; //as well as the mapindex to warp to.
  7671. }
  7672. break;
  7673. case HP_BASILICA:
  7674. val1 = src->id; // Store caster id.
  7675. break;
  7676. case PR_SANCTUARY:
  7677. case NPC_EVILLAND:
  7678. val1=(skilllv+3)*2;
  7679. break;
  7680. case WZ_FIREPILLAR:
  7681. if((flag&1)!=0)
  7682. limit=1000;
  7683. val1=skilllv+2;
  7684. break;
  7685. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  7686. case AM_DEMONSTRATION:
  7687. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  7688. && (src->type&battle_config.vs_traps_bctall))
  7689. target = BCT_ALL;
  7690. break;
  7691. case HT_SHOCKWAVE:
  7692. val1=skilllv*15+10;
  7693. case HT_SANDMAN:
  7694. case MA_SANDMAN:
  7695. case HT_CLAYMORETRAP:
  7696. case HT_SKIDTRAP:
  7697. case MA_SKIDTRAP:
  7698. case HT_LANDMINE:
  7699. case MA_LANDMINE:
  7700. case HT_ANKLESNARE:
  7701. case HT_FLASHER:
  7702. case HT_FREEZINGTRAP:
  7703. case MA_FREEZINGTRAP:
  7704. case HT_BLASTMINE:
  7705. /**
  7706. * Ranger
  7707. **/
  7708. case RA_ELECTRICSHOCKER:
  7709. case RA_CLUSTERBOMB:
  7710. case RA_MAGENTATRAP:
  7711. case RA_COBALTTRAP:
  7712. case RA_MAIZETRAP:
  7713. case RA_VERDURETRAP:
  7714. case RA_FIRINGTRAP:
  7715. case RA_ICEBOUNDTRAP:
  7716. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  7717. limit *= 4; // longer trap times in WOE [celest]
  7718. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  7719. target = BCT_ALL;
  7720. break;
  7721. case SA_LANDPROTECTOR:
  7722. case SA_VOLCANO:
  7723. case SA_DELUGE:
  7724. case SA_VIOLENTGALE:
  7725. {
  7726. struct skill_unit_group *old_sg;
  7727. if ((old_sg = skill_locate_element_field(src)) != NULL)
  7728. { //HelloKitty confirmed that these are interchangeable,
  7729. //so you can change element and not consume gemstones.
  7730. if ((
  7731. old_sg->skill_id == SA_VOLCANO ||
  7732. old_sg->skill_id == SA_DELUGE ||
  7733. old_sg->skill_id == SA_VIOLENTGALE
  7734. ) && old_sg->limit > 0)
  7735. { //Use the previous limit (minus the elapsed time) [Skotlex]
  7736. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  7737. if (limit < 0) //This can happen...
  7738. limit = skill_get_time(skillid,skilllv);
  7739. }
  7740. skill_clear_group(src,1);
  7741. }
  7742. break;
  7743. }
  7744. case BA_DISSONANCE:
  7745. case DC_UGLYDANCE:
  7746. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  7747. break;
  7748. case BA_WHISTLE:
  7749. val1 = skilllv +status->agi/10; // Flee increase
  7750. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  7751. if(sd){
  7752. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  7753. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  7754. }
  7755. break;
  7756. case DC_HUMMING:
  7757. val1 = 2*skilllv+status->dex/10; // Hit increase
  7758. if(sd)
  7759. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7760. break;
  7761. case BA_POEMBRAGI:
  7762. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  7763. //For some reason at level 10 the base delay reduction is 50%.
  7764. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  7765. if(sd){
  7766. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  7767. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  7768. }
  7769. break;
  7770. case DC_DONTFORGETME:
  7771. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  7772. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  7773. if(sd){
  7774. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7775. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  7776. }
  7777. break;
  7778. case BA_APPLEIDUN:
  7779. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  7780. if(sd)
  7781. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  7782. break;
  7783. case DC_SERVICEFORYOU:
  7784. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  7785. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  7786. if(sd){
  7787. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  7788. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  7789. }
  7790. break;
  7791. case BA_ASSASSINCROSS:
  7792. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  7793. if(sd)
  7794. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  7795. break;
  7796. case DC_FORTUNEKISS:
  7797. val1 = 10+skilllv+(status->luk/10); // Critical increase
  7798. if(sd)
  7799. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7800. val1*=10; //Because every 10 crit is an actual cri point.
  7801. break;
  7802. case BD_DRUMBATTLEFIELD:
  7803. val1 = (skilllv+1)*25; //Watk increase
  7804. val2 = (skilllv+1)*2; //Def increase
  7805. break;
  7806. case BD_RINGNIBELUNGEN:
  7807. val1 = (skilllv+2)*25; //Watk increase
  7808. break;
  7809. case BD_RICHMANKIM:
  7810. val1 = 25 + 11*skilllv; //Exp increase bonus.
  7811. break;
  7812. case BD_SIEGFRIED:
  7813. val1 = 55 + skilllv*5; //Elemental Resistance
  7814. val2 = skilllv*10; //Status ailment resistance
  7815. break;
  7816. case WE_CALLPARTNER:
  7817. if (sd) val1 = sd->status.partner_id;
  7818. break;
  7819. case WE_CALLPARENT:
  7820. if (sd) {
  7821. val1 = sd->status.father;
  7822. val2 = sd->status.mother;
  7823. }
  7824. break;
  7825. case WE_CALLBABY:
  7826. if (sd) val1 = sd->status.child;
  7827. break;
  7828. case NJ_KAENSIN:
  7829. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  7830. val2 = (skilllv+1)/2 + 4;
  7831. break;
  7832. case NJ_SUITON:
  7833. skill_clear_group(src, 1);
  7834. break;
  7835. case GS_GROUNDDRIFT:
  7836. {
  7837. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  7838. val1 = status->rhw.ele;
  7839. if (!val1)
  7840. val1=element[rand()%5];
  7841. switch (val1)
  7842. {
  7843. case ELE_FIRE:
  7844. subunt++;
  7845. case ELE_WATER:
  7846. subunt++;
  7847. case ELE_POISON:
  7848. subunt++;
  7849. case ELE_DARK:
  7850. subunt++;
  7851. case ELE_WIND:
  7852. break;
  7853. default:
  7854. subunt=rand()%5;
  7855. break;
  7856. }
  7857. break;
  7858. }
  7859. /**
  7860. * Guilotine Cross
  7861. **/
  7862. case GC_POISONSMOKE:
  7863. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  7864. return NULL;
  7865. val1 = sc->data[SC_POISONINGWEAPON]->val1; // Level of Poison, to determine poisoning time
  7866. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  7867. limit = 4000 + 2000 * skilllv;
  7868. break;
  7869. }
  7870. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  7871. group->val1=val1;
  7872. group->val2=val2;
  7873. group->val3=val3;
  7874. group->target_flag=target;
  7875. group->bl_flag= skill_get_unit_bl_target(skillid);
  7876. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  7877. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  7878. 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
  7879. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  7880. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  7881. active_flag = 0;
  7882. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  7883. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  7884. if (sd)
  7885. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  7886. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  7887. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  7888. }
  7889. if (group->state.song_dance) {
  7890. if(sd){
  7891. sd->skillid_dance = skillid;
  7892. sd->skilllv_dance = skilllv;
  7893. }
  7894. if (
  7895. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  7896. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  7897. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  7898. )
  7899. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  7900. }
  7901. limit = group->limit;
  7902. for( i = 0; i < layout->count; i++ )
  7903. {
  7904. struct skill_unit *unit;
  7905. int ux = x + layout->dx[i];
  7906. int uy = y + layout->dy[i];
  7907. int val1 = skilllv;
  7908. int val2 = 0;
  7909. int alive = 1;
  7910. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  7911. continue; // don't place skill units on walls (except for songs/dances/encores)
  7912. 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) )
  7913. continue; // no path between cell and center of casting.
  7914. switch( skillid )
  7915. {
  7916. case MG_FIREWALL:
  7917. case NJ_KAENSIN:
  7918. val2=group->val2;
  7919. break;
  7920. case WZ_ICEWALL:
  7921. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  7922. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  7923. break;
  7924. case HT_LANDMINE:
  7925. case MA_LANDMINE:
  7926. case HT_ANKLESNARE:
  7927. case HT_SHOCKWAVE:
  7928. case HT_SANDMAN:
  7929. case MA_SANDMAN:
  7930. case HT_FLASHER:
  7931. case HT_FREEZINGTRAP:
  7932. case MA_FREEZINGTRAP:
  7933. case HT_TALKIEBOX:
  7934. case HT_SKIDTRAP:
  7935. case MA_SKIDTRAP:
  7936. /**
  7937. * Ranger
  7938. **/
  7939. case RA_ELECTRICSHOCKER:
  7940. case RA_CLUSTERBOMB:
  7941. case RA_MAGENTATRAP:
  7942. case RA_COBALTTRAP:
  7943. case RA_MAIZETRAP:
  7944. case RA_VERDURETRAP:
  7945. case RA_FIRINGTRAP:
  7946. case RA_ICEBOUNDTRAP:
  7947. val1 = 3500;
  7948. break;
  7949. case GS_DESPERADO:
  7950. val1 = abs(layout->dx[i]);
  7951. val2 = abs(layout->dy[i]);
  7952. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  7953. if (val2 > val1) val1 = val2;
  7954. if (val1) val1--;
  7955. val1 = 36 -12*val1;
  7956. } else //Diagonal edges
  7957. val1 = 28 -4*val1 -4*val2;
  7958. if (val1 < 1) val1 = 1;
  7959. val2 = 0;
  7960. break;
  7961. default:
  7962. if (group->state.song_dance&0x1)
  7963. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  7964. break;
  7965. }
  7966. if( range <= 0 )
  7967. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  7968. if( !alive )
  7969. continue;
  7970. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  7971. unit->limit=limit;
  7972. unit->range=range;
  7973. if (skillid == PF_FOGWALL && alive == 2)
  7974. { //Double duration of cells on top of Deluge/Suiton
  7975. unit->limit *= 2;
  7976. group->limit = unit->limit;
  7977. }
  7978. // execute on all targets standing on this cell
  7979. if (range==0 && active_flag)
  7980. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  7981. }
  7982. if (!group->alive_count)
  7983. { //No cells? Something that was blocked completely by Land Protector?
  7984. skill_delunitgroup(group);
  7985. return NULL;
  7986. }
  7987. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  7988. group->val1 = group->alive_count;
  7989. return group;
  7990. }
  7991. /*==========================================
  7992. *
  7993. *------------------------------------------*/
  7994. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  7995. {
  7996. struct skill_unit_group *sg;
  7997. struct block_list *ss;
  7998. struct status_change *sc;
  7999. struct status_change_entry *sce;
  8000. enum sc_type type;
  8001. int skillid;
  8002. nullpo_ret(src);
  8003. nullpo_ret(bl);
  8004. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  8005. return 0;
  8006. nullpo_ret(sg=src->group);
  8007. nullpo_ret(ss=map_id2bl(sg->src_id));
  8008. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  8009. return 0; //AoE skills are ineffective. [Skotlex]
  8010. sc = status_get_sc(bl);
  8011. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  8012. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  8013. type = status_skill2sc(sg->skill_id);
  8014. sce = (sc && type != -1)?sc->data[type]:NULL;
  8015. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  8016. switch (sg->unit_id)
  8017. {
  8018. case UNT_SPIDERWEB:
  8019. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  8020. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  8021. sc->data[SC_SPIDERWEB]->val2++;
  8022. break;
  8023. }
  8024. else if( sc )
  8025. {
  8026. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8027. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  8028. {
  8029. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  8030. if( td )
  8031. sec = DIFF_TICK(td->tick, tick);
  8032. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  8033. clif_fixpos(bl);
  8034. sg->val2 = bl->id;
  8035. }
  8036. else
  8037. sec = 3000; //Couldn't trap it?
  8038. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8039. }
  8040. break;
  8041. case UNT_SAFETYWALL:
  8042. if (!sce)
  8043. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  8044. break;
  8045. case UNT_PNEUMA:
  8046. if (!sce)
  8047. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8048. break;
  8049. case UNT_WARP_WAITING:
  8050. if(bl->type==BL_PC){
  8051. struct map_session_data *sd = (struct map_session_data *)bl;
  8052. if((!sd->chatID || battle_config.chat_warpportal)
  8053. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  8054. {
  8055. int x = sg->val2>>16;
  8056. int y = sg->val2&0xffff;
  8057. unsigned short m = sg->val3;
  8058. if( --sg->val1 <= 0 )
  8059. skill_delunitgroup(sg);
  8060. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  8061. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  8062. }
  8063. } else
  8064. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  8065. {
  8066. int m = map_mapindex2mapid(sg->val3);
  8067. if (m < 0) break; //Map not available on this map-server.
  8068. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  8069. }
  8070. break;
  8071. case UNT_QUAGMIRE:
  8072. if(!sce)
  8073. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8074. break;
  8075. case UNT_VOLCANO:
  8076. case UNT_DELUGE:
  8077. case UNT_VIOLENTGALE:
  8078. if(!sce)
  8079. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  8080. break;
  8081. case UNT_SUITON:
  8082. if(!sce)
  8083. sc_start4(bl,type,100,sg->skill_lv,
  8084. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  8085. 0,0,sg->limit);
  8086. break;
  8087. case UNT_HERMODE:
  8088. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  8089. status_change_clear_buffs(bl,1); //Should dispell only allies.
  8090. case UNT_RICHMANKIM:
  8091. case UNT_ETERNALCHAOS:
  8092. case UNT_DRUMBATTLEFIELD:
  8093. case UNT_RINGNIBELUNGEN:
  8094. case UNT_ROKISWEIL:
  8095. case UNT_INTOABYSS:
  8096. case UNT_SIEGFRIED:
  8097. //Needed to check when a dancer/bard leaves their ensemble area.
  8098. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8099. return skillid;
  8100. if (!sce)
  8101. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8102. break;
  8103. case UNT_WHISTLE:
  8104. case UNT_ASSASSINCROSS:
  8105. case UNT_POEMBRAGI:
  8106. case UNT_APPLEIDUN:
  8107. case UNT_HUMMING:
  8108. case UNT_DONTFORGETME:
  8109. case UNT_FORTUNEKISS:
  8110. case UNT_SERVICEFORYOU:
  8111. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8112. return 0;
  8113. if (!sc) return 0;
  8114. if (!sce)
  8115. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8116. else if (sce->val4 == 1) {
  8117. //Readjust timers since the effect will not last long.
  8118. sce->val4 = 0;
  8119. delete_timer(sce->timer, status_change_timer);
  8120. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  8121. }
  8122. break;
  8123. case UNT_FOGWALL:
  8124. if (!sce)
  8125. {
  8126. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  8127. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8128. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  8129. }
  8130. break;
  8131. case UNT_GRAVITATION:
  8132. if (!sce)
  8133. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  8134. break;
  8135. // officially, icewall has no problems existing on occupied cells [ultramage]
  8136. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  8137. // src->val1 = 0;
  8138. // if(src->limit + sg->tick > tick + 700)
  8139. // src->limit = DIFF_TICK(tick+700,sg->tick);
  8140. // break;
  8141. case UNT_MOONLIT:
  8142. //Knockback out of area if affected char isn't in Moonlit effect
  8143. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  8144. break;
  8145. if (ss == bl) //Also needed to prevent infinite loop crash.
  8146. break;
  8147. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8148. break;
  8149. }
  8150. return skillid;
  8151. }
  8152. /*==========================================
  8153. *
  8154. *------------------------------------------*/
  8155. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8156. {
  8157. struct skill_unit_group *sg;
  8158. struct block_list *ss;
  8159. TBL_PC* tsd;
  8160. struct status_data *tstatus, *sstatus;
  8161. struct status_change *tsc, *sc;
  8162. struct skill_unit_group_tickset *ts;
  8163. enum sc_type type;
  8164. int skillid;
  8165. int diff=0;
  8166. nullpo_ret(src);
  8167. nullpo_ret(bl);
  8168. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  8169. return 0;
  8170. nullpo_ret(sg=src->group);
  8171. nullpo_ret(ss=map_id2bl(sg->src_id));
  8172. tsd = BL_CAST(BL_PC, bl);
  8173. tsc = status_get_sc(bl);
  8174. tstatus = status_get_status_data(bl);
  8175. if (sg->state.magic_power) //For magic power.
  8176. {
  8177. sc = status_get_sc(ss);
  8178. sstatus = status_get_status_data(ss);
  8179. } else {
  8180. sc = NULL;
  8181. sstatus = NULL;
  8182. }
  8183. type = status_skill2sc(sg->skill_id);
  8184. skillid = sg->skill_id;
  8185. if (sg->interval == -1) {
  8186. switch (sg->unit_id) {
  8187. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  8188. case UNT_FIREPILLAR_ACTIVE:
  8189. return 0;
  8190. default:
  8191. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  8192. return 0;
  8193. }
  8194. }
  8195. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  8196. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  8197. diff = DIFF_TICK(tick,ts->tick);
  8198. if (diff < 0)
  8199. return 0;
  8200. ts->tick = tick+sg->interval;
  8201. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  8202. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  8203. }
  8204. //Temporarily set magic power to have it take effect. [Skotlex]
  8205. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8206. { //Store previous values.
  8207. swap(sstatus->matk_min, sc->mp_matk_min);
  8208. swap(sstatus->matk_max, sc->mp_matk_max);
  8209. //Note to NOT return from the function until this is unset!
  8210. }
  8211. switch (sg->unit_id)
  8212. {
  8213. case UNT_FIREWALL:
  8214. case UNT_KAEN:
  8215. {
  8216. int count=0;
  8217. const int x = bl->x, y = bl->y;
  8218. //Take into account these hit more times than the timer interval can handle.
  8219. do
  8220. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  8221. while(--src->val2 && x == bl->x && y == bl->y &&
  8222. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  8223. if (src->val2<=0)
  8224. skill_delunit(src);
  8225. }
  8226. break;
  8227. case UNT_SANCTUARY:
  8228. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  8229. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  8230. 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) )
  8231. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  8232. }
  8233. else
  8234. {
  8235. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8236. struct mob_data *md = BL_CAST(BL_MOB, bl);
  8237. if( md && mob_is_battleground(md) )
  8238. break;
  8239. if( tstatus->hp >= tstatus->max_hp )
  8240. break;
  8241. if( status_isimmune(bl) )
  8242. heal = 0;
  8243. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8244. status_heal(bl, heal, 0, 0);
  8245. if( diff >= 500 )
  8246. sg->val1--;
  8247. }
  8248. if( sg->val1 <= 0 )
  8249. skill_delunitgroup(sg);
  8250. break;
  8251. case UNT_EVILLAND:
  8252. //Will heal demon and undead element monsters, but not players.
  8253. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  8254. { //Damage enemies
  8255. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8256. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8257. } else {
  8258. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8259. if (tstatus->hp >= tstatus->max_hp)
  8260. break;
  8261. if (status_isimmune(bl))
  8262. heal = 0;
  8263. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8264. status_heal(bl, heal, 0, 0);
  8265. }
  8266. break;
  8267. case UNT_MAGNUS:
  8268. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  8269. break;
  8270. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8271. break;
  8272. case UNT_DUMMYSKILL:
  8273. switch (sg->skill_id)
  8274. {
  8275. case SG_SUN_WARM: //SG skills [Komurka]
  8276. case SG_MOON_WARM:
  8277. case SG_STAR_WARM:
  8278. {
  8279. int count = 0;
  8280. const int x = bl->x, y = bl->y;
  8281. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  8282. do
  8283. {
  8284. if( bl->type == BL_PC )
  8285. status_zap(bl, 0, 15); // sp damage to players
  8286. else // mobs
  8287. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  8288. {
  8289. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  8290. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  8291. }
  8292. else
  8293. { //should end when out of sp.
  8294. sg->limit = DIFF_TICK(tick,sg->tick);
  8295. break;
  8296. }
  8297. } while( x == bl->x && y == bl->y &&
  8298. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  8299. }
  8300. break;
  8301. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  8302. if (tsc)
  8303. tsc->sg_counter++; //SG hit counter.
  8304. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  8305. tsc->sg_counter=0; //Attack absorbed.
  8306. break;
  8307. case GS_DESPERADO:
  8308. if (rand()%100 < src->val1)
  8309. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8310. break;
  8311. default:
  8312. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8313. }
  8314. break;
  8315. case UNT_FIREPILLAR_WAITING:
  8316. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  8317. skill_delunit(src);
  8318. break;
  8319. case UNT_SKIDTRAP:
  8320. {
  8321. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8322. sg->unit_id = UNT_USED_TRAPS;
  8323. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8324. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8325. }
  8326. break;
  8327. case UNT_ANKLESNARE:
  8328. if( sg->val2 == 0 && tsc )
  8329. {
  8330. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8331. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  8332. {
  8333. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  8334. if( td )
  8335. sec = DIFF_TICK(td->tick, tick);
  8336. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  8337. clif_fixpos(bl);
  8338. sg->val2 = bl->id;
  8339. }
  8340. else
  8341. sec = 3000; //Couldn't trap it?
  8342. clif_skillunit_update(&src->bl);
  8343. /**
  8344. * If you're snared from a trap that was invisible this makes the trap be
  8345. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  8346. * bugreport:3961
  8347. **/
  8348. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  8349. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8350. sg->interval = -1;
  8351. src->range = 0;
  8352. }
  8353. break;
  8354. case UNT_VENOMDUST:
  8355. if(tsc && !tsc->data[type])
  8356. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  8357. break;
  8358. case UNT_LANDMINE:
  8359. case UNT_CLAYMORETRAP:
  8360. case UNT_BLASTMINE:
  8361. case UNT_SHOCKWAVE:
  8362. case UNT_SANDMAN:
  8363. case UNT_FLASHER:
  8364. case UNT_FREEZINGTRAP:
  8365. case UNT_FIREPILLAR_ACTIVE:
  8366. /**
  8367. * Ranger
  8368. **/
  8369. case UNT_CLUSTERBOMB:
  8370. case UNT_MAGENTATRAP:
  8371. case UNT_COBALTTRAP:
  8372. case UNT_MAIZETRAP:
  8373. case UNT_VERDURETRAP:
  8374. case UNT_FIRINGTRAP:
  8375. case UNT_ICEBOUNDTRAP:
  8376. /**
  8377. * The owner of these traps (all but ankle snare) cannot be affected by it
  8378. **/
  8379. if (sg->src_id == bl->id)
  8380. break;
  8381. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8382. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  8383. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  8384. src->range = -1; //Disable range so it does not invoke a for each in area again.
  8385. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8386. break;
  8387. case UNT_TALKIEBOX:
  8388. if (sg->src_id == bl->id)
  8389. break;
  8390. if (sg->val2 == 0){
  8391. clif_talkiebox(&src->bl, sg->valstr);
  8392. sg->unit_id = UNT_USED_TRAPS;
  8393. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8394. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  8395. sg->val2 = -1;
  8396. }
  8397. break;
  8398. case UNT_LULLABY:
  8399. if (ss->id == bl->id)
  8400. break;
  8401. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8402. break;
  8403. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  8404. if (ss->id != bl->id)
  8405. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8406. break;
  8407. case UNT_DISSONANCE:
  8408. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8409. break;
  8410. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  8411. {
  8412. int heal;
  8413. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  8414. break; // affects self only when soullinked
  8415. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  8416. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8417. status_heal(bl, heal, 0, 0);
  8418. break;
  8419. }
  8420. case UNT_TATAMIGAESHI:
  8421. case UNT_DEMONSTRATION:
  8422. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8423. break;
  8424. case UNT_GOSPEL:
  8425. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  8426. break;
  8427. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  8428. { // Support Effect only on party, not guild
  8429. int heal;
  8430. int i = rand()%13; // Positive buff count
  8431. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  8432. switch (i)
  8433. {
  8434. case 0: // Heal 1~9999 HP
  8435. heal = rand() %9999+1;
  8436. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  8437. status_heal(bl,heal,0,0);
  8438. break;
  8439. case 1: // End all negative status
  8440. status_change_clear_buffs(bl,2);
  8441. if (tsd) clif_gospel_info(tsd, 0x15);
  8442. break;
  8443. case 2: // Immunity to all status
  8444. sc_start(bl,SC_SCRESIST,100,100,time);
  8445. if (tsd) clif_gospel_info(tsd, 0x16);
  8446. break;
  8447. case 3: // MaxHP +100%
  8448. sc_start(bl,SC_INCMHPRATE,100,100,time);
  8449. if (tsd) clif_gospel_info(tsd, 0x17);
  8450. break;
  8451. case 4: // MaxSP +100%
  8452. sc_start(bl,SC_INCMSPRATE,100,100,time);
  8453. if (tsd) clif_gospel_info(tsd, 0x18);
  8454. break;
  8455. case 5: // All stats +20
  8456. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  8457. if (tsd) clif_gospel_info(tsd, 0x19);
  8458. break;
  8459. case 6: // Level 10 Blessing
  8460. sc_start(bl,SC_BLESSING,100,10,time);
  8461. break;
  8462. case 7: // Level 10 Increase AGI
  8463. sc_start(bl,SC_INCREASEAGI,100,10,time);
  8464. break;
  8465. case 8: // Enchant weapon with Holy element
  8466. sc_start(bl,SC_ASPERSIO,100,1,time);
  8467. if (tsd) clif_gospel_info(tsd, 0x1c);
  8468. break;
  8469. case 9: // Enchant armor with Holy element
  8470. sc_start(bl,SC_BENEDICTIO,100,1,time);
  8471. if (tsd) clif_gospel_info(tsd, 0x1d);
  8472. break;
  8473. case 10: // DEF +25%
  8474. sc_start(bl,SC_INCDEFRATE,100,25,time);
  8475. if (tsd) clif_gospel_info(tsd, 0x1e);
  8476. break;
  8477. case 11: // ATK +100%
  8478. sc_start(bl,SC_INCATKRATE,100,100,time);
  8479. if (tsd) clif_gospel_info(tsd, 0x1f);
  8480. break;
  8481. case 12: // HIT/Flee +50
  8482. sc_start(bl,SC_INCHIT,100,50,time);
  8483. sc_start(bl,SC_INCFLEE,100,50,time);
  8484. if (tsd) clif_gospel_info(tsd, 0x20);
  8485. break;
  8486. }
  8487. }
  8488. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8489. { // Offensive Effect
  8490. int i = rand()%9; // Negative buff count
  8491. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  8492. switch (i)
  8493. {
  8494. case 0: // Deal 1~9999 damage
  8495. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8496. break;
  8497. case 1: // Curse
  8498. sc_start(bl,SC_CURSE,100,1,time);
  8499. break;
  8500. case 2: // Blind
  8501. sc_start(bl,SC_BLIND,100,1,time);
  8502. break;
  8503. case 3: // Poison
  8504. sc_start(bl,SC_POISON,100,1,time);
  8505. break;
  8506. case 4: // Level 10 Provoke
  8507. sc_start(bl,SC_PROVOKE,100,10,time);
  8508. break;
  8509. case 5: // DEF -100%
  8510. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  8511. break;
  8512. case 6: // ATK -100%
  8513. sc_start(bl,SC_INCATKRATE,100,-100,time);
  8514. break;
  8515. case 7: // Flee -100%
  8516. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  8517. break;
  8518. case 8: // Speed/ASPD -25%
  8519. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  8520. break;
  8521. }
  8522. }
  8523. break;
  8524. case UNT_BASILICA:
  8525. {
  8526. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  8527. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  8528. { // knock-back any enemy except Boss
  8529. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  8530. clif_fixpos(bl);
  8531. }
  8532. if( sg->src_id != bl->id && i <= 0 )
  8533. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  8534. }
  8535. break;
  8536. case UNT_GRAVITATION:
  8537. case UNT_EARTHSTRAIN:
  8538. case UNT_FIREWALK:
  8539. case UNT_ELECTRICWALK:
  8540. case UNT_PSYCHIC_WAVE:
  8541. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8542. break;
  8543. case UNT_GROUNDDRIFT_WIND:
  8544. case UNT_GROUNDDRIFT_DARK:
  8545. case UNT_GROUNDDRIFT_POISON:
  8546. case UNT_GROUNDDRIFT_WATER:
  8547. case UNT_GROUNDDRIFT_FIRE:
  8548. map_foreachinrange(skill_trap_splash,&src->bl,
  8549. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  8550. &src->bl,tick);
  8551. sg->unit_id = UNT_USED_TRAPS;
  8552. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  8553. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8554. break;
  8555. /**
  8556. * 3rd stuff
  8557. **/
  8558. case UNT_POISONSMOKE:
  8559. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rand()%100 < 20 )
  8560. sc_start(bl,sg->val2,100,sg->val1,skill_get_time2(GC_POISONINGWEAPON,sg->val1));
  8561. break;
  8562. case UNT_EPICLESIS:
  8563. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  8564. {
  8565. int hp, sp;
  8566. switch( sg->skill_lv )
  8567. {
  8568. case 1: case 2: hp = 3; sp = 2; break;
  8569. case 3: case 4: hp = 4; sp = 3; break;
  8570. case 5: default: hp = 5; sp = 4; break;
  8571. }
  8572. hp = tstatus->max_hp * hp / 100;
  8573. sp = tstatus->max_sp * sp / 100;
  8574. status_heal(bl, hp, sp, 0);
  8575. if( tstatus->hp < tstatus->max_hp )
  8576. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 1);
  8577. if( tstatus->sp < tstatus->max_sp )
  8578. clif_skill_nodamage(&src->bl, bl, MG_SRECOVERY, sp, 1);
  8579. sc_start(bl, type, 100, sg->skill_lv, sg->interval + 100);
  8580. sg->val2++;
  8581. // Reveal hidden players every 5 seconds.
  8582. if( sg->val2 >= 5 )
  8583. {
  8584. sg->val2 = 0;
  8585. // TODO: check if other hidden status can be removed.
  8586. status_change_end(bl,SC_HIDING,-1);
  8587. status_change_end(bl,SC_CLOAKING,-1);
  8588. }
  8589. }
  8590. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  8591. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  8592. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  8593. break;
  8594. case UNT_STEALTHFIELD:
  8595. if( bl->id == sg->src_id )
  8596. break; // Dont work on Self (video shows that)
  8597. case UNT_NEUTRALBARRIER:
  8598. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  8599. break;
  8600. case UNT_DIMENSIONDOOR:
  8601. if( tsd && !map[bl->m].flag.noteleport )
  8602. pc_randomwarp(tsd,3);
  8603. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  8604. unit_warp(bl,-1,-1,-1,3);
  8605. break;
  8606. case UNT_REVERBERATION:
  8607. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  8608. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8609. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  8610. break;
  8611. case UNT_SEVERE_RAINSTORM:
  8612. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  8613. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  8614. break;
  8615. }
  8616. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8617. { //Unset magic power.
  8618. swap(sstatus->matk_min, sc->mp_matk_min);
  8619. swap(sstatus->matk_max, sc->mp_matk_max);
  8620. }
  8621. if (bl->type == BL_MOB && ss != bl)
  8622. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  8623. return skillid;
  8624. }
  8625. /*==========================================
  8626. * Triggered when a char steps out of a skill cell
  8627. *------------------------------------------*/
  8628. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8629. {
  8630. struct skill_unit_group *sg;
  8631. struct status_change *sc;
  8632. struct status_change_entry *sce;
  8633. enum sc_type type;
  8634. nullpo_ret(src);
  8635. nullpo_ret(bl);
  8636. nullpo_ret(sg=src->group);
  8637. sc = status_get_sc(bl);
  8638. type = status_skill2sc(sg->skill_id);
  8639. sce = (sc && type != -1)?sc->data[type]:NULL;
  8640. if( bl->prev==NULL ||
  8641. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  8642. return 0;
  8643. switch(sg->unit_id){
  8644. case UNT_SAFETYWALL:
  8645. case UNT_PNEUMA:
  8646. case UNT_EPICLESIS://Arch Bishop
  8647. if (sce)
  8648. status_change_end(bl, type, INVALID_TIMER);
  8649. break;
  8650. case UNT_BASILICA:
  8651. if( sce && sce->val4 == src->bl.id )
  8652. status_change_end(bl, type, INVALID_TIMER);
  8653. break;
  8654. case UNT_HERMODE: //Clear Hermode if the owner moved.
  8655. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  8656. status_change_end(bl, type, INVALID_TIMER);
  8657. break;
  8658. case UNT_SPIDERWEB:
  8659. {
  8660. struct block_list *target = map_id2bl(sg->val2);
  8661. if (target && target==bl)
  8662. {
  8663. if (sce && sce->val3 == sg->group_id)
  8664. status_change_end(bl, type, INVALID_TIMER);
  8665. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  8666. }
  8667. break;
  8668. }
  8669. }
  8670. return sg->skill_id;
  8671. }
  8672. /*==========================================
  8673. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  8674. *------------------------------------------*/
  8675. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  8676. {
  8677. struct status_change *sc;
  8678. struct status_change_entry *sce;
  8679. enum sc_type type;
  8680. sc = status_get_sc(bl);
  8681. if (sc && !sc->count)
  8682. sc = NULL;
  8683. type = status_skill2sc(skill_id);
  8684. sce = (sc && type != -1)?sc->data[type]:NULL;
  8685. switch (skill_id)
  8686. {
  8687. case WZ_QUAGMIRE:
  8688. if (bl->type==BL_MOB)
  8689. break;
  8690. if (sce)
  8691. status_change_end(bl, type, INVALID_TIMER);
  8692. break;
  8693. case BD_LULLABY:
  8694. case BD_RICHMANKIM:
  8695. case BD_ETERNALCHAOS:
  8696. case BD_DRUMBATTLEFIELD:
  8697. case BD_RINGNIBELUNGEN:
  8698. case BD_ROKISWEIL:
  8699. case BD_INTOABYSS:
  8700. case BD_SIEGFRIED:
  8701. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  8702. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  8703. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  8704. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  8705. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  8706. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  8707. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  8708. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  8709. }
  8710. case MG_SAFETYWALL:
  8711. case AL_PNEUMA:
  8712. case SA_VOLCANO:
  8713. case SA_DELUGE:
  8714. case SA_VIOLENTGALE:
  8715. case CG_HERMODE:
  8716. case HW_GRAVITATION:
  8717. case NJ_SUITON:
  8718. if (sce)
  8719. status_change_end(bl, type, INVALID_TIMER);
  8720. break;
  8721. case BA_POEMBRAGI:
  8722. case BA_WHISTLE:
  8723. case BA_ASSASSINCROSS:
  8724. case BA_APPLEIDUN:
  8725. case DC_HUMMING:
  8726. case DC_DONTFORGETME:
  8727. case DC_FORTUNEKISS:
  8728. case DC_SERVICEFORYOU:
  8729. if (sce)
  8730. {
  8731. delete_timer(sce->timer, status_change_timer);
  8732. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  8733. //not possible on our current implementation.
  8734. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  8735. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  8736. }
  8737. break;
  8738. case PF_FOGWALL:
  8739. if (sce)
  8740. {
  8741. status_change_end(bl, type, INVALID_TIMER);
  8742. if ((sce=sc->data[SC_BLIND]))
  8743. {
  8744. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  8745. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8746. else {
  8747. delete_timer(sce->timer, status_change_timer);
  8748. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  8749. }
  8750. }
  8751. }
  8752. break;
  8753. }
  8754. return skill_id;
  8755. }
  8756. /*==========================================
  8757. * Invoked when a unit cell has been placed/removed/deleted.
  8758. * flag values:
  8759. * flag&1: Invoke onplace function (otherwise invoke onout)
  8760. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  8761. *------------------------------------------*/
  8762. static int skill_unit_effect (struct block_list* bl, va_list ap)
  8763. {
  8764. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  8765. struct skill_unit_group* group = unit->group;
  8766. unsigned int tick = va_arg(ap,unsigned int);
  8767. unsigned int flag = va_arg(ap,unsigned int);
  8768. int skill_id;
  8769. bool dissonance;
  8770. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  8771. return 0;
  8772. nullpo_ret(group);
  8773. dissonance = skill_dance_switch(unit, 0);
  8774. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8775. skill_id = group->skill_id;
  8776. //Target-type check.
  8777. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  8778. {
  8779. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  8780. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  8781. }
  8782. else
  8783. {
  8784. if( flag&1 )
  8785. skill_unit_onplace(unit,bl,tick);
  8786. else
  8787. skill_unit_onout(unit,bl,tick);
  8788. if( flag&4 )
  8789. skill_unit_onleft(skill_id, bl, tick);
  8790. }
  8791. if( dissonance ) skill_dance_switch(unit, 1);
  8792. return 0;
  8793. }
  8794. /*==========================================
  8795. *
  8796. *------------------------------------------*/
  8797. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  8798. {
  8799. struct skill_unit_group *sg;
  8800. nullpo_ret(src);
  8801. nullpo_ret(sg=src->group);
  8802. switch( sg->unit_id )
  8803. {
  8804. case UNT_SKIDTRAP:
  8805. case UNT_LANDMINE:
  8806. case UNT_SHOCKWAVE:
  8807. case UNT_SANDMAN:
  8808. case UNT_FLASHER:
  8809. case UNT_FREEZINGTRAP:
  8810. case UNT_TALKIEBOX:
  8811. case UNT_ANKLESNARE:
  8812. case UNT_ICEWALL:
  8813. src->val1-=damage;
  8814. break;
  8815. case UNT_BLASTMINE:
  8816. case UNT_CLAYMORETRAP:
  8817. skill_blown(bl, &src->bl, 2, -1, 0);
  8818. break;
  8819. default:
  8820. damage = 0;
  8821. break;
  8822. }
  8823. return damage;
  8824. }
  8825. /*==========================================
  8826. *
  8827. *------------------------------------------*/
  8828. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  8829. {
  8830. int *c, skillid;
  8831. struct block_list *src;
  8832. struct map_session_data *sd;
  8833. struct map_session_data *tsd;
  8834. int *p_sd; //Contains the list of characters found.
  8835. nullpo_ret(bl);
  8836. nullpo_ret(tsd=(struct map_session_data*)bl);
  8837. nullpo_ret(src=va_arg(ap,struct block_list *));
  8838. nullpo_ret(sd=(struct map_session_data*)src);
  8839. c=va_arg(ap,int *);
  8840. p_sd = va_arg(ap, int *);
  8841. skillid = va_arg(ap,int);
  8842. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  8843. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  8844. if (bl == src)
  8845. return 0;
  8846. if(pc_isdead(tsd))
  8847. return 0;
  8848. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  8849. return 0;
  8850. switch(skillid)
  8851. {
  8852. case PR_BENEDICTIO:
  8853. {
  8854. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  8855. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  8856. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  8857. && sd->status.sp >= 10)
  8858. p_sd[(*c)++]=tsd->bl.id;
  8859. return 1;
  8860. }
  8861. case AB_ADORAMUS:
  8862. { // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  8863. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  8864. p_sd[(*c)++] = tsd->bl.id;
  8865. return 1;
  8866. }
  8867. case WL_COMET:
  8868. { // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  8869. if( tsd->status.class_ == 4055 || tsd->status.class_ == 4061 )
  8870. p_sd[(*c)++] = tsd->bl.id;
  8871. return 1;
  8872. }
  8873. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  8874. {
  8875. int skilllv;
  8876. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  8877. return 0;
  8878. if (sd->status.sex != tsd->status.sex &&
  8879. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  8880. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  8881. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  8882. sd->status.party_id && tsd->status.party_id &&
  8883. sd->status.party_id == tsd->status.party_id &&
  8884. !tsd->sc.data[SC_DANCING])
  8885. {
  8886. p_sd[(*c)++]=tsd->bl.id;
  8887. return skilllv;
  8888. } else {
  8889. return 0;
  8890. }
  8891. }
  8892. break;
  8893. }
  8894. return 0;
  8895. }
  8896. /*==========================================
  8897. * Checks and stores partners for ensemble skills [Skotlex]
  8898. *------------------------------------------*/
  8899. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  8900. {
  8901. static int c=0;
  8902. static int p_sd[2] = { 0, 0 };
  8903. int i;
  8904. if (!battle_config.player_skill_partner_check ||
  8905. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  8906. return 99; //As if there were infinite partners.
  8907. if (cast_flag)
  8908. { //Execute the skill on the partners.
  8909. struct map_session_data* tsd;
  8910. switch (skill_id)
  8911. {
  8912. case PR_BENEDICTIO:
  8913. for (i = 0; i < c; i++)
  8914. {
  8915. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  8916. status_charge(&tsd->bl, 0, 10);
  8917. }
  8918. return c;
  8919. case AB_ADORAMUS:
  8920. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL )
  8921. {
  8922. i = 2 * (*skill_lv);
  8923. status_charge(&tsd->bl, 0, i);
  8924. }
  8925. break;
  8926. default: //Warning: Assuming Ensemble skills here (for speed)
  8927. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  8928. {
  8929. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  8930. 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);
  8931. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  8932. tsd->skillid_dance = skill_id;
  8933. tsd->skilllv_dance = *skill_lv;
  8934. }
  8935. return c;
  8936. }
  8937. }
  8938. //Else: new search for partners.
  8939. c = 0;
  8940. memset (p_sd, 0, sizeof(p_sd));
  8941. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  8942. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  8943. *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.
  8944. return c;
  8945. }
  8946. /*==========================================
  8947. *
  8948. *------------------------------------------*/
  8949. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  8950. {
  8951. int *c,src_id,mob_class,skill;
  8952. struct mob_data *md;
  8953. md=(struct mob_data*)bl;
  8954. src_id=va_arg(ap,int);
  8955. mob_class=va_arg(ap,int);
  8956. skill=va_arg(ap,int);
  8957. c=va_arg(ap,int *);
  8958. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  8959. return 0; //Non alchemist summoned mobs have nothing to do here.
  8960. if(md->class_==mob_class)
  8961. (*c)++;
  8962. return 1;
  8963. }
  8964. /*==========================================
  8965. * Determines if a given skill should be made to consume ammo
  8966. * when used by the player. [Skotlex]
  8967. *------------------------------------------*/
  8968. int skill_isammotype (struct map_session_data *sd, int skill)
  8969. {
  8970. return (
  8971. battle_config.arrow_decrement==2 &&
  8972. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  8973. skill != HT_PHANTASMIC &&
  8974. skill_get_type(skill) == BF_WEAPON &&
  8975. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  8976. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  8977. );
  8978. }
  8979. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  8980. {
  8981. struct status_data *status;
  8982. struct status_change *sc;
  8983. struct skill_condition require;
  8984. int i;
  8985. nullpo_ret(sd);
  8986. if (lv <= 0 || sd->chatID) return 0;
  8987. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  8988. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  8989. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  8990. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  8991. return 1;
  8992. }
  8993. if( sd->menuskill_id == AM_PHARMACY )
  8994. {
  8995. switch( skill )
  8996. {
  8997. case AM_PHARMACY:
  8998. case AC_MAKINGARROW:
  8999. case BS_REPAIRWEAPON:
  9000. case AM_TWILIGHT1:
  9001. case AM_TWILIGHT2:
  9002. case AM_TWILIGHT3:
  9003. return 0;
  9004. }
  9005. }
  9006. status = &sd->battle_status;
  9007. sc = &sd->sc;
  9008. if( !sc->count )
  9009. sc = NULL;
  9010. if( sd->skillitem == skill )
  9011. {
  9012. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  9013. sd->state.abra_flag = 0;
  9014. else
  9015. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  9016. if( (i = sd->itemindex) == -1 ||
  9017. sd->status.inventory[i].nameid != sd->itemid ||
  9018. sd->inventory_data[i] == NULL ||
  9019. !sd->inventory_data[i]->flag.delay_consume ||
  9020. sd->status.inventory[i].amount < 1
  9021. )
  9022. { //Something went wrong, item exploit?
  9023. sd->itemid = sd->itemindex = -1;
  9024. return 0;
  9025. }
  9026. //Consume
  9027. sd->itemid = sd->itemindex = -1;
  9028. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  9029. ; //Do not consume item.
  9030. else if( sd->status.inventory[i].expire_time == 0 )
  9031. pc_delitem(sd,i,1,0,0); // Rental usable items are not consumed until expiration
  9032. }
  9033. return 1;
  9034. }
  9035. if( pc_is90overweight(sd) )
  9036. {
  9037. clif_skill_fail(sd,skill,9,0);
  9038. return 0;
  9039. }
  9040. switch( skill )
  9041. { // Turn off check.
  9042. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9043. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9044. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9045. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9046. if( sc && sc->data[status_skill2sc(skill)] )
  9047. return 1;
  9048. }
  9049. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9050. return 0;
  9051. require = skill_get_requirement(sd,skill,lv);
  9052. //Can only update state when weapon/arrow info is checked.
  9053. sd->state.arrow_atk = require.ammo?1:0;
  9054. // perform skill-specific checks (and actions)
  9055. switch( skill )
  9056. {
  9057. case SA_CASTCANCEL:
  9058. if(sd->ud.skilltimer == INVALID_TIMER) {
  9059. clif_skill_fail(sd,skill,0,0);
  9060. return 0;
  9061. }
  9062. break;
  9063. case AL_WARP:
  9064. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  9065. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  9066. return 0;
  9067. }
  9068. break;
  9069. case MO_CALLSPIRITS:
  9070. if(sd->spiritball >= lv) {
  9071. clif_skill_fail(sd,skill,0,0);
  9072. return 0;
  9073. }
  9074. break;
  9075. case MO_FINGEROFFENSIVE:
  9076. case GS_FLING:
  9077. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  9078. sd->spiritball_old = require.spiritball = sd->spiritball;
  9079. else
  9080. sd->spiritball_old = require.spiritball;
  9081. break;
  9082. case MO_CHAINCOMBO:
  9083. if(!sc)
  9084. return 0;
  9085. if(sc->data[SC_BLADESTOP])
  9086. break;
  9087. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  9088. break;
  9089. return 0;
  9090. case MO_COMBOFINISH:
  9091. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  9092. return 0;
  9093. break;
  9094. case CH_TIGERFIST:
  9095. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  9096. return 0;
  9097. break;
  9098. case CH_CHAINCRUSH:
  9099. if(!(sc && sc->data[SC_COMBO]))
  9100. return 0;
  9101. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  9102. return 0;
  9103. break;
  9104. case MO_EXTREMITYFIST:
  9105. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  9106. // return 0;
  9107. if( sc && sc->data[SC_BLADESTOP] )
  9108. break;
  9109. if( sc && sc->data[SC_COMBO] )
  9110. {
  9111. switch(sc->data[SC_COMBO]->val1) {
  9112. case MO_COMBOFINISH:
  9113. case CH_TIGERFIST:
  9114. case CH_CHAINCRUSH:
  9115. break;
  9116. default:
  9117. return 0;
  9118. }
  9119. }
  9120. else if( !unit_can_move(&sd->bl) )
  9121. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  9122. clif_skill_fail(sd,skill,0,0);
  9123. return 0;
  9124. }
  9125. break;
  9126. case TK_MISSION:
  9127. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  9128. {// Cannot be used by Non-Taekwon classes
  9129. clif_skill_fail(sd,skill,0,0);
  9130. return 0;
  9131. }
  9132. break;
  9133. case TK_READYCOUNTER:
  9134. case TK_READYDOWN:
  9135. case TK_READYSTORM:
  9136. case TK_READYTURN:
  9137. case TK_JUMPKICK:
  9138. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  9139. {// Soul Linkers cannot use this skill
  9140. clif_skill_fail(sd,skill,0,0);
  9141. return 0;
  9142. }
  9143. break;
  9144. case TK_TURNKICK:
  9145. case TK_STORMKICK:
  9146. case TK_DOWNKICK:
  9147. case TK_COUNTER:
  9148. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  9149. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  9150. if(!(sc && sc->data[SC_COMBO]))
  9151. return 0; //Combo needs to be ready
  9152. if (sc->data[SC_COMBO]->val3)
  9153. { //Kick chain
  9154. //Do not repeat a kick.
  9155. if (sc->data[SC_COMBO]->val3 != skill)
  9156. break;
  9157. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  9158. return 0;
  9159. }
  9160. if(sc->data[SC_COMBO]->val1 != skill)
  9161. { //Cancel combo wait.
  9162. unit_cancel_combo(&sd->bl);
  9163. return 0;
  9164. }
  9165. break; //Combo ready.
  9166. case BD_ADAPTATION:
  9167. {
  9168. int time;
  9169. if(!(sc && sc->data[SC_DANCING]))
  9170. {
  9171. clif_skill_fail(sd,skill,0,0);
  9172. return 0;
  9173. }
  9174. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  9175. if (skill_get_time(
  9176. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  9177. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  9178. - time < skill_get_time2(skill,lv))
  9179. {
  9180. clif_skill_fail(sd,skill,0,0);
  9181. return 0;
  9182. }
  9183. }
  9184. break;
  9185. case PR_BENEDICTIO:
  9186. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  9187. {
  9188. clif_skill_fail(sd,skill,0,0);
  9189. return 0;
  9190. }
  9191. break;
  9192. case SL_SMA:
  9193. if(!(sc && sc->data[SC_SMA]))
  9194. return 0;
  9195. break;
  9196. case HT_POWER:
  9197. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  9198. return 0;
  9199. break;
  9200. case CG_HERMODE:
  9201. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  9202. {
  9203. clif_skill_fail(sd,skill,0,0);
  9204. return 0;
  9205. }
  9206. break;
  9207. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  9208. {
  9209. int i,x,y,range = skill_get_splash(skill, lv)+1;
  9210. int size = range*2+1;
  9211. for (i=0;i<size*size;i++) {
  9212. x = sd->bl.x+(i%size-range);
  9213. y = sd->bl.y+(i/size-range);
  9214. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  9215. clif_skill_fail(sd,skill,0,0);
  9216. return 0;
  9217. }
  9218. }
  9219. }
  9220. break;
  9221. case PR_REDEMPTIO:
  9222. {
  9223. int exp;
  9224. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  9225. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  9226. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  9227. return 0;
  9228. }
  9229. break;
  9230. }
  9231. case AM_TWILIGHT2:
  9232. case AM_TWILIGHT3:
  9233. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  9234. {
  9235. clif_skill_fail(sd,skill,0,0);
  9236. return 0;
  9237. }
  9238. break;
  9239. case SG_SUN_WARM:
  9240. case SG_MOON_WARM:
  9241. case SG_STAR_WARM:
  9242. if (sc && sc->data[SC_MIRACLE])
  9243. break;
  9244. i = skill-SG_SUN_WARM;
  9245. if (sd->bl.m == sd->feel_map[i].m)
  9246. break;
  9247. clif_skill_fail(sd,skill,0,0);
  9248. return 0;
  9249. break;
  9250. case SG_SUN_COMFORT:
  9251. case SG_MOON_COMFORT:
  9252. case SG_STAR_COMFORT:
  9253. if (sc && sc->data[SC_MIRACLE])
  9254. break;
  9255. i = skill-SG_SUN_COMFORT;
  9256. if (sd->bl.m == sd->feel_map[i].m &&
  9257. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  9258. break;
  9259. clif_skill_fail(sd,skill,0,0);
  9260. return 0;
  9261. case SG_FUSION:
  9262. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  9263. break;
  9264. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  9265. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  9266. if( require.sp > 0 )
  9267. {
  9268. if (status->sp < (unsigned int)require.sp)
  9269. clif_skill_fail(sd,skill,1,0);
  9270. else
  9271. status_zap(&sd->bl, 0, require.sp);
  9272. }
  9273. return 0;
  9274. case GD_BATTLEORDER:
  9275. case GD_REGENERATION:
  9276. case GD_RESTORE:
  9277. if (!map_flag_gvg2(sd->bl.m)) {
  9278. clif_skill_fail(sd,skill,0,0);
  9279. return 0;
  9280. }
  9281. case GD_EMERGENCYCALL:
  9282. // other checks were already done in skillnotok()
  9283. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  9284. return 0;
  9285. break;
  9286. case GS_GLITTERING:
  9287. if(sd->spiritball >= 10) {
  9288. clif_skill_fail(sd,skill,0,0);
  9289. return 0;
  9290. }
  9291. break;
  9292. case NJ_ISSEN:
  9293. if (status->hp < 2) {
  9294. clif_skill_fail(sd,skill,0,0);
  9295. return 0;
  9296. }
  9297. case NJ_BUNSINJYUTSU:
  9298. if (!(sc && sc->data[SC_NEN])) {
  9299. clif_skill_fail(sd,skill,0,0);
  9300. return 0;
  9301. }
  9302. break;
  9303. case NJ_ZENYNAGE:
  9304. if(sd->status.zeny < require.zeny) {
  9305. clif_skill_fail(sd,skill,5,0);
  9306. return 0;
  9307. }
  9308. break;
  9309. case PF_HPCONVERSION:
  9310. if (status->sp == status->max_sp)
  9311. return 0; //Unusable when at full SP.
  9312. break;
  9313. case AM_CALLHOMUN: //Can't summon if a hom is already out
  9314. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  9315. clif_skill_fail(sd,skill,0,0);
  9316. return 0;
  9317. }
  9318. break;
  9319. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  9320. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  9321. {
  9322. clif_skill_fail(sd,skill,0,0);
  9323. return 0;
  9324. }
  9325. break;
  9326. /**
  9327. * Arch Bishop
  9328. **/
  9329. case AB_ANCILLA:
  9330. {
  9331. int count = 0;
  9332. for( i = 0; i < MAX_INVENTORY; i ++ )
  9333. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  9334. count += sd->status.inventory[i].amount;
  9335. if( count >= 3 ) {
  9336. clif_skill_fail(sd, skill, 0x0c, 0);
  9337. return 0;
  9338. }
  9339. }
  9340. break;
  9341. /**
  9342. * Keeping as a note:
  9343. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  9344. **/
  9345. //case AB_LAUDAAGNUS:
  9346. //case AB_LAUDARAMUS:
  9347. // if( !sd->status.party_id ) {
  9348. // clif_skill_fail(sd,skill,0,0);
  9349. // return 0;
  9350. // }
  9351. // break;
  9352. case AB_ADORAMUS:
  9353. /**
  9354. * Warlock
  9355. **/
  9356. case WL_COMET:
  9357. 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]) )
  9358. {
  9359. //clif_skill_fail(sd,skill,0x47,require.amount[0],require.itemid[0]);
  9360. clif_skill_fail(sd,skill,0,0);
  9361. return 0;
  9362. }
  9363. break;
  9364. case WL_SUMMONFB:
  9365. case WL_SUMMONBL:
  9366. case WL_SUMMONWB:
  9367. case WL_SUMMONSTONE:
  9368. if( sc )
  9369. {
  9370. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  9371. if( i == SC_SPHERE_5+1 )
  9372. { // No more free slots
  9373. clif_skill_fail(sd,skill,0x13,0);
  9374. return 0;
  9375. }
  9376. }
  9377. break;
  9378. /**
  9379. * Guilotine Cross
  9380. **/
  9381. case GC_HALLUCINATIONWALK:
  9382. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  9383. clif_skill_fail(sd,skill,0x0,0);
  9384. return 0;
  9385. }
  9386. break;
  9387. case GC_COUNTERSLASH:
  9388. case GC_WEAPONCRUSH:
  9389. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  9390. clif_skill_fail(sd, skill, 0x1f, 0);
  9391. return 0;
  9392. }
  9393. break;
  9394. case GC_CROSSRIPPERSLASHER:
  9395. if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
  9396. clif_skill_fail(sd, skill, 0x17, 0);
  9397. return 0;
  9398. }
  9399. break;
  9400. case GC_POISONSMOKE:
  9401. case GC_VENOMPRESSURE:
  9402. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9403. clif_skill_fail(sd, skill, 0x20, 0);
  9404. return 0;
  9405. }
  9406. break;
  9407. /**
  9408. * Ranger
  9409. **/
  9410. case RA_SENSITIVEKEEN:
  9411. if(!pc_iswug(sd)) {
  9412. clif_skill_fail(sd,skill,0x17,0);
  9413. return 0;
  9414. }
  9415. break;
  9416. }
  9417. switch(require.state) {
  9418. case ST_HIDING:
  9419. if(!(sc && sc->option&OPTION_HIDE)) {
  9420. clif_skill_fail(sd,skill,0,0);
  9421. return 0;
  9422. }
  9423. break;
  9424. case ST_CLOAKING:
  9425. if(!pc_iscloaking(sd)) {
  9426. clif_skill_fail(sd,skill,0,0);
  9427. return 0;
  9428. }
  9429. break;
  9430. case ST_HIDDEN:
  9431. if(!pc_ishiding(sd)) {
  9432. clif_skill_fail(sd,skill,0,0);
  9433. return 0;
  9434. }
  9435. break;
  9436. case ST_RIDING:
  9437. if(!pc_isriding(sd)) {
  9438. clif_skill_fail(sd,skill,0,0);
  9439. return 0;
  9440. }
  9441. break;
  9442. case ST_FALCON:
  9443. if(!pc_isfalcon(sd)) {
  9444. clif_skill_fail(sd,skill,0,0);
  9445. return 0;
  9446. }
  9447. break;
  9448. case ST_CARTBOOST:
  9449. if(!(sc && sc->data[SC_CARTBOOST])) {
  9450. clif_skill_fail(sd,skill,0,0);
  9451. return 0;
  9452. }
  9453. case ST_CART:
  9454. if(!pc_iscarton(sd)) {
  9455. clif_skill_fail(sd,skill,0,0);
  9456. return 0;
  9457. }
  9458. break;
  9459. case ST_SHIELD:
  9460. if(sd->status.shield <= 0) {
  9461. clif_skill_fail(sd,skill,0,0);
  9462. return 0;
  9463. }
  9464. break;
  9465. case ST_SIGHT:
  9466. if(!(sc && sc->data[SC_SIGHT])) {
  9467. clif_skill_fail(sd,skill,0,0);
  9468. return 0;
  9469. }
  9470. break;
  9471. case ST_EXPLOSIONSPIRITS:
  9472. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  9473. clif_skill_fail(sd,skill,0,0);
  9474. return 0;
  9475. }
  9476. break;
  9477. case ST_RECOV_WEIGHT_RATE:
  9478. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  9479. clif_skill_fail(sd,skill,0,0);
  9480. return 0;
  9481. }
  9482. break;
  9483. case ST_MOVE_ENABLE:
  9484. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  9485. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  9486. if (!unit_can_move(&sd->bl)) {
  9487. clif_skill_fail(sd,skill,0,0);
  9488. return 0;
  9489. }
  9490. break;
  9491. case ST_WATER:
  9492. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  9493. break;
  9494. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  9495. break;
  9496. clif_skill_fail(sd,skill,0,0);
  9497. return 0;
  9498. /**
  9499. * Rune Knight
  9500. **/
  9501. case ST_RIDINGDRAGON:
  9502. if( !(sd->sc.option&OPTION_DRAGON)) {
  9503. clif_skill_fail(sd,skill,0,0);
  9504. return 0;
  9505. }
  9506. break;
  9507. /**
  9508. * Wug
  9509. **/
  9510. case ST_WUG:
  9511. if( !(sd->sc.option&OPTION_WUG) ) {
  9512. clif_skill_fail(sd,skill,0,0);
  9513. return 0;
  9514. }
  9515. break;
  9516. /**
  9517. * Riding Wug
  9518. **/
  9519. case ST_RIDINGWUG:
  9520. if( !(sd->sc.option&OPTION_WUGRIDER) ){
  9521. clif_skill_fail(sd,skill,0,0);
  9522. return 0;
  9523. }
  9524. break;
  9525. /**
  9526. * Mechanic
  9527. **/
  9528. case ST_MADO:
  9529. if( !(sd->sc.option&OPTION_MADOGEAR) ) {
  9530. clif_skill_fail(sd,skill,0,0);
  9531. return 0;
  9532. }
  9533. break;
  9534. /**
  9535. * Sorcerer
  9536. **/
  9537. //case ST_ELEMENTALSPIRIT:
  9538. // if(!sd->ed) {
  9539. // clif_skill_fail(sd,skill,0x4f,0,0);
  9540. // return 0;
  9541. // }
  9542. // break;
  9543. }
  9544. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  9545. //mhp is the max-hp-requirement, that is,
  9546. //you must have this % or less of HP to cast it.
  9547. clif_skill_fail(sd,skill,2,0);
  9548. return 0;
  9549. }
  9550. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  9551. clif_skill_fail(sd,skill,6,0);
  9552. return 0;
  9553. }
  9554. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  9555. clif_skill_fail(sd,skill,1,0);
  9556. return 0;
  9557. }
  9558. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  9559. clif_skill_fail(sd,skill,5,0);
  9560. return 0;
  9561. }
  9562. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  9563. clif_skill_fail(sd,skill,0,0);
  9564. return 0;
  9565. }
  9566. return 1;
  9567. }
  9568. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  9569. {
  9570. struct skill_condition require;
  9571. struct status_data *status;
  9572. int i;
  9573. int index[MAX_SKILL_ITEM_REQUIRE];
  9574. nullpo_ret(sd);
  9575. if( lv <= 0 || sd->chatID )
  9576. return 0;
  9577. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  9578. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  9579. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  9580. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  9581. return 1;
  9582. }
  9583. if( sd->menuskill_id == AM_PHARMACY )
  9584. { // Cast start or cast end??
  9585. switch( skill )
  9586. {
  9587. case AM_PHARMACY:
  9588. case AC_MAKINGARROW:
  9589. case BS_REPAIRWEAPON:
  9590. case AM_TWILIGHT1:
  9591. case AM_TWILIGHT2:
  9592. case AM_TWILIGHT3:
  9593. return 0;
  9594. }
  9595. }
  9596. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  9597. return 1;
  9598. if( pc_is90overweight(sd) )
  9599. {
  9600. clif_skill_fail(sd,skill,9,0);
  9601. return 0;
  9602. }
  9603. // perform skill-specific checks (and actions)
  9604. switch( skill )
  9605. {
  9606. case PR_BENEDICTIO:
  9607. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  9608. break;
  9609. case AB_ADORAMUS:
  9610. //if( skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  9611. // sd->state.no_gemstone = 1; // Mark this skill as it don't consume ammo because partners gives SP
  9612. break;
  9613. case AM_CANNIBALIZE:
  9614. case AM_SPHEREMINE:
  9615. {
  9616. int c=0;
  9617. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9618. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9619. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  9620. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  9621. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  9622. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  9623. if(c >= maxcount ||
  9624. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  9625. { //Fails when: exceed max limit. There are other plant types already out.
  9626. clif_skill_fail(sd,skill,0,0);
  9627. return 0;
  9628. }
  9629. }
  9630. break;
  9631. }
  9632. case NC_SILVERSNIPER:
  9633. case NC_MAGICDECOY:
  9634. {
  9635. int c = 0, j;
  9636. int maxcount = skill_get_maxcount(skill,lv);
  9637. int mob_class = 2042;
  9638. if( skill == NC_MAGICDECOY )
  9639. mob_class = 2043;
  9640. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) )
  9641. {
  9642. if( skill == NC_MAGICDECOY )
  9643. {
  9644. for( j = mob_class; j <= 2046; j++ )
  9645. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  9646. }
  9647. else
  9648. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  9649. if( c >= maxcount )
  9650. {
  9651. clif_skill_fail(sd , skill, 0, 0);
  9652. return 0;
  9653. }
  9654. }
  9655. }
  9656. break;
  9657. }
  9658. status = &sd->battle_status;
  9659. require = skill_get_requirement(sd,skill,lv);
  9660. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  9661. clif_skill_fail(sd,skill,2,0);
  9662. return 0;
  9663. }
  9664. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  9665. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  9666. !sd->inventory_data[i] ||
  9667. sd->status.inventory[i].amount < require.ammo_qty
  9668. ) {
  9669. clif_arrow_fail(sd,0);
  9670. return 0;
  9671. }
  9672. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  9673. { //Ammo type check. Send the "wrong weapon type" message
  9674. //which is the closest we have to wrong ammo type. [Skotlex]
  9675. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  9676. //clif_skill_fail(sd,skill,6,0);
  9677. return 0;
  9678. }
  9679. }
  9680. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  9681. {
  9682. if( !require.itemid[i] )
  9683. continue;
  9684. index[i] = pc_search_inventory(sd,require.itemid[i]);
  9685. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  9686. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  9687. clif_skill_fail(sd,skill,7,0);// red gemstone required
  9688. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  9689. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  9690. else
  9691. clif_skill_fail(sd,skill,0,0);
  9692. return 0;
  9693. }
  9694. }
  9695. return 1;
  9696. }
  9697. // type&2: consume items (after skill was used)
  9698. // type&1: consume the others (before skill was used)
  9699. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  9700. {
  9701. int n,i;
  9702. struct skill_condition req;
  9703. nullpo_ret(sd);
  9704. req = skill_get_requirement(sd,skill,lv);
  9705. if( type&1 )
  9706. {
  9707. if( skill == CG_TAROTCARD || sd->state.autocast )
  9708. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  9709. if(req.hp || req.sp)
  9710. status_zap(&sd->bl, req.hp, req.sp);
  9711. if(req.spiritball > 0)
  9712. pc_delspiritball(sd,req.spiritball,0);
  9713. if(req.zeny > 0)
  9714. {
  9715. if( skill == NJ_ZENYNAGE )
  9716. req.zeny = 0; //Zeny is reduced on skill_attack.
  9717. if( sd->status.zeny < req.zeny )
  9718. req.zeny = sd->status.zeny;
  9719. pc_payzeny(sd,req.zeny);
  9720. }
  9721. }
  9722. if( type&2 )
  9723. {
  9724. struct status_change *sc = &sd->sc;
  9725. if( !sc->count )
  9726. sc = NULL;
  9727. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  9728. {
  9729. if( !req.itemid[i] )
  9730. continue;
  9731. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  9732. continue; //Gemstones are checked, but not substracted from inventory.
  9733. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  9734. pc_delitem(sd,n,req.amount[i],0,1);
  9735. }
  9736. }
  9737. return 1;
  9738. }
  9739. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  9740. {
  9741. struct skill_condition req;
  9742. struct status_data *status;
  9743. struct status_change *sc;
  9744. int i,j,hp_rate,sp_rate;
  9745. memset(&req,0,sizeof(req));
  9746. if( !sd )
  9747. return req;
  9748. if( sd->skillitem == skill )
  9749. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  9750. sc = &sd->sc;
  9751. if( !sc->count )
  9752. sc = NULL;
  9753. switch( skill )
  9754. { // Turn off check.
  9755. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9756. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9757. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9758. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9759. if( sc && sc->data[status_skill2sc(skill)] )
  9760. return req;
  9761. }
  9762. j = skill_get_index(skill);
  9763. if( j == 0 ) // invalid skill id
  9764. return req;
  9765. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9766. return req;
  9767. status = &sd->battle_status;
  9768. req.hp = skill_db[j].hp[lv-1];
  9769. hp_rate = skill_db[j].hp_rate[lv-1];
  9770. if(hp_rate > 0)
  9771. req.hp += (status->hp * hp_rate)/100;
  9772. else
  9773. req.hp += (status->max_hp * (-hp_rate))/100;
  9774. req.sp = skill_db[j].sp[lv-1];
  9775. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  9776. req.sp /= 2;
  9777. sp_rate = skill_db[j].sp_rate[lv-1];
  9778. if(sp_rate > 0)
  9779. req.sp += (status->sp * sp_rate)/100;
  9780. else
  9781. req.sp += (status->max_sp * (-sp_rate))/100;
  9782. if( sd->dsprate!=100 )
  9783. req.sp = req.sp * sd->dsprate / 100;
  9784. req.zeny = skill_db[j].zeny[lv-1];
  9785. req.spiritball = skill_db[j].spiritball[lv-1];
  9786. req.state = skill_db[j].state;
  9787. req.mhp = skill_db[j].mhp[lv-1];
  9788. req.weapon = skill_db[j].weapon;
  9789. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  9790. if (req.ammo_qty)
  9791. req.ammo = skill_db[j].ammo;
  9792. if (!req.ammo && skill && skill_isammotype(sd, skill))
  9793. { //Assume this skill is using the weapon, therefore it requires arrows.
  9794. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  9795. req.ammo_qty = 1;
  9796. }
  9797. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9798. {
  9799. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  9800. continue;
  9801. switch( skill )
  9802. {
  9803. case AM_CALLHOMUN:
  9804. if (sd->status.hom_id) //Don't delete items when hom is already out.
  9805. continue;
  9806. break;
  9807. case NC_SHAPESHIFT:
  9808. if( i < 4 )
  9809. continue;
  9810. break;
  9811. case WZ_FIREPILLAR: // celest
  9812. if (lv <= 5) // no gems required at level 1-5
  9813. continue;
  9814. break;
  9815. }
  9816. req.itemid[i] = skill_db[j].itemid[i];
  9817. req.amount[i] = skill_db[j].amount[i];
  9818. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  9819. {
  9820. if( sd->special_state.no_gemstone )
  9821. { //Make it substract 1 gem rather than skipping the cost.
  9822. if( --req.amount[i] < 1 )
  9823. req.itemid[i] = 0;
  9824. }
  9825. if(sc && sc->data[SC_INTOABYSS])
  9826. {
  9827. if( skill != SA_ABRACADABRA )
  9828. req.itemid[i] = req.amount[i] = 0;
  9829. else if( --req.amount[i] < 1 )
  9830. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  9831. }
  9832. }
  9833. }
  9834. // Check for cost reductions due to skills & SCs
  9835. switch(skill) {
  9836. case MC_MAMMONITE:
  9837. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  9838. req.zeny -= req.zeny*10/100;
  9839. break;
  9840. case AL_HOLYLIGHT:
  9841. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  9842. req.sp *= 5;
  9843. break;
  9844. case SL_SMA:
  9845. case SL_STUN:
  9846. case SL_STIN:
  9847. {
  9848. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  9849. if(kaina_lv==0 || sd->status.base_level<70)
  9850. break;
  9851. if(sd->status.base_level>=90)
  9852. req.sp -= req.sp*7*kaina_lv/100;
  9853. else if(sd->status.base_level>=80)
  9854. req.sp -= req.sp*5*kaina_lv/100;
  9855. else if(sd->status.base_level>=70)
  9856. req.sp -= req.sp*3*kaina_lv/100;
  9857. }
  9858. break;
  9859. case MO_TRIPLEATTACK:
  9860. case MO_CHAINCOMBO:
  9861. case MO_COMBOFINISH:
  9862. case CH_TIGERFIST:
  9863. case CH_CHAINCRUSH:
  9864. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  9865. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  9866. break;
  9867. case MO_BODYRELOCATION:
  9868. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  9869. req.spiritball = 0;
  9870. break;
  9871. case MO_EXTREMITYFIST:
  9872. if( sc )
  9873. {
  9874. if( sc->data[SC_BLADESTOP] )
  9875. req.spiritball--;
  9876. else if( sc->data[SC_COMBO] )
  9877. {
  9878. switch( sc->data[SC_COMBO]->val1 )
  9879. {
  9880. case MO_COMBOFINISH:
  9881. req.spiritball = 4;
  9882. break;
  9883. case CH_TIGERFIST:
  9884. req.spiritball = 3;
  9885. break;
  9886. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  9887. req.spiritball = sd->spiritball?sd->spiritball:1;
  9888. break;
  9889. }
  9890. }
  9891. }
  9892. break;
  9893. }
  9894. return req;
  9895. }
  9896. /*==========================================
  9897. * Does cast-time reductions based on dex, item bonuses and config setting
  9898. *------------------------------------------*/
  9899. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  9900. {
  9901. int time = skill_get_cast(skill_id, skill_lv);
  9902. struct map_session_data *sd;
  9903. nullpo_ret(bl);
  9904. sd = BL_CAST(BL_PC, bl);
  9905. // calculate base cast time (reduced by dex)
  9906. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  9907. int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
  9908. if( scale > 0 ) // not instant cast
  9909. time = time * scale / CONST_CASTRATE_SCALE;
  9910. else
  9911. return 0; // instant cast
  9912. }
  9913. // calculate cast time reduced by item/card bonuses
  9914. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  9915. {
  9916. int i;
  9917. if( sd->castrate != 100 )
  9918. time = time * sd->castrate / 100;
  9919. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  9920. {
  9921. if( sd->skillcast[i].id == skill_id )
  9922. {
  9923. time+= time * sd->skillcast[i].val / 100;
  9924. break;
  9925. }
  9926. }
  9927. }
  9928. // config cast time multiplier
  9929. if (battle_config.cast_rate != 100)
  9930. time = time * battle_config.cast_rate / 100;
  9931. // return final cast time
  9932. return (time > 0) ? time : 0;
  9933. }
  9934. /*==========================================
  9935. * Does cast-time reductions based on sc data.
  9936. *------------------------------------------*/
  9937. int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv)
  9938. {
  9939. struct status_change *sc = status_get_sc(bl);
  9940. #if RECASTING
  9941. int fixed = skill_get_cast(skill_id, skill_lv);
  9942. if( fixed > 1 )
  9943. fixed = fixed * 20 / 100;
  9944. else
  9945. fixed = 0;
  9946. #endif
  9947. if (sc && sc->count) {
  9948. if (sc->data[SC_SLOWCAST])
  9949. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  9950. if (sc->data[SC_SUFFRAGIUM]) {
  9951. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  9952. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  9953. }
  9954. if (sc->data[SC_MEMORIZE]) {
  9955. time>>=1;
  9956. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  9957. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  9958. }
  9959. if (sc->data[SC_POEMBRAGI])
  9960. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  9961. #if RECASTING
  9962. /**
  9963. * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
  9964. **/
  9965. if( sc->data[SC_SECRAMENT] )
  9966. fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
  9967. #endif
  9968. }
  9969. #if RECASTING
  9970. /**
  9971. * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
  9972. **/
  9973. if( bl->type == BL_PC && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill((TBL_PC*)bl, WL_RADIUS) ) )
  9974. fixed -= fixed * (5+(skill_lv*5)) / 100;
  9975. return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
  9976. #else
  9977. return (time > 0) ? time : 0;
  9978. #endif
  9979. }
  9980. /*==========================================
  9981. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  9982. *------------------------------------------*/
  9983. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  9984. {
  9985. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  9986. int time = skill_get_delay(skill_id, skill_lv);
  9987. struct map_session_data *sd;
  9988. struct status_change *sc = status_get_sc(bl);
  9989. nullpo_ret(bl);
  9990. sd = BL_CAST(BL_PC, bl);
  9991. if (skill_id == SA_ABRACADABRA)
  9992. return 0; //Will use picked skill's delay.
  9993. if (bl->type&battle_config.no_skill_delay)
  9994. return battle_config.min_skill_delay_limit;
  9995. if (time < 0)
  9996. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  9997. // Delay reductions
  9998. switch (skill_id)
  9999. { //Monk combo skills have their delay reduced by agi/dex.
  10000. case MO_TRIPLEATTACK:
  10001. case MO_CHAINCOMBO:
  10002. case MO_COMBOFINISH:
  10003. case CH_TIGERFIST:
  10004. case CH_CHAINCRUSH:
  10005. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  10006. break;
  10007. case HP_BASILICA:
  10008. if( sc && !sc->data[SC_BASILICA] )
  10009. time = 0; // There is no Delay on Basilica creation, only on cancel
  10010. break;
  10011. default:
  10012. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  10013. { // if skill delay is allowed to be reduced by dex
  10014. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  10015. if (scale > 0)
  10016. time = time * scale / battle_config.castrate_dex_scale;
  10017. else //To be capped later to minimum.
  10018. time = 0;
  10019. }
  10020. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  10021. { // if skill delay is allowed to be reduced by agi
  10022. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  10023. if (scale > 0)
  10024. time = time * scale / battle_config.castrate_dex_scale;
  10025. else //To be capped later to minimum.
  10026. time = 0;
  10027. }
  10028. }
  10029. if ( sc && sc->data[SC_SPIRIT] )
  10030. {
  10031. switch (skill_id) {
  10032. case CR_SHIELDBOOMERANG:
  10033. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  10034. time /= 2;
  10035. break;
  10036. case AS_SONICBLOW:
  10037. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  10038. time /= 2;
  10039. break;
  10040. }
  10041. }
  10042. if (!(delaynodex&2))
  10043. {
  10044. if (sc && sc->count) {
  10045. if (sc->data[SC_POEMBRAGI])
  10046. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  10047. }
  10048. }
  10049. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  10050. time = time * sd->delayrate / 100;
  10051. if (battle_config.delay_rate != 100)
  10052. time = time * battle_config.delay_rate / 100;
  10053. if (time < status_get_amotion(bl))
  10054. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  10055. return max(time, battle_config.min_skill_delay_limit);
  10056. }
  10057. /*=========================================
  10058. *
  10059. *-----------------------------------------*/
  10060. struct square {
  10061. int val1[5];
  10062. int val2[5];
  10063. };
  10064. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  10065. {
  10066. nullpo_retv(tc);
  10067. if(dir == 0){
  10068. tc->val1[0]=x-2;
  10069. tc->val1[1]=x-1;
  10070. tc->val1[2]=x;
  10071. tc->val1[3]=x+1;
  10072. tc->val1[4]=x+2;
  10073. tc->val2[0]=
  10074. tc->val2[1]=
  10075. tc->val2[2]=
  10076. tc->val2[3]=
  10077. tc->val2[4]=y-1;
  10078. }
  10079. else if(dir==2){
  10080. tc->val1[0]=
  10081. tc->val1[1]=
  10082. tc->val1[2]=
  10083. tc->val1[3]=
  10084. tc->val1[4]=x+1;
  10085. tc->val2[0]=y+2;
  10086. tc->val2[1]=y+1;
  10087. tc->val2[2]=y;
  10088. tc->val2[3]=y-1;
  10089. tc->val2[4]=y-2;
  10090. }
  10091. else if(dir==4){
  10092. tc->val1[0]=x-2;
  10093. tc->val1[1]=x-1;
  10094. tc->val1[2]=x;
  10095. tc->val1[3]=x+1;
  10096. tc->val1[4]=x+2;
  10097. tc->val2[0]=
  10098. tc->val2[1]=
  10099. tc->val2[2]=
  10100. tc->val2[3]=
  10101. tc->val2[4]=y+1;
  10102. }
  10103. else if(dir==6){
  10104. tc->val1[0]=
  10105. tc->val1[1]=
  10106. tc->val1[2]=
  10107. tc->val1[3]=
  10108. tc->val1[4]=x-1;
  10109. tc->val2[0]=y+2;
  10110. tc->val2[1]=y+1;
  10111. tc->val2[2]=y;
  10112. tc->val2[3]=y-1;
  10113. tc->val2[4]=y-2;
  10114. }
  10115. else if(dir==1){
  10116. tc->val1[0]=x-1;
  10117. tc->val1[1]=x;
  10118. tc->val1[2]=x+1;
  10119. tc->val1[3]=x+2;
  10120. tc->val1[4]=x+3;
  10121. tc->val2[0]=y-4;
  10122. tc->val2[1]=y-3;
  10123. tc->val2[2]=y-1;
  10124. tc->val2[3]=y;
  10125. tc->val2[4]=y+1;
  10126. }
  10127. else if(dir==3){
  10128. tc->val1[0]=x+3;
  10129. tc->val1[1]=x+2;
  10130. tc->val1[2]=x+1;
  10131. tc->val1[3]=x;
  10132. tc->val1[4]=x-1;
  10133. tc->val2[0]=y-1;
  10134. tc->val2[1]=y;
  10135. tc->val2[2]=y+1;
  10136. tc->val2[3]=y+2;
  10137. tc->val2[4]=y+3;
  10138. }
  10139. else if(dir==5){
  10140. tc->val1[0]=x+1;
  10141. tc->val1[1]=x;
  10142. tc->val1[2]=x-1;
  10143. tc->val1[3]=x-2;
  10144. tc->val1[4]=x-3;
  10145. tc->val2[0]=y+3;
  10146. tc->val2[1]=y+2;
  10147. tc->val2[2]=y+1;
  10148. tc->val2[3]=y;
  10149. tc->val2[4]=y-1;
  10150. }
  10151. else if(dir==7){
  10152. tc->val1[0]=x-3;
  10153. tc->val1[1]=x-2;
  10154. tc->val1[2]=x-1;
  10155. tc->val1[3]=x;
  10156. tc->val1[4]=x+1;
  10157. tc->val2[1]=y;
  10158. tc->val2[0]=y+1;
  10159. tc->val2[2]=y-1;
  10160. tc->val2[3]=y-2;
  10161. tc->val2[4]=y-3;
  10162. }
  10163. }
  10164. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  10165. {
  10166. int c;
  10167. nullpo_retv(tc);
  10168. for( c = 0; c < 5; c++ )
  10169. {
  10170. switch( dir )
  10171. {
  10172. case 0: tc->val2[c]+=are; break;
  10173. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  10174. case 2: tc->val1[c]-=are; break;
  10175. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  10176. case 4: tc->val2[c]-=are; break;
  10177. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  10178. case 6: tc->val1[c]+=are; break;
  10179. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  10180. }
  10181. }
  10182. }
  10183. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  10184. {
  10185. int c,n=4;
  10186. int dir = map_calc_dir(src,bl->x,bl->y);
  10187. struct square tc;
  10188. int x=bl->x,y=bl->y;
  10189. skill_brandishspear_first(&tc,dir,x,y);
  10190. skill_brandishspear_dir(&tc,dir,4);
  10191. skill_area_temp[1] = bl->id;
  10192. if(skilllv > 9){
  10193. for(c=1;c<4;c++){
  10194. map_foreachincell(skill_area_sub,
  10195. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10196. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10197. skill_castend_damage_id);
  10198. }
  10199. }
  10200. if(skilllv > 6){
  10201. skill_brandishspear_dir(&tc,dir,-1);
  10202. n--;
  10203. }else{
  10204. skill_brandishspear_dir(&tc,dir,-2);
  10205. n-=2;
  10206. }
  10207. if(skilllv > 3){
  10208. for(c=0;c<5;c++){
  10209. map_foreachincell(skill_area_sub,
  10210. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10211. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10212. skill_castend_damage_id);
  10213. if(skilllv > 6 && n==3 && c==4){
  10214. skill_brandishspear_dir(&tc,dir,-1);
  10215. n--;c=-1;
  10216. }
  10217. }
  10218. }
  10219. for(c=0;c<10;c++){
  10220. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  10221. map_foreachincell(skill_area_sub,
  10222. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  10223. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  10224. skill_castend_damage_id);
  10225. }
  10226. }
  10227. /*==========================================
  10228. * Weapon Repair [Celest/DracoRPG]
  10229. *------------------------------------------*/
  10230. void skill_repairweapon (struct map_session_data *sd, int idx)
  10231. {
  10232. int material;
  10233. int materials[4] = { 1002, 998, 999, 756 };
  10234. struct item *item;
  10235. struct map_session_data *target_sd;
  10236. nullpo_retv(sd);
  10237. target_sd = map_id2sd(sd->menuskill_val);
  10238. if (!target_sd) //Failed....
  10239. return;
  10240. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  10241. return;
  10242. if(idx < 0 || idx >= MAX_INVENTORY)
  10243. return; //Invalid index??
  10244. item = &target_sd->status.inventory[idx];
  10245. if(item->nameid <= 0 || item->attribute == 0)
  10246. return; //Again invalid item....
  10247. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  10248. clif_item_repaireffect(sd,item->nameid,1);
  10249. return;
  10250. }
  10251. if (itemdb_type(item->nameid)==IT_WEAPON)
  10252. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  10253. else
  10254. material = materials [2]; // Armors consume 1 Steel
  10255. if (pc_search_inventory(sd,material) < 0 ) {
  10256. clif_skill_fail(sd,sd->menuskill_id,0,0);
  10257. return;
  10258. }
  10259. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  10260. item->attribute=0;
  10261. clif_equiplist(target_sd);
  10262. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0);
  10263. clif_item_repaireffect(sd,item->nameid,0);
  10264. if(sd!=target_sd)
  10265. clif_item_repaireffect(target_sd,item->nameid,0);
  10266. }
  10267. /*==========================================
  10268. * Item Appraisal
  10269. *------------------------------------------*/
  10270. void skill_identify (struct map_session_data *sd, int idx)
  10271. {
  10272. int flag=1;
  10273. nullpo_retv(sd);
  10274. if(idx >= 0 && idx < MAX_INVENTORY) {
  10275. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  10276. flag=0;
  10277. sd->status.inventory[idx].identify=1;
  10278. }
  10279. }
  10280. clif_item_identified(sd,idx,flag);
  10281. }
  10282. /*==========================================
  10283. * Weapon Refine [Celest]
  10284. *------------------------------------------*/
  10285. void skill_weaponrefine (struct map_session_data *sd, int idx)
  10286. {
  10287. int i = 0, ep = 0, per;
  10288. int material[5] = { 0, 1010, 1011, 984, 984 };
  10289. struct item *item;
  10290. nullpo_retv(sd);
  10291. if (idx >= 0 && idx < MAX_INVENTORY)
  10292. {
  10293. struct item_data *ditem = sd->inventory_data[idx];
  10294. item = &sd->status.inventory[idx];
  10295. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  10296. {
  10297. if( item->refine >= sd->menuskill_val
  10298. || item->refine >= MAX_REFINE // if it's no longer refineable
  10299. || ditem->flag.no_refine // if the item isn't refinable
  10300. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  10301. {
  10302. clif_skill_fail(sd,sd->menuskill_id,0,0);
  10303. return;
  10304. }
  10305. per = percentrefinery [ditem->wlv][(int)item->refine];
  10306. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  10307. pc_delitem(sd, i, 1, 0, 0);
  10308. if (per > rand() % 100) {
  10309. item->refine++;
  10310. if(item->equip) {
  10311. ep = item->equip;
  10312. pc_unequipitem(sd,idx,3);
  10313. }
  10314. clif_refine(sd->fd,0,idx,item->refine);
  10315. clif_delitem(sd,idx,1,3);
  10316. clif_additem(sd,idx,1,0);
  10317. if (ep)
  10318. pc_equipitem(sd,idx,ep);
  10319. clif_misceffect(&sd->bl,3);
  10320. if(item->refine == MAX_REFINE &&
  10321. item->card[0] == CARD0_FORGE &&
  10322. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  10323. { // Fame point system [DracoRPG]
  10324. switch(ditem->wlv){
  10325. case 1:
  10326. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  10327. break;
  10328. case 2:
  10329. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  10330. break;
  10331. case 3:
  10332. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  10333. break;
  10334. }
  10335. }
  10336. } else {
  10337. item->refine = 0;
  10338. if(item->equip)
  10339. pc_unequipitem(sd,idx,3);
  10340. clif_refine(sd->fd,1,idx,item->refine);
  10341. pc_delitem(sd,idx,1,0,2);
  10342. clif_misceffect(&sd->bl,2);
  10343. clif_emotion(&sd->bl, E_OMG);
  10344. }
  10345. }
  10346. }
  10347. }
  10348. /*==========================================
  10349. *
  10350. *------------------------------------------*/
  10351. int skill_autospell (struct map_session_data *sd, int skillid)
  10352. {
  10353. int skilllv;
  10354. int maxlv=1,lv;
  10355. nullpo_ret(sd);
  10356. skilllv = sd->menuskill_val;
  10357. lv=pc_checkskill(sd,skillid);
  10358. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  10359. if(skillid==MG_NAPALMBEAT) maxlv=3;
  10360. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  10361. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  10362. maxlv =10; //Soul Linker bonus. [Skotlex]
  10363. else if(skilllv==2) maxlv=1;
  10364. else if(skilllv==3) maxlv=2;
  10365. else if(skilllv>=4) maxlv=3;
  10366. }
  10367. else if(skillid==MG_SOULSTRIKE){
  10368. if(skilllv==5) maxlv=1;
  10369. else if(skilllv==6) maxlv=2;
  10370. else if(skilllv>=7) maxlv=3;
  10371. }
  10372. else if(skillid==MG_FIREBALL){
  10373. if(skilllv==8) maxlv=1;
  10374. else if(skilllv>=9) maxlv=2;
  10375. }
  10376. else if(skillid==MG_FROSTDIVER) maxlv=1;
  10377. else return 0;
  10378. if(maxlv > lv)
  10379. maxlv = lv;
  10380. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  10381. skill_get_time(SA_AUTOSPELL,skilllv));
  10382. return 0;
  10383. }
  10384. /*==========================================
  10385. * Sitting skills functions.
  10386. *------------------------------------------*/
  10387. static int skill_sit_count (struct block_list *bl, va_list ap)
  10388. {
  10389. struct map_session_data *sd;
  10390. int type =va_arg(ap,int);
  10391. sd=(struct map_session_data*)bl;
  10392. if(!pc_issit(sd))
  10393. return 0;
  10394. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10395. return 1;
  10396. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  10397. return 1;
  10398. return 0;
  10399. }
  10400. static int skill_sit_in (struct block_list *bl, va_list ap)
  10401. {
  10402. struct map_session_data *sd;
  10403. int type =va_arg(ap,int);
  10404. sd=(struct map_session_data*)bl;
  10405. if(!pc_issit(sd))
  10406. return 0;
  10407. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10408. sd->state.gangsterparadise=1;
  10409. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  10410. {
  10411. sd->state.rest=1;
  10412. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10413. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10414. }
  10415. return 0;
  10416. }
  10417. static int skill_sit_out (struct block_list *bl, va_list ap)
  10418. {
  10419. struct map_session_data *sd;
  10420. int type =va_arg(ap,int);
  10421. sd=(struct map_session_data*)bl;
  10422. if(sd->state.gangsterparadise && type&1)
  10423. sd->state.gangsterparadise=0;
  10424. if(sd->state.rest && type&2) {
  10425. sd->state.rest=0;
  10426. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10427. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10428. }
  10429. return 0;
  10430. }
  10431. int skill_sit (struct map_session_data *sd, int type)
  10432. {
  10433. int flag = 0;
  10434. int range = 0, lv;
  10435. nullpo_ret(sd);
  10436. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  10437. flag|=1;
  10438. range = skill_get_splash(RG_GANGSTER, lv);
  10439. }
  10440. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  10441. flag|=2;
  10442. range = skill_get_splash(TK_HPTIME, lv);
  10443. }
  10444. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  10445. flag|=2;
  10446. range = skill_get_splash(TK_SPTIME, lv);
  10447. }
  10448. if (!flag) return 0;
  10449. if(type) {
  10450. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  10451. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  10452. } else {
  10453. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  10454. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  10455. }
  10456. return 0;
  10457. }
  10458. /*==========================================
  10459. *
  10460. *------------------------------------------*/
  10461. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  10462. {
  10463. struct block_list *src;
  10464. int skillnum,skilllv;
  10465. unsigned int tick;
  10466. nullpo_ret(bl);
  10467. nullpo_ret(src=va_arg(ap,struct block_list*));
  10468. skillnum=va_arg(ap,int);
  10469. skilllv=va_arg(ap,int);
  10470. if(skilllv <= 0) return 0;
  10471. tick=va_arg(ap,unsigned int);
  10472. if (src == bl || status_isdead(bl))
  10473. return 0;
  10474. if (bl->type == BL_PC) {
  10475. struct map_session_data *sd = (struct map_session_data *)bl;
  10476. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  10477. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  10478. }
  10479. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  10480. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  10481. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10482. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  10483. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10484. return 0;
  10485. }
  10486. /*==========================================
  10487. *
  10488. *------------------------------------------*/
  10489. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  10490. {
  10491. int range = skill_get_unit_range(skill_num,skill_lv);
  10492. int x,y;
  10493. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  10494. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  10495. map_setcell(src->bl.m, x, y, cell, flag);
  10496. }
  10497. /*==========================================
  10498. *
  10499. *------------------------------------------*/
  10500. int skill_attack_area (struct block_list *bl, va_list ap)
  10501. {
  10502. struct block_list *src,*dsrc;
  10503. int atk_type,skillid,skilllv,flag,type;
  10504. unsigned int tick;
  10505. if(status_isdead(bl))
  10506. return 0;
  10507. atk_type = va_arg(ap,int);
  10508. src=va_arg(ap,struct block_list*);
  10509. dsrc=va_arg(ap,struct block_list*);
  10510. skillid=va_arg(ap,int);
  10511. skilllv=va_arg(ap,int);
  10512. tick=va_arg(ap,unsigned int);
  10513. flag=va_arg(ap,int);
  10514. type=va_arg(ap,int);
  10515. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  10516. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10517. if(battle_check_target(dsrc,bl,type) <= 0 ||
  10518. !status_check_skilluse(NULL, bl, skillid, 2))
  10519. return 0;
  10520. switch (skillid) {
  10521. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  10522. case NPC_ACIDBREATH:
  10523. case NPC_DARKNESSBREATH:
  10524. case NPC_FIREBREATH:
  10525. case NPC_ICEBREATH:
  10526. case NPC_THUNDERBREATH:
  10527. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10528. default:
  10529. //Area-splash, disable skill animation.
  10530. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  10531. }
  10532. }
  10533. /*==========================================
  10534. *
  10535. *------------------------------------------*/
  10536. int skill_clear_group (struct block_list *bl, int flag)
  10537. {
  10538. struct unit_data *ud = unit_bl2ud(bl);
  10539. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  10540. int i, count=0;
  10541. nullpo_ret(bl);
  10542. if (!ud) return 0;
  10543. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  10544. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  10545. {
  10546. switch (ud->skillunit[i]->skill_id) {
  10547. case SA_DELUGE:
  10548. case SA_VOLCANO:
  10549. case SA_VIOLENTGALE:
  10550. case SA_LANDPROTECTOR:
  10551. case NJ_SUITON:
  10552. case NJ_KAENSIN:
  10553. if (flag&1)
  10554. group[count++]= ud->skillunit[i];
  10555. break;
  10556. default:
  10557. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  10558. group[count++]= ud->skillunit[i];
  10559. break;
  10560. }
  10561. }
  10562. for (i=0;i<count;i++)
  10563. skill_delunitgroup(group[i]);
  10564. return count;
  10565. }
  10566. /*==========================================
  10567. * Returns the first element field found [Skotlex]
  10568. *------------------------------------------*/
  10569. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  10570. {
  10571. struct unit_data *ud = unit_bl2ud(bl);
  10572. int i;
  10573. nullpo_ret(bl);
  10574. if (!ud) return NULL;
  10575. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  10576. switch (ud->skillunit[i]->skill_id) {
  10577. case SA_DELUGE:
  10578. case SA_VOLCANO:
  10579. case SA_VIOLENTGALE:
  10580. case SA_LANDPROTECTOR:
  10581. case NJ_SUITON:
  10582. return ud->skillunit[i];
  10583. }
  10584. }
  10585. return NULL;
  10586. }
  10587. // for graffiti cleaner [Valaris]
  10588. int skill_graffitiremover (struct block_list *bl, va_list ap)
  10589. {
  10590. struct skill_unit *unit=NULL;
  10591. nullpo_ret(bl);
  10592. nullpo_ret(ap);
  10593. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  10594. return 0;
  10595. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  10596. skill_delunit(unit);
  10597. return 0;
  10598. }
  10599. int skill_greed (struct block_list *bl, va_list ap)
  10600. {
  10601. struct block_list *src;
  10602. struct map_session_data *sd=NULL;
  10603. struct flooritem_data *fitem=NULL;
  10604. nullpo_ret(bl);
  10605. nullpo_ret(src = va_arg(ap, struct block_list *));
  10606. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  10607. pc_takeitem(sd, fitem);
  10608. return 0;
  10609. }
  10610. //For Ranger's Detonator [Jobbie/3CeAM]
  10611. int skill_detonator(struct block_list *bl, va_list ap)
  10612. {
  10613. struct skill_unit *unit=NULL;
  10614. struct block_list *src;
  10615. int unit_id;
  10616. nullpo_ret(bl);
  10617. nullpo_ret(ap);
  10618. src = va_arg(ap,struct block_list *);
  10619. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  10620. return 0;
  10621. if( unit->group->src_id != src->id )
  10622. return 0;
  10623. unit_id = unit->group->unit_id;
  10624. switch( unit_id )
  10625. { //List of Hunter and Ranger Traps that can be detonate.
  10626. case UNT_BLASTMINE:
  10627. case UNT_SANDMAN:
  10628. case UNT_CLAYMORETRAP:
  10629. case UNT_TALKIEBOX:
  10630. case UNT_CLUSTERBOMB:
  10631. case UNT_FIRINGTRAP:
  10632. case UNT_ICEBOUNDTRAP:
  10633. if( unit_id == UNT_TALKIEBOX )
  10634. {
  10635. clif_talkiebox(bl,unit->group->valstr);
  10636. unit->group->val2 = -1;
  10637. }
  10638. else
  10639. 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);
  10640. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  10641. unit->group->unit_id = UNT_USED_TRAPS;
  10642. unit->range = -1;
  10643. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : 1500);
  10644. break;
  10645. }
  10646. return 0;
  10647. }
  10648. /*==========================================
  10649. *
  10650. *------------------------------------------*/
  10651. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  10652. {
  10653. int skillid;
  10654. int *alive;
  10655. struct skill_unit *unit;
  10656. struct block_list *src;
  10657. skillid = va_arg(ap,int);
  10658. alive = va_arg(ap,int *);
  10659. src = va_arg(ap,struct block_list *);
  10660. unit = (struct skill_unit *)bl;
  10661. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  10662. return 0;
  10663. switch (skillid)
  10664. {
  10665. case SA_LANDPROTECTOR:
  10666. if( unit->group->skill_id == SA_LANDPROTECTOR )
  10667. { //Check for offensive Land Protector to delete both. [Skotlex]
  10668. (*alive) = 0;
  10669. skill_delunit(unit);
  10670. return 1;
  10671. }
  10672. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  10673. { //It deletes everything except songs/dances and traps
  10674. skill_delunit(unit);
  10675. return 1;
  10676. }
  10677. break;
  10678. case HW_GANBANTEIN:
  10679. if( !(unit->group->state.song_dance&0x1) )
  10680. {// Don't touch song/dance.
  10681. skill_delunit(unit);
  10682. return 1;
  10683. }
  10684. break;
  10685. case SA_VOLCANO:
  10686. case SA_DELUGE:
  10687. case SA_VIOLENTGALE:
  10688. // The official implementation makes them fail to appear when casted on top of ANYTHING
  10689. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  10690. // hence, I leave the alternate implementation here, commented. [Skotlex]
  10691. if (unit->range <= 0)
  10692. {
  10693. (*alive) = 0;
  10694. return 1;
  10695. }
  10696. /*
  10697. switch (unit->group->skill_id)
  10698. { //These cannot override each other.
  10699. case SA_VOLCANO:
  10700. case SA_DELUGE:
  10701. case SA_VIOLENTGALE:
  10702. (*alive) = 0;
  10703. return 1;
  10704. }
  10705. */
  10706. break;
  10707. case PF_FOGWALL:
  10708. switch(unit->group->skill_id)
  10709. {
  10710. case SA_VOLCANO: //Can't be placed on top of these
  10711. case SA_VIOLENTGALE:
  10712. (*alive) = 0;
  10713. return 1;
  10714. case SA_DELUGE:
  10715. case NJ_SUITON:
  10716. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  10717. (*alive) = 2;
  10718. break;
  10719. }
  10720. break;
  10721. case HP_BASILICA:
  10722. if (unit->group->skill_id == HP_BASILICA)
  10723. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  10724. (*alive) = 0;
  10725. return 1;
  10726. }
  10727. break;
  10728. }
  10729. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  10730. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  10731. { //It deletes everything except songs/dances/traps
  10732. (*alive) = 0;
  10733. return 1;
  10734. }
  10735. return 0;
  10736. }
  10737. /*==========================================
  10738. *
  10739. *------------------------------------------*/
  10740. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  10741. {
  10742. struct mob_data* md;
  10743. struct unit_data*ud = unit_bl2ud(bl);
  10744. struct block_list *from_bl;
  10745. struct block_list *to_bl;
  10746. md = (struct mob_data*)bl;
  10747. from_bl = va_arg(ap,struct block_list *);
  10748. to_bl = va_arg(ap,struct block_list *);
  10749. if(ud && ud->target == from_bl->id)
  10750. ud->target = to_bl->id;
  10751. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  10752. md->target_id = to_bl->id;
  10753. return 0;
  10754. }
  10755. /*==========================================
  10756. *
  10757. *------------------------------------------*/
  10758. static int skill_trap_splash (struct block_list *bl, va_list ap)
  10759. {
  10760. struct block_list *src;
  10761. int tick;
  10762. struct skill_unit *unit;
  10763. struct skill_unit_group *sg;
  10764. struct block_list *ss;
  10765. src = va_arg(ap,struct block_list *);
  10766. unit = (struct skill_unit *)src;
  10767. tick = va_arg(ap,int);
  10768. if( !unit->alive || bl->prev == NULL )
  10769. return 0;
  10770. nullpo_ret(sg = unit->group);
  10771. nullpo_ret(ss = map_id2bl(sg->src_id));
  10772. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  10773. return 0;
  10774. switch(sg->unit_id){
  10775. case UNT_SHOCKWAVE:
  10776. case UNT_SANDMAN:
  10777. case UNT_FLASHER:
  10778. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  10779. break;
  10780. case UNT_GROUNDDRIFT_WIND:
  10781. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10782. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10783. break;
  10784. case UNT_GROUNDDRIFT_DARK:
  10785. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10786. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10787. break;
  10788. case UNT_GROUNDDRIFT_POISON:
  10789. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10790. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10791. break;
  10792. case UNT_GROUNDDRIFT_WATER:
  10793. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10794. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10795. break;
  10796. case UNT_GROUNDDRIFT_FIRE:
  10797. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10798. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  10799. break;
  10800. case UNT_ELECTRICSHOCKER:
  10801. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  10802. break;
  10803. case UNT_FIRINGTRAP:
  10804. case UNT_ICEBOUNDTRAP:
  10805. case UNT_CLUSTERBOMB:
  10806. if(skill_attack(BF_MISC,ss,bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10807. clif_skill_damage(bl,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  10808. break;
  10809. default:
  10810. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  10811. break;
  10812. }
  10813. return 1;
  10814. }
  10815. /*==========================================
  10816. *
  10817. *------------------------------------------*/
  10818. int skill_enchant_elemental_end (struct block_list *bl, int type)
  10819. {
  10820. struct status_change *sc;
  10821. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  10822. int i;
  10823. nullpo_ret(bl);
  10824. nullpo_ret(sc= status_get_sc(bl));
  10825. if (!sc->count) return 0;
  10826. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10827. if (type != scs[i] && sc->data[scs[i]])
  10828. status_change_end(bl, scs[i], INVALID_TIMER);
  10829. return 0;
  10830. }
  10831. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  10832. {
  10833. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  10834. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  10835. bool wall = true;
  10836. int i;
  10837. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  10838. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  10839. { //Check for walls.
  10840. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  10841. if( i == 8 )
  10842. wall = false;
  10843. }
  10844. if( sce )
  10845. {
  10846. if( !wall )
  10847. {
  10848. if( sce->val1 < 3 ) //End cloaking.
  10849. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10850. else
  10851. if( sce->val4&1 )
  10852. { //Remove wall bonus
  10853. sce->val4&=~1;
  10854. status_calc_bl(bl,SCB_SPEED);
  10855. }
  10856. }
  10857. else
  10858. {
  10859. if( !(sce->val4&1) )
  10860. { //Add wall speed bonus
  10861. sce->val4|=1;
  10862. status_calc_bl(bl,SCB_SPEED);
  10863. }
  10864. }
  10865. }
  10866. return wall;
  10867. }
  10868. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  10869. {
  10870. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  10871. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  10872. bool wall = true;
  10873. int i;
  10874. if( bl->type == BL_PC )
  10875. { //Check for walls.
  10876. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  10877. if( i == 8 )
  10878. wall = false;
  10879. }
  10880. if( sce )
  10881. {
  10882. if( !wall )
  10883. {
  10884. if( sce->val1 < 3 ) //End camouflage.
  10885. status_change_end(bl, SC_CAMOUFLAGE, -1);
  10886. else
  10887. if( sce->val3&1 )
  10888. { //Remove wall bonus
  10889. sce->val3&=~1;
  10890. status_calc_bl(bl,SCB_SPEED);
  10891. }
  10892. }
  10893. }
  10894. return wall;
  10895. }
  10896. /*==========================================
  10897. *
  10898. *------------------------------------------*/
  10899. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  10900. {
  10901. struct skill_unit *unit;
  10902. nullpo_retr(NULL, group);
  10903. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  10904. nullpo_retr(NULL, unit=&group->unit[idx]);
  10905. if(!unit->alive)
  10906. group->alive_count++;
  10907. unit->bl.id=map_get_new_object_id();
  10908. unit->bl.type=BL_SKILL;
  10909. unit->bl.m=group->map;
  10910. unit->bl.x=x;
  10911. unit->bl.y=y;
  10912. unit->group=group;
  10913. unit->alive=1;
  10914. unit->val1=val1;
  10915. unit->val2=val2;
  10916. idb_put(skillunit_db, unit->bl.id, unit);
  10917. map_addiddb(&unit->bl);
  10918. map_addblock(&unit->bl);
  10919. // perform oninit actions
  10920. switch (group->skill_id) {
  10921. case WZ_ICEWALL:
  10922. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  10923. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  10924. break;
  10925. case SA_LANDPROTECTOR:
  10926. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  10927. break;
  10928. case HP_BASILICA:
  10929. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  10930. break;
  10931. /**
  10932. * Ranger
  10933. **/
  10934. case RA_ELECTRICSHOCKER:
  10935. {
  10936. struct block_list* target = map_id2bl(group->val2);
  10937. if( target )
  10938. status_change_end(target, SC_ELECTRICSHOCKER, -1);
  10939. }
  10940. break;
  10941. default:
  10942. if (group->state.song_dance&0x1) //Check for dissonance.
  10943. skill_dance_overlap(unit, 1);
  10944. break;
  10945. }
  10946. clif_skill_setunit(unit);
  10947. return unit;
  10948. }
  10949. /*==========================================
  10950. *
  10951. *------------------------------------------*/
  10952. int skill_delunit (struct skill_unit* unit)
  10953. {
  10954. struct skill_unit_group *group;
  10955. nullpo_ret(unit);
  10956. if( !unit->alive )
  10957. return 0;
  10958. unit->alive=0;
  10959. nullpo_ret(group=unit->group);
  10960. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  10961. skill_dance_overlap(unit, 0);
  10962. // invoke onout event
  10963. if( !unit->range )
  10964. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  10965. // perform ondelete actions
  10966. switch (group->skill_id) {
  10967. case HT_ANKLESNARE:
  10968. {
  10969. struct block_list* target = map_id2bl(group->val2);
  10970. if( target )
  10971. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  10972. }
  10973. break;
  10974. case WZ_ICEWALL:
  10975. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  10976. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  10977. break;
  10978. case SA_LANDPROTECTOR:
  10979. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  10980. break;
  10981. case HP_BASILICA:
  10982. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  10983. break;
  10984. }
  10985. clif_skill_delunit(unit);
  10986. unit->group=NULL;
  10987. map_delblock(&unit->bl); // don't free yet
  10988. map_deliddb(&unit->bl);
  10989. idb_remove(skillunit_db, unit->bl.id);
  10990. if(--group->alive_count==0)
  10991. skill_delunitgroup(group);
  10992. return 0;
  10993. }
  10994. /*==========================================
  10995. *
  10996. *------------------------------------------*/
  10997. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  10998. /// Returns the target skill_unit_group or NULL if not found.
  10999. struct skill_unit_group* skill_id2group(int group_id)
  11000. {
  11001. return (struct skill_unit_group*)idb_get(group_db, group_id);
  11002. }
  11003. static int skill_unit_group_newid = MAX_SKILL_DB;
  11004. /// Returns a new group_id that isn't being used in group_db.
  11005. /// Fatal error if nothing is available.
  11006. static int skill_get_new_group_id(void)
  11007. {
  11008. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  11009. return skill_unit_group_newid++;// available
  11010. {// find next id
  11011. int base_id = skill_unit_group_newid;
  11012. while( base_id != ++skill_unit_group_newid )
  11013. {
  11014. if( skill_unit_group_newid < MAX_SKILL_DB )
  11015. skill_unit_group_newid = MAX_SKILL_DB;
  11016. if( skill_id2group(skill_unit_group_newid) == NULL )
  11017. return skill_unit_group_newid++;// available
  11018. }
  11019. // full loop, nothing available
  11020. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  11021. exit(1);
  11022. }
  11023. }
  11024. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  11025. {
  11026. struct unit_data* ud = unit_bl2ud( src );
  11027. struct skill_unit_group* group;
  11028. int i;
  11029. if(skillid <= 0 || skilllv <= 0) return 0;
  11030. nullpo_retr(NULL, src);
  11031. nullpo_retr(NULL, ud);
  11032. // find a free spot to store the new unit group
  11033. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  11034. if(i == MAX_SKILLUNITGROUP)
  11035. {
  11036. // array is full, make room by discarding oldest group
  11037. int j=0;
  11038. unsigned maxdiff=0,x,tick=gettick();
  11039. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  11040. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  11041. maxdiff=x;
  11042. j=i;
  11043. }
  11044. skill_delunitgroup(ud->skillunit[j]);
  11045. //Since elements must have shifted, we use the last slot.
  11046. i = MAX_SKILLUNITGROUP-1;
  11047. }
  11048. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  11049. group->src_id = src->id;
  11050. group->party_id = status_get_party_id(src);
  11051. group->guild_id = status_get_guild_id(src);
  11052. group->bg_id = bg_team_get_id(src);
  11053. group->group_id = skill_get_new_group_id();
  11054. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  11055. group->unit_count = count;
  11056. group->alive_count = 0;
  11057. group->val1 = 0;
  11058. group->val2 = 0;
  11059. group->val3 = 0;
  11060. group->skill_id = skillid;
  11061. group->skill_lv = skilllv;
  11062. group->unit_id = unit_id;
  11063. group->map = src->m;
  11064. group->limit = limit;
  11065. group->interval = interval;
  11066. group->tick = gettick();
  11067. group->valstr = NULL;
  11068. ud->skillunit[i] = group;
  11069. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  11070. group->tick += 1500;
  11071. idb_put(group_db, group->group_id, group);
  11072. return group;
  11073. }
  11074. /*==========================================
  11075. *
  11076. *------------------------------------------*/
  11077. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  11078. {
  11079. struct block_list* src;
  11080. struct unit_data *ud;
  11081. int i,j;
  11082. if( group == NULL )
  11083. {
  11084. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  11085. return 0;
  11086. }
  11087. src=map_id2bl(group->src_id);
  11088. ud = unit_bl2ud(src);
  11089. if(!src || !ud) {
  11090. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11091. return 0;
  11092. }
  11093. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  11094. {
  11095. struct status_change* sc = status_get_sc(src);
  11096. if (sc && sc->data[SC_DANCING])
  11097. {
  11098. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  11099. status_change_end(src, SC_DANCING, INVALID_TIMER);
  11100. }
  11101. }
  11102. // end Gospel's status change on 'src'
  11103. // (needs to be done when the group is deleted by other means than skill deactivation)
  11104. if (group->unit_id == UNT_GOSPEL) {
  11105. struct status_change *sc = status_get_sc(src);
  11106. if(sc && sc->data[SC_GOSPEL]) {
  11107. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  11108. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11109. }
  11110. }
  11111. switch( group->skill_id ) {
  11112. case SG_SUN_WARM:
  11113. case SG_MOON_WARM:
  11114. case SG_STAR_WARM:
  11115. {
  11116. struct status_change *sc = NULL;
  11117. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  11118. sc->data[SC_WARM]->val4 = 0;
  11119. status_change_end(src, SC_WARM, INVALID_TIMER);
  11120. }
  11121. }
  11122. break;
  11123. case NC_NEUTRALBARRIER:
  11124. {
  11125. struct status_change *sc = NULL;
  11126. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  11127. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  11128. status_change_end(src,SC_NEUTRALBARRIER_MASTER,-1);
  11129. }
  11130. }
  11131. break;
  11132. case NC_STEALTHFIELD:
  11133. {
  11134. struct status_change *sc = NULL;
  11135. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  11136. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  11137. status_change_end(src,SC_STEALTHFIELD_MASTER,-1);
  11138. }
  11139. }
  11140. break;
  11141. }
  11142. if (src->type==BL_PC && group->state.ammo_consume)
  11143. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  11144. group->alive_count=0;
  11145. // remove all unit cells
  11146. if(group->unit != NULL)
  11147. for( i = 0; i < group->unit_count; i++ )
  11148. skill_delunit(&group->unit[i]);
  11149. // clear Talkie-box string
  11150. if( group->valstr != NULL )
  11151. {
  11152. aFree(group->valstr);
  11153. group->valstr = NULL;
  11154. }
  11155. idb_remove(group_db, group->group_id);
  11156. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  11157. group->unit=NULL;
  11158. group->group_id=0;
  11159. group->unit_count=0;
  11160. // locate this group, swap with the last entry and delete it
  11161. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  11162. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  11163. if( i < MAX_SKILLUNITGROUP )
  11164. {
  11165. ud->skillunit[i] = ud->skillunit[j];
  11166. ud->skillunit[j] = NULL;
  11167. ers_free(skill_unit_ers, group);
  11168. }
  11169. else
  11170. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11171. return 1;
  11172. }
  11173. /*==========================================
  11174. *
  11175. *------------------------------------------*/
  11176. int skill_clear_unitgroup (struct block_list *src)
  11177. {
  11178. struct unit_data *ud = unit_bl2ud(src);
  11179. nullpo_ret(ud);
  11180. while (ud->skillunit[0])
  11181. skill_delunitgroup(ud->skillunit[0]);
  11182. return 1;
  11183. }
  11184. /*==========================================
  11185. *
  11186. *------------------------------------------*/
  11187. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  11188. {
  11189. int i,j=-1,k,s,id;
  11190. struct unit_data *ud;
  11191. struct skill_unit_group_tickset *set;
  11192. nullpo_ret(bl);
  11193. if (group->interval==-1)
  11194. return NULL;
  11195. ud = unit_bl2ud(bl);
  11196. if (!ud) return NULL;
  11197. set = ud->skillunittick;
  11198. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  11199. id = s = group->skill_id;
  11200. else
  11201. id = s = group->group_id;
  11202. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  11203. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  11204. if (set[k].id == id)
  11205. return &set[k];
  11206. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  11207. j=k;
  11208. }
  11209. if (j == -1) {
  11210. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  11211. j = id % MAX_SKILLUNITGROUPTICKSET;
  11212. }
  11213. set[j].id = id;
  11214. set[j].tick = tick;
  11215. return &set[j];
  11216. }
  11217. /*==========================================
  11218. *
  11219. *------------------------------------------*/
  11220. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  11221. {
  11222. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  11223. struct skill_unit_group* group = unit->group;
  11224. unsigned int tick = va_arg(ap,unsigned int);
  11225. if( !unit->alive || bl->prev == NULL )
  11226. return 0;
  11227. nullpo_ret(group);
  11228. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  11229. return 0; //AoE skills are ineffective. [Skotlex]
  11230. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  11231. return 0;
  11232. skill_unit_onplace_timer(unit,bl,tick);
  11233. return 1;
  11234. }
  11235. /*==========================================
  11236. *
  11237. *------------------------------------------*/
  11238. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  11239. {
  11240. struct skill_unit* unit = (struct skill_unit*)data;
  11241. struct skill_unit_group* group = unit->group;
  11242. unsigned int tick = va_arg(ap,unsigned int);
  11243. bool dissonance;
  11244. struct block_list* bl = &unit->bl;
  11245. if( !unit->alive )
  11246. return 0;
  11247. nullpo_ret(group);
  11248. // check for expiration
  11249. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  11250. {// skill unit expired (inlined from skill_unit_onlimit())
  11251. switch( group->unit_id )
  11252. {
  11253. case UNT_BLASTMINE:
  11254. case UNT_GROUNDDRIFT_WIND:
  11255. case UNT_GROUNDDRIFT_DARK:
  11256. case UNT_GROUNDDRIFT_POISON:
  11257. case UNT_GROUNDDRIFT_WATER:
  11258. case UNT_GROUNDDRIFT_FIRE:
  11259. group->unit_id = UNT_USED_TRAPS;
  11260. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  11261. group->limit=DIFF_TICK(tick+1500,group->tick);
  11262. unit->limit=DIFF_TICK(tick+1500,group->tick);
  11263. break;
  11264. case UNT_ANKLESNARE:
  11265. if( group->val2 > 0 ) {
  11266. // Used Trap don't returns back to item
  11267. skill_delunit(unit);
  11268. break;
  11269. }
  11270. case UNT_SKIDTRAP:
  11271. case UNT_LANDMINE:
  11272. case UNT_SHOCKWAVE:
  11273. case UNT_SANDMAN:
  11274. case UNT_FLASHER:
  11275. case UNT_FREEZINGTRAP:
  11276. case UNT_CLAYMORETRAP:
  11277. case UNT_TALKIEBOX:
  11278. case UNT_CLUSTERBOMB:
  11279. case UNT_MAGENTATRAP:
  11280. case UNT_COBALTTRAP:
  11281. case UNT_MAIZETRAP:
  11282. case UNT_VERDURETRAP:
  11283. case UNT_FIRINGTRAP:
  11284. case UNT_ICEBOUNDTRAP:
  11285. {
  11286. struct block_list* src;
  11287. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  11288. { // revert unit back into a trap
  11289. struct item item_tmp;
  11290. memset(&item_tmp,0,sizeof(item_tmp));
  11291. item_tmp.nameid = ITEMID_TRAP;
  11292. item_tmp.identify = 1;
  11293. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  11294. }
  11295. skill_delunit(unit);
  11296. }
  11297. break;
  11298. case UNT_WARP_ACTIVE:
  11299. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  11300. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  11301. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  11302. // restart timers
  11303. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  11304. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  11305. // apply effect to all units standing on it
  11306. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11307. break;
  11308. case UNT_CALLFAMILY:
  11309. {
  11310. struct map_session_data *sd = NULL;
  11311. if(group->val1) {
  11312. sd = map_charid2sd(group->val1);
  11313. group->val1 = 0;
  11314. if (sd && !map[sd->bl.m].flag.nowarp)
  11315. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11316. }
  11317. if(group->val2) {
  11318. sd = map_charid2sd(group->val2);
  11319. group->val2 = 0;
  11320. if (sd && !map[sd->bl.m].flag.nowarp)
  11321. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11322. }
  11323. skill_delunit(unit);
  11324. }
  11325. break;
  11326. default:
  11327. skill_delunit(unit);
  11328. }
  11329. }
  11330. else
  11331. {// skill unit is still active
  11332. switch( group->unit_id )
  11333. {
  11334. case UNT_ICEWALL:
  11335. // icewall loses 50 hp every second
  11336. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  11337. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  11338. unit->limit = DIFF_TICK(tick+700,group->tick);
  11339. break;
  11340. case UNT_SKIDTRAP:
  11341. case UNT_LANDMINE:
  11342. case UNT_SHOCKWAVE:
  11343. case UNT_SANDMAN:
  11344. case UNT_FLASHER:
  11345. case UNT_FREEZINGTRAP:
  11346. case UNT_TALKIEBOX:
  11347. case UNT_ANKLESNARE:
  11348. /**
  11349. * Ranger
  11350. **/
  11351. case UNT_ELECTRICSHOCKER:
  11352. case UNT_CLUSTERBOMB:
  11353. if( unit->val1 <= 0 ) {
  11354. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  11355. skill_delunit(unit);
  11356. else {
  11357. group->unit_id = UNT_USED_TRAPS;
  11358. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  11359. }
  11360. }
  11361. break;
  11362. }
  11363. }
  11364. //Don't continue if unit or even group is expired and has been deleted.
  11365. if( !group || !unit->alive )
  11366. return 0;
  11367. dissonance = skill_dance_switch(unit, 0);
  11368. if( unit->range >= 0 && group->interval != -1 )
  11369. {
  11370. if( battle_config.skill_wall_check )
  11371. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11372. else
  11373. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11374. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  11375. group->unit_id = UNT_USED_TRAPS;
  11376. if( group->unit_id == UNT_TATAMIGAESHI )
  11377. {
  11378. unit->range = -1; //Disable processed cell.
  11379. if (--group->val1 <= 0) // number of live cells
  11380. { //All tiles were processed, disable skill.
  11381. group->target_flag=BCT_NOONE;
  11382. group->bl_flag= BL_NUL;
  11383. }
  11384. }
  11385. }
  11386. if( dissonance ) skill_dance_switch(unit, 1);
  11387. return 0;
  11388. }
  11389. /*==========================================
  11390. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  11391. *------------------------------------------*/
  11392. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  11393. {
  11394. map_freeblock_lock();
  11395. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  11396. map_freeblock_unlock();
  11397. return 0;
  11398. }
  11399. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  11400. /*==========================================
  11401. *
  11402. *------------------------------------------*/
  11403. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  11404. {
  11405. struct skill_unit* unit = (struct skill_unit *)bl;
  11406. struct skill_unit_group* group = unit->group;
  11407. struct block_list* target = va_arg(ap,struct block_list*);
  11408. unsigned int tick = va_arg(ap,unsigned int);
  11409. int flag = va_arg(ap,int);
  11410. bool dissonance;
  11411. int skill_id;
  11412. int i;
  11413. nullpo_ret(group);
  11414. if( !unit->alive || target->prev == NULL )
  11415. return 0;
  11416. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  11417. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  11418. dissonance = skill_dance_switch(unit, 0);
  11419. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11420. skill_id = unit->group->skill_id;
  11421. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  11422. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  11423. if( dissonance ) skill_dance_switch(unit, 1);
  11424. return 0;
  11425. }
  11426. //Target-type check.
  11427. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  11428. {
  11429. if( group->src_id == target->id && group->state.song_dance&0x2 )
  11430. { //Ensemble check to see if they went out/in of the area [Skotlex]
  11431. if( flag&1 )
  11432. {
  11433. if( flag&2 )
  11434. { //Clear this skill id.
  11435. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  11436. if( i < ARRAYLENGTH(skill_unit_temp) )
  11437. skill_unit_temp[i] = 0;
  11438. }
  11439. }
  11440. else
  11441. {
  11442. if( flag&2 )
  11443. { //Store this skill id.
  11444. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11445. if( i < ARRAYLENGTH(skill_unit_temp) )
  11446. skill_unit_temp[i] = skill_id;
  11447. else
  11448. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11449. }
  11450. }
  11451. if( flag&4 )
  11452. skill_unit_onleft(skill_id,target,tick);
  11453. }
  11454. if( dissonance ) skill_dance_switch(unit, 1);
  11455. return 0;
  11456. }
  11457. else
  11458. {
  11459. if( flag&1 )
  11460. {
  11461. int result = skill_unit_onplace(unit,target,tick);
  11462. if( flag&2 && result )
  11463. { //Clear skill ids we have stored in onout.
  11464. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  11465. if( i < ARRAYLENGTH(skill_unit_temp) )
  11466. skill_unit_temp[i] = 0;
  11467. }
  11468. }
  11469. else
  11470. {
  11471. int result = skill_unit_onout(unit,target,tick);
  11472. if( flag&2 && result )
  11473. { //Store this unit id.
  11474. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11475. if( i < ARRAYLENGTH(skill_unit_temp) )
  11476. skill_unit_temp[i] = skill_id;
  11477. else
  11478. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11479. }
  11480. }
  11481. //TODO: Normally, this is dangerous since the unit and group could be freed
  11482. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  11483. //cells do not get deleted within them. [Skotlex]
  11484. if( dissonance ) skill_dance_switch(unit, 1);
  11485. if( flag&4 )
  11486. skill_unit_onleft(skill_id,target,tick);
  11487. return 1;
  11488. }
  11489. }
  11490. /*==========================================
  11491. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  11492. * Flag values:
  11493. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  11494. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  11495. * units to figure out when they have left a group.
  11496. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  11497. *------------------------------------------*/
  11498. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  11499. {
  11500. nullpo_ret(bl);
  11501. if( bl->prev == NULL )
  11502. return 0;
  11503. if( flag&2 && !(flag&1) )
  11504. { //Onout, clear data
  11505. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  11506. }
  11507. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  11508. if( flag&2 && flag&1 )
  11509. { //Onplace, check any skill units you have left.
  11510. int i;
  11511. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  11512. if( skill_unit_temp[i] )
  11513. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  11514. }
  11515. return 0;
  11516. }
  11517. /*==========================================
  11518. *
  11519. *------------------------------------------*/
  11520. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  11521. {
  11522. int i,j;
  11523. unsigned int tick = gettick();
  11524. int *m_flag;
  11525. struct skill_unit *unit1;
  11526. struct skill_unit *unit2;
  11527. if (group == NULL)
  11528. return 0;
  11529. if (group->unit_count<=0)
  11530. return 0;
  11531. if (group->unit==NULL)
  11532. return 0;
  11533. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  11534. return 0; //Ensembles may not be moved around.
  11535. if( group->unit_id == UNT_ICEWALL )
  11536. return 0; //Icewalls don't get knocked back
  11537. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  11538. // m_flag
  11539. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  11540. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  11541. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  11542. // 3: Both 1+2.
  11543. for(i=0;i<group->unit_count;i++){
  11544. unit1=&group->unit[i];
  11545. if (!unit1->alive || unit1->bl.m!=m)
  11546. continue;
  11547. for(j=0;j<group->unit_count;j++){
  11548. unit2=&group->unit[j];
  11549. if (!unit2->alive)
  11550. continue;
  11551. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  11552. m_flag[i] |= 0x1;
  11553. }
  11554. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  11555. m_flag[i] |= 0x2;
  11556. }
  11557. }
  11558. }
  11559. j = 0;
  11560. for (i=0;i<group->unit_count;i++) {
  11561. unit1=&group->unit[i];
  11562. if (!unit1->alive)
  11563. continue;
  11564. if (!(m_flag[i]&0x2)) {
  11565. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  11566. skill_dance_overlap(unit1, 0);
  11567. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  11568. }
  11569. //Move Cell using "smart" criteria (avoid useless moving around)
  11570. switch(m_flag[i])
  11571. {
  11572. case 0:
  11573. //Cell moves independently, safely move it.
  11574. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  11575. break;
  11576. case 1:
  11577. //Cell moves unto another cell, look for a replacement cell that won't collide
  11578. //and has no cell moving into it (flag == 2)
  11579. for(;j<group->unit_count;j++)
  11580. {
  11581. if(m_flag[j]!=2 || !group->unit[j].alive)
  11582. continue;
  11583. //Move to where this cell would had moved.
  11584. unit2 = &group->unit[j];
  11585. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  11586. j++; //Skip this cell as we have used it.
  11587. break;
  11588. }
  11589. break;
  11590. case 2:
  11591. case 3:
  11592. break; //Don't move the cell as a cell will end on this tile anyway.
  11593. }
  11594. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  11595. if (group->state.song_dance&0x1) //Check for dissonance effect.
  11596. skill_dance_overlap(unit1, 1);
  11597. clif_skill_setunit(unit1);
  11598. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  11599. }
  11600. }
  11601. aFree(m_flag);
  11602. return 0;
  11603. }
  11604. /*==========================================
  11605. *
  11606. *------------------------------------------*/
  11607. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  11608. {
  11609. int i,j;
  11610. nullpo_ret(sd);
  11611. if(nameid<=0)
  11612. return 0;
  11613. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  11614. if(skill_produce_db[i].nameid == nameid )
  11615. break;
  11616. }
  11617. if( i >= MAX_SKILL_PRODUCE_DB )
  11618. return 0;
  11619. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  11620. {// cannot carry the produced stuff
  11621. return 0;
  11622. }
  11623. if(trigger>=0){
  11624. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  11625. if(skill_produce_db[i].itemlv!=trigger)
  11626. return 0;
  11627. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  11628. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  11629. return 0;
  11630. } else { // Weapon (itemlv must be higher or equal)
  11631. if(skill_produce_db[i].itemlv>trigger)
  11632. return 0;
  11633. }
  11634. }
  11635. if((j=skill_produce_db[i].req_skill)>0 &&
  11636. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  11637. return 0;
  11638. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  11639. int id,x,y;
  11640. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  11641. continue;
  11642. if(skill_produce_db[i].mat_amount[j] <= 0) {
  11643. if(pc_search_inventory(sd,id) < 0)
  11644. return 0;
  11645. }
  11646. else {
  11647. for(y=0,x=0;y<MAX_INVENTORY;y++)
  11648. if( sd->status.inventory[y].nameid == id )
  11649. x+=sd->status.inventory[y].amount;
  11650. if(x<qty*skill_produce_db[i].mat_amount[j])
  11651. return 0;
  11652. }
  11653. }
  11654. return i+1;
  11655. }
  11656. /*==========================================
  11657. *
  11658. *------------------------------------------*/
  11659. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  11660. {
  11661. int slot[3];
  11662. int i,sc,ele,idx,equip,wlv,make_per,flag;
  11663. int num = -1; // exclude the recipe
  11664. struct status_data *status;
  11665. nullpo_ret(sd);
  11666. status = status_get_status_data(&sd->bl);
  11667. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  11668. return 0;
  11669. idx--;
  11670. if (qty < 1)
  11671. qty = 1;
  11672. if (!skill_id) //A skill can be specified for some override cases.
  11673. skill_id = skill_produce_db[idx].req_skill;
  11674. if( skill_id == GC_RESEARCHNEWPOISON )
  11675. skill_id = GC_CREATENEWPOISON;
  11676. slot[0]=slot1;
  11677. slot[1]=slot2;
  11678. slot[2]=slot3;
  11679. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  11680. int j;
  11681. if( slot[i]<=0 )
  11682. continue;
  11683. j = pc_search_inventory(sd,slot[i]);
  11684. if(j < 0)
  11685. continue;
  11686. if(slot[i]==1000){ /* Star Crumb */
  11687. pc_delitem(sd,j,1,1,0);
  11688. sc++;
  11689. }
  11690. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  11691. static const int ele_table[4]={3,1,4,2};
  11692. pc_delitem(sd,j,1,1,0);
  11693. ele=ele_table[slot[i]-994];
  11694. }
  11695. }
  11696. if( skill_id == RK_RUNEMASTERY ) {
  11697. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  11698. if( skill_lv == 10 ) temp_qty = 1 + rand()%3;
  11699. else if( skill_lv > 5 ) temp_qty = 1 + rand()%2;
  11700. else temp_qty = 1;
  11701. for( i = 0; i < MAX_INVENTORY; i++ ) {
  11702. if( sd->status.inventory[i].nameid == nameid ) {
  11703. if( sd->status.inventory[i].amount >= MAX_RUNE ) {
  11704. clif_msgtable(sd->fd,0x61b);
  11705. return 0;
  11706. } else {
  11707. /**
  11708. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  11709. **/
  11710. if( temp_qty + sd->status.inventory[i].amount >= MAX_RUNE )
  11711. temp_qty = MAX_RUNE - sd->status.inventory[i].amount;
  11712. }
  11713. break;
  11714. }
  11715. }
  11716. qty = temp_qty;
  11717. }
  11718. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  11719. int j,id,x;
  11720. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  11721. continue;
  11722. num++;
  11723. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  11724. do{
  11725. int y=0;
  11726. j = pc_search_inventory(sd,id);
  11727. if(j >= 0){
  11728. y = sd->status.inventory[j].amount;
  11729. if(y>x)y=x;
  11730. pc_delitem(sd,j,y,0,0);
  11731. } else
  11732. ShowError("skill_produce_mix: material item error\n");
  11733. x-=y;
  11734. }while( j>=0 && x>0 );
  11735. }
  11736. if((equip=itemdb_isequip(nameid)))
  11737. wlv = itemdb_wlv(nameid);
  11738. if(!equip) {
  11739. switch(skill_id){
  11740. case BS_IRON:
  11741. case BS_STEEL:
  11742. case BS_ENCHANTEDSTONE:
  11743. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  11744. i = pc_checkskill(sd,skill_id);
  11745. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  11746. switch(nameid){
  11747. case 998: // Iron
  11748. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  11749. break;
  11750. case 999: // Steel
  11751. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  11752. break;
  11753. case 1000: //Star Crumb
  11754. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  11755. break;
  11756. default: // Enchanted Stones
  11757. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  11758. break;
  11759. }
  11760. break;
  11761. case ASC_CDP:
  11762. make_per = (2000 + 40*status->dex + 20*status->luk);
  11763. break;
  11764. case AL_HOLYWATER:
  11765. /**
  11766. * Arch Bishop
  11767. **/
  11768. case AB_ANCILLA:
  11769. make_per = 100000; //100% success
  11770. break;
  11771. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  11772. case AM_TWILIGHT1:
  11773. case AM_TWILIGHT2:
  11774. case AM_TWILIGHT3:
  11775. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  11776. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  11777. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  11778. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  11779. int skill;
  11780. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  11781. make_per += skill*100; //+1% bonus per level
  11782. }
  11783. switch(nameid){
  11784. case 501: // Red Potion
  11785. case 503: // Yellow Potion
  11786. case 504: // White Potion
  11787. make_per += (1+rand()%100)*10 + 2000;
  11788. break;
  11789. case 970: // Alcohol
  11790. make_per += (1+rand()%100)*10 + 1000;
  11791. break;
  11792. case 7135: // Bottle Grenade
  11793. case 7136: // Acid Bottle
  11794. case 7137: // Plant Bottle
  11795. case 7138: // Marine Sphere Bottle
  11796. make_per += (1+rand()%100)*10;
  11797. break;
  11798. case 546: // Condensed Yellow Potion
  11799. make_per -= (1+rand()%50)*10;
  11800. break;
  11801. case 547: // Condensed White Potion
  11802. case 7139: // Glistening Coat
  11803. make_per -= (1+rand()%100)*10;
  11804. break;
  11805. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  11806. case 505: // Blue Potion
  11807. case 545: // Condensed Red Potion
  11808. case 605: // Anodyne
  11809. case 606: // Aloevera
  11810. default:
  11811. break;
  11812. }
  11813. if(battle_config.pp_rate != 100)
  11814. make_per = make_per * battle_config.pp_rate / 100;
  11815. break;
  11816. case SA_CREATECON: // Elemental Converter Creation
  11817. make_per = 100000; // should be 100% success rate
  11818. break;
  11819. /**
  11820. * Rune Knight
  11821. **/
  11822. case RK_RUNEMASTERY:
  11823. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  11824. break;
  11825. /**
  11826. * Guilotine Cross
  11827. **/
  11828. case GC_CREATENEWPOISON:
  11829. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  11830. qty = 1+rand()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  11831. break;
  11832. default:
  11833. if (sd->menuskill_id == AM_PHARMACY &&
  11834. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  11835. { //Assume Cooking Dish
  11836. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  11837. make_per = 10000; //100% Success
  11838. else
  11839. make_per = 1200 * (sd->menuskill_val - 10)
  11840. + 20 * (sd->status.base_level + 1)
  11841. + 20 * (status->dex + 1)
  11842. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  11843. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  11844. - 10 * (100 - status->luk + 1)
  11845. - 500 * (num - 1)
  11846. - 100 * (rand()%4 + 1);
  11847. break;
  11848. }
  11849. make_per = 5000;
  11850. break;
  11851. }
  11852. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  11853. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  11854. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  11855. 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
  11856. 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
  11857. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  11858. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  11859. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  11860. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  11861. if(battle_config.wp_rate != 100)
  11862. make_per = make_per * battle_config.wp_rate / 100;
  11863. }
  11864. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  11865. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  11866. if(make_per < 1) make_per = 1;
  11867. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  11868. struct item tmp_item;
  11869. memset(&tmp_item,0,sizeof(tmp_item));
  11870. tmp_item.nameid=nameid;
  11871. tmp_item.amount=1;
  11872. tmp_item.identify=1;
  11873. if(equip){
  11874. tmp_item.card[0]=CARD0_FORGE;
  11875. tmp_item.card[1]=((sc*5)<<8)+ele;
  11876. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  11877. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  11878. } else {
  11879. //Flag is only used on the end, so it can be used here. [Skotlex]
  11880. switch (skill_id) {
  11881. case BS_DAGGER:
  11882. case BS_SWORD:
  11883. case BS_TWOHANDSWORD:
  11884. case BS_AXE:
  11885. case BS_MACE:
  11886. case BS_KNUCKLE:
  11887. case BS_SPEAR:
  11888. flag = battle_config.produce_item_name_input&0x1;
  11889. break;
  11890. case AM_PHARMACY:
  11891. case AM_TWILIGHT1:
  11892. case AM_TWILIGHT2:
  11893. case AM_TWILIGHT3:
  11894. flag = battle_config.produce_item_name_input&0x2;
  11895. break;
  11896. case AL_HOLYWATER:
  11897. /**
  11898. * Arch Bishop
  11899. **/
  11900. case AB_ANCILLA:
  11901. flag = battle_config.produce_item_name_input&0x8;
  11902. break;
  11903. case ASC_CDP:
  11904. flag = battle_config.produce_item_name_input&0x10;
  11905. break;
  11906. default:
  11907. flag = battle_config.produce_item_name_input&0x80;
  11908. break;
  11909. }
  11910. if (flag) {
  11911. tmp_item.card[0]=CARD0_CREATE;
  11912. tmp_item.card[1]=0;
  11913. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  11914. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  11915. }
  11916. }
  11917. // if(log_config.produce > 0)
  11918. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  11919. //TODO update PICKLOG
  11920. if(equip){
  11921. clif_produceeffect(sd,0,nameid);
  11922. clif_misceffect(&sd->bl,3);
  11923. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  11924. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  11925. } else {
  11926. int fame = 0;
  11927. tmp_item.amount = 0;
  11928. for (i=0; i< qty; i++)
  11929. { //Apply quantity modifiers.
  11930. if (rand()%10000 < make_per || qty == 1)
  11931. { //Success
  11932. tmp_item.amount++;
  11933. if(nameid < 545 || nameid > 547)
  11934. continue;
  11935. if(skill_id != AM_PHARMACY &&
  11936. skill_id != AM_TWILIGHT1 &&
  11937. skill_id != AM_TWILIGHT2 &&
  11938. skill_id != AM_TWILIGHT3)
  11939. continue;
  11940. //Add fame as needed.
  11941. switch(++sd->potion_success_counter) {
  11942. case 3:
  11943. fame+=1; // Success to prepare 3 Condensed Potions in a row
  11944. break;
  11945. case 5:
  11946. fame+=3; // Success to prepare 5 Condensed Potions in a row
  11947. break;
  11948. case 7:
  11949. fame+=10; // Success to prepare 7 Condensed Potions in a row
  11950. break;
  11951. case 10:
  11952. fame+=50; // Success to prepare 10 Condensed Potions in a row
  11953. sd->potion_success_counter = 0;
  11954. break;
  11955. }
  11956. } else //Failure
  11957. sd->potion_success_counter = 0;
  11958. }
  11959. if (fame)
  11960. pc_addfame(sd,fame);
  11961. //Visual effects and the like.
  11962. switch (skill_id) {
  11963. case AM_PHARMACY:
  11964. case AM_TWILIGHT1:
  11965. case AM_TWILIGHT2:
  11966. case AM_TWILIGHT3:
  11967. case ASC_CDP:
  11968. clif_produceeffect(sd,2,nameid);
  11969. clif_misceffect(&sd->bl,5);
  11970. break;
  11971. case BS_IRON:
  11972. case BS_STEEL:
  11973. case BS_ENCHANTEDSTONE:
  11974. clif_produceeffect(sd,0,nameid);
  11975. clif_misceffect(&sd->bl,3);
  11976. break;
  11977. case RK_RUNEMASTERY:
  11978. case GC_CREATENEWPOISON:
  11979. clif_produceeffect(sd,2,nameid);
  11980. clif_misceffect(&sd->bl,5);
  11981. break;
  11982. default: //Those that don't require a skill?
  11983. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  11984. { //Cooking items.
  11985. clif_specialeffect(&sd->bl, 608, AREA);
  11986. if( sd->cook_mastery < 1999 )
  11987. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  11988. }
  11989. break;
  11990. }
  11991. }
  11992. if (tmp_item.amount) { //Success
  11993. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  11994. clif_additem(sd,0,0,flag);
  11995. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  11996. }
  11997. return 1;
  11998. }
  11999. }
  12000. //Failure
  12001. // if(log_config.produce)
  12002. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  12003. //TODO update PICKLOG
  12004. if(equip){
  12005. clif_produceeffect(sd,1,nameid);
  12006. clif_misceffect(&sd->bl,2);
  12007. } else {
  12008. switch (skill_id) {
  12009. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  12010. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  12011. case AM_PHARMACY:
  12012. case AM_TWILIGHT1:
  12013. case AM_TWILIGHT2:
  12014. case AM_TWILIGHT3:
  12015. clif_produceeffect(sd,3,nameid);
  12016. clif_misceffect(&sd->bl,6);
  12017. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  12018. break;
  12019. case BS_IRON:
  12020. case BS_STEEL:
  12021. case BS_ENCHANTEDSTONE:
  12022. clif_produceeffect(sd,1,nameid);
  12023. clif_misceffect(&sd->bl,2);
  12024. break;
  12025. case RK_RUNEMASTERY:
  12026. case GC_CREATENEWPOISON:
  12027. clif_produceeffect(sd,3,nameid);
  12028. clif_misceffect(&sd->bl,6);
  12029. break;
  12030. default:
  12031. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  12032. { //Cooking items.
  12033. clif_specialeffect(&sd->bl, 609, AREA);
  12034. if( sd->cook_mastery > 0 )
  12035. 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 ));
  12036. }
  12037. }
  12038. }
  12039. return 0;
  12040. }
  12041. int skill_arrow_create (struct map_session_data *sd, int nameid)
  12042. {
  12043. int i,j,flag,index=-1;
  12044. struct item tmp_item;
  12045. nullpo_ret(sd);
  12046. if(nameid <= 0)
  12047. return 1;
  12048. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  12049. if(nameid == skill_arrow_db[i].nameid) {
  12050. index = i;
  12051. break;
  12052. }
  12053. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  12054. return 1;
  12055. pc_delitem(sd,j,1,0,0);
  12056. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  12057. memset(&tmp_item,0,sizeof(tmp_item));
  12058. tmp_item.identify = 1;
  12059. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  12060. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  12061. if(battle_config.produce_item_name_input&0x4) {
  12062. tmp_item.card[0]=CARD0_CREATE;
  12063. tmp_item.card[1]=0;
  12064. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12065. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12066. }
  12067. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  12068. continue;
  12069. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  12070. clif_additem(sd,0,0,flag);
  12071. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  12072. }
  12073. }
  12074. return 0;
  12075. }
  12076. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  12077. sc_type type;
  12078. int t_lv = 0, chance, i;
  12079. nullpo_ret(sd);
  12080. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0) ) {
  12081. clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
  12082. return 0;
  12083. }
  12084. switch( nameid )
  12085. { // t_lv used to take duration from skill_get_time2
  12086. case PO_PARALYSE: type = SC_PARALYSE; t_lv = 1; break;
  12087. case PO_PYREXIA: type = SC_PYREXIA; t_lv = 2; break;
  12088. case PO_DEATHHURT: type = SC_DEATHHURT; t_lv = 3; break;
  12089. case PO_LEECHESEND: type = SC_LEECHESEND; t_lv = 4; break;
  12090. case PO_VENOMBLEED: type = SC_VENOMBLEED; t_lv = 6; break;
  12091. case PO_TOXIN: type = SC_TOXIN; t_lv = 7; break;
  12092. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; t_lv = 8; break;
  12093. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; t_lv = 9; break;
  12094. default:
  12095. clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
  12096. return 0;
  12097. }
  12098. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  12099. sc_start4(&sd->bl,SC_POISONINGWEAPON,100,t_lv,type,chance,0,skill_get_time(GC_POISONINGWEAPON,sd->menuskill_val));
  12100. return 0;
  12101. }
  12102. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  12103. int x, y, i, class_, skill;
  12104. struct mob_data *md;
  12105. nullpo_ret(sd);
  12106. skill = sd->menuskill_val;
  12107. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0) )
  12108. {
  12109. clif_skill_fail(sd,NC_MAGICDECOY,0,0);
  12110. return 0;
  12111. }
  12112. // Spawn Position
  12113. pc_delitem(sd,i,1,0,0);
  12114. x = sd->sc.comet_x;
  12115. y = sd->sc.comet_y;
  12116. sd->sc.comet_x = sd->sc.comet_y = 0;
  12117. sd->menuskill_val = 0;
  12118. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  12119. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  12120. if( md ) {
  12121. md->master_id = sd->bl.id;
  12122. md->special_state.ai = 3;
  12123. if( md->deletetimer != INVALID_TIMER )
  12124. delete_timer(md->deletetimer, mob_timer_delete);
  12125. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  12126. mob_spawn(md);
  12127. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  12128. }
  12129. return 0;
  12130. }
  12131. // Warlock Spellbooks. [LimitLine/3CeAM]
  12132. int skill_spellbook (struct map_session_data *sd, int nameid) {
  12133. int i, j, points, skillid, preserved = 0, max_preserve;
  12134. nullpo_ret(sd);
  12135. if( sd->sc.data[SC_STOP] ) status_change_end(&sd->bl,SC_STOP,-1);
  12136. if( nameid <= 0 ) return 0;
  12137. if( pc_search_inventory(sd,nameid) < 0 )
  12138. { // User with no item on inventory
  12139. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12140. return 0;
  12141. }
  12142. ARR_FIND(0,MAX_SPELLBOOK,j,sd->rsb[j].skillid == 0); // Search for a free slot
  12143. if( j == MAX_SPELLBOOK )
  12144. { // No more free slots
  12145. clif_skill_fail(sd,WL_READING_SB,0x35,0);
  12146. return 0;
  12147. }
  12148. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  12149. if( i == MAX_SKILL_SPELLBOOK_DB )
  12150. { // Fake nameid
  12151. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12152. return 0;
  12153. }
  12154. skillid = skill_spellbook_db[i].skillid;
  12155. points = skill_spellbook_db[i].points;
  12156. if( !pc_checkskill(sd,skillid) )
  12157. { // User don't know the skill
  12158. sc_start(&sd->bl,SC_SLEEP,100,1,skill_get_time(WL_READING_SB,pc_checkskill(sd,WL_READING_SB)));
  12159. clif_skill_fail(sd,WL_READING_SB,0x34,0);
  12160. return 0;
  12161. }
  12162. max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  12163. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  12164. preserved += sd->rsb[i].points;
  12165. if( preserved + points >= max_preserve )
  12166. { // No more free points
  12167. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12168. return 0;
  12169. }
  12170. sd->rsb[j].skillid = skillid;
  12171. sd->rsb[j].level = pc_checkskill(sd,skillid);
  12172. sd->rsb[j].points = points;
  12173. sc_start2(&sd->bl,SC_READING_SB,100,0,preserved+points,-1);
  12174. return 1;
  12175. }
  12176. /*==========================================
  12177. *
  12178. *------------------------------------------*/
  12179. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  12180. {
  12181. struct map_session_data *sd = map_id2sd(id);
  12182. struct skill_cd * cd = NULL;
  12183. if (data <= 0 || data >= MAX_SKILL)
  12184. return 0;
  12185. if (!sd) return 0;
  12186. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  12187. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12188. int i,cursor;
  12189. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  12190. cd->duration[cursor] = 0;
  12191. cd->skidx[cursor] = 0;
  12192. cd->nameid[cursor] = 0;
  12193. // compact the cool down list
  12194. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  12195. if( cd->duration[i] == 0 )
  12196. continue;
  12197. if( cursor != i ) {
  12198. cd->duration[cursor] = cd->duration[i];
  12199. cd->skidx[cursor] = cd->skidx[i];
  12200. cd->nameid[cursor] = cd->nameid[i];
  12201. }
  12202. cursor++;
  12203. }
  12204. if( cursor == 0 ) {
  12205. idb_remove(skillcd_db,sd->status.char_id);
  12206. aFree(cd);
  12207. } else
  12208. cd->cursor = cursor;
  12209. }
  12210. sd->blockskill[data] = 0;
  12211. return 1;
  12212. }
  12213. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  12214. {
  12215. struct skill_cd * cd = NULL;
  12216. int oskillid = skillid;
  12217. nullpo_retr (-1, sd);
  12218. skillid = skill_get_index(skillid);
  12219. if (skillid == 0)
  12220. return -1;
  12221. if (tick < 1) {
  12222. sd->blockskill[skillid] = 0;
  12223. return -1;
  12224. }
  12225. if( battle_config.display_status_timers )
  12226. clif_skill_cooldown(sd, skillid, tick);
  12227. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12228. CREATE(cd,struct skill_cd,1);
  12229. idb_put(skillcd_db, sd->status.char_id, cd);
  12230. }
  12231. cd->duration[cd->cursor] = tick;
  12232. cd->skidx[cd->cursor] = skillid;
  12233. cd->nameid[cd->cursor] = oskillid;
  12234. cd->cursor++;
  12235. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  12236. return 0;
  12237. }
  12238. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12239. {
  12240. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  12241. if (data <= 0 || data >= MAX_SKILL)
  12242. return 0;
  12243. if (hd) hd->blockskill[data] = 0;
  12244. return 1;
  12245. }
  12246. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  12247. {
  12248. nullpo_retr (-1, hd);
  12249. skillid = skill_get_index(skillid);
  12250. if (skillid == 0)
  12251. return -1;
  12252. if (tick < 1) {
  12253. hd->blockskill[skillid] = 0;
  12254. return -1;
  12255. }
  12256. hd->blockskill[skillid] = 1;
  12257. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  12258. }
  12259. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12260. {
  12261. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  12262. if( data <= 0 || data >= MAX_SKILL )
  12263. return 0;
  12264. if( md ) md->blockskill[data] = 0;
  12265. return 1;
  12266. }
  12267. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  12268. {
  12269. nullpo_retr (-1, md);
  12270. if( (skillid = skill_get_index(skillid)) == 0 )
  12271. return -1;
  12272. if( tick < 1 )
  12273. {
  12274. md->blockskill[skillid] = 0;
  12275. return -1;
  12276. }
  12277. md->blockskill[skillid] = 1;
  12278. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  12279. }
  12280. /*
  12281. *
  12282. */
  12283. int skill_split_str (char *str, char **val, int num)
  12284. {
  12285. int i;
  12286. for( i = 0; i < num && str; i++ )
  12287. {
  12288. val[i] = str;
  12289. str = strchr(str,',');
  12290. if( str )
  12291. *str++=0;
  12292. }
  12293. return i;
  12294. }
  12295. /*
  12296. *
  12297. */
  12298. int skill_split_atoi (char *str, int *val)
  12299. {
  12300. int i, j, diff, step = 1;
  12301. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  12302. if (!str) break;
  12303. val[i] = atoi(str);
  12304. str = strchr(str,':');
  12305. if (str)
  12306. *str++=0;
  12307. }
  12308. if(i==0) //No data found.
  12309. return 0;
  12310. if(i==1)
  12311. { //Single value, have the whole range have the same value.
  12312. for (; i < MAX_SKILL_LEVEL; i++)
  12313. val[i] = val[i-1];
  12314. return i;
  12315. }
  12316. //Check for linear change with increasing steps until we reach half of the data acquired.
  12317. for (step = 1; step <= i/2; step++)
  12318. {
  12319. diff = val[i-1] - val[i-step-1];
  12320. for(j = i-1; j >= step; j--)
  12321. if ((val[j]-val[j-step]) != diff)
  12322. break;
  12323. if (j>=step) //No match, try next step.
  12324. continue;
  12325. for(; i < MAX_SKILL_LEVEL; i++)
  12326. { //Apply linear increase
  12327. val[i] = val[i-step]+diff;
  12328. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  12329. { val[i] = 1; diff = 0; step = 1; }
  12330. }
  12331. return i;
  12332. }
  12333. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  12334. for (;i<MAX_SKILL_LEVEL; i++)
  12335. val[i] = val[i-1];
  12336. return i;
  12337. }
  12338. /*
  12339. *
  12340. */
  12341. void skill_init_unit_layout (void)
  12342. {
  12343. int i,j,size,pos = 0;
  12344. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  12345. // standard square layouts go first
  12346. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  12347. size = i*2+1;
  12348. skill_unit_layout[i].count = size*size;
  12349. for (j=0; j<size*size; j++) {
  12350. skill_unit_layout[i].dx[j] = (j%size-i);
  12351. skill_unit_layout[i].dy[j] = (j/size-i);
  12352. }
  12353. }
  12354. // afterwards add special ones
  12355. pos = i;
  12356. for (i=0;i<MAX_SKILL_DB;i++) {
  12357. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  12358. continue;
  12359. switch (i) {
  12360. case MG_FIREWALL:
  12361. case WZ_ICEWALL:
  12362. case WL_EARTHSTRAIN://Warlock
  12363. // these will be handled later
  12364. break;
  12365. case PR_SANCTUARY:
  12366. case NPC_EVILLAND:
  12367. {
  12368. static const int dx[] = {
  12369. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  12370. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  12371. static const int dy[]={
  12372. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  12373. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  12374. skill_unit_layout[pos].count = 21;
  12375. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12376. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12377. break;
  12378. }
  12379. case PR_MAGNUS:
  12380. {
  12381. static const int dx[] = {
  12382. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12383. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12384. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  12385. static const int dy[] = {
  12386. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12387. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12388. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  12389. skill_unit_layout[pos].count = 33;
  12390. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12391. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12392. break;
  12393. }
  12394. case AS_VENOMDUST:
  12395. {
  12396. static const int dx[] = {-1, 0, 0, 0, 1};
  12397. static const int dy[] = { 0,-1, 0, 1, 0};
  12398. skill_unit_layout[pos].count = 5;
  12399. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12400. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12401. break;
  12402. }
  12403. case CR_GRANDCROSS:
  12404. case NPC_GRANDDARKNESS:
  12405. {
  12406. static const int dx[] = {
  12407. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  12408. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  12409. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  12410. static const int dy[] = {
  12411. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  12412. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  12413. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  12414. skill_unit_layout[pos].count = 29;
  12415. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12416. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12417. break;
  12418. }
  12419. case PF_FOGWALL:
  12420. {
  12421. static const int dx[] = {
  12422. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  12423. static const int dy[] = {
  12424. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  12425. skill_unit_layout[pos].count = 15;
  12426. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12427. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12428. break;
  12429. }
  12430. case PA_GOSPEL:
  12431. {
  12432. static const int dx[] = {
  12433. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12434. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12435. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  12436. -1, 0, 1};
  12437. static const int dy[] = {
  12438. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12439. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12440. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  12441. 3, 3, 3};
  12442. skill_unit_layout[pos].count = 33;
  12443. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12444. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12445. break;
  12446. }
  12447. case NJ_KAENSIN:
  12448. {
  12449. 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};
  12450. 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};
  12451. skill_unit_layout[pos].count = 24;
  12452. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12453. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12454. break;
  12455. }
  12456. case NJ_TATAMIGAESHI:
  12457. {
  12458. //Level 1 (count 4, cross of 3x3)
  12459. static const int dx1[] = {-1, 1, 0, 0};
  12460. static const int dy1[] = { 0, 0,-1, 1};
  12461. //Level 2-3 (count 8, cross of 5x5)
  12462. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  12463. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  12464. //Level 4-5 (count 12, cross of 7x7
  12465. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  12466. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  12467. //lv1
  12468. j = 0;
  12469. skill_unit_layout[pos].count = 4;
  12470. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  12471. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  12472. skill_db[i].unit_layout_type[j] = pos;
  12473. //lv2/3
  12474. j++;
  12475. pos++;
  12476. skill_unit_layout[pos].count = 8;
  12477. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  12478. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  12479. skill_db[i].unit_layout_type[j] = pos;
  12480. skill_db[i].unit_layout_type[++j] = pos;
  12481. //lv4/5
  12482. j++;
  12483. pos++;
  12484. skill_unit_layout[pos].count = 12;
  12485. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  12486. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  12487. skill_db[i].unit_layout_type[j] = pos;
  12488. skill_db[i].unit_layout_type[++j] = pos;
  12489. //Fill in the rest using lv 5.
  12490. for (;j<MAX_SKILL_LEVEL;j++)
  12491. skill_db[i].unit_layout_type[j] = pos;
  12492. //Skip, this way the check below will fail and continue to the next skill.
  12493. pos++;
  12494. break;
  12495. }
  12496. default:
  12497. ShowError("unknown unit layout at skill %d\n",i);
  12498. break;
  12499. }
  12500. if (!skill_unit_layout[pos].count)
  12501. continue;
  12502. for (j=0;j<MAX_SKILL_LEVEL;j++)
  12503. skill_db[i].unit_layout_type[j] = pos;
  12504. pos++;
  12505. }
  12506. // firewall and icewall have 8 layouts (direction-dependent)
  12507. firewall_unit_pos = pos;
  12508. for (i=0;i<8;i++) {
  12509. if (i&1) {
  12510. skill_unit_layout[pos].count = 5;
  12511. if (i&0x2) {
  12512. int dx[] = {-1,-1, 0, 0, 1};
  12513. int dy[] = { 1, 0, 0,-1,-1};
  12514. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12515. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12516. } else {
  12517. int dx[] = { 1, 1 ,0, 0,-1};
  12518. int dy[] = { 1, 0, 0,-1,-1};
  12519. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12520. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12521. }
  12522. } else {
  12523. skill_unit_layout[pos].count = 3;
  12524. if (i%4==0) {
  12525. int dx[] = {-1, 0, 1};
  12526. int dy[] = { 0, 0, 0};
  12527. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12528. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12529. } else {
  12530. int dx[] = { 0, 0, 0};
  12531. int dy[] = {-1, 0, 1};
  12532. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12533. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12534. }
  12535. }
  12536. pos++;
  12537. }
  12538. icewall_unit_pos = pos;
  12539. for (i=0;i<8;i++) {
  12540. skill_unit_layout[pos].count = 5;
  12541. if (i&1) {
  12542. if (i&0x2) {
  12543. int dx[] = {-2,-1, 0, 1, 2};
  12544. int dy[] = { 2, 1, 0,-1,-2};
  12545. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12546. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12547. } else {
  12548. int dx[] = { 2, 1 ,0,-1,-2};
  12549. int dy[] = { 2, 1, 0,-1,-2};
  12550. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12551. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12552. }
  12553. } else {
  12554. if (i%4==0) {
  12555. int dx[] = {-2,-1, 0, 1, 2};
  12556. int dy[] = { 0, 0, 0, 0, 0};
  12557. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12558. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12559. } else {
  12560. int dx[] = { 0, 0, 0, 0, 0};
  12561. int dy[] = {-2,-1, 0, 1, 2};
  12562. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12563. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12564. }
  12565. }
  12566. pos++;
  12567. }
  12568. earthstrain_unit_pos = pos;
  12569. for( i = 0; i < 8; i++ )
  12570. { // For each Direction
  12571. skill_unit_layout[pos].count = 3; // Temp code being used as the official method makes too much noise in game. [Rytech]
  12572. //skill_unit_layout[pos].count = 15; // This line is here to replace the above one once gravity changes the animation.
  12573. switch( i )
  12574. {
  12575. case 0: case 1: case 3: case 4: case 5: case 7:
  12576. {
  12577. int dx[] = {-5, 0, 5};
  12578. int dy[] = { 0, 0, 0};
  12579. //int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; // Leave this here for future use.
  12580. //int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  12581. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12582. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12583. }
  12584. break;
  12585. case 2:
  12586. case 6:
  12587. {
  12588. int dx[] = { 0, 0, 0};
  12589. int dy[] = {-5, 0, 5};
  12590. //int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; // Leave this here for future use.
  12591. //int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  12592. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12593. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12594. }
  12595. break;
  12596. }
  12597. pos++;
  12598. }
  12599. }
  12600. // Stasis skill usage check. [LimitLine/3CeAM]
  12601. int skill_stasis_check(struct block_list *bl, int src_id, int skillid)
  12602. {
  12603. int inf = 0;
  12604. if( !bl || skillid < 1 )
  12605. return 0; // Can do it
  12606. inf = skill_get_inf2(skillid);
  12607. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  12608. return 1; // Can't do it.
  12609. switch( skillid )
  12610. {
  12611. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  12612. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  12613. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  12614. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  12615. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  12616. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  12617. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  12618. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  12619. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  12620. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  12621. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  12622. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  12623. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  12624. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  12625. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  12626. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  12627. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  12628. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  12629. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  12630. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  12631. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  12632. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  12633. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  12634. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  12635. // Skills that need to be confirmed.
  12636. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  12637. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  12638. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  12639. case SO_ARRULLO:
  12640. return 1; // Can't do it.
  12641. default:
  12642. return 0; // Can do it.
  12643. }
  12644. return 0; // Can Cast anything else like Weapon Skills
  12645. }
  12646. void skill_cooldown_load(struct map_session_data * sd) {
  12647. struct skill_cd * cd = NULL;
  12648. int i;
  12649. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) )
  12650. return;//nothing for us here
  12651. for( i = 0; i < cd->cursor; i++ ) {
  12652. skill_blockpc_start(sd, cd->nameid[i], cd->duration[i]);
  12653. }
  12654. return;
  12655. }
  12656. /*==========================================
  12657. * DB reading.
  12658. * skill_db.txt
  12659. * skill_require_db.txt
  12660. * skill_cast_db.txt
  12661. * skill_castnodex_db.txt
  12662. * skill_nocast_db.txt
  12663. * skill_unit_db.txt
  12664. * produce_db.txt
  12665. * create_arrow_db.txt
  12666. * abra_db.txt
  12667. *------------------------------------------*/
  12668. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  12669. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  12670. int id = atoi(split[0]);
  12671. int i;
  12672. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  12673. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  12674. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  12675. {
  12676. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  12677. return false;
  12678. }
  12679. i = skill_get_index(id);
  12680. if( !i ) // invalid skill id
  12681. return false;
  12682. skill_split_atoi(split[1],skill_db[i].range);
  12683. skill_db[i].hit = atoi(split[2]);
  12684. skill_db[i].inf = atoi(split[3]);
  12685. skill_split_atoi(split[4],skill_db[i].element);
  12686. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  12687. skill_split_atoi(split[6],skill_db[i].splash);
  12688. skill_db[i].max = atoi(split[7]);
  12689. skill_split_atoi(split[8],skill_db[i].num);
  12690. if( strcmpi(split[9],"yes") == 0 )
  12691. skill_db[i].castcancel = 1;
  12692. else
  12693. skill_db[i].castcancel = 0;
  12694. skill_db[i].cast_def_rate = atoi(split[10]);
  12695. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  12696. skill_split_atoi(split[12],skill_db[i].maxcount);
  12697. if( strcmpi(split[13],"weapon") == 0 )
  12698. skill_db[i].skill_type = BF_WEAPON;
  12699. else if( strcmpi(split[13],"magic") == 0 )
  12700. skill_db[i].skill_type = BF_MAGIC;
  12701. else if( strcmpi(split[13],"misc") == 0 )
  12702. skill_db[i].skill_type = BF_MISC;
  12703. else
  12704. skill_db[i].skill_type = 0;
  12705. skill_split_atoi(split[14],skill_db[i].blewcount);
  12706. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  12707. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  12708. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  12709. return true;
  12710. }
  12711. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  12712. {// 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
  12713. char* p;
  12714. int j;
  12715. int i = atoi(split[0]);
  12716. i = skill_get_index(i);
  12717. if( !i ) // invalid skill id
  12718. return false;
  12719. skill_split_atoi(split[1],skill_db[i].hp);
  12720. skill_split_atoi(split[2],skill_db[i].mhp);
  12721. skill_split_atoi(split[3],skill_db[i].sp);
  12722. skill_split_atoi(split[4],skill_db[i].hp_rate);
  12723. skill_split_atoi(split[5],skill_db[i].sp_rate);
  12724. skill_split_atoi(split[6],skill_db[i].zeny);
  12725. //FIXME: document this
  12726. p = split[7];
  12727. for( j = 0; j < 32; j++ )
  12728. {
  12729. int l = atoi(p);
  12730. if( l == 99 ) // Any weapon
  12731. {
  12732. skill_db[i].weapon = 0;
  12733. break;
  12734. }
  12735. else
  12736. skill_db[i].weapon |= 1<<l;
  12737. p = strchr(p,':');
  12738. if(!p)
  12739. break;
  12740. p++;
  12741. }
  12742. //FIXME: document this
  12743. p = split[8];
  12744. for( j = 0; j < 32; j++ )
  12745. {
  12746. int l = atoi(p);
  12747. if( l == 99 ) // Any ammo type
  12748. {
  12749. skill_db[i].ammo = 0xFFFFFFFF;
  12750. break;
  12751. }
  12752. else if( l ) // 0 stands for no requirement
  12753. skill_db[i].ammo |= 1<<l;
  12754. p = strchr(p,':');
  12755. if( !p )
  12756. break;
  12757. p++;
  12758. }
  12759. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  12760. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  12761. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  12762. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  12763. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  12764. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  12765. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  12766. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  12767. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  12768. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  12769. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  12770. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  12771. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  12772. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  12773. /**
  12774. * New States
  12775. **/
  12776. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  12777. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  12778. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  12779. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  12780. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  12781. /**
  12782. * Unknown or no state
  12783. **/
  12784. else skill_db[i].state = ST_NONE;
  12785. skill_split_atoi(split[11],skill_db[i].spiritball);
  12786. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  12787. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  12788. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  12789. }
  12790. return true;
  12791. }
  12792. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  12793. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  12794. int i = atoi(split[0]);
  12795. i = skill_get_index(i);
  12796. if( !i ) // invalid skill id
  12797. return false;
  12798. skill_split_atoi(split[1],skill_db[i].cast);
  12799. skill_split_atoi(split[2],skill_db[i].delay);
  12800. skill_split_atoi(split[3],skill_db[i].walkdelay);
  12801. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  12802. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  12803. skill_split_atoi(split[6],skill_db[i].cooldown);
  12804. return true;
  12805. }
  12806. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  12807. {// Skill id,Cast,Delay (optional)
  12808. int i = atoi(split[0]);
  12809. i = skill_get_index(i);
  12810. if( !i ) // invalid skill id
  12811. return false;
  12812. skill_split_atoi(split[1],skill_db[i].castnodex);
  12813. if( split[2] ) // optional column
  12814. skill_split_atoi(split[2],skill_db[i].delaynodex);
  12815. return true;
  12816. }
  12817. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  12818. {// SkillID,Flag
  12819. int i = atoi(split[0]);
  12820. i = skill_get_index(i);
  12821. if( !i ) // invalid skill id
  12822. return false;
  12823. skill_db[i].nocast |= atoi(split[1]);
  12824. return true;
  12825. }
  12826. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  12827. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  12828. int i = atoi(split[0]);
  12829. i = skill_get_index(i);
  12830. if( !i ) // invalid skill id
  12831. return false;
  12832. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  12833. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  12834. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  12835. skill_split_atoi(split[4],skill_db[i].unit_range);
  12836. skill_db[i].unit_interval = atoi(split[5]);
  12837. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  12838. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  12839. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  12840. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  12841. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  12842. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  12843. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  12844. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  12845. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  12846. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  12847. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  12848. skill_db[i].unit_target = BCT_NOENEMY;
  12849. //By default, target just characters.
  12850. skill_db[i].unit_target |= BL_CHAR;
  12851. if (skill_db[i].unit_flag&UF_NOPC)
  12852. skill_db[i].unit_target &= ~BL_PC;
  12853. if (skill_db[i].unit_flag&UF_NOMOB)
  12854. skill_db[i].unit_target &= ~BL_MOB;
  12855. if (skill_db[i].unit_flag&UF_SKILL)
  12856. skill_db[i].unit_target |= BL_SKILL;
  12857. return true;
  12858. }
  12859. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  12860. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  12861. int x,y;
  12862. int i = atoi(split[0]);
  12863. if( !i )
  12864. return false;
  12865. skill_produce_db[current].nameid = i;
  12866. skill_produce_db[current].itemlv = atoi(split[1]);
  12867. skill_produce_db[current].req_skill = atoi(split[2]);
  12868. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  12869. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  12870. {
  12871. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  12872. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  12873. }
  12874. return true;
  12875. }
  12876. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  12877. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  12878. int x,y;
  12879. int i = atoi(split[0]);
  12880. if( !i )
  12881. return false;
  12882. skill_arrow_db[current].nameid = i;
  12883. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  12884. {
  12885. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  12886. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  12887. }
  12888. return true;
  12889. }
  12890. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  12891. {// SkillID,PreservePoints
  12892. int skillid = atoi(split[0]),
  12893. points = atoi(split[1]),
  12894. nameid = atoi(split[2]);
  12895. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  12896. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  12897. if ( !skill_get_inf(skillid) )
  12898. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  12899. if( points < 1 )
  12900. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  12901. else
  12902. {
  12903. skill_spellbook_db[current].skillid = skillid;
  12904. skill_spellbook_db[current].points = points;
  12905. skill_spellbook_db[current].nameid = nameid;
  12906. return true;
  12907. }
  12908. return false;
  12909. }
  12910. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  12911. {
  12912. int i = atoi(split[0]);
  12913. if( !skill_get_index(i) || !skill_get_max(i) )
  12914. {
  12915. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  12916. return false;
  12917. }
  12918. if ( !skill_get_inf(i) )
  12919. {
  12920. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  12921. return false;
  12922. }
  12923. skill_magicmushroom_db[current].skillid = i;
  12924. return true;
  12925. }
  12926. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  12927. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  12928. int i = atoi(split[0]);
  12929. if( !skill_get_index(i) || !skill_get_max(i) )
  12930. {
  12931. ShowError("abra_db: Invalid skill ID %d\n", i);
  12932. return false;
  12933. }
  12934. if ( !skill_get_inf(i) )
  12935. {
  12936. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  12937. return false;
  12938. }
  12939. skill_abra_db[current].skillid = i;
  12940. skill_abra_db[current].req_lv = atoi(split[2]);
  12941. skill_abra_db[current].per = atoi(split[3]);
  12942. return true;
  12943. }
  12944. static void skill_readdb(void)
  12945. {
  12946. // init skill db structures
  12947. db_clear(skilldb_name2id);
  12948. memset(skill_db,0,sizeof(skill_db));
  12949. memset(skill_produce_db,0,sizeof(skill_produce_db));
  12950. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  12951. memset(skill_abra_db,0,sizeof(skill_abra_db));
  12952. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  12953. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  12954. // load skill databases
  12955. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  12956. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  12957. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  12958. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  12959. sv_readdb(db_path, "skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  12960. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  12961. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  12962. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  12963. skill_init_unit_layout();
  12964. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  12965. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  12966. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  12967. //Warlock
  12968. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  12969. //Guillotine Cross
  12970. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  12971. }
  12972. void skill_reload (void)
  12973. {
  12974. skill_readdb();
  12975. }
  12976. /*==========================================
  12977. *
  12978. *------------------------------------------*/
  12979. int do_init_skill (void)
  12980. {
  12981. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  12982. skill_readdb();
  12983. group_db = idb_alloc(DB_OPT_BASE);
  12984. skillunit_db = idb_alloc(DB_OPT_BASE);
  12985. skillcd_db = idb_alloc(DB_OPT_BASE);
  12986. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  12987. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  12988. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  12989. add_timer_func_list(skill_castend_id,"skill_castend_id");
  12990. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  12991. add_timer_func_list(skill_timerskill,"skill_timerskill");
  12992. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  12993. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  12994. return 0;
  12995. }
  12996. int do_final_skill(void)
  12997. {
  12998. db_destroy(skilldb_name2id);
  12999. db_destroy(group_db);
  13000. db_destroy(skillunit_db);
  13001. db_destroy(skillcd_db);
  13002. ers_destroy(skill_unit_ers);
  13003. ers_destroy(skill_timer_ers);
  13004. return 0;
  13005. }