skill.cpp 757 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. // ranges reserved for mapping skill ids to skilldb offsets
  48. #define HM_SKILLRANGEMIN 700
  49. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  50. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  51. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  52. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  53. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  54. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  55. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  56. #if GD_SKILLRANGEMAX > 999
  57. #error GD_SKILLRANGEMAX is greater than 999
  58. #endif
  59. static uint16 skilldb_id2idx[(UINT16_MAX + 1)]; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  60. static uint16 skill_num = 1; /// Skill count, also as last index
  61. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  62. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  63. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  64. /**
  65. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  66. */
  67. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  68. struct skill_usave {
  69. uint16 skill_id, skill_lv;
  70. };
  71. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  72. static unsigned short skill_produce_count;
  73. AbraDatabase abra_db;
  74. ReadingSpellbookDatabase reading_spellbook_db;
  75. SkillArrowDatabase skill_arrow_db;
  76. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  77. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  78. struct s_skill_changematerial_db {
  79. t_itemid nameid;
  80. unsigned short rate;
  81. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  82. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  83. };
  84. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  85. static unsigned short skill_changematerial_count;
  86. MagicMushroomDatabase magic_mushroom_db;
  87. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  88. int firewall_unit_pos;
  89. int icewall_unit_pos;
  90. int earthstrain_unit_pos;
  91. int firerain_unit_pos;
  92. int wallofthorn_unit_pos;
  93. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  94. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  95. //Early declaration
  96. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  97. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  98. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  99. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  100. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  101. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  102. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  103. // Use this function for splash skills that can't hit icewall when cast by players
  104. static inline int splash_target(struct block_list* bl) {
  105. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  106. }
  107. uint16 SKILL_MAX_DB(void) {
  108. return skill_num;
  109. }
  110. /**
  111. * Get skill id from name
  112. * @param name
  113. * @return Skill ID of the skill, or 0 if not found.
  114. **/
  115. uint16 skill_name2id(const char* name) {
  116. if (name == nullptr)
  117. return 0;
  118. for (const auto &it : skill_db) {
  119. if (strcmpi(it.second->name, name) == 0)
  120. return it.first;
  121. }
  122. return 0;
  123. }
  124. /**
  125. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  126. * @param skill_id
  127. * @param silent If Skill is undefined, show error message!
  128. * @return Skill Index or 0 if not found/unset
  129. **/
  130. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line) {
  131. uint16 idx = skilldb_id2idx[skill_id];
  132. if (!idx && skill_id != 0 && !silent)
  133. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  134. return idx;
  135. }
  136. /**
  137. * Get Skill name
  138. * @param skill_id
  139. * @return AEGIS Skill name
  140. **/
  141. const char* skill_get_name( uint16 skill_id ) {
  142. return skill_db.find(skill_id)->name;
  143. }
  144. /**
  145. * Get Skill name
  146. * @param skill_id
  147. * @return English Skill name
  148. **/
  149. const char* skill_get_desc( uint16 skill_id ) {
  150. return skill_db.find(skill_id)->desc;
  151. }
  152. static bool skill_check(uint16 id) {
  153. if (id == 0 || skill_get_index(id) == 0)
  154. return false;
  155. return true;
  156. }
  157. #define skill_get(id, var) do {\
  158. if (!skill_check(id))\
  159. return 0;\
  160. return var;\
  161. } while(0)
  162. #define skill_get_lv(id, lv, arrvar) do {\
  163. if (!skill_check(id))\
  164. return 0;\
  165. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  166. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  167. int a__ = arrvar[lv_idx - 2];\
  168. int b__ = arrvar[lv_idx - 1];\
  169. int c__ = arrvar[lv_idx];\
  170. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  171. }\
  172. return arrvar[lv_idx];\
  173. } while(0)
  174. // Skill DB
  175. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  176. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  177. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  178. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  179. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  180. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  181. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  182. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  183. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  184. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  185. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  186. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  187. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  188. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  189. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  190. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  191. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  192. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  193. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  194. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  195. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  196. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  197. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  198. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  199. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  200. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  201. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  202. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  203. #ifdef RENEWAL_CAST
  204. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  205. #endif
  206. // Skill requirements
  207. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  208. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  209. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  210. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  211. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  212. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  213. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  214. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  215. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  216. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  217. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  218. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  219. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  220. int splash = skill_get_splash_(skill_id, skill_lv);
  221. if (splash < 0)
  222. return AREA_SIZE;
  223. return splash;
  224. }
  225. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  226. if( skill_id == 0 ){
  227. return false;
  228. }
  229. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  230. if (!skill)
  231. return false;
  232. for (const auto &nkit : nk) {
  233. if (skill->nk[nkit])
  234. return true;
  235. }
  236. return false;
  237. }
  238. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  239. if( skill_id == 0 ){
  240. return false;
  241. }
  242. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  243. if (!skill)
  244. return false;
  245. for (const auto &inf2it : inf2) {
  246. if (skill->inf2[inf2it])
  247. return true;
  248. }
  249. return false;
  250. }
  251. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  252. if( skill_id == 0 ){
  253. return false;
  254. }
  255. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  256. if (!skill)
  257. return false;
  258. for (const auto &unitit : unit) {
  259. if (skill->unit_flag[unitit])
  260. return true;
  261. }
  262. return false;
  263. }
  264. int skill_tree_get_max(uint16 skill_id, int b_class)
  265. {
  266. int i;
  267. b_class = pc_class2idx(b_class);
  268. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  269. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  270. return skill_tree[b_class][i].skill_lv;
  271. else
  272. return skill_get_max(skill_id);
  273. }
  274. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  275. int skill_attack_area(struct block_list *bl,va_list ap);
  276. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  277. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  278. int skill_greed(struct block_list *bl, va_list ap);
  279. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  280. static int skill_trap_splash(struct block_list *bl, va_list ap);
  281. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  282. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  283. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  284. static int skill_unit_effect(struct block_list *bl,va_list ap);
  285. static int skill_bind_trap(struct block_list *bl, va_list ap);
  286. e_cast_type skill_get_casttype (uint16 skill_id) {
  287. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  288. if( skill == nullptr ){
  289. return CAST_DAMAGE;
  290. }
  291. if (skill->inf&(INF_GROUND_SKILL))
  292. return CAST_GROUND;
  293. if (skill->inf&INF_SUPPORT_SKILL)
  294. return CAST_NODAMAGE;
  295. if (skill->inf&INF_SELF_SKILL) {
  296. if(skill->inf2[INF2_NOTARGETSELF])
  297. return CAST_DAMAGE; //Combo skill.
  298. return CAST_NODAMAGE;
  299. }
  300. if (skill->nk[NK_NODAMAGE])
  301. return CAST_NODAMAGE;
  302. return CAST_DAMAGE;
  303. }
  304. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  305. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  306. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  307. return 9; //Mobs have a range of 9 regardless of skill used.
  308. int32 range = skill_get_range(skill_id, skill_lv);
  309. if( range < 0 ) {
  310. if( battle_config.use_weapon_skill_range&bl->type )
  311. return status_get_range(bl);
  312. range *=-1;
  313. }
  314. if (isServer && range > 14) {
  315. range = 14; // Server-sided base range can't be above 14
  316. }
  317. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  318. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  319. if( bl->type == BL_PC ) {
  320. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  321. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  322. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  323. } else
  324. range += battle_config.mob_eye_range_bonus;
  325. }
  326. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  327. if( bl->type == BL_PC ) {
  328. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  329. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  330. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  331. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  332. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  333. }
  334. }
  335. }
  336. if( !range && bl->type != BL_PC )
  337. return 9; // Enable non players to use self skills on others. [Skotlex]
  338. return range;
  339. }
  340. /** Copy Referral: dummy skills should point to their source.
  341. * @param skill_id Dummy skill ID
  342. * @return Real skill id if found
  343. **/
  344. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  345. switch (skill_id) {
  346. case AB_DUPLELIGHT_MELEE:
  347. case AB_DUPLELIGHT_MAGIC:
  348. return AB_DUPLELIGHT;
  349. case WL_CHAINLIGHTNING_ATK:
  350. return WL_CHAINLIGHTNING;
  351. case WL_TETRAVORTEX_FIRE:
  352. case WL_TETRAVORTEX_WATER:
  353. case WL_TETRAVORTEX_WIND:
  354. case WL_TETRAVORTEX_GROUND:
  355. return WL_TETRAVORTEX;
  356. case WL_SUMMON_ATK_FIRE:
  357. return WL_SUMMONFB;
  358. case WL_SUMMON_ATK_WIND:
  359. return WL_SUMMONBL;
  360. case WL_SUMMON_ATK_WATER:
  361. return WL_SUMMONWB;
  362. case WL_SUMMON_ATK_GROUND:
  363. return WL_SUMMONSTONE;
  364. case LG_OVERBRAND_BRANDISH:
  365. case LG_OVERBRAND_PLUSATK:
  366. return LG_OVERBRAND;
  367. case WM_REVERBERATION_MELEE:
  368. case WM_REVERBERATION_MAGIC:
  369. return WM_REVERBERATION;
  370. case WM_SEVERE_RAINSTORM_MELEE:
  371. return WM_SEVERE_RAINSTORM;
  372. case GN_CRAZYWEED_ATK:
  373. return GN_CRAZYWEED;
  374. case GN_HELLS_PLANT_ATK:
  375. return GN_HELLS_PLANT;
  376. case GN_SLINGITEM_RANGEMELEEATK:
  377. return GN_SLINGITEM;
  378. case RL_R_TRIP_PLUSATK:
  379. return RL_R_TRIP;
  380. case NPC_MAXPAIN_ATK:
  381. return NPC_MAXPAIN;
  382. case SU_CN_METEOR2:
  383. return SU_CN_METEOR;
  384. case SU_SV_ROOTTWIST_ATK:
  385. return SU_SV_ROOTTWIST;
  386. case SU_LUNATICCARROTBEAT2:
  387. return SU_LUNATICCARROTBEAT;
  388. case NPC_REVERBERATION_ATK:
  389. return NPC_REVERBERATION;
  390. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  391. return NPC_MAGMA_ERUPTION;
  392. case NPC_DANCINGBLADE_ATK:
  393. return NPC_DANCINGBLADE;
  394. }
  395. return skill_id;
  396. }
  397. /**
  398. * Check skill unit maxcount
  399. * @param src: Caster to check against
  400. * @param x: X location of skill
  401. * @param y: Y location of skill
  402. * @param skill_id: Skill used
  403. * @param skill_lv: Skill level used
  404. * @param type: Type of unit to check against for battle_config checks
  405. * @param display_failure: Display skill failure message
  406. * @return True on skill cast success or false on failure
  407. */
  408. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  409. if (!src)
  410. return false;
  411. struct unit_data *ud = unit_bl2ud(src);
  412. struct map_session_data *sd = map_id2sd(src->id);
  413. int maxcount = 0;
  414. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  415. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  416. if (sd && display_failure)
  417. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  418. return false;
  419. }
  420. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  421. if (sd && display_failure)
  422. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  423. return false;
  424. }
  425. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  426. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  427. if (maxcount == 0) {
  428. if (sd && display_failure)
  429. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  430. return false;
  431. }
  432. }
  433. return true;
  434. }
  435. /**
  436. * Calculates heal value of skill's effect
  437. * @param src: Unit casting heal
  438. * @param target: Target of src
  439. * @param skill_id: Skill ID used
  440. * @param skill_lv: Skill Level used
  441. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  442. * @return modified heal value
  443. */
  444. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  445. int skill, hp = 0;
  446. #ifdef RENEWAL
  447. int hp_bonus = 0;
  448. double global_bonus = 1;
  449. #endif
  450. struct map_session_data *sd = BL_CAST(BL_PC, src);
  451. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  452. struct status_change *sc, *tsc;
  453. sc = status_get_sc(src);
  454. tsc = status_get_sc(target);
  455. switch( skill_id ) {
  456. #ifndef RENEWAL
  457. case BA_APPLEIDUN:
  458. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  459. if (sd)
  460. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  461. break;
  462. #endif
  463. case PR_SANCTUARY:
  464. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  465. break;
  466. case NPC_EVILLAND:
  467. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  468. break;
  469. case AB_HIGHNESSHEAL:
  470. #ifdef RENEWAL
  471. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  472. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  473. hp_bonus += skill * 2;
  474. #else
  475. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  476. hp = (hp * (17 + 3 * skill_lv)) / 10;
  477. #endif
  478. break;
  479. case SU_FRESHSHRIMP:
  480. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  481. break;
  482. case SU_BUNCHOFSHRIMP:
  483. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  484. break;
  485. default:
  486. if (skill_lv >= battle_config.max_heal_lv)
  487. return battle_config.max_heal;
  488. #ifdef RENEWAL
  489. /**
  490. * Renewal Heal Formula
  491. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  492. */
  493. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  494. #else
  495. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  496. #endif
  497. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  498. #ifdef RENEWAL
  499. hp_bonus += skill * 2;
  500. #else
  501. hp += hp * skill * 2 / 100;
  502. #endif
  503. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  504. #ifdef RENEWAL
  505. hp_bonus += skill * 2;
  506. #else
  507. hp += hp * skill * 2 / 100;
  508. #endif
  509. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  510. hp *= 2;
  511. break;
  512. }
  513. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  514. hp >>= 1;
  515. if (sd) {
  516. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  517. #ifdef RENEWAL
  518. hp_bonus += 10;
  519. #else
  520. hp += hp * 10 / 100;
  521. #endif
  522. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  523. #ifdef RENEWAL
  524. hp_bonus += 20;
  525. #else
  526. hp += hp * 20 / 100;
  527. #endif
  528. }
  529. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  530. #ifdef RENEWAL
  531. hp_bonus += 2;
  532. #else
  533. hp += hp * skill * 2 / 100;
  534. #endif
  535. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  536. #ifdef RENEWAL
  537. hp_bonus += 3;
  538. #else
  539. hp += hp * skill * 3 / 100;
  540. #endif
  541. if (skill = pc_skillheal_bonus(sd, skill_id))
  542. #ifdef RENEWAL
  543. hp_bonus += skill;
  544. #else
  545. hp += hp * skill / 100;
  546. #endif
  547. }
  548. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  549. #ifdef RENEWAL
  550. hp_bonus += skill;
  551. #else
  552. hp += hp * skill / 100;
  553. #endif
  554. if (sc && sc->count) {
  555. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  556. #ifdef RENEWAL
  557. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  558. #else
  559. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  560. #endif
  561. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  562. #ifdef RENEWAL
  563. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  564. #else
  565. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  566. #endif
  567. }
  568. if (tsc && tsc->count) {
  569. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  570. if (tsc->data[SC_INCHEALRATE])
  571. #ifdef RENEWAL
  572. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  573. #else
  574. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  575. #endif
  576. if (tsc->data[SC_GLASTHEIM_HEAL])
  577. #ifdef RENEWAL
  578. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  579. #else
  580. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  581. #endif
  582. if (tsc->data[SC_ANCILLA])
  583. #ifdef RENEWAL
  584. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  585. #else
  586. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  587. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  588. hp += hp / 10;
  589. #endif
  590. #ifdef RENEWAL
  591. if (tsc->data[SC_ASSUMPTIO])
  592. hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
  593. #endif
  594. }
  595. }
  596. #ifdef RENEWAL
  597. if (hp_bonus)
  598. hp += hp * hp_bonus / 100;
  599. // MATK part of the RE heal formula [malufett]
  600. // Note: in this part matk bonuses from items or skills are not applied
  601. switch( skill_id ) {
  602. case BA_APPLEIDUN:
  603. case PR_SANCTUARY:
  604. case NPC_EVILLAND:
  605. break;
  606. default:
  607. {
  608. struct status_data *status = status_get_status_data(src);
  609. int min, max;
  610. min = status_base_matk_min(src, status, status_get_lv(src));
  611. max = status_base_matk_max(src, status, status_get_lv(src));
  612. if( status->rhw.matk > 0 ){
  613. int wMatk, variance;
  614. wMatk = status->rhw.matk;
  615. variance = wMatk * status->rhw.wlv / 10;
  616. min += wMatk - variance;
  617. max += wMatk + variance;
  618. }
  619. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  620. min = max;
  621. if( sd && sd->right_weapon.overrefine > 0 ){
  622. min++;
  623. max += sd->right_weapon.overrefine - 1;
  624. }
  625. if(max > min)
  626. hp += min+rnd()%(max-min);
  627. else
  628. hp += min;
  629. }
  630. }
  631. // Global multipliers are applied after the MATK is applied
  632. if (tsc && tsc->count) {
  633. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  634. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  635. global_bonus *= 1.1f;
  636. }
  637. }
  638. if (skill_id == AB_HIGHNESSHEAL)
  639. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  640. #endif
  641. if (heal && tsc && tsc->count) {
  642. uint8 penalty = 0;
  643. if (tsc->data[SC_CRITICALWOUND])
  644. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  645. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  646. penalty += 20;
  647. if (tsc->data[SC_NORECOVER_STATE])
  648. penalty = 100;
  649. if (penalty > 0) {
  650. #ifdef RENEWAL
  651. penalty = cap_value(penalty, 1, 100);
  652. global_bonus *= (100 - penalty) / 100.f;
  653. #else
  654. hp -= hp * penalty / 100;
  655. #endif
  656. }
  657. }
  658. #ifdef RENEWAL
  659. hp = (int)(hp * global_bonus);
  660. return (heal) ? max(1, hp) : hp;
  661. #else
  662. return hp;
  663. #endif
  664. }
  665. /**
  666. * Making Plagiarism and Reproduce check their own function
  667. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  668. * @param sd: Player who will copy the skill
  669. * @param skill_id: Target skill
  670. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  671. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  672. */
  673. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  674. uint16 skill_idx = skill_get_index(skill_id);
  675. if (!skill_idx)
  676. return 0;
  677. // Only copy skill that player doesn't have or the skill is old clone
  678. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  679. return 0;
  680. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  681. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  682. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  683. return 1;
  684. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  685. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  686. return 2;
  687. return 0;
  688. }
  689. /**
  690. * Check if the skill is ok to cast and when.
  691. * Done before skill_check_condition_castbegin, requirement
  692. * @param skill_id: Skill ID that casted
  693. * @param sd: Player who casted
  694. * @return true: Skill cannot be used, false: otherwise
  695. * @author [MouseJstr]
  696. */
  697. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  698. {
  699. nullpo_retr(1,sd);
  700. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  701. return false; // can do any damn thing they want
  702. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  703. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  704. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  705. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  706. return true;
  707. // Epoque:
  708. // This code will compare the player's attack motion value which is influenced by ASPD before
  709. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  710. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  711. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  712. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  713. {// attempted to cast a skill before the attack motion has finished
  714. return true;
  715. }
  716. if (skill_blockpc_get(sd, skill_id) != -1){
  717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  718. return true;
  719. }
  720. /**
  721. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  722. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  723. */
  724. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  725. return false;
  726. uint32 skill_nocast = skill_get_nocast(skill_id);
  727. // Check skill restrictions [Celest]
  728. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  729. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  730. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  731. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  732. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  733. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  734. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  735. return true;
  736. }
  737. if( sd->sc.data[SC_ALL_RIDING] )
  738. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  739. switch (skill_id) {
  740. case AL_WARP:
  741. case RETURN_TO_ELDICASTES:
  742. case ALL_GUARDIAN_RECALL:
  743. case ECLAGE_RECALL:
  744. case ALL_PRONTERA_RECALL:
  745. if(mapdata->flag[MF_NOWARP]) {
  746. clif_skill_teleportmessage(sd,0);
  747. return true;
  748. }
  749. return false;
  750. case AL_TELEPORT:
  751. case NPC_FATALMENACE:
  752. case SC_DIMENSIONDOOR:
  753. case ALL_ODINS_RECALL:
  754. case WE_CALLALLFAMILY:
  755. if(mapdata->flag[MF_NOTELEPORT]) {
  756. clif_skill_teleportmessage(sd,0);
  757. return true;
  758. }
  759. return false; // gonna be checked in 'skill_castend_nodamage_id'
  760. case WE_CALLPARTNER:
  761. case WE_CALLPARENT:
  762. case WE_CALLBABY:
  763. if (mapdata->flag[MF_NOMEMO]) {
  764. clif_skill_teleportmessage(sd,1);
  765. return true;
  766. }
  767. break;
  768. case MC_VENDING:
  769. case ALL_BUYING_STORE:
  770. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  771. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  773. return true;
  774. }
  775. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  776. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  777. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  778. return true;
  779. }
  780. if( npc_isnear(&sd->bl) ) {
  781. // uncomment to send msg_txt.
  782. //char output[150];
  783. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  784. //clif_displaymessage(sd->fd, output);
  785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  786. return true;
  787. }
  788. case MC_IDENTIFY:
  789. return false; // always allowed
  790. case WZ_ICEWALL:
  791. // noicewall flag [Valaris]
  792. if (mapdata->flag[MF_NOICEWALL]) {
  793. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  794. return true;
  795. }
  796. break;
  797. case GC_DARKILLUSION:
  798. if( mapdata_flag_gvg2(mapdata) ) {
  799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  800. return true;
  801. }
  802. break;
  803. case GD_EMERGENCYCALL:
  804. case GD_ITEMEMERGENCYCALL:
  805. if (
  806. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  807. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  808. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  809. ) {
  810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  811. return true;
  812. }
  813. break;
  814. case WM_SIRCLEOFNATURE:
  815. case WM_SOUND_OF_DESTRUCTION:
  816. case WM_LULLABY_DEEPSLEEP:
  817. case WM_GLOOMYDAY:
  818. case WM_SATURDAY_NIGHT_FEVER:
  819. if( !mapdata_flag_vs(mapdata) ) {
  820. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  821. return true;
  822. }
  823. break;
  824. }
  825. return false;
  826. }
  827. /**
  828. * Check if the homunculus skill is ok to be processed
  829. * After checking from Homunculus side, also check the master condition
  830. * @param hd: Homunculus who casted
  831. * @param skill_id: Skill ID casted
  832. * @param skill_lv: Skill level casted
  833. * @return true: Skill cannot be used, false: otherwise
  834. */
  835. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  836. {
  837. struct map_session_data *sd = NULL;
  838. struct status_change *sc;
  839. int8 spiritball = 0;
  840. nullpo_retr(true, hd);
  841. spiritball = skill_get_spiritball(skill_id, skill_lv);
  842. sd = hd->master;
  843. sc = status_get_sc(&hd->bl);
  844. if (!sd)
  845. return true;
  846. if (sc && !sc->count)
  847. sc = NULL;
  848. if (util::vector_exists(hd->blockskill, skill_id))
  849. return true;
  850. switch(skill_id) {
  851. case HFLI_SBR44:
  852. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  853. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  854. return true;
  855. }
  856. break;
  857. case HVAN_EXPLOSION:
  858. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  859. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  860. return true;
  861. }
  862. break;
  863. case MH_LIGHT_OF_REGENE: // Must be cordial
  864. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  865. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  866. return true;
  867. }
  868. break;
  869. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  870. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  871. return true;
  872. break;
  873. case MH_ANGRIFFS_MODUS:
  874. if (sc && sc->data[SC_GOLDENE_FERSE])
  875. return true;
  876. break;
  877. case MH_TINDER_BREAKER: // Must be in grappling mode
  878. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  879. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  880. return true;
  881. }
  882. break;
  883. case MH_SONIC_CRAW: // Must be in fighting mode
  884. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  885. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  886. return true;
  887. }
  888. break;
  889. case MH_SILVERVEIN_RUSH:
  890. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  891. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  892. return true;
  893. }
  894. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  895. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  896. return true;
  897. }
  898. break;
  899. case MH_MIDNIGHT_FRENZY:
  900. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  901. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  902. return true;
  903. }
  904. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  905. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  906. return true;
  907. }
  908. break;
  909. case MH_CBC:
  910. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  911. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  912. return true;
  913. }
  914. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  915. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  916. return true;
  917. }
  918. break;
  919. case MH_EQC:
  920. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  921. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  922. return true;
  923. }
  924. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  925. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  926. return true;
  927. }
  928. break;
  929. }
  930. if (spiritball) {
  931. if (hd->homunculus.spiritball < spiritball) {
  932. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  933. return true;
  934. }
  935. hom_delspiritball(hd, spiritball, 1);
  936. }
  937. //Use master's criteria.
  938. return skill_isNotOk(skill_id, hd->master);
  939. }
  940. /**
  941. * Check if the mercenary skill is ok to be processed
  942. * After checking from Homunculus side, also check the master condition
  943. * @param skill_id: Skill ID that casted
  944. * @param md: Mercenary who casted
  945. * @return true: Skill cannot be used, false: otherwise
  946. */
  947. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  948. {
  949. nullpo_retr(1, md);
  950. if (util::vector_exists(md->blockskill, skill_id))
  951. return true;
  952. return skill_isNotOk(skill_id, md->master);
  953. }
  954. /**
  955. * Check if the skill can be casted near NPC or not
  956. * @param src Object who casted
  957. * @param skill_id Skill ID that casted
  958. * @param skill_lv Skill Lv
  959. * @param pos_x Position x of the target
  960. * @param pos_y Position y of the target
  961. * @return true: Skill cannot be used, false: otherwise
  962. * @author [Cydh]
  963. */
  964. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  965. if (!src)
  966. return false;
  967. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  968. return false;
  969. //if self skill
  970. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  971. pos_x = src->x;
  972. pos_y = src->y;
  973. }
  974. if (pos_x <= 0) pos_x = src->x;
  975. if (pos_y <= 0) pos_y = src->y;
  976. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  977. }
  978. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  979. {
  980. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  981. uint8 dir;
  982. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  983. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  984. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  985. }
  986. nullpo_retr(NULL, src);
  987. //Monsters sometimes deploy more units on level 10
  988. if (src->type == BL_MOB && skill_lv >= 10) {
  989. if (skill_id == WZ_WATERBALL)
  990. pos = 4; //9x9 Area
  991. }
  992. if (pos != -1) // simple single-definition layout
  993. return &skill_unit_layout[pos];
  994. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  995. if (skill_id == MG_FIREWALL)
  996. return &skill_unit_layout [firewall_unit_pos + dir];
  997. else if (skill_id == WZ_ICEWALL)
  998. return &skill_unit_layout [icewall_unit_pos + dir];
  999. else if( skill_id == WL_EARTHSTRAIN )
  1000. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1001. else if( skill_id == RL_FIRE_RAIN )
  1002. return &skill_unit_layout[firerain_unit_pos + dir];
  1003. else if( skill_id == GN_WALLOFTHORN )
  1004. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1005. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1006. return &skill_unit_layout[0]; // default 1x1 layout
  1007. }
  1008. /** Stores temporary values.
  1009. * Common usages:
  1010. * [0] holds number of targets in area
  1011. * [1] holds the id of the original target
  1012. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1013. */
  1014. static int skill_area_temp[8];
  1015. /*==========================================
  1016. * Add effect to skill when hit succesfully target
  1017. *------------------------------------------*/
  1018. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  1019. {
  1020. struct map_session_data *sd, *dstsd;
  1021. struct mob_data *md, *dstmd;
  1022. struct status_data *sstatus, *tstatus;
  1023. struct status_change *sc, *tsc;
  1024. int skill;
  1025. int rate;
  1026. nullpo_ret(src);
  1027. nullpo_ret(bl);
  1028. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1029. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1030. return 0;
  1031. sd = BL_CAST(BL_PC, src);
  1032. md = BL_CAST(BL_MOB, src);
  1033. dstsd = BL_CAST(BL_PC, bl);
  1034. dstmd = BL_CAST(BL_MOB, bl);
  1035. sc = status_get_sc(src);
  1036. tsc = status_get_sc(bl);
  1037. sstatus = status_get_status_data(src);
  1038. tstatus = status_get_status_data(bl);
  1039. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1040. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1041. // Chance to trigger Taekwon kicks
  1042. if (sc->data[SC_READYSTORM] &&
  1043. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1044. 0, 2, 0,
  1045. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1046. ; //Stance triggered
  1047. else if (sc->data[SC_READYDOWN] &&
  1048. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1049. 0, 2, 0,
  1050. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1051. ; //Stance triggered
  1052. else if (sc->data[SC_READYTURN] &&
  1053. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1054. 0, 2, 0,
  1055. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1056. ; //Stance triggered
  1057. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1058. rate = 20;
  1059. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1060. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1061. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1062. }
  1063. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1064. 0, 2, 0,
  1065. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1066. ; //Stance triggered
  1067. }
  1068. }
  1069. if (!tsc) //skill additional effect is about adding effects to the target...
  1070. //So if the target can't be inflicted with statuses, this is pointless.
  1071. return 0;
  1072. if( sd )
  1073. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1074. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1075. #ifndef RENEWAL
  1076. && skill_id != ASC_BREAKER
  1077. #endif
  1078. ) {
  1079. // Trigger status effects
  1080. enum sc_type type;
  1081. unsigned int time;
  1082. for (const auto &it : sd->addeff) {
  1083. rate = it.rate;
  1084. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1085. rate += it.arrow_rate;
  1086. if( !rate )
  1087. continue;
  1088. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1089. // Trigger has attack type consideration.
  1090. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1091. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1092. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1093. ;
  1094. else
  1095. continue;
  1096. }
  1097. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1098. // Trigger has range consideration.
  1099. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1100. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1101. continue; //Range Failed.
  1102. }
  1103. type = it.sc;
  1104. time = it.duration;
  1105. if (it.flag&ATF_TARGET)
  1106. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1107. if (it.flag&ATF_SELF)
  1108. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1109. }
  1110. }
  1111. if( skill_id ) {
  1112. // Trigger status effects on skills
  1113. enum sc_type type;
  1114. unsigned int time;
  1115. for (const auto &it : sd->addeff_onskill) {
  1116. if (skill_id != it.skill_id || !it.rate)
  1117. continue;
  1118. type = it.sc;
  1119. time = it.duration;
  1120. if (it.target&ATF_TARGET)
  1121. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1122. if (it.target&ATF_SELF)
  1123. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1124. }
  1125. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1126. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1127. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1128. #ifdef RENEWAL
  1129. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1130. #else
  1131. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1132. #endif
  1133. clif_emotion(bl,ET_HUK);
  1134. }
  1135. }
  1136. }
  1137. if( dmg_lv < ATK_DEF ) // no damage, return;
  1138. return 0;
  1139. switch(skill_id) {
  1140. case 0:
  1141. { // Normal attacks (no skill used)
  1142. if( attack_type&BF_SKILL )
  1143. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1144. if(sd) {
  1145. // Automatic trigger of Blitz Beat
  1146. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1147. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1148. rate=(sd->status.job_level+9)/10;
  1149. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1150. }
  1151. // Automatic trigger of Warg Strike [Jobbie]
  1152. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1153. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1154. // Gank
  1155. if(dstmd && sd->status.weapon != W_BOW &&
  1156. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1157. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1158. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1159. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1160. else
  1161. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1162. }
  1163. }
  1164. if (sc) {
  1165. struct status_change_entry *sce;
  1166. // Enchant Poison gives a chance to poison attacked enemies
  1167. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1168. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1169. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1170. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1171. if((sce=sc->data[SC_EDP]))
  1172. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1173. skill_get_time2(ASC_EDP,sce->val1));
  1174. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1175. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1176. }
  1177. }
  1178. break;
  1179. case SM_BASH:
  1180. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1181. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1182. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1183. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1184. }
  1185. break;
  1186. case MER_CRASH:
  1187. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1188. break;
  1189. case AS_VENOMKNIFE:
  1190. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1191. skill_lv = pc_checkskill(sd, TF_POISON);
  1192. case TF_POISON:
  1193. case AS_SPLASHER:
  1194. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1195. && sd && skill_id==TF_POISON
  1196. )
  1197. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1198. break;
  1199. case AS_SONICBLOW:
  1200. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1201. break;
  1202. case AS_GRIMTOOTH:
  1203. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1204. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1205. break;
  1206. case WZ_FIREPILLAR:
  1207. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1208. break;
  1209. case MG_FROSTDIVER:
  1210. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1212. break;
  1213. case WZ_FROSTNOVA:
  1214. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1215. break;
  1216. case WZ_STORMGUST:
  1217. // Storm Gust counter was dropped in renewal
  1218. #ifdef RENEWAL
  1219. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1220. #else
  1221. //On third hit, there is a 150% to freeze the target
  1222. if(tsc->sg_counter >= 3 &&
  1223. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1224. tsc->sg_counter = 0;
  1225. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1226. else if( tsc->sg_counter > 250 )
  1227. tsc->sg_counter = 0;
  1228. #endif
  1229. break;
  1230. case NPC_STORMGUST2:
  1231. if (skill_lv == 1)
  1232. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1233. else if (skill_lv == 2)
  1234. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1235. else
  1236. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1237. break;
  1238. case WZ_METEOR:
  1239. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1240. break;
  1241. case WZ_VERMILION:
  1242. #ifdef RENEWAL
  1243. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1244. #else
  1245. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1246. #endif
  1247. break;
  1248. case WZ_HEAVENDRIVE:
  1249. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1250. break;
  1251. case HT_FREEZINGTRAP:
  1252. case MA_FREEZINGTRAP:
  1253. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1254. break;
  1255. case HT_FLASHER:
  1256. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1257. break;
  1258. case HT_LANDMINE:
  1259. case MA_LANDMINE:
  1260. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1261. break;
  1262. case HT_SHOCKWAVE:
  1263. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1264. break;
  1265. case HT_SANDMAN:
  1266. case MA_SANDMAN:
  1267. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1268. break;
  1269. case TF_SPRINKLESAND:
  1270. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1271. break;
  1272. case TF_THROWSTONE:
  1273. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1274. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1275. break;
  1276. case NPC_DARKCROSS:
  1277. case CR_HOLYCROSS:
  1278. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1279. break;
  1280. case NPC_GRANDDARKNESS:
  1281. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1282. attack_type |= BF_WEAPON;
  1283. break;
  1284. case CR_GRANDCROSS:
  1285. //Chance to cause blind status vs demon and undead element, but not against players
  1286. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1287. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1288. attack_type |= BF_WEAPON;
  1289. break;
  1290. case AM_ACIDTERROR:
  1291. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1292. #ifdef RENEWAL
  1293. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1294. #else
  1295. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1296. #endif
  1297. clif_emotion(bl,ET_HUK);
  1298. break;
  1299. case AM_DEMONSTRATION:
  1300. #ifdef RENEWAL
  1301. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1302. #else
  1303. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1304. #endif
  1305. break;
  1306. case CR_SHIELDCHARGE:
  1307. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. break;
  1309. #ifndef RENEWAL
  1310. case PA_PRESSURE:
  1311. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1312. //Fall through
  1313. case HW_GRAVITATION:
  1314. //Pressure and Gravitation can trigger physical autospells
  1315. attack_type |= BF_NORMAL;
  1316. attack_type |= BF_WEAPON;
  1317. break;
  1318. #endif
  1319. case RG_RAID:
  1320. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1321. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1322. #ifdef RENEWAL
  1323. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1324. break;
  1325. case RG_BACKSTAP:
  1326. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1327. #endif
  1328. break;
  1329. case BA_FROSTJOKER:
  1330. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1331. break;
  1332. case DC_SCREAM:
  1333. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1334. break;
  1335. case BD_LULLABY:
  1336. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1337. break;
  1338. case DC_UGLYDANCE:
  1339. rate = 5+5*skill_lv;
  1340. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1341. rate += 5+skill;
  1342. #ifdef RENEWAL
  1343. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1344. #else
  1345. status_zap(bl, 0, rate);
  1346. #endif
  1347. break;
  1348. case SL_STUN:
  1349. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1350. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1351. break;
  1352. case NPC_PETRIFYATTACK:
  1353. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1354. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1355. skill_get_time2(skill_id,skill_lv));
  1356. break;
  1357. case NPC_CURSEATTACK:
  1358. case NPC_SLEEPATTACK:
  1359. case NPC_BLINDATTACK:
  1360. case NPC_POISON:
  1361. case NPC_SILENCEATTACK:
  1362. case NPC_STUNATTACK:
  1363. case NPC_BLEEDING:
  1364. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1365. break;
  1366. case NPC_ACIDBREATH:
  1367. case NPC_ICEBREATH:
  1368. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1369. break;
  1370. case NPC_MENTALBREAKER:
  1371. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1372. //equal to Matk*skLevel.
  1373. rate = sstatus->matk_min;
  1374. if (rate < sstatus->matk_max)
  1375. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1376. rate*=skill_lv;
  1377. status_zap(bl, 0, rate);
  1378. break;
  1379. }
  1380. // Equipment breaking monster skills [Celest]
  1381. case NPC_WEAPONBRAKER:
  1382. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1383. break;
  1384. case NPC_ARMORBRAKE:
  1385. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1386. break;
  1387. case NPC_HELMBRAKE:
  1388. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1389. break;
  1390. case NPC_SHIELDBRAKE:
  1391. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1392. break;
  1393. case CH_TIGERFIST: {
  1394. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1395. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1396. if (status_get_class_(bl) == CLASS_BOSS)
  1397. basetime /= 5;
  1398. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1399. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1400. }
  1401. break;
  1402. case LK_SPIRALPIERCE:
  1403. case ML_SPIRALPIERCE:
  1404. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1405. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1406. break;
  1407. case ST_REJECTSWORD:
  1408. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1409. break;
  1410. case PF_FOGWALL:
  1411. if (src != bl && !tsc->data[SC_DELUGE])
  1412. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1413. break;
  1414. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1415. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1416. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1417. break;
  1418. case ASC_METEORASSAULT:
  1419. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1420. switch(rnd()%3) {
  1421. case 0:
  1422. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1423. break;
  1424. case 1:
  1425. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1426. break;
  1427. default:
  1428. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1429. }
  1430. break;
  1431. case HW_NAPALMVULCAN:
  1432. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1433. break;
  1434. case WS_CARTTERMINATION: // Cart termination
  1435. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1436. break;
  1437. case CR_ACIDDEMONSTRATION:
  1438. case GN_FIRE_EXPANSION_ACID:
  1439. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1440. break;
  1441. case TK_DOWNKICK:
  1442. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1443. break;
  1444. case TK_JUMPKICK:
  1445. // debuff the following statuses
  1446. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1447. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1448. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1449. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1450. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1451. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1452. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1453. // New soul links confirmed to not dispell with this skill
  1454. // but thats likely a bug since soul links can't stack and
  1455. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1456. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1457. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1458. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1459. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1460. }
  1461. break;
  1462. case TK_TURNKICK:
  1463. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1464. if(attack_type&BF_MISC) //70% base stun chance...
  1465. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1466. break;
  1467. case GS_BULLSEYE: //0.1% coma rate.
  1468. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1469. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1470. break;
  1471. case GS_PIERCINGSHOT:
  1472. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1473. break;
  1474. case NJ_HYOUSYOURAKU:
  1475. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1476. break;
  1477. case GS_FLING:
  1478. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1479. break;
  1480. case GS_DISARM:
  1481. skill_strip_equip(src, bl, skill_id, skill_lv);
  1482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1483. break;
  1484. case NPC_EVILLAND:
  1485. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1486. break;
  1487. case NPC_HELLJUDGEMENT:
  1488. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1489. break;
  1490. case NPC_CRITICALWOUND:
  1491. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1492. break;
  1493. case NPC_FIRESTORM:
  1494. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1495. break;
  1496. case RK_DRAGONBREATH:
  1497. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1498. break;
  1499. case RK_DRAGONBREATH_WATER:
  1500. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1501. break;
  1502. case NPC_DRAGONBREATH:
  1503. if (skill_lv > 5)
  1504. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1505. else
  1506. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1507. break;
  1508. case AB_ADORAMUS:
  1509. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1510. break;
  1511. case WL_COMET:
  1512. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, 20000);
  1513. break;
  1514. case NPC_COMET:
  1515. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1516. break;
  1517. case NPC_JACKFROST:
  1518. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1519. break;
  1520. case RA_WUGBITE: {
  1521. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1522. if (wug_rate < 50)
  1523. wug_rate = 50;
  1524. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1525. }
  1526. break;
  1527. case RA_SENSITIVEKEEN:
  1528. if( rnd()%100 < 8 * skill_lv )
  1529. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1530. break;
  1531. case RA_FIRINGTRAP:
  1532. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1533. break;
  1534. case RA_ICEBOUNDTRAP:
  1535. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1536. break;
  1537. case NC_PILEBUNKER:
  1538. if( rnd()%100 < 25 + 15*skill_lv ) {
  1539. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1540. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1541. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1542. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1543. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1544. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1545. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1546. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1547. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1548. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1549. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1550. }
  1551. break;
  1552. case NC_FLAMELAUNCHER:
  1553. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1554. break;
  1555. case NC_COLDSLOWER:
  1556. // Status chances are applied officially through a check
  1557. // The skill first trys to give the frozen status to targets that are hit
  1558. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1559. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1560. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1561. break;
  1562. case NC_POWERSWING:
  1563. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1564. break;
  1565. case GC_WEAPONCRUSH:
  1566. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1567. break;
  1568. case LG_PINPOINTATTACK:
  1569. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1570. switch( skill_lv ) {
  1571. case 1:
  1572. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1573. break;
  1574. case 2:
  1575. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1576. break;
  1577. case 3:
  1578. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1579. break;
  1580. case 4:
  1581. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1582. break;
  1583. case 5:
  1584. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1585. break;
  1586. }
  1587. break;
  1588. case LG_MOONSLASHER:
  1589. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1590. break;
  1591. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1592. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1593. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1594. break;
  1595. case NPC_RAYOFGENESIS:
  1596. if (skill_lv < 8)
  1597. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1598. else
  1599. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1600. break;
  1601. case LG_HESPERUSLIT:
  1602. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1603. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1604. break;
  1605. case SR_DRAGONCOMBO:
  1606. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1607. break;
  1608. case SR_WINDMILL:
  1609. if( dstsd )
  1610. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1611. else if( dstmd )
  1612. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1613. break;
  1614. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1615. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1616. break;
  1617. case SR_EARTHSHAKER:
  1618. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1619. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1620. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1621. break;
  1622. case SO_EARTHGRAVE:
  1623. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1624. break;
  1625. case SO_DIAMONDDUST:
  1626. rate = 5 + 5 * skill_lv;
  1627. if( sc && sc->data[SC_COOLER_OPTION] )
  1628. rate += (sd ? sd->status.job_level / 5 : 0);
  1629. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1630. break;
  1631. case SO_VARETYR_SPEAR:
  1632. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1633. break;
  1634. case SO_POISON_BUSTER:
  1635. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1636. break;
  1637. case GN_SPORE_EXPLOSION:
  1638. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1639. break;
  1640. case GN_SLINGITEM_RANGEMELEEATK:
  1641. if( sd ) {
  1642. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1643. case ITEMID_COCONUT_BOMB:
  1644. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1645. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1646. break;
  1647. case ITEMID_MELON_BOMB:
  1648. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1649. break;
  1650. case ITEMID_BANANA_BOMB:
  1651. {
  1652. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1653. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1654. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1655. break;
  1656. }
  1657. }
  1658. sd->itemid = 0;
  1659. }
  1660. break;
  1661. case GN_HELLS_PLANT_ATK:
  1662. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1663. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1664. break;
  1665. case EL_WIND_SLASH: // Non confirmed rate.
  1666. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1667. break;
  1668. case EL_STONE_HAMMER:
  1669. rate = 10 * skill_lv;
  1670. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1671. break;
  1672. case EL_ROCK_CRUSHER:
  1673. case EL_ROCK_CRUSHER_ATK:
  1674. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1675. break;
  1676. case EL_TYPOON_MIS:
  1677. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1678. break;
  1679. case KO_JYUMONJIKIRI:
  1680. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1681. break;
  1682. case SP_SOULEXPLOSION:
  1683. case KO_SETSUDAN: // Remove soul link when hit.
  1684. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1685. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1686. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1687. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1688. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1689. break;
  1690. case KO_MAKIBISHI:
  1691. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1692. break;
  1693. case MH_EQC:
  1694. {
  1695. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1696. if (hd) {
  1697. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1698. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1699. }
  1700. }
  1701. break;
  1702. case MH_STAHL_HORN:
  1703. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1704. break;
  1705. case MH_NEEDLE_OF_PARALYZE:
  1706. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1707. break;
  1708. case MH_XENO_SLASHER:
  1709. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1710. break;
  1711. case NPC_MAGMA_ERUPTION:
  1712. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1713. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1714. break;
  1715. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1716. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1717. break;
  1718. case GN_ILLUSIONDOPING:
  1719. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1720. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1721. break;
  1722. case RL_MASS_SPIRAL:
  1723. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1724. break;
  1725. case RL_SLUGSHOT:
  1726. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1727. break;
  1728. case RL_BANISHING_BUSTER: {
  1729. uint16 i, n = skill_lv;
  1730. if (!tsc || !tsc->count)
  1731. break;
  1732. if (status_isimmune(bl))
  1733. break;
  1734. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1735. if (sd)
  1736. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1737. break;
  1738. }
  1739. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1740. if (!tsc->data[i])
  1741. continue;
  1742. switch (i) {
  1743. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1744. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1745. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1746. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1747. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1748. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1749. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1750. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1751. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1752. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1753. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1754. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1755. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1756. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1757. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1758. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1759. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1760. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1761. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1762. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1763. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1764. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1765. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1766. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1767. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1768. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1769. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1770. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1771. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1772. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1773. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1774. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1775. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1776. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1777. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1778. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1779. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1780. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1781. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1782. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1783. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1784. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1785. case SC_P_ALTER: case SC_E_CHAIN:
  1786. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1787. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1788. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1789. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1790. case SC_SPORE_EXPLOSION:
  1791. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  1792. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  1793. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  1794. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  1795. #ifdef RENEWAL
  1796. case SC_EXTREMITYFIST2:
  1797. #endif
  1798. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1799. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1800. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1801. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1802. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1803. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1804. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1805. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1806. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1807. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1808. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1809. case SC_SPRITEMABLE: case SC_BITESCAR:
  1810. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1811. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1812. case SC_DAILYSENDMAILCNT:
  1813. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1814. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1815. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1816. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  1817. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  1818. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  1819. case SC_EMERGENCY_MOVE: case SC_MADOGEAR: case SC_HOMUN_TIME:
  1820. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  1821. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  1822. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  1823. continue;
  1824. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1825. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1826. case SC_FORTUNE: case SC_SERVICE4U:
  1827. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1828. continue; //If in song area don't end it, even if config enabled
  1829. break;
  1830. case SC_ASSUMPTIO:
  1831. if( bl->type == BL_MOB )
  1832. continue;
  1833. break;
  1834. }
  1835. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1836. tsc->data[i]->val2 = 0;
  1837. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1838. n--;
  1839. }
  1840. //Remove bonus_script by Banishing Buster
  1841. if (dstsd)
  1842. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1843. }
  1844. break;
  1845. case RL_S_STORM:
  1846. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1847. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1848. break;
  1849. case RL_AM_BLAST:
  1850. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1851. break;
  1852. case SU_SCRATCH:
  1853. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1854. break;
  1855. case SU_SV_STEMSPEAR:
  1856. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1857. break;
  1858. case SU_CN_METEOR2:
  1859. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1860. break;
  1861. case SU_SCAROFTAROU:
  1862. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1863. break;
  1864. case SU_LUNATICCARROTBEAT2:
  1865. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1866. break;
  1867. case SJ_FULLMOONKICK:
  1868. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1869. break;
  1870. case SJ_STAREMPEROR:
  1871. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1872. break;
  1873. case SP_CURSEEXPLOSION:
  1874. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1875. break;
  1876. case SP_SHA:
  1877. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1878. break;
  1879. } //end switch skill_id
  1880. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1881. { //Pass heritage to Master for status causing effects. [Skotlex]
  1882. sd = map_id2sd(md->master_id);
  1883. src = sd?&sd->bl:src;
  1884. }
  1885. // Coma
  1886. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1887. rate = 0;
  1888. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1889. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1890. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1891. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1892. }
  1893. if (attack_type&BF_WEAPON) {
  1894. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1895. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1896. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1897. }
  1898. if (rate > 0)
  1899. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1900. }
  1901. if( attack_type&BF_WEAPON )
  1902. { // Breaking Equipment
  1903. if( sd && battle_config.equip_self_break_rate )
  1904. { // Self weapon breaking
  1905. rate = battle_config.equip_natural_break_rate;
  1906. #ifndef RENEWAL
  1907. if( sc )
  1908. {
  1909. if(sc->data[SC_OVERTHRUST])
  1910. rate += 10;
  1911. if(sc->data[SC_MAXOVERTHRUST])
  1912. rate += 10;
  1913. }
  1914. #endif
  1915. if( rate )
  1916. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1917. }
  1918. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1919. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1920. // Target weapon breaking
  1921. rate = 0;
  1922. if( sd )
  1923. rate += sd->bonus.break_weapon_rate;
  1924. if( sc && sc->data[SC_MELTDOWN] )
  1925. rate += sc->data[SC_MELTDOWN]->val2;
  1926. if( rate )
  1927. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1928. // Target armor breaking
  1929. rate = 0;
  1930. if( sd )
  1931. rate += sd->bonus.break_armor_rate;
  1932. if( sc && sc->data[SC_MELTDOWN] )
  1933. rate += sc->data[SC_MELTDOWN]->val3;
  1934. if( rate )
  1935. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1936. }
  1937. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1938. if (sd->def_set_race[tstatus->race].rate)
  1939. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1940. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1941. if (sd->mdef_set_race[tstatus->race].rate)
  1942. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1943. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1944. if (sd->norecover_state_race[tstatus->race].rate)
  1945. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1946. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1947. }
  1948. }
  1949. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1950. struct unit_data *ud = unit_bl2ud(src);
  1951. if( sc->data[SC_WILD_STORM_OPTION] )
  1952. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1953. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1954. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1955. else if( sc->data[SC_TROPIC_OPTION] )
  1956. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1957. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1958. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1959. else
  1960. skill = 0;
  1961. if ( rnd()%100 < 25 && skill ){
  1962. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1963. if (ud) {
  1964. rate = skill_delayfix(src, skill, skill_lv);
  1965. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1966. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1967. if ( battle_config.display_status_timers )
  1968. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1969. }
  1970. }
  1971. }
  1972. }
  1973. // Autospell when attacking
  1974. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1975. {
  1976. for (const auto &it : sd->autospell) {
  1977. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  1978. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  1979. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  1980. continue; // one or more trigger conditions were not fulfilled
  1981. skill = it.id;
  1982. sd->state.autocast = 1;
  1983. if ( skill_isNotOk(skill, sd) ) {
  1984. sd->state.autocast = 0;
  1985. continue;
  1986. }
  1987. sd->state.autocast = 0;
  1988. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  1989. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  1990. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  1991. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1992. if (rnd()%1000 >= rate)
  1993. continue;
  1994. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  1995. e_cast_type type = skill_get_casttype(skill);
  1996. if (type == CAST_GROUND) {
  1997. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1998. continue;
  1999. }
  2000. if (battle_config.autospell_check_range &&
  2001. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2002. continue;
  2003. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2004. type = CAST_GROUND;
  2005. #ifndef RENEWAL
  2006. else if (skill == AS_SONICBLOW)
  2007. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2008. #endif
  2009. sd->state.autocast = 1;
  2010. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2011. #ifndef RENEWAL
  2012. skill_toggle_magicpower(src, skill);
  2013. #endif
  2014. switch (type) {
  2015. case CAST_GROUND:
  2016. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2017. break;
  2018. case CAST_NODAMAGE:
  2019. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2020. break;
  2021. case CAST_DAMAGE:
  2022. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2023. break;
  2024. }
  2025. sd->state.autocast = 0;
  2026. //Set canact delay. [Skotlex]
  2027. unit_data *ud = unit_bl2ud(src);
  2028. if (ud) {
  2029. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2030. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2031. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2032. if ( battle_config.display_status_timers && sd )
  2033. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2034. }
  2035. }
  2036. }
  2037. }
  2038. //Autobonus when attacking
  2039. if( sd && !sd->autobonus.empty() )
  2040. {
  2041. for(auto &it : sd->autobonus) {
  2042. if( it == nullptr ){
  2043. continue;
  2044. }
  2045. if (rnd()%1000 >= it->rate)
  2046. continue;
  2047. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2048. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2049. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2050. continue; // one or more trigger conditions were not fulfilled
  2051. pc_exeautobonus(*sd, &sd->autobonus, it);
  2052. }
  2053. }
  2054. //Polymorph
  2055. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2056. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2057. (rnd()%10000 < sd->bonus.classchange))
  2058. {
  2059. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2060. if (class_ != 0 && mobdb_checkid(class_))
  2061. mob_class_change(dstmd,class_);
  2062. }
  2063. return 0;
  2064. }
  2065. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2066. if( sd == nullptr || !skill_id )
  2067. return 0;
  2068. for (auto &it : sd->autospell3) {
  2069. if (it.trigger_skill != skill_id)
  2070. continue;
  2071. if (it.lock)
  2072. continue; // autospell already being executed
  2073. uint16 skill = it.id;
  2074. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2075. if( skill_isNotOk(skill, sd) ) {
  2076. sd->state.autocast = 0;
  2077. continue;
  2078. }
  2079. sd->state.autocast = 0;
  2080. // DANGER DANGER: here force target actually means use yourself as target!
  2081. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2082. if( tbl == nullptr ){
  2083. continue; // No target
  2084. }
  2085. if( rnd()%1000 >= it.rate )
  2086. continue;
  2087. uint16 skill_lv = it.lv ? it.lv : 1;
  2088. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2089. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2090. e_cast_type type = skill_get_casttype(skill);
  2091. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2092. continue;
  2093. if (battle_config.autospell_check_range &&
  2094. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2095. continue;
  2096. sd->state.autocast = 1;
  2097. it.lock = true;
  2098. skill_consume_requirement(sd,skill,skill_lv,1);
  2099. switch( type ) {
  2100. case CAST_GROUND:
  2101. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2102. break;
  2103. case CAST_NODAMAGE:
  2104. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2105. break;
  2106. case CAST_DAMAGE:
  2107. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2108. break;
  2109. }
  2110. it.lock = false;
  2111. sd->state.autocast = 0;
  2112. }
  2113. if( sd && !sd->autobonus3.empty() ) {
  2114. for (auto &it : sd->autobonus3) {
  2115. if (it == nullptr)
  2116. continue;
  2117. if (rnd()%1000 >= it->rate)
  2118. continue;
  2119. if (it->atk_type != skill_id)
  2120. continue;
  2121. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2122. }
  2123. }
  2124. return 1;
  2125. }
  2126. /* Splitted off from skill_additional_effect, which is never called when the
  2127. * attack skill kills the enemy. Place in this function counter status effects
  2128. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2129. * from cards) that will take effect on the source, not the target. [Skotlex]
  2130. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2131. * type of skills, so not every instance of skill_additional_effect needs a call
  2132. * to this one.
  2133. */
  2134. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2135. {
  2136. int rate;
  2137. struct map_session_data *sd=NULL;
  2138. struct map_session_data *dstsd=NULL;
  2139. nullpo_ret(src);
  2140. nullpo_ret(bl);
  2141. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2142. sd = BL_CAST(BL_PC, src);
  2143. dstsd = BL_CAST(BL_PC, bl);
  2144. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2145. enum sc_type type;
  2146. unsigned int time;
  2147. for (const auto &it : dstsd->addeff_atked) {
  2148. rate = it.rate;
  2149. if (attack_type&BF_LONG)
  2150. rate += it.arrow_rate;
  2151. if (!rate)
  2152. continue;
  2153. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2154. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2155. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2156. continue; //Range Failed.
  2157. }
  2158. type = it.sc;
  2159. time = it.duration;
  2160. if (it.flag&ATF_TARGET && src != bl)
  2161. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2162. if (it.flag&ATF_SELF && !status_isdead(bl))
  2163. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2164. }
  2165. }
  2166. switch(skill_id) {
  2167. case MO_EXTREMITYFIST:
  2168. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2169. break;
  2170. case GS_FULLBUSTER:
  2171. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2172. break;
  2173. case HFLI_SBR44: //[orn]
  2174. case HVAN_EXPLOSION:
  2175. if(src->type == BL_HOM){
  2176. TBL_HOM *hd = (TBL_HOM*)src;
  2177. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2178. if (hd->master)
  2179. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2180. }
  2181. break;
  2182. case CR_GRANDCROSS:
  2183. case NPC_GRANDDARKNESS:
  2184. attack_type |= BF_WEAPON;
  2185. break;
  2186. case LG_HESPERUSLIT:
  2187. {
  2188. status_change *sc = status_get_sc(src);
  2189. if( sc && sc->data[SC_FORCEOFVANGUARD]) {
  2190. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2191. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2192. }
  2193. }
  2194. break;
  2195. case SP_SPA:
  2196. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2197. break;
  2198. case SP_SHA:
  2199. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2200. break;
  2201. case SP_SWHOO:
  2202. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2203. break;
  2204. }
  2205. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2206. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2207. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2208. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2209. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2210. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2211. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2212. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2213. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2214. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2215. }
  2216. if( sd && status_isdead(bl) ) {
  2217. int sp = 0, hp = 0;
  2218. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2219. sp += sd->bonus.sp_gain_value;
  2220. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2221. hp += sd->bonus.hp_gain_value;
  2222. }
  2223. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2224. sp += sd->bonus.long_sp_gain_value;
  2225. hp += sd->bonus.long_hp_gain_value;
  2226. }
  2227. if( attack_type&BF_MAGIC ) {
  2228. sp += sd->bonus.magic_sp_gain_value;
  2229. hp += sd->bonus.magic_hp_gain_value;
  2230. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2231. struct status_change *sc = NULL;
  2232. if( ( sc = status_get_sc(src) ) ) {
  2233. if(sc->data[SC_SPIRIT] &&
  2234. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2235. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2236. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2237. }
  2238. }
  2239. }
  2240. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2241. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2242. }
  2243. }
  2244. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2245. struct status_change *sc = status_get_sc(bl);
  2246. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2247. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2248. }
  2249. // Trigger counter-spells to retaliate against damage causing skills.
  2250. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2251. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2252. {
  2253. for (const auto &it : dstsd->autospell2) {
  2254. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2255. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2256. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2257. continue; // one or more trigger conditions were not fulfilled
  2258. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2259. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2260. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2261. int autospl_rate = it.rate;
  2262. //Physical range attacks only trigger autospells half of the time
  2263. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2264. autospl_rate>>=1;
  2265. dstsd->state.autocast = 1;
  2266. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2267. dstsd->state.autocast = 0;
  2268. continue;
  2269. }
  2270. dstsd->state.autocast = 0;
  2271. if (rnd()%1000 >= autospl_rate)
  2272. continue;
  2273. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2274. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2275. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2276. continue;
  2277. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2278. continue;
  2279. dstsd->state.autocast = 1;
  2280. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2281. switch (type) {
  2282. case CAST_GROUND:
  2283. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2284. break;
  2285. case CAST_NODAMAGE:
  2286. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2287. break;
  2288. case CAST_DAMAGE:
  2289. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2290. break;
  2291. }
  2292. dstsd->state.autocast = 0;
  2293. //Set canact delay. [Skotlex]
  2294. unit_data *ud = unit_bl2ud(bl);
  2295. if (ud) {
  2296. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2297. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2298. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2299. if ( battle_config.display_status_timers && dstsd )
  2300. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2301. }
  2302. }
  2303. }
  2304. }
  2305. //Autobonus when attacked
  2306. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2307. for (auto &it : dstsd->autobonus2) {
  2308. if( it == nullptr ){
  2309. continue;
  2310. }
  2311. if (rnd()%1000 >= it->rate)
  2312. continue;
  2313. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2314. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2315. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2316. continue; // one or more trigger conditions were not fulfilled
  2317. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2318. }
  2319. }
  2320. return 0;
  2321. }
  2322. /*=========================================================================
  2323. Breaks equipment. On-non players causes the corresponding strip effect.
  2324. - rate goes from 0 to 10000 (100.00%)
  2325. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2326. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2327. --------------------------------------------------------------------------*/
  2328. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2329. {
  2330. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2331. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2332. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2333. struct status_change *sc = status_get_sc(bl);
  2334. int i;
  2335. TBL_PC *sd;
  2336. sd = BL_CAST(BL_PC, bl);
  2337. if (sc && !sc->count)
  2338. sc = NULL;
  2339. if (sd) {
  2340. if (sd->bonus.unbreakable_equip)
  2341. where &= ~sd->bonus.unbreakable_equip;
  2342. if (sd->bonus.unbreakable)
  2343. rate -= rate*sd->bonus.unbreakable/100;
  2344. if (where&EQP_WEAPON) {
  2345. switch (sd->status.weapon) {
  2346. case W_FIST: //Bare fists should not break :P
  2347. case W_1HAXE:
  2348. case W_2HAXE:
  2349. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2350. case W_2HMACE:
  2351. case W_STAFF:
  2352. case W_2HSTAFF:
  2353. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2354. case W_HUUMA:
  2355. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2356. case W_DOUBLE_DA:
  2357. case W_DOUBLE_SA:
  2358. where &= ~EQP_WEAPON;
  2359. }
  2360. }
  2361. }
  2362. if (flag&BCT_ENEMY) {
  2363. if (battle_config.equip_skill_break_rate != 100)
  2364. rate = rate*battle_config.equip_skill_break_rate/100;
  2365. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2366. if (battle_config.equip_self_break_rate != 100)
  2367. rate = rate*battle_config.equip_self_break_rate/100;
  2368. }
  2369. for (i = 0; i < 4; i++) {
  2370. if (where&where_list[i]) {
  2371. if (sc && sc->count && sc->data[scdef[i]])
  2372. where&=~where_list[i];
  2373. else if (rnd()%10000 >= rate)
  2374. where&=~where_list[i];
  2375. else if (!sd) //Cause Strip effect.
  2376. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2377. }
  2378. }
  2379. if (!where) //Nothing to break.
  2380. return 0;
  2381. if (sd) {
  2382. for (i = 0; i < EQI_MAX; i++) {
  2383. short j = sd->equip_index[i];
  2384. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2385. continue;
  2386. switch(i) {
  2387. case EQI_HEAD_TOP: //Upper Head
  2388. flag = (where&EQP_HELM);
  2389. break;
  2390. case EQI_ARMOR: //Body
  2391. flag = (where&EQP_ARMOR);
  2392. break;
  2393. case EQI_HAND_R: //Left/Right hands
  2394. case EQI_HAND_L:
  2395. flag = (
  2396. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2397. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2398. break;
  2399. case EQI_SHOES:
  2400. flag = (where&EQP_SHOES);
  2401. break;
  2402. case EQI_GARMENT:
  2403. flag = (where&EQP_GARMENT);
  2404. break;
  2405. default:
  2406. continue;
  2407. }
  2408. if (flag) {
  2409. sd->inventory.u.items_inventory[j].attribute = 1;
  2410. pc_unequipitem(sd, j, 3);
  2411. }
  2412. }
  2413. clif_equiplist(sd);
  2414. }
  2415. return where; //Return list of pieces broken.
  2416. }
  2417. /**
  2418. * Strip equipment from a target
  2419. * @param src: Source of call
  2420. * @param target: Target to strip
  2421. * @param skill_id: Skill used
  2422. * @param skill_lv: Skill level used
  2423. * @return True on successful strip or false otherwise
  2424. */
  2425. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2426. {
  2427. nullpo_retr(false, src);
  2428. nullpo_retr(false, target);
  2429. struct status_change *tsc = status_get_sc(target);
  2430. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2431. return false;
  2432. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2433. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2434. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2435. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2436. int rate, time, location, mod = 100;
  2437. switch (skill_id) { // Rate
  2438. case RG_STRIPWEAPON:
  2439. case RG_STRIPARMOR:
  2440. case RG_STRIPSHIELD:
  2441. case RG_STRIPHELM:
  2442. case GC_WEAPONCRUSH:
  2443. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2444. mod = 1000;
  2445. break;
  2446. case ST_FULLSTRIP: {
  2447. int min_rate = 50 + 20 * skill_lv;
  2448. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2449. rate = max(min_rate, rate);
  2450. mod = 1000;
  2451. break;
  2452. }
  2453. case GS_DISARM:
  2454. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2455. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2456. break;
  2457. case WL_EARTHSTRAIN: {
  2458. int job_lv = 0;
  2459. if (src->type == BL_PC)
  2460. job_lv = ((TBL_PC*)src)->status.job_level;
  2461. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2462. break;
  2463. }
  2464. case SC_STRIPACCESSARY:
  2465. rate = 12 + 2 * skill_lv;
  2466. break;
  2467. default:
  2468. return false;
  2469. }
  2470. if (rnd()%mod >= rate)
  2471. return false;
  2472. switch (skill_id) { // Duration
  2473. case SC_STRIPACCESSARY:
  2474. case GS_DISARM:
  2475. time = skill_get_time(skill_id, skill_lv);
  2476. break;
  2477. case WL_EARTHSTRAIN:
  2478. case RG_STRIPWEAPON:
  2479. case RG_STRIPARMOR:
  2480. case RG_STRIPSHIELD:
  2481. case RG_STRIPHELM:
  2482. case GC_WEAPONCRUSH:
  2483. case ST_FULLSTRIP:
  2484. if (skill_id == WL_EARTHSTRAIN)
  2485. time = skill_get_time2(skill_id, skill_lv);
  2486. else
  2487. time = skill_get_time(skill_id, skill_lv);
  2488. if (target->type == BL_PC)
  2489. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2490. else {
  2491. time += 15000;
  2492. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2493. }
  2494. break;
  2495. }
  2496. switch (skill_id) { // Location
  2497. case GC_WEAPONCRUSH:
  2498. case RG_STRIPWEAPON:
  2499. case GS_DISARM:
  2500. location = EQP_WEAPON;
  2501. break;
  2502. case RG_STRIPARMOR:
  2503. location = EQP_ARMOR;
  2504. break;
  2505. case RG_STRIPSHIELD:
  2506. location = EQP_SHIELD;
  2507. break;
  2508. case RG_STRIPHELM:
  2509. location = EQP_HELM;
  2510. break;
  2511. case ST_FULLSTRIP:
  2512. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2513. break;
  2514. case SC_STRIPACCESSARY:
  2515. location = EQP_ACC;
  2516. break;
  2517. }
  2518. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2519. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2520. location &=~ pos[i];
  2521. }
  2522. if (!location)
  2523. return false;
  2524. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2525. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2526. location &=~ pos[i];
  2527. }
  2528. return location ? true : false;
  2529. }
  2530. /**
  2531. * Used to knock back players, monsters, traps, etc
  2532. * @param src Object that give knock back
  2533. * @param target Object that receive knock back
  2534. * @param count Number of knock back cell requested
  2535. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2536. * @param flag
  2537. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2538. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2539. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2540. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2541. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2542. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2543. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2544. * @return Number of knocked back cells done
  2545. */
  2546. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2547. {
  2548. int dx = 0, dy = 0;
  2549. uint8 checkflag = 0;
  2550. struct status_change *tsc = status_get_sc(target);
  2551. enum e_unit_blown reason = UB_KNOCKABLE;
  2552. nullpo_ret(src);
  2553. nullpo_ret(target);
  2554. if (!count)
  2555. return count; // Actual knockback distance is 0.
  2556. // Create flag needed in unit_blown_immune
  2557. if(src != target)
  2558. checkflag |= 0x1; // Offensive
  2559. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2560. checkflag |= 0x2; // Knockback type
  2561. if(status_get_class_(src) == CLASS_BOSS)
  2562. checkflag |= 0x4; // Boss attack
  2563. // Get reason and check for flags
  2564. reason = unit_blown_immune(target, checkflag);
  2565. switch(reason) {
  2566. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2567. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2568. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2569. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2570. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2571. }
  2572. if (dir == -1) // <optimized>: do the computation here instead of outside
  2573. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2574. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2575. dx = -dirx[dir];
  2576. dy = -diry[dir];
  2577. }
  2578. if (tsc) {
  2579. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2580. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2581. if (tsc->data[SC_ROLLINGCUTTER])
  2582. status_change_end(target, SC_ROLLINGCUTTER, INVALID_TIMER);
  2583. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2584. return 0;
  2585. }
  2586. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2587. }
  2588. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2589. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2590. // In case of success returns type of reflection, otherwise 0
  2591. // 1 - Regular reflection (Maya)
  2592. // 2 - SL_KAITE reflection
  2593. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2594. {
  2595. struct status_change *sc = status_get_sc(bl);
  2596. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2597. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2598. // Item-based reflection - Bypasses Boss check
  2599. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2600. return 1;
  2601. }
  2602. // Magic Mirror reflection - Bypasses Boss check
  2603. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2604. return 1;
  2605. if( status_get_class_(src) == CLASS_BOSS )
  2606. return 0;
  2607. // status-based reflection
  2608. if( !sc || sc->count == 0 )
  2609. return 0;
  2610. // Kaite reflection - Does not bypass Boss check
  2611. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2612. #ifdef RENEWAL
  2613. && type // Does not reflect AoE
  2614. #endif
  2615. ) {
  2616. // Kaite only works against non-players if they are low-level.
  2617. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2618. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2619. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2620. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2621. return 2;
  2622. }
  2623. return 0;
  2624. }
  2625. /**
  2626. * Checks whether a skill can be used in combos or not
  2627. * @param skill_id: Target skill
  2628. * @return 0: Skill is not a combo
  2629. * 1: Skill is a normal combo
  2630. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2631. * @author Panikon
  2632. */
  2633. int skill_is_combo(uint16 skill_id) {
  2634. switch(skill_id) {
  2635. case MO_CHAINCOMBO:
  2636. case MO_COMBOFINISH:
  2637. case CH_TIGERFIST:
  2638. case CH_CHAINCRUSH:
  2639. case MO_EXTREMITYFIST:
  2640. case TK_TURNKICK:
  2641. case TK_STORMKICK:
  2642. case TK_DOWNKICK:
  2643. case TK_COUNTER:
  2644. case TK_JUMPKICK:
  2645. case HT_POWER:
  2646. case SR_DRAGONCOMBO:
  2647. return 1;
  2648. case SR_FALLENEMPIRE:
  2649. case SR_TIGERCANNON:
  2650. case SR_GATEOFHELL:
  2651. return 2;
  2652. }
  2653. return 0;
  2654. }
  2655. /*
  2656. * Combo handler, start stop combo status
  2657. */
  2658. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2659. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2660. switch (skill_id) {
  2661. case MH_MIDNIGHT_FRENZY:
  2662. case MH_EQC:
  2663. {
  2664. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2665. short idx = hom_skill_get_index(skill_id2);
  2666. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2667. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2668. if (idx == -1)
  2669. break;
  2670. sd = hd->master;
  2671. hd->homunculus.hskill[idx].flag= flag;
  2672. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2673. }
  2674. break;
  2675. case MO_COMBOFINISH:
  2676. case CH_TIGERFIST:
  2677. case CH_CHAINCRUSH:
  2678. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2679. break;
  2680. case TK_JUMPKICK:
  2681. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2682. break;
  2683. case MO_TRIPLEATTACK:
  2684. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2685. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2686. break;
  2687. case SR_FALLENEMPIRE:
  2688. if (sd){
  2689. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2690. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2691. }
  2692. break;
  2693. }
  2694. }
  2695. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2696. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2697. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2698. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2699. struct status_change_entry *sce;
  2700. TBL_PC *sd = BL_CAST(BL_PC,src);
  2701. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2702. struct status_change *sc = status_get_sc(src);
  2703. if(sc == NULL) return;
  2704. //End previous combo state after skill is invoked
  2705. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2706. switch (skill_id) {
  2707. case TK_TURNKICK:
  2708. case TK_STORMKICK:
  2709. case TK_DOWNKICK:
  2710. case TK_COUNTER:
  2711. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2712. sce->val1 = skill_id; //Update combo-skill
  2713. sce->val3 = skill_id;
  2714. if( sce->timer != INVALID_TIMER )
  2715. delete_timer(sce->timer, status_change_timer);
  2716. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2717. break;
  2718. }
  2719. unit_cancel_combo(src); // Cancel combo wait
  2720. break;
  2721. default:
  2722. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2723. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2724. }
  2725. }
  2726. //start new combo
  2727. if (sd) { //player only
  2728. switch (skill_id) {
  2729. case MO_TRIPLEATTACK:
  2730. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2731. duration = 1;
  2732. target_id = 0; // Will target current auto-target instead
  2733. }
  2734. break;
  2735. case MO_CHAINCOMBO:
  2736. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2737. duration = 1;
  2738. target_id = 0; // Will target current auto-target instead
  2739. }
  2740. break;
  2741. case MO_COMBOFINISH:
  2742. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2743. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2744. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2745. duration = 1;
  2746. target_id = 0; // Will target current auto-target instead
  2747. }
  2748. case CH_TIGERFIST:
  2749. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2750. duration = 1;
  2751. target_id = 0; // Will target current auto-target instead
  2752. }
  2753. case CH_CHAINCRUSH:
  2754. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2755. duration = 1;
  2756. target_id = 0; // Will target current auto-target instead
  2757. }
  2758. break;
  2759. case AC_DOUBLE:
  2760. if (pc_checkskill(sd, HT_POWER)) {
  2761. duration = 2000;
  2762. nodelay = 1; //Neither gives walk nor attack delay
  2763. target_id = 0; //Does not need to be used on previous target
  2764. }
  2765. break;
  2766. case SR_DRAGONCOMBO:
  2767. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2768. duration = 1;
  2769. break;
  2770. case SR_FALLENEMPIRE:
  2771. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2772. duration = 1;
  2773. break;
  2774. case SJ_PROMINENCEKICK:
  2775. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2776. duration = 1;
  2777. break;
  2778. }
  2779. }
  2780. else { //other
  2781. switch(skill_id) {
  2782. case MH_TINDER_BREAKER:
  2783. case MH_CBC:
  2784. case MH_SONIC_CRAW:
  2785. case MH_SILVERVEIN_RUSH:
  2786. if(hd->homunculus.spiritball > 0) duration = 2000;
  2787. nodelay = 1;
  2788. break;
  2789. case MH_EQC:
  2790. case MH_MIDNIGHT_FRENZY:
  2791. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2792. nodelay = 1;
  2793. break;
  2794. }
  2795. }
  2796. if (duration) { //Possible to chain
  2797. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2798. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2799. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2800. clif_combo_delay(src, duration);
  2801. }
  2802. }
  2803. /**
  2804. * Copy skill by Plagiarism or Reproduce
  2805. * @param src: The caster
  2806. * @param bl: The target
  2807. * @param skill_id: Skill that casted
  2808. * @param skill_lv: Skill level of the casted skill
  2809. */
  2810. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2811. {
  2812. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2813. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2814. return;
  2815. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2816. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2817. return;
  2818. else {
  2819. uint16 idx;
  2820. uint8 lv;
  2821. skill_id = skill_dummy2skill_id(skill_id);
  2822. //Use skill index, avoiding out-of-bound array [Cydh]
  2823. if (!(idx = skill_get_index(skill_id)))
  2824. return;
  2825. switch (skill_isCopyable(tsd,skill_id)) {
  2826. case 1: //Copied by Plagiarism
  2827. {
  2828. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2829. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2830. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2831. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2832. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2833. }
  2834. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2835. tsd->cloneskill_idx = idx;
  2836. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2837. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2838. }
  2839. break;
  2840. case 2: //Copied by Reproduce
  2841. {
  2842. struct status_change *tsc = status_get_sc(bl);
  2843. //Already did SC check
  2844. //Skill level copied depends on Reproduce skill that used
  2845. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2846. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2847. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2848. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2849. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2850. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2851. }
  2852. //Level dependent and limitation.
  2853. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2854. lv = min(lv,skill_get_max(skill_id));
  2855. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2856. lv = min(lv,skill_lv);
  2857. tsd->reproduceskill_idx = idx;
  2858. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2859. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2860. }
  2861. break;
  2862. default: return;
  2863. }
  2864. tsd->status.skill[idx].id = skill_id;
  2865. tsd->status.skill[idx].lv = lv;
  2866. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2867. clif_addskill(tsd,skill_id);
  2868. }
  2869. }
  2870. /**
  2871. * Knockback the target on skill_attack
  2872. * @param src is the master behind the attack
  2873. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2874. * @param target is the target to be attacked.
  2875. * @param blewcount
  2876. * @param skill_id
  2877. * @param skill_lv
  2878. * @param damage
  2879. * @param tick
  2880. * @param flag can hold a bunch of information:
  2881. */
  2882. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  2883. int8 dir = -1; // Default direction
  2884. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2885. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2886. if (!blewcount || target == dsrc || status_isdead(target))
  2887. return;
  2888. // Skill specific direction
  2889. switch (skill_id) {
  2890. case MG_FIREWALL:
  2891. case EL_FIRE_MANTLE:
  2892. dir = unit_getdir(target); // Backwards
  2893. break;
  2894. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2895. case NPC_STORMGUST2:
  2896. case WZ_STORMGUST:
  2897. if(!battle_config.stormgust_knockback)
  2898. dir = rnd()%8;
  2899. break;
  2900. case MC_CARTREVOLUTION:
  2901. if (battle_config.cart_revo_knockback)
  2902. dir = 6; // Official servers push target to the West
  2903. break;
  2904. case AC_SHOWER:
  2905. case WL_CRIMSONROCK:
  2906. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2907. dir = map_calc_dir(target, src->x, src->y);
  2908. else
  2909. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2910. break;
  2911. case HT_PHANTASMIC: // issue #1378
  2912. if (status_get_hp(target) - damage <= 0) return;
  2913. break;
  2914. }
  2915. // Blown-specific handling
  2916. switch( skill_id ) {
  2917. case SR_KNUCKLEARROW:
  2918. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2919. // Boss & Immune Knockback stay in place and don't get bonus damage
  2920. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2921. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2922. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2923. dir_ka = -1;
  2924. break;
  2925. case RL_R_TRIP:
  2926. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2927. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2928. break;
  2929. default:
  2930. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2931. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2932. TBL_SKILL *su = (TBL_SKILL*)target;
  2933. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2934. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2935. }
  2936. break;
  2937. }
  2938. clif_fixpos(target);
  2939. }
  2940. /*
  2941. * =========================================================================
  2942. * Does a skill attack with the given properties.
  2943. * @param src is the master behind the attack (player/mob/pet)
  2944. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2945. * @param bl is the target to be attacked.
  2946. * @param flag can hold a bunch of information:
  2947. * flag&1
  2948. * flag&2 - Disable re-triggered by double casting
  2949. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2950. * flag&8 - SC_COMBO state used to deal bonus damage
  2951. *
  2952. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2953. * (usually holds number of targets, or just 1 for simple splash attacks)
  2954. *
  2955. * flag&0xF000 - Values from enum e_skill_display
  2956. * flag&0x3F0000 - Values from enum e_battle_check_target
  2957. *
  2958. * flag&0x1000000 - Return 0 if damage was reflected
  2959. *-------------------------------------------------------------------------*/
  2960. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  2961. {
  2962. struct Damage dmg;
  2963. struct status_data *sstatus, *tstatus;
  2964. struct status_change *sc, *tsc;
  2965. struct map_session_data *sd, *tsd;
  2966. int64 damage;
  2967. bool rmdamage = false;//magic reflected
  2968. int type;
  2969. enum e_damage_type dmg_type;
  2970. bool shadow_flag = false;
  2971. bool additional_effects = true;
  2972. if(skill_id > 0 && !skill_lv)
  2973. return 0;
  2974. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2975. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2976. nullpo_ret(bl); //Target to be attacked.
  2977. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2978. return 0;
  2979. if (src != dsrc) {
  2980. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2981. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2982. return 0;
  2983. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2984. //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]
  2985. if (!status_check_skilluse(src, bl, skill_id, 2))
  2986. return 0;
  2987. }
  2988. sd = BL_CAST(BL_PC, src);
  2989. tsd = BL_CAST(BL_PC, bl);
  2990. sstatus = status_get_status_data(src);
  2991. tstatus = status_get_status_data(bl);
  2992. sc= status_get_sc(src);
  2993. tsc= status_get_sc(bl);
  2994. if (tsc && !tsc->count)
  2995. tsc = NULL; //Don't need it.
  2996. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2997. if (tsc && tsc->data[SC_TRICKDEAD])
  2998. return 0;
  2999. #ifndef RENEWAL
  3000. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3001. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3002. return 0;
  3003. #endif
  3004. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3005. //If the damage source is a unit, the damage is not delayed
  3006. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3007. dmg.amotion = 0;
  3008. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3009. // Adjusted to the new system [Skotlex]
  3010. if( src->type == BL_PET ) { // [Valaris]
  3011. struct pet_data *pd = (TBL_PET*)src;
  3012. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3013. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3014. int element = skill_get_ele(skill_id, skill_lv);
  3015. /*if (skill_id == -1) Does it ever worked?
  3016. element = sstatus->rhw.ele;*/
  3017. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3018. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3019. else
  3020. dmg.damage = pd->a_skill->damage; // Fixed damage
  3021. }
  3022. else
  3023. dmg.damage = 1*pd->a_skill->div_;
  3024. dmg.damage2 = 0;
  3025. dmg.div_= pd->a_skill->div_;
  3026. }
  3027. }
  3028. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3029. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3030. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3031. { //Magic reflection, switch caster/target
  3032. struct block_list *tbl = bl;
  3033. rmdamage = true;
  3034. bl = src;
  3035. src = tbl;
  3036. dsrc = tbl;
  3037. sd = BL_CAST(BL_PC, src);
  3038. tsd = BL_CAST(BL_PC, bl);
  3039. tsc = status_get_sc(bl);
  3040. if (tsc && !tsc->count)
  3041. tsc = NULL; //Don't need it.
  3042. /* bugreport:2564 flag&2 disables double casting trigger */
  3043. flag |= 2;
  3044. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3045. flag |= 4;
  3046. //Spirit of Wizard blocks Kaite's reflection
  3047. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3048. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3049. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3050. if (type >= 0) {
  3051. if ( tsd )
  3052. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3053. dmg.damage = dmg.damage2 = 0;
  3054. dmg.dmg_lv = ATK_MISS;
  3055. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3056. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3057. }
  3058. } else if( type != 2 ) /* Kaite bypasses */
  3059. additional_effects = false;
  3060. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3061. #if MAGIC_REFLECTION_TYPE
  3062. #ifdef RENEWAL
  3063. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3064. #else
  3065. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3066. // regardless of caster's equipment (Aegis 11.1)
  3067. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3068. #endif
  3069. short s_ele = skill_get_ele(skill_id, skill_lv);
  3070. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3071. s_ele = sstatus->rhw.ele;
  3072. else if (s_ele == ELE_ENDOWED) //Use status element
  3073. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3074. else if( s_ele == ELE_RANDOM) //Use random element
  3075. s_ele = rnd()%ELE_ALL;
  3076. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3077. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3078. struct status_data *status = status_get_status_data(bl);
  3079. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3080. per /=20; //Uses 20% SP intervals.
  3081. //SP Cost: 1% + 0.5% per every 20% SP
  3082. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3083. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3084. //Reduction: 6% + 6% every 20%
  3085. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3086. }
  3087. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3088. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3089. dmg.damage = i64max(dmg.damage, 1);
  3090. }
  3091. }
  3092. #endif
  3093. }
  3094. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3095. int sp = skill_get_sp(skill_id,skill_lv);
  3096. #ifndef RENEWAL
  3097. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3098. #endif
  3099. dmg.damage = dmg.damage2 = 0;
  3100. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3101. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3102. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3103. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3104. status_heal(bl, 0, sp, 2);
  3105. }
  3106. if( (dmg.damage || dmg.damage2) && tsc && (tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 || tsc->data[SC_NPC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_NPC_HALLUCINATIONWALK]->val3) ) {
  3107. dmg.damage = dmg.damage2 = 0;
  3108. dmg.dmg_lv = ATK_MISS;
  3109. }
  3110. }
  3111. damage = dmg.damage + dmg.damage2;
  3112. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3113. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3114. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3115. damage = 1;
  3116. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3117. struct block_list *nbl;
  3118. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3119. if( nbl ){ // Only one target is chosen.
  3120. damage = damage / 2; // Deflect half of the damage to a target nearby
  3121. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3122. }
  3123. }
  3124. //Skill hit type
  3125. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3126. switch( skill_id ) {
  3127. case SC_TRIANGLESHOT:
  3128. if( rnd()%100 > (1 + skill_lv) )
  3129. dmg.blewcount = 0;
  3130. break;
  3131. default:
  3132. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3133. dmg.blewcount = 0; //only pushback when it hit for other
  3134. break;
  3135. }
  3136. switch( skill_id ) {
  3137. case CR_GRANDCROSS:
  3138. case NPC_GRANDDARKNESS:
  3139. if( battle_config.gx_disptype)
  3140. dsrc = src;
  3141. if( src == bl)
  3142. dmg_type = DMG_ENDURE;
  3143. else
  3144. flag|= SD_ANIMATION;
  3145. break;
  3146. case NJ_TATAMIGAESHI: //For correct knockback.
  3147. dsrc = src;
  3148. flag|= SD_ANIMATION;
  3149. break;
  3150. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3151. int level;
  3152. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3153. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3154. }
  3155. break;
  3156. case SL_STIN:
  3157. case SL_STUN:
  3158. if (skill_lv >= 7) {
  3159. struct status_change *sc_cur = status_get_sc(src);
  3160. if (sc_cur && !sc_cur->data[SC_SMA])
  3161. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3162. }
  3163. break;
  3164. }
  3165. //combo handling
  3166. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3167. //Display damage.
  3168. switch( skill_id ) {
  3169. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3170. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3171. break;
  3172. //Skills that need be passed as a normal attack for the client to display correctly.
  3173. case HVAN_EXPLOSION:
  3174. case NPC_SELFDESTRUCTION:
  3175. if(src->type == BL_PC)
  3176. dmg.blewcount = 10;
  3177. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3178. // fall through
  3179. case KN_AUTOCOUNTER:
  3180. case NPC_CRITICALSLASH:
  3181. case TF_DOUBLE:
  3182. case GS_CHAINACTION:
  3183. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3184. break;
  3185. case AS_SPLASHER:
  3186. if( flag&SD_ANIMATION ) // the surrounding targets
  3187. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3188. else // the central target doesn't display an animation
  3189. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3190. break;
  3191. case SR_EARTHSHAKER:
  3192. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3193. break;
  3194. case WL_SOULEXPANSION:
  3195. case WL_COMET:
  3196. case NPC_COMET:
  3197. case KO_MUCHANAGE:
  3198. #ifndef RENEWAL
  3199. case NJ_HUUMA:
  3200. #endif
  3201. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3202. break;
  3203. case WL_CHAINLIGHTNING_ATK:
  3204. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3205. break;
  3206. case WL_TETRAVORTEX_FIRE:
  3207. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3208. break;
  3209. case LG_SHIELDPRESS:
  3210. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3211. break;
  3212. case NPC_EARTHQUAKE:
  3213. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3214. break;
  3215. case NPC_DARKPIERCING:
  3216. case EL_FIRE_BOMB:
  3217. case EL_FIRE_BOMB_ATK:
  3218. case EL_FIRE_WAVE:
  3219. case EL_FIRE_WAVE_ATK:
  3220. case EL_FIRE_MANTLE:
  3221. case EL_CIRCLE_OF_FIRE:
  3222. case EL_FIRE_ARROW:
  3223. case EL_ICE_NEEDLE:
  3224. case EL_WATER_SCREW:
  3225. case EL_WATER_SCREW_ATK:
  3226. case EL_WIND_SLASH:
  3227. case EL_TIDAL_WEAPON:
  3228. case EL_ROCK_CRUSHER:
  3229. case EL_ROCK_CRUSHER_ATK:
  3230. case EL_HURRICANE:
  3231. case EL_HURRICANE_ATK:
  3232. case KO_BAKURETSU:
  3233. case GN_HELLS_PLANT_ATK:
  3234. case SU_SV_ROOTTWIST_ATK:
  3235. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3236. break;
  3237. case GN_FIRE_EXPANSION_ACID:
  3238. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3239. break;
  3240. case GN_SLINGITEM_RANGEMELEEATK:
  3241. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3242. break;
  3243. case EL_STONE_RAIN:
  3244. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3245. break;
  3246. case WM_SEVERE_RAINSTORM_MELEE:
  3247. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3248. break;
  3249. case HT_CLAYMORETRAP:
  3250. case HT_BLASTMINE:
  3251. case HT_FLASHER:
  3252. case HT_FREEZINGTRAP:
  3253. case RA_CLUSTERBOMB:
  3254. case RA_FIRINGTRAP:
  3255. case RA_ICEBOUNDTRAP:
  3256. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3257. if( dsrc != src ) // avoid damage display redundancy
  3258. break;
  3259. //Fall through
  3260. case HT_LANDMINE:
  3261. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3262. break;
  3263. case WZ_SIGHTBLASTER:
  3264. //Sightblaster should never call clif_skill_damage twice
  3265. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3266. break;
  3267. case RL_R_TRIP_PLUSATK:
  3268. case RL_S_STORM:
  3269. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3270. break;
  3271. case SU_LUNATICCARROTBEAT:
  3272. case SU_LUNATICCARROTBEAT2:
  3273. case SP_CURSEEXPLOSION:
  3274. case SP_SPA:
  3275. case SP_SHA:
  3276. if (dmg.div_ < 2)
  3277. type = DMG_SPLASH;
  3278. if (!(flag&SD_ANIMATION))
  3279. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3280. // Fall through
  3281. case WM_REVERBERATION:
  3282. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3283. break;
  3284. case SJ_FALLINGSTAR_ATK:
  3285. case SJ_FALLINGSTAR_ATK2:
  3286. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3287. break;
  3288. case SJ_NOVAEXPLOSING:
  3289. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3290. break;
  3291. case AB_DUPLELIGHT_MELEE:
  3292. case AB_DUPLELIGHT_MAGIC:
  3293. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3294. default:
  3295. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3296. dmg_type = DMG_SPLASH;
  3297. if (src->type == BL_SKILL) {
  3298. TBL_SKILL *su = (TBL_SKILL*)src;
  3299. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3300. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3301. break;
  3302. }
  3303. }
  3304. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3305. break;
  3306. }
  3307. map_freeblock_lock();
  3308. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3309. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3310. skill_do_copy(src,bl,skill_id,skill_lv);
  3311. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3312. { //Skills with can't walk delay also stop normal attacking for that
  3313. //duration when the attack connects. [Skotlex]
  3314. struct unit_data *ud = unit_bl2ud(src);
  3315. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3316. ud->attackabletime = tick + type;
  3317. }
  3318. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3319. // Instant damage
  3320. if( !dmg.amotion ) {
  3321. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3322. #ifndef RENEWAL
  3323. || skill_id == HW_GRAVITATION
  3324. #endif
  3325. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3326. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3327. if( !status_isdead(bl) && additional_effects )
  3328. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3329. if( damage > 0 ) //Counter status effects [Skotlex]
  3330. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3331. }
  3332. // Blow!
  3333. if (!(flag&4))
  3334. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3335. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3336. if( dmg.amotion ) {
  3337. if( shadow_flag ) {
  3338. if( !status_isdead(bl) && additional_effects )
  3339. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3340. if( dmg.flag > ATK_BLOCK )
  3341. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3342. } else
  3343. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3344. }
  3345. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3346. #ifndef RENEWAL
  3347. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3348. #endif
  3349. ) {
  3350. if (tsc->data[SC_DEVOTION]) {
  3351. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3352. struct block_list *d_bl = map_id2bl(sce->val1);
  3353. if (d_bl && (
  3354. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3355. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3356. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3357. {
  3358. if (!rmdamage) {
  3359. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3360. status_fix_damage(NULL, d_bl, damage, 0, 0);
  3361. } else {
  3362. bool isDevotRdamage = false;
  3363. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3364. isDevotRdamage = true;
  3365. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3366. // This check is only for magical skill.
  3367. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3368. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3369. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
  3370. }
  3371. } else {
  3372. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3373. if (!dmg.amotion)
  3374. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3375. }
  3376. }
  3377. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3378. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3379. struct block_list *e_bl = map_id2bl(sce->val1);
  3380. if (e_bl) {
  3381. if (!rmdamage) {
  3382. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3383. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3384. } else {
  3385. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3386. status_fix_damage(bl, bl, damage, 0, 0);
  3387. }
  3388. }
  3389. }
  3390. }
  3391. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3392. if( skill_id == RG_INTIMIDATE ) {
  3393. int rate = 50 + skill_lv * 5;
  3394. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3395. if(rnd()%100 < rate)
  3396. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3397. } else if( skill_id == NPC_FATALMENACE ) {
  3398. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3399. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3400. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3401. }
  3402. }
  3403. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3404. dmg.flag |= BF_WEAPON;
  3405. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3406. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3407. {
  3408. if (battle_config.left_cardfix_to_right)
  3409. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3410. else
  3411. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3412. }
  3413. if( damage > 0 ) { // Post-damage effects
  3414. switch( skill_id ) {
  3415. case GC_VENOMPRESSURE: {
  3416. struct status_change *ssc = status_get_sc(src);
  3417. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3418. sc_start4(src, bl, (sc_type)ssc->data[SC_POISONINGWEAPON]->val2, 100, ssc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3419. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3420. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3421. }
  3422. }
  3423. break;
  3424. }
  3425. if( sd )
  3426. skill_onskillusage(sd, bl, skill_id, tick);
  3427. }
  3428. if (!(flag&2)) {
  3429. switch (skill_id) {
  3430. case MG_COLDBOLT:
  3431. case MG_FIREBOLT:
  3432. case MG_LIGHTNINGBOLT:
  3433. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3434. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3435. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3436. break;
  3437. case SU_BITE:
  3438. case SU_SCRATCH:
  3439. case SU_SV_STEMSPEAR:
  3440. case SU_SCAROFTAROU:
  3441. case SU_PICKYPECK:
  3442. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3443. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3444. break;
  3445. }
  3446. }
  3447. map_freeblock_unlock();
  3448. if ((flag&0x1000000) && rmdamage)
  3449. return 0; //Should return 0 when damage was reflected
  3450. return damage;
  3451. }
  3452. /*==========================================
  3453. * Sub function for recursive skill call.
  3454. * Checking bl battle flag and display damage
  3455. * then call func with source,target,skill_id,skill_lv,tick,flag
  3456. *------------------------------------------*/
  3457. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3458. int skill_area_sub(struct block_list *bl, va_list ap)
  3459. {
  3460. struct block_list *src;
  3461. uint16 skill_id,skill_lv;
  3462. int flag;
  3463. t_tick tick;
  3464. SkillFunc func;
  3465. nullpo_ret(bl);
  3466. src = va_arg(ap,struct block_list *);
  3467. skill_id = va_arg(ap,int);
  3468. skill_lv = va_arg(ap,int);
  3469. tick = va_arg(ap,t_tick);
  3470. flag = va_arg(ap,int);
  3471. func = va_arg(ap,SkillFunc);
  3472. if (flag&BCT_WOS && src == bl)
  3473. return 0;
  3474. if(battle_check_target(src,bl,flag) > 0) {
  3475. // several splash skills need this initial dummy packet to display correctly
  3476. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3477. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3478. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3479. skill_area_temp[2]++;
  3480. return func(src,bl,skill_id,skill_lv,tick,flag);
  3481. }
  3482. return 0;
  3483. }
  3484. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3485. {
  3486. struct skill_unit *unit;
  3487. uint16 skill_id,g_skill_id;
  3488. unit = (struct skill_unit *)bl;
  3489. if(bl->prev == NULL || bl->type != BL_SKILL)
  3490. return 0;
  3491. if(!unit->alive)
  3492. return 0;
  3493. skill_id = va_arg(ap,int);
  3494. g_skill_id = unit->group->skill_id;
  3495. switch (skill_id) {
  3496. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3497. if(g_skill_id == SA_LANDPROTECTOR)
  3498. break;
  3499. //Fall through
  3500. case MH_STEINWAND:
  3501. case MG_SAFETYWALL:
  3502. case SC_MAELSTROM:
  3503. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3504. return 0;
  3505. break;
  3506. case AL_WARP:
  3507. case HT_SKIDTRAP:
  3508. case MA_SKIDTRAP:
  3509. case HT_LANDMINE:
  3510. case MA_LANDMINE:
  3511. case HT_ANKLESNARE:
  3512. case HT_SHOCKWAVE:
  3513. case HT_SANDMAN:
  3514. case MA_SANDMAN:
  3515. case HT_FLASHER:
  3516. case HT_FREEZINGTRAP:
  3517. case MA_FREEZINGTRAP:
  3518. case HT_BLASTMINE:
  3519. case HT_CLAYMORETRAP:
  3520. case HT_TALKIEBOX:
  3521. #ifndef RENEWAL
  3522. case HP_BASILICA:
  3523. #endif
  3524. case RA_ELECTRICSHOCKER:
  3525. case RA_CLUSTERBOMB:
  3526. case RA_MAGENTATRAP:
  3527. case RA_COBALTTRAP:
  3528. case RA_MAIZETRAP:
  3529. case RA_VERDURETRAP:
  3530. case RA_FIRINGTRAP:
  3531. case RA_ICEBOUNDTRAP:
  3532. case SC_DIMENSIONDOOR:
  3533. case SC_BLOODYLUST:
  3534. case NPC_REVERBERATION:
  3535. case GN_THORNS_TRAP:
  3536. case RL_B_TRAP:
  3537. case SC_ESCAPE:
  3538. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3539. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3540. return 0;
  3541. break;
  3542. default: //Avoid stacking with same kind of trap. [Skotlex]
  3543. if (g_skill_id != skill_id)
  3544. return 0;
  3545. break;
  3546. }
  3547. return 1;
  3548. }
  3549. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3550. {
  3551. //Non players do not check for the skill's splash-trigger area.
  3552. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3553. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3554. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3555. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3556. return 0;
  3557. }
  3558. range += layout_type;
  3559. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3560. }
  3561. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3562. {
  3563. uint16 skill_id;
  3564. if(bl->prev == NULL)
  3565. return 0;
  3566. skill_id = va_arg(ap,int);
  3567. if( status_isdead(bl) && skill_id != AL_WARP )
  3568. return 0;
  3569. #ifndef RENEWAL
  3570. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3571. return 0;
  3572. #endif
  3573. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3574. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3575. return 1;
  3576. }
  3577. /**
  3578. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3579. * @param bl Object that casted skill
  3580. * @param x Position x of the target
  3581. * @param y Position y of the target
  3582. * @param skill_id The casted skill
  3583. * @param skill_lv The skill Lv
  3584. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3585. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3586. */
  3587. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3588. {
  3589. int range = 0, type;
  3590. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3591. if (isNearNPC)
  3592. range = skill_get_splash(skill_id,skill_lv);
  3593. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3594. if (!isNearNPC || !range) {
  3595. switch (skill_id) { // to be expanded later
  3596. case WZ_ICEWALL:
  3597. range = 2;
  3598. break;
  3599. case SC_MANHOLE:
  3600. range = 0;
  3601. break;
  3602. default: {
  3603. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3604. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3605. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3606. return 0;
  3607. }
  3608. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3609. }
  3610. break;
  3611. }
  3612. }
  3613. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3614. //Check the additional range [Cydh]
  3615. if (isNearNPC && skill_npc_range > 0)
  3616. range += skill_npc_range;
  3617. if (!isNearNPC) { //Doesn't check the NPC range
  3618. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3619. if (bl->type&battle_config.skill_nofootset)
  3620. type = BL_CHAR;
  3621. else if(bl->type == BL_MOB)
  3622. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3623. else
  3624. return 0; //Don't check
  3625. } else
  3626. type = BL_NPC;
  3627. return (!isNearNPC) ?
  3628. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3629. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3630. //isNearNPC is used to check range from NPC
  3631. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3632. }
  3633. /*==========================================
  3634. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3635. * Flag:
  3636. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3637. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3638. *------------------------------------------*/
  3639. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3640. {
  3641. struct status_data *status;
  3642. struct map_session_data *sd = NULL;
  3643. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3644. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3645. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3646. nullpo_retr(0, bl);
  3647. switch( bl->type )
  3648. {
  3649. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3650. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3651. }
  3652. status = status_get_status_data(bl);
  3653. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3654. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3655. if (skill == nullptr)
  3656. return 0;
  3657. // Requirements
  3658. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3659. {
  3660. itemid[i] = skill->require.itemid[i];
  3661. amount[i] = skill->require.amount[i];
  3662. }
  3663. hp = skill->require.hp[skill_lv - 1];
  3664. sp = skill->require.sp[skill_lv - 1];
  3665. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3666. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3667. state = skill->require.state;
  3668. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3669. hp += (status->max_hp * mhp) / 100;
  3670. if( hp_rate > 0 )
  3671. hp += (status->hp * hp_rate) / 100;
  3672. else
  3673. hp += (status->max_hp * (-hp_rate)) / 100;
  3674. if( sp_rate > 0 )
  3675. sp += (status->sp * sp_rate) / 100;
  3676. else
  3677. sp += (status->max_sp * (-sp_rate)) / 100;
  3678. if( !(type&2) )
  3679. {
  3680. if( hp > 0 && status->hp <= (unsigned int)hp )
  3681. {
  3682. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3683. return 0;
  3684. }
  3685. if( sp > 0 && status->sp <= (unsigned int)sp )
  3686. {
  3687. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3688. return 0;
  3689. }
  3690. }
  3691. if( !type )
  3692. switch( state )
  3693. {
  3694. case ST_MOVE_ENABLE:
  3695. if( !unit_can_move(bl) )
  3696. {
  3697. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3698. return 0;
  3699. }
  3700. break;
  3701. }
  3702. if( !(type&1) )
  3703. return 1;
  3704. // Check item existences
  3705. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3706. {
  3707. index[i] = -1;
  3708. if( itemid[i] == 0 ) continue; // No item
  3709. index[i] = pc_search_inventory(sd, itemid[i]);
  3710. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3711. {
  3712. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3713. return 0;
  3714. }
  3715. }
  3716. // Consume items
  3717. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3718. {
  3719. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3720. }
  3721. if( type&2 )
  3722. return 1;
  3723. if( sp || hp )
  3724. status_zap(bl, hp, sp);
  3725. return 1;
  3726. }
  3727. /*==========================================
  3728. *
  3729. *------------------------------------------*/
  3730. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3731. {
  3732. switch (skill_id) {
  3733. case RL_QD_SHOT:
  3734. {
  3735. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3736. struct unit_data *ud = unit_bl2ud(src);
  3737. if (ud && ud->target == target->id)
  3738. return 1;
  3739. }
  3740. }
  3741. }
  3742. return 1;
  3743. }
  3744. /*==========================================
  3745. *
  3746. *------------------------------------------*/
  3747. static TIMER_FUNC(skill_timerskill){
  3748. struct block_list *src = map_id2bl(id),*target;
  3749. struct unit_data *ud = unit_bl2ud(src);
  3750. struct skill_timerskill *skl;
  3751. struct skill_unit *unit = NULL;
  3752. int range;
  3753. nullpo_ret(src);
  3754. nullpo_ret(ud);
  3755. skl = ud->skilltimerskill[data];
  3756. nullpo_ret(skl);
  3757. ud->skilltimerskill[data] = NULL;
  3758. do {
  3759. if(src->prev == NULL)
  3760. break; // Source not on Map
  3761. if(skl->target_id) {
  3762. target = map_id2bl(skl->target_id);
  3763. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3764. target = src; //Required since it has to warp.
  3765. if (skl->skill_id == SR_SKYNETBLOW) {
  3766. skill_area_temp[1] = 0;
  3767. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3768. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3769. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3770. break;
  3771. }
  3772. if(target == NULL)
  3773. break; // Target offline?
  3774. if(target->prev == NULL)
  3775. break; // Target not on Map
  3776. if(src->m != target->m)
  3777. break; // Different Maps
  3778. if(status_isdead(src)) {
  3779. switch(skl->skill_id) {
  3780. case WL_CHAINLIGHTNING_ATK:
  3781. case WL_TETRAVORTEX_FIRE:
  3782. case WL_TETRAVORTEX_WATER:
  3783. case WL_TETRAVORTEX_WIND:
  3784. case WL_TETRAVORTEX_GROUND:
  3785. // For SR_FLASHCOMBO
  3786. case SR_DRAGONCOMBO:
  3787. case SR_FALLENEMPIRE:
  3788. case SR_TIGERCANNON:
  3789. case NPC_DANCINGBLADE_ATK:
  3790. if (src->type != BL_PC)
  3791. continue;
  3792. break; // Exceptions
  3793. default:
  3794. continue; // Caster is Dead
  3795. }
  3796. }
  3797. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3798. break;
  3799. switch(skl->skill_id) {
  3800. case KN_AUTOCOUNTER:
  3801. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3802. break;
  3803. case RG_INTIMIDATE:
  3804. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3805. short x,y;
  3806. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3807. if (target != src && !status_isdead(target))
  3808. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3809. }
  3810. break;
  3811. case BA_FROSTJOKER:
  3812. case DC_SCREAM:
  3813. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3814. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3815. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3816. break;
  3817. case PR_LEXDIVINA:
  3818. if (src->type == BL_MOB) {
  3819. // Monsters use the default duration when casting Lex Divina
  3820. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3821. break;
  3822. }
  3823. // Fall through
  3824. case PR_STRECOVERY:
  3825. case BS_HAMMERFALL:
  3826. case MER_LEXDIVINA:
  3827. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3828. break;
  3829. case WZ_WATERBALL:
  3830. {
  3831. //Get the next waterball cell to consume
  3832. struct s_skill_unit_layout *layout;
  3833. int i;
  3834. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3835. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3836. int ux = skl->x + layout->dx[i];
  3837. int uy = skl->y + layout->dy[i];
  3838. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3839. if (unit)
  3840. break;
  3841. }
  3842. } // Fall through
  3843. case WZ_JUPITEL:
  3844. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3845. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3846. // Apply canact delay here to prevent hacks (unlimited casting)
  3847. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3848. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3849. }
  3850. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3851. skill_delunit(unit); // Consume unit for next waterball
  3852. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3853. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3854. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3855. } else {
  3856. struct status_change *sc = status_get_sc(src);
  3857. if(sc) {
  3858. if(sc->data[SC_SPIRIT] &&
  3859. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3860. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3861. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3862. }
  3863. }
  3864. break;
  3865. case NPC_DANCINGBLADE_ATK:
  3866. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3867. if (skl->type < 4) {
  3868. struct block_list *nbl = NULL;
  3869. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  3870. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  3871. }
  3872. break;
  3873. case WL_CHAINLIGHTNING_ATK: {
  3874. #ifndef RENEWAL
  3875. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3876. #endif
  3877. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3878. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3879. { // Remaining Chains Hit
  3880. struct block_list *nbl = NULL; // Next Target of Chain
  3881. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3882. splash_target(src), target->id); // Search for a new Target around current one...
  3883. if( nbl == NULL )
  3884. skl->x++;
  3885. else
  3886. skl->x = 0;
  3887. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3888. }
  3889. }
  3890. break;
  3891. case WL_TETRAVORTEX_FIRE:
  3892. case WL_TETRAVORTEX_WATER:
  3893. case WL_TETRAVORTEX_WIND:
  3894. case WL_TETRAVORTEX_GROUND:
  3895. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3896. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3897. if (skl->type >= 3) { // Final Hit
  3898. if (!status_isdead(target)) { // Final Status Effect
  3899. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3900. applyeffects[4] = { 0, 0, 0, 0 },
  3901. i, j = 0, k = 0;
  3902. for(i = 1; i <= 8; i = i + i) {
  3903. if (skl->x&i) {
  3904. applyeffects[j] = effects[k];
  3905. j++;
  3906. }
  3907. k++;
  3908. }
  3909. if (j) {
  3910. i = applyeffects[rnd()%j];
  3911. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  3912. }
  3913. }
  3914. }
  3915. break;
  3916. case NPC_REVERBERATION_ATK:
  3917. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3918. break;
  3919. case NPC_FATALMENACE:
  3920. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3921. break;
  3922. case SR_WINDMILL:
  3923. if( target->type == BL_PC ) {
  3924. struct map_session_data *tsd = NULL;
  3925. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3926. pc_setsit(tsd);
  3927. skill_sit(tsd, true);
  3928. clif_sitting(&tsd->bl);
  3929. }
  3930. }
  3931. break;
  3932. case SR_KNUCKLEARROW:
  3933. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3934. break;
  3935. case CH_PALMSTRIKE:
  3936. {
  3937. struct status_change* tsc = status_get_sc(target);
  3938. struct status_change* sc = status_get_sc(src);
  3939. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3940. ( sc && sc->option&OPTION_HIDE ) ){
  3941. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3942. break;
  3943. }
  3944. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3945. break;
  3946. }
  3947. // For SR_FLASHCOMBO
  3948. case SR_DRAGONCOMBO:
  3949. case SR_FALLENEMPIRE:
  3950. case SR_TIGERCANNON:
  3951. if( src->type == BL_PC ) {
  3952. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3953. break;
  3954. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3955. }
  3956. break;
  3957. case SU_SV_ROOTTWIST_ATK: {
  3958. struct status_change *tsc = status_get_sc(target);
  3959. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3960. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3961. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3962. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3963. }
  3964. }
  3965. break;
  3966. case NPC_PULSESTRIKE2:
  3967. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3968. break;
  3969. default:
  3970. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3971. break;
  3972. }
  3973. }
  3974. else {
  3975. if(src->m != skl->map)
  3976. break;
  3977. switch( skl->skill_id )
  3978. {
  3979. case GN_CRAZYWEED_ATK:
  3980. {
  3981. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3982. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3983. }
  3984. case WL_EARTHSTRAIN:
  3985. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3986. break;
  3987. case RL_FIRE_RAIN: {
  3988. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3989. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3990. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3991. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3992. }
  3993. break;
  3994. case NPC_MAGMA_ERUPTION:
  3995. case NC_MAGMA_ERUPTION:
  3996. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3997. break;
  3998. }
  3999. }
  4000. } while (0);
  4001. //Free skl now that it is no longer needed.
  4002. ers_free(skill_timer_ers, skl);
  4003. return 0;
  4004. }
  4005. /*==========================================
  4006. *
  4007. *------------------------------------------*/
  4008. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4009. {
  4010. int i;
  4011. struct unit_data *ud;
  4012. nullpo_retr(1, src);
  4013. if (src->prev == NULL)
  4014. return 0;
  4015. ud = unit_bl2ud(src);
  4016. nullpo_retr(1, ud);
  4017. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4018. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4019. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4020. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4021. ud->skilltimerskill[i]->src_id = src->id;
  4022. ud->skilltimerskill[i]->target_id = target;
  4023. ud->skilltimerskill[i]->skill_id = skill_id;
  4024. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4025. ud->skilltimerskill[i]->map = src->m;
  4026. ud->skilltimerskill[i]->x = x;
  4027. ud->skilltimerskill[i]->y = y;
  4028. ud->skilltimerskill[i]->type = type;
  4029. ud->skilltimerskill[i]->flag = flag;
  4030. return 0;
  4031. }
  4032. /*==========================================
  4033. *
  4034. *------------------------------------------*/
  4035. int skill_cleartimerskill (struct block_list *src)
  4036. {
  4037. int i;
  4038. struct unit_data *ud;
  4039. nullpo_ret(src);
  4040. ud = unit_bl2ud(src);
  4041. nullpo_ret(ud);
  4042. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4043. if(ud->skilltimerskill[i]) {
  4044. switch(ud->skilltimerskill[i]->skill_id) {
  4045. case WL_TETRAVORTEX_FIRE:
  4046. case WL_TETRAVORTEX_WATER:
  4047. case WL_TETRAVORTEX_WIND:
  4048. case WL_TETRAVORTEX_GROUND:
  4049. // For SR_FLASHCOMBO
  4050. case SR_DRAGONCOMBO:
  4051. case SR_FALLENEMPIRE:
  4052. case SR_TIGERCANNON:
  4053. if (src->type != BL_PC)
  4054. break;
  4055. continue;
  4056. }
  4057. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4058. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4059. ud->skilltimerskill[i]=NULL;
  4060. }
  4061. }
  4062. return 1;
  4063. }
  4064. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4065. skill_unit *su = (skill_unit*)bl;
  4066. nullpo_ret(su);
  4067. if (bl->type != BL_SKILL)
  4068. return 0;
  4069. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4070. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4071. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4072. su->limit = DIFF_TICK(gettick(), sg->tick);
  4073. sg->unit_id = UNT_USED_TRAPS;
  4074. }
  4075. return 1;
  4076. }
  4077. /**
  4078. * Reveal hidden trap
  4079. **/
  4080. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4081. {
  4082. TBL_SKILL *su = (TBL_SKILL*)bl;
  4083. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4084. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4085. //clif_changetraplook(bl, su->group->unit_id);
  4086. su->hidden = false;
  4087. skill_getareachar_skillunit_visibilty(su, AREA);
  4088. return 1;
  4089. }
  4090. return 0;
  4091. }
  4092. /**
  4093. * Attempt to reveal trap in area
  4094. * @param src Skill caster
  4095. * @param range Affected range
  4096. * @param x
  4097. * @param y
  4098. * TODO: Remove hardcode usages for this function
  4099. **/
  4100. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4101. if (!battle_config.traps_setting)
  4102. return;
  4103. nullpo_retv(src);
  4104. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4105. }
  4106. /*========================================== [Playtester]
  4107. * Process tarot card's effects
  4108. * @param src: Source of the tarot card effect
  4109. * @param target: Target of the tartor card effect
  4110. * @param skill_id: ID of the skill used
  4111. * @param skill_lv: Level of the skill used
  4112. * @param tick: Processing tick time
  4113. * @return Card number
  4114. *------------------------------------------*/
  4115. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4116. {
  4117. int card = 0;
  4118. if (battle_config.tarotcard_equal_chance) {
  4119. //eAthena equal chances
  4120. card = rnd() % 14 + 1;
  4121. }
  4122. else {
  4123. //Official chances
  4124. int rate = rnd() % 100;
  4125. if (rate < 10) card = 1; // THE FOOL
  4126. else if (rate < 20) card = 2; // THE MAGICIAN
  4127. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4128. else if (rate < 37) card = 4; // THE CHARIOT
  4129. else if (rate < 47) card = 5; // STRENGTH
  4130. else if (rate < 62) card = 6; // THE LOVERS
  4131. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4132. else if (rate < 69) card = 8; // THE HANGED MAN
  4133. else if (rate < 74) card = 9; // DEATH
  4134. else if (rate < 82) card = 10; // TEMPERANCE
  4135. else if (rate < 83) card = 11; // THE DEVIL
  4136. else if (rate < 85) card = 12; // THE TOWER
  4137. else if (rate < 90) card = 13; // THE STAR
  4138. else card = 14; // THE SUN
  4139. }
  4140. switch (card) {
  4141. case 1: // THE FOOL - heals SP to 0
  4142. {
  4143. status_percent_damage(src, target, 0, 100, false);
  4144. break;
  4145. }
  4146. case 2: // THE MAGICIAN - matk halved
  4147. {
  4148. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4149. break;
  4150. }
  4151. case 3: // THE HIGH PRIESTESS - all buffs removed
  4152. {
  4153. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4154. break;
  4155. }
  4156. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4157. {
  4158. status_fix_damage(src, target, 1000, 0, skill_id);
  4159. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4160. if (!status_isdead(target))
  4161. {
  4162. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4163. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4164. }
  4165. break;
  4166. }
  4167. case 5: // STRENGTH - atk halved
  4168. {
  4169. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4170. break;
  4171. }
  4172. case 6: // THE LOVERS - 2000HP heal, random teleported
  4173. {
  4174. status_heal(target, 2000, 0, 0);
  4175. if (!map_flag_vs(target->m))
  4176. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4177. break;
  4178. }
  4179. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4180. {
  4181. // Recursive call
  4182. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4183. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4184. break;
  4185. }
  4186. case 8: // THE HANGED MAN - stop, freeze or stoned
  4187. {
  4188. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4189. uint8 rand_eff = rnd() % 3;
  4190. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4191. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4192. break;
  4193. }
  4194. case 9: // DEATH - curse, coma and poison
  4195. {
  4196. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4197. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4198. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4199. break;
  4200. }
  4201. case 10: // TEMPERANCE - confusion
  4202. {
  4203. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4204. break;
  4205. }
  4206. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4207. {
  4208. status_fix_damage(src, target, 6666, 0, skill_id);
  4209. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4210. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4211. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4212. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4213. break;
  4214. }
  4215. case 12: // THE TOWER - 4444 damage
  4216. {
  4217. status_fix_damage(src, target, 4444, 0, skill_id);
  4218. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4219. break;
  4220. }
  4221. case 13: // THE STAR - stun
  4222. {
  4223. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4224. break;
  4225. }
  4226. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4227. {
  4228. #ifdef RENEWAL
  4229. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4230. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4231. #endif
  4232. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4233. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4234. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4235. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4236. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4237. return 14; //To make sure a valid number is returned
  4238. }
  4239. }
  4240. return card;
  4241. }
  4242. /*==========================================
  4243. *
  4244. *
  4245. *------------------------------------------*/
  4246. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4247. {
  4248. struct map_session_data *sd = NULL;
  4249. struct status_data *tstatus;
  4250. struct status_change *sc, *tsc;
  4251. if (skill_id > 0 && !skill_lv) return 0;
  4252. nullpo_retr(1, src);
  4253. nullpo_retr(1, bl);
  4254. if (src->m != bl->m)
  4255. return 1;
  4256. if (bl->prev == NULL)
  4257. return 1;
  4258. sd = BL_CAST(BL_PC, src);
  4259. if (status_isdead(bl))
  4260. return 1;
  4261. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4262. { //GTB makes all targetted magic display miss with a single bolt.
  4263. sc_type sct = status_skill2sc(skill_id);
  4264. if(sct != SC_NONE)
  4265. status_change_end(bl, sct, INVALID_TIMER);
  4266. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4267. return 1;
  4268. }
  4269. sc = status_get_sc(src);
  4270. tsc = status_get_sc(bl);
  4271. if (sc && !sc->count)
  4272. sc = NULL; //Unneeded
  4273. if (tsc && !tsc->count)
  4274. tsc = NULL;
  4275. tstatus = status_get_status_data(bl);
  4276. map_freeblock_lock();
  4277. switch(skill_id) {
  4278. case MER_CRASH:
  4279. case SM_BASH:
  4280. case MS_BASH:
  4281. case MC_MAMMONITE:
  4282. case TF_DOUBLE:
  4283. case AC_DOUBLE:
  4284. case MA_DOUBLE:
  4285. case AS_SONICBLOW:
  4286. case KN_PIERCE:
  4287. case ML_PIERCE:
  4288. case KN_SPEARBOOMERANG:
  4289. case TF_POISON:
  4290. case TF_SPRINKLESAND:
  4291. case AC_CHARGEARROW:
  4292. case MA_CHARGEARROW:
  4293. case RG_INTIMIDATE:
  4294. case AM_ACIDTERROR:
  4295. case BA_MUSICALSTRIKE:
  4296. case DC_THROWARROW:
  4297. case BA_DISSONANCE:
  4298. case CR_HOLYCROSS:
  4299. case NPC_DARKCROSS:
  4300. case CR_SHIELDCHARGE:
  4301. case CR_SHIELDBOOMERANG:
  4302. case NPC_PIERCINGATT:
  4303. case NPC_MENTALBREAKER:
  4304. case NPC_RANGEATTACK:
  4305. case NPC_CRITICALSLASH:
  4306. case NPC_COMBOATTACK:
  4307. case NPC_GUIDEDATTACK:
  4308. case NPC_POISON:
  4309. case NPC_RANDOMATTACK:
  4310. case NPC_WATERATTACK:
  4311. case NPC_GROUNDATTACK:
  4312. case NPC_FIREATTACK:
  4313. case NPC_WINDATTACK:
  4314. case NPC_POISONATTACK:
  4315. case NPC_HOLYATTACK:
  4316. case NPC_DARKNESSATTACK:
  4317. case NPC_TELEKINESISATTACK:
  4318. case NPC_UNDEADATTACK:
  4319. case NPC_ARMORBRAKE:
  4320. case NPC_WEAPONBRAKER:
  4321. case NPC_HELMBRAKE:
  4322. case NPC_SHIELDBRAKE:
  4323. case NPC_BLINDATTACK:
  4324. case NPC_SILENCEATTACK:
  4325. case NPC_STUNATTACK:
  4326. case NPC_PETRIFYATTACK:
  4327. case NPC_CURSEATTACK:
  4328. case NPC_SLEEPATTACK:
  4329. #ifdef RENEWAL
  4330. case CR_ACIDDEMONSTRATION:
  4331. #endif
  4332. case LK_AURABLADE:
  4333. case LK_SPIRALPIERCE:
  4334. case ML_SPIRALPIERCE:
  4335. case CG_ARROWVULCAN:
  4336. case HW_MAGICCRASHER:
  4337. case ITM_TOMAHAWK:
  4338. case CH_CHAINCRUSH:
  4339. case CH_TIGERFIST:
  4340. case PA_SHIELDCHAIN: // Shield Chain
  4341. case PA_SACRIFICE:
  4342. case WS_CARTTERMINATION: // Cart Termination
  4343. case AS_VENOMKNIFE:
  4344. case HT_PHANTASMIC:
  4345. case TK_DOWNKICK:
  4346. case TK_COUNTER:
  4347. case GS_CHAINACTION:
  4348. case GS_TRIPLEACTION:
  4349. #ifndef RENEWAL
  4350. case GS_MAGICALBULLET:
  4351. #endif
  4352. case GS_TRACKING:
  4353. case GS_PIERCINGSHOT:
  4354. case GS_RAPIDSHOWER:
  4355. case GS_DUST:
  4356. case GS_DISARM: // Added disarm. [Reddozen]
  4357. case GS_FULLBUSTER:
  4358. case NJ_SYURIKEN:
  4359. case NJ_KUNAI:
  4360. case ASC_BREAKER:
  4361. case HFLI_MOON: //[orn]
  4362. case HFLI_SBR44: //[orn]
  4363. case NPC_BLEEDING:
  4364. case NPC_CRITICALWOUND:
  4365. case NPC_HELLPOWER:
  4366. case RK_SONICWAVE:
  4367. case AB_DUPLELIGHT_MELEE:
  4368. case RA_AIMEDBOLT:
  4369. case NC_BOOSTKNUCKLE:
  4370. case NC_PILEBUNKER:
  4371. case NC_AXEBOOMERANG:
  4372. case NC_POWERSWING:
  4373. case NPC_MAGMA_ERUPTION:
  4374. case NC_MAGMA_ERUPTION:
  4375. case GC_WEAPONCRUSH:
  4376. case GC_VENOMPRESSURE:
  4377. case SC_TRIANGLESHOT:
  4378. case SC_FEINTBOMB:
  4379. case LG_BANISHINGPOINT:
  4380. case LG_SHIELDPRESS:
  4381. case LG_RAGEBURST:
  4382. case LG_HESPERUSLIT:
  4383. case SR_DRAGONCOMBO:
  4384. case SR_FALLENEMPIRE:
  4385. case SR_CRESCENTELBOW_AUTOSPELL:
  4386. case SR_GATEOFHELL:
  4387. case SR_GENTLETOUCH_QUIET:
  4388. case WM_SEVERE_RAINSTORM_MELEE:
  4389. case WM_GREAT_ECHO:
  4390. case GN_SLINGITEM_RANGEMELEEATK:
  4391. case KO_SETSUDAN:
  4392. case RL_MASS_SPIRAL:
  4393. case RL_BANISHING_BUSTER:
  4394. case RL_SLUGSHOT:
  4395. case RL_AM_BLAST:
  4396. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4397. break;
  4398. case MO_TRIPLEATTACK:
  4399. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4400. break;
  4401. case LK_HEADCRUSH:
  4402. if (status_get_class_(bl) == CLASS_BOSS) {
  4403. if (sd)
  4404. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4405. break;
  4406. }
  4407. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4408. break;
  4409. case LK_JOINTBEAT:
  4410. flag = 1 << rnd() % 6;
  4411. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4412. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4413. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4414. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4415. break;
  4416. case MO_COMBOFINISH:
  4417. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4418. { //Becomes a splash attack when Soul Linked.
  4419. map_foreachinshootrange(skill_area_sub, bl,
  4420. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4421. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4422. skill_castend_damage_id);
  4423. } else
  4424. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4425. break;
  4426. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4427. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4428. skill_area_temp[1] = 0;
  4429. map_foreachinshootrange(skill_attack_area, src,
  4430. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4431. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4432. break;
  4433. case KN_CHARGEATK:
  4434. {
  4435. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4436. unsigned int dist = distance_bl(src, bl);
  4437. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4438. // teleport to target (if not on WoE grounds)
  4439. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4440. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4441. // cause damage and knockback if the path to target was a straight one
  4442. if (path) {
  4443. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4444. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4445. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4446. // make the caster look in the direction of the target
  4447. unit_setdir(src, (dir+4)%8);
  4448. }
  4449. }
  4450. break;
  4451. case NC_FLAMELAUNCHER:
  4452. skill_area_temp[1] = bl->id;
  4453. if (battle_config.skill_eightpath_algorithm) {
  4454. //Use official AoE algorithm
  4455. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4456. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4457. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4458. } else {
  4459. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4460. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4461. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4462. }
  4463. break;
  4464. #ifndef RENEWAL
  4465. case SN_SHARPSHOOTING:
  4466. flag |= 2; // Flag for specific mob damage formula
  4467. #endif
  4468. case MA_SHARPSHOOTING:
  4469. case NJ_KAMAITACHI:
  4470. case NPC_DARKPIERCING:
  4471. case NPC_ACIDBREATH:
  4472. case NPC_DARKNESSBREATH:
  4473. case NPC_FIREBREATH:
  4474. case NPC_ICEBREATH:
  4475. case NPC_THUNDERBREATH:
  4476. skill_area_temp[1] = bl->id;
  4477. if (battle_config.skill_eightpath_algorithm) {
  4478. //Use official AoE algorithm
  4479. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4480. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4481. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4482. #ifndef RENEWAL
  4483. if (skill_id == SN_SHARPSHOOTING)
  4484. flag &= ~2; // Only targets in the splash area are affected
  4485. #endif
  4486. //These skills hit at least the target if the AoE doesn't hit
  4487. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4488. }
  4489. } else {
  4490. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4491. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4492. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4493. }
  4494. break;
  4495. case MO_INVESTIGATE:
  4496. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4497. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4498. break;
  4499. case RG_BACKSTAP:
  4500. {
  4501. if (!check_distance_bl(src, bl, 0)) {
  4502. #ifdef RENEWAL
  4503. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4504. short x, y;
  4505. if (dir > 0 && dir < 4)
  4506. x = -1;
  4507. else if (dir > 4)
  4508. x = 1;
  4509. else
  4510. x = 0;
  4511. if (dir > 2 && dir < 6)
  4512. y = -1;
  4513. else if (dir == 7 || dir < 2)
  4514. y = 1;
  4515. else
  4516. y = 0;
  4517. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4518. #else
  4519. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4520. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4521. #endif
  4522. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4523. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4524. unit_setdir(bl,dir);
  4525. #ifdef RENEWAL
  4526. clif_blown(src);
  4527. #endif
  4528. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4529. }
  4530. else if (sd)
  4531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4532. }
  4533. }
  4534. break;
  4535. case MO_FINGEROFFENSIVE:
  4536. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4537. if (battle_config.finger_offensive_type && sd) {
  4538. for (int i = 1; i < sd->spiritball_old; i++)
  4539. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4540. }
  4541. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4542. break;
  4543. case MO_CHAINCOMBO:
  4544. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4545. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4546. break;
  4547. #ifndef RENEWAL
  4548. case NJ_ISSEN:
  4549. #endif
  4550. case MO_EXTREMITYFIST:
  4551. {
  4552. struct block_list *mbl = bl; // For NJ_ISSEN
  4553. short x, y, i = 2; // Move 2 cells (From target)
  4554. short dir = map_calc_dir(src,bl->x,bl->y);
  4555. #ifdef RENEWAL
  4556. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4557. flag |= 1; // Give +100% damage increase
  4558. #endif
  4559. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4560. if (skill_id == MO_EXTREMITYFIST) {
  4561. status_set_sp(src, 0, 0);
  4562. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4563. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4564. #ifdef RENEWAL
  4565. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4566. #endif
  4567. } else {
  4568. status_set_hp(src, 1, 0);
  4569. status_change_end(src, SC_NEN, INVALID_TIMER);
  4570. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4571. }
  4572. if (skill_id == MO_EXTREMITYFIST) {
  4573. mbl = src; // For MO_EXTREMITYFIST
  4574. i = 3; // Move 3 cells (From caster)
  4575. }
  4576. if (dir > 0 && dir < 4)
  4577. x = -i;
  4578. else if (dir > 4)
  4579. x = i;
  4580. else
  4581. x = 0;
  4582. if (dir > 2 && dir < 6)
  4583. y = -i;
  4584. else if (dir == 7 || dir < 2)
  4585. y = i;
  4586. else
  4587. y = 0;
  4588. // Ashura Strike still has slide effect in GVG
  4589. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4590. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4591. clif_blown(src);
  4592. clif_spiritball(src);
  4593. }
  4594. }
  4595. break;
  4596. case HT_POWER:
  4597. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4598. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4599. break;
  4600. case SU_PICKYPECK:
  4601. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4602. case SU_BITE:
  4603. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4604. break;
  4605. case SU_SVG_SPIRIT:
  4606. skill_area_temp[1] = bl->id;
  4607. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4608. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4609. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4610. break;
  4611. //Splash attack skills.
  4612. case AS_GRIMTOOTH:
  4613. case MC_CARTREVOLUTION:
  4614. case NPC_SPLASHATTACK:
  4615. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4616. case AS_SPLASHER:
  4617. case HT_BLITZBEAT:
  4618. case AC_SHOWER:
  4619. case MA_SHOWER:
  4620. case MG_NAPALMBEAT:
  4621. case MG_FIREBALL:
  4622. case RG_RAID:
  4623. #ifdef RENEWAL
  4624. case SN_SHARPSHOOTING:
  4625. #endif
  4626. case HW_NAPALMVULCAN:
  4627. case NJ_HUUMA:
  4628. case ASC_METEORASSAULT:
  4629. case GS_SPREADATTACK:
  4630. case NPC_PULSESTRIKE:
  4631. case NPC_PULSESTRIKE2:
  4632. case NPC_HELLJUDGEMENT:
  4633. case NPC_VAMPIRE_GIFT:
  4634. case NPC_MAXPAIN_ATK:
  4635. case NPC_JACKFROST:
  4636. case NPC_REVERBERATION_ATK:
  4637. case NPC_ARROWSTORM:
  4638. case NPC_IGNITIONBREAK:
  4639. case RK_IGNITIONBREAK:
  4640. case RK_HUNDREDSPEAR:
  4641. case AB_JUDEX:
  4642. case AB_ADORAMUS:
  4643. case WL_SOULEXPANSION:
  4644. case WL_CRIMSONROCK:
  4645. case WL_JACKFROST:
  4646. case RA_ARROWSTORM:
  4647. case RA_WUGDASH:
  4648. case NC_VULCANARM:
  4649. case NC_COLDSLOWER:
  4650. case NC_SELFDESTRUCTION:
  4651. case NC_AXETORNADO:
  4652. case GC_ROLLINGCUTTER:
  4653. case GC_COUNTERSLASH:
  4654. case LG_CANNONSPEAR:
  4655. case LG_OVERBRAND:
  4656. case LG_MOONSLASHER:
  4657. case LG_RAYOFGENESIS:
  4658. case NPC_RAYOFGENESIS:
  4659. case LG_EARTHDRIVE:
  4660. case SR_RAMPAGEBLASTER:
  4661. case SR_SKYNETBLOW:
  4662. case SR_WINDMILL:
  4663. case SR_RIDEINLIGHTNING:
  4664. case SO_VARETYR_SPEAR:
  4665. case SO_POISON_BUSTER:
  4666. case GN_CART_TORNADO:
  4667. case GN_CARTCANNON:
  4668. case GN_SPORE_EXPLOSION:
  4669. case GN_DEMONIC_FIRE:
  4670. case GN_FIRE_EXPANSION_ACID:
  4671. case GN_HELLS_PLANT_ATK:
  4672. case KO_HAPPOKUNAI:
  4673. case KO_HUUMARANKA:
  4674. case KO_MUCHANAGE:
  4675. case KO_BAKURETSU:
  4676. case GN_ILLUSIONDOPING:
  4677. case RL_FIREDANCE:
  4678. case RL_S_STORM:
  4679. case RL_R_TRIP:
  4680. case MH_XENO_SLASHER:
  4681. case NC_ARMSCANNON:
  4682. case SU_SCRATCH:
  4683. case SU_LUNATICCARROTBEAT:
  4684. case SU_LUNATICCARROTBEAT2:
  4685. case SJ_FULLMOONKICK:
  4686. case SJ_NEWMOONKICK:
  4687. case SJ_SOLARBURST:
  4688. case SJ_PROMINENCEKICK:
  4689. case SJ_STAREMPEROR:
  4690. case SJ_FALLINGSTAR_ATK2:
  4691. case SP_CURSEEXPLOSION:
  4692. case SP_SHA:
  4693. case SP_SWHOO:
  4694. if( flag&1 ) {//Recursive invocation
  4695. int sflag = skill_area_temp[0] & 0xFFF;
  4696. int heal = 0;
  4697. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4698. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4699. break; // Under Hovering characters are immune to select trap and ground target skills.
  4700. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4701. break; // No damage should happen if the target is on Land Protector
  4702. if( flag&SD_LEVEL )
  4703. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4704. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4705. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4706. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4707. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4708. break;
  4709. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4710. switch (skill_id) {
  4711. case NPC_VAMPIRE_GIFT:
  4712. if (heal > 0) {
  4713. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4714. status_heal(src, heal, 0, 0);
  4715. }
  4716. break;
  4717. #ifdef RENEWAL
  4718. case SN_SHARPSHOOTING:
  4719. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4720. break;
  4721. #endif
  4722. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  4723. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  4724. break;
  4725. }
  4726. } else {
  4727. int starget = BL_CHAR|BL_SKILL;
  4728. skill_area_temp[0] = 0;
  4729. skill_area_temp[1] = bl->id;
  4730. skill_area_temp[2] = 0;
  4731. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4732. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  4733. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  4734. break;
  4735. }
  4736. if (skill_id == SP_SWHOO)
  4737. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  4738. switch ( skill_id ) {
  4739. case LG_EARTHDRIVE:
  4740. case GN_CARTCANNON:
  4741. case SU_SCRATCH:
  4742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4743. break;
  4744. #ifdef RENEWAL
  4745. case NJ_HUUMA:
  4746. #endif
  4747. case LG_MOONSLASHER:
  4748. case MH_XENO_SLASHER:
  4749. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4750. break;
  4751. case NPC_REVERBERATION_ATK:
  4752. case NC_ARMSCANNON:
  4753. skill_area_temp[1] = 0;
  4754. starget = splash_target(src);
  4755. break;
  4756. case WL_CRIMSONROCK:
  4757. skill_area_temp[4] = bl->x;
  4758. skill_area_temp[5] = bl->y;
  4759. break;
  4760. case SU_LUNATICCARROTBEAT:
  4761. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4762. skill_id = SU_LUNATICCARROTBEAT2;
  4763. break;
  4764. }
  4765. // if skill damage should be split among targets, count them
  4766. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4767. //special case: Venom Splasher uses a different range for searching than for splashing
  4768. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4769. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4770. // recursive invocation of skill_castend_damage_id() with flag|1
  4771. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4772. if (skill_id == RA_ARROWSTORM)
  4773. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4774. if( skill_id == AS_SPLASHER ) {
  4775. map_freeblock_unlock(); // Don't consume a second gemstone.
  4776. return 0;
  4777. }
  4778. }
  4779. break;
  4780. //Place units around target
  4781. case NJ_BAKUENRYU:
  4782. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4783. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4784. break;
  4785. case SM_MAGNUM:
  4786. case MS_MAGNUM:
  4787. if( flag&1 ) {
  4788. // For players, damage depends on distance, so add it to flag if it is > 1
  4789. // Cannot hit hidden targets
  4790. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4791. }
  4792. break;
  4793. #ifdef RENEWAL
  4794. case KN_BRANDISHSPEAR:
  4795. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4796. break;
  4797. #else
  4798. case KN_BRANDISHSPEAR:
  4799. #endif
  4800. case ML_BRANDISH:
  4801. //Coded apart for it needs the flag passed to the damage calculation.
  4802. if (skill_area_temp[1] != bl->id)
  4803. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4804. else
  4805. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4806. break;
  4807. #ifdef RENEWAL
  4808. case KN_BOWLINGBASH:
  4809. if (flag & 1) {
  4810. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  4811. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  4812. } else {
  4813. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4814. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4815. }
  4816. break;
  4817. #else
  4818. case KN_BOWLINGBASH:
  4819. #endif
  4820. case MS_BOWLINGBASH:
  4821. {
  4822. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4823. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4824. c = (skill_lv-(flag&0xFFF)+1)/2;
  4825. // Determine the Bowling Bash area depending on configuration
  4826. if (battle_config.bowling_bash_area == 0) {
  4827. // Gutter line system
  4828. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4829. if(min_x < 0) min_x = 0;
  4830. max_x = min_x + 39;
  4831. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4832. if(min_y < 0) min_y = 0;
  4833. max_y = min_y + 39;
  4834. } else if (battle_config.bowling_bash_area == 1) {
  4835. // Gutter line system without demi gutter bug
  4836. min_x = src->x - (src->x)%40;
  4837. max_x = min_x + 39;
  4838. min_y = src->y - (src->y)%40;
  4839. max_y = min_y + 39;
  4840. } else {
  4841. // Area around caster
  4842. min_x = src->x - battle_config.bowling_bash_area;
  4843. max_x = src->x + battle_config.bowling_bash_area;
  4844. min_y = src->y - battle_config.bowling_bash_area;
  4845. max_y = src->y + battle_config.bowling_bash_area;
  4846. }
  4847. // Initialization, break checks, direction
  4848. if((flag&0xFFF) > 0) {
  4849. // Ignore monsters outside area
  4850. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4851. break;
  4852. // Ignore monsters already in list
  4853. if(idb_exists(bowling_db, bl->id))
  4854. break;
  4855. // Random direction
  4856. dir = rnd()%8;
  4857. } else {
  4858. // Create an empty list of already hit targets
  4859. db_clear(bowling_db);
  4860. // Direction is walkpath
  4861. dir = (unit_getdir(src)+4)%8;
  4862. }
  4863. // Add current target to the list of already hit targets
  4864. idb_put(bowling_db, bl->id, bl);
  4865. // Keep moving target in direction square by square
  4866. tx = bl->x;
  4867. ty = bl->y;
  4868. for(i=0;i<c;i++) {
  4869. // Target coordinates (get changed even if knockback fails)
  4870. tx -= dirx[dir];
  4871. ty -= diry[dir];
  4872. // If target cell is a wall then break
  4873. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4874. break;
  4875. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4876. int count;
  4877. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4878. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4879. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4880. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4881. // Recursive call
  4882. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4883. // Self-collision
  4884. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4885. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  4886. break;
  4887. }
  4888. }
  4889. // Original hit or chain hit depending on flag
  4890. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4891. }
  4892. break;
  4893. case KN_SPEARSTAB:
  4894. if(flag&1) {
  4895. if (bl->id==skill_area_temp[1])
  4896. break;
  4897. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4898. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4899. } else {
  4900. int x=bl->x,y=bl->y,i,dir;
  4901. dir = map_calc_dir(bl,src->x,src->y);
  4902. skill_area_temp[1] = bl->id;
  4903. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4904. // all the enemies between the caster and the target are hit, as well as the target
  4905. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4906. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4907. for (i=0;i<4;i++) {
  4908. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4909. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4910. x += dirx[dir];
  4911. y += diry[dir];
  4912. }
  4913. }
  4914. break;
  4915. case TK_TURNKICK:
  4916. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4917. {
  4918. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4919. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4920. map_foreachinallrange(skill_area_sub,bl,
  4921. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4922. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4923. skill_castend_nodamage_id);
  4924. }
  4925. break;
  4926. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4927. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4928. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4929. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4930. break;
  4931. case PR_TURNUNDEAD:
  4932. case ALL_RESURRECTION:
  4933. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4934. break;
  4935. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4936. break;
  4937. case AL_HOLYLIGHT:
  4938. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4939. case MG_SOULSTRIKE:
  4940. case NPC_DARKSTRIKE:
  4941. case MG_COLDBOLT:
  4942. case MG_FIREBOLT:
  4943. case MG_LIGHTNINGBOLT:
  4944. case WZ_EARTHSPIKE:
  4945. case AL_HEAL:
  4946. case NPC_DARKTHUNDER:
  4947. case NPC_FIRESTORM:
  4948. case PR_ASPERSIO:
  4949. case MG_FROSTDIVER:
  4950. case WZ_SIGHTBLASTER:
  4951. case WZ_SIGHTRASHER:
  4952. #ifdef RENEWAL
  4953. case PA_PRESSURE:
  4954. #endif
  4955. case NJ_KOUENKA:
  4956. case NJ_HYOUSENSOU:
  4957. case NJ_HUUJIN:
  4958. case AB_HIGHNESSHEAL:
  4959. case AB_DUPLELIGHT_MAGIC:
  4960. case WM_METALICSOUND:
  4961. case KO_KAIHOU:
  4962. case MH_ERASER_CUTTER:
  4963. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4964. break;
  4965. case NPC_MAGICALATTACK:
  4966. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4967. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4968. break;
  4969. case HVAN_CAPRICE: //[blackhole89]
  4970. {
  4971. int ran=rnd()%4;
  4972. int sid = 0;
  4973. switch(ran)
  4974. {
  4975. case 0: sid=MG_COLDBOLT; break;
  4976. case 1: sid=MG_FIREBOLT; break;
  4977. case 2: sid=MG_LIGHTNINGBOLT; break;
  4978. case 3: sid=WZ_EARTHSPIKE; break;
  4979. }
  4980. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4981. }
  4982. break;
  4983. case WZ_WATERBALL:
  4984. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4985. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4986. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4987. break;
  4988. case WZ_JUPITEL:
  4989. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4990. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4991. break;
  4992. case PR_BENEDICTIO:
  4993. //Should attack undead and demons. [Skotlex]
  4994. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4995. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4996. break;
  4997. case SJ_NOVAEXPLOSING:
  4998. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4999. // We can end Dimension here since the cooldown code is processed before this point.
  5000. if (sc && sc->data[SC_DIMENSION])
  5001. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  5002. else // Dimension not active? Activate the 2 second skill block penalty.
  5003. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5004. break;
  5005. case SP_SOULEXPLOSION:
  5006. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5007. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5008. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5009. if (sd)
  5010. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5011. break;
  5012. }
  5013. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5014. break;
  5015. case SL_SMA:
  5016. status_change_end(src, SC_SMA, INVALID_TIMER);
  5017. case SL_STIN:
  5018. case SL_STUN:
  5019. case SP_SPA:
  5020. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5021. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5022. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5023. break;
  5024. }
  5025. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5026. break;
  5027. case NPC_DARKBREATH:
  5028. clif_emotion(src,ET_ANGER);
  5029. if (rnd() % 2 == 0)
  5030. break; // 50% chance
  5031. case SN_FALCONASSAULT:
  5032. #ifndef RENEWAL
  5033. case PA_PRESSURE:
  5034. case CR_ACIDDEMONSTRATION:
  5035. #endif
  5036. case TF_THROWSTONE:
  5037. case NPC_SMOKING:
  5038. case GS_FLING:
  5039. case NJ_ZENYNAGE:
  5040. case GN_THORNS_TRAP:
  5041. case RL_B_TRAP:
  5042. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5043. break;
  5044. #ifdef RENEWAL
  5045. case NJ_ISSEN: {
  5046. short x, y;
  5047. short dir = map_calc_dir(src, bl->x, bl->y);
  5048. // Move 2 cells (From target)
  5049. if (dir > 0 && dir < 4)
  5050. x = -2;
  5051. else if (dir > 4)
  5052. x = 2;
  5053. else
  5054. x = 0;
  5055. if (dir > 2 && dir < 6)
  5056. y = -2;
  5057. else if (dir == 7 || dir < 2)
  5058. y = 2;
  5059. else
  5060. y = 0;
  5061. // Doesn't have slide effect in GVG
  5062. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5063. clif_blown(src);
  5064. clif_spiritball(src);
  5065. }
  5066. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5067. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5068. status_change_end(src, SC_NEN, INVALID_TIMER);
  5069. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5070. }
  5071. break;
  5072. #endif
  5073. case RK_DRAGONBREATH_WATER:
  5074. case RK_DRAGONBREATH:
  5075. case NPC_DRAGONBREATH:
  5076. if( tsc && tsc->data[SC_HIDING] )
  5077. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5078. else {
  5079. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5080. }
  5081. break;
  5082. case NPC_SELFDESTRUCTION:
  5083. if( tsc && tsc->data[SC_HIDING] )
  5084. break;
  5085. case HVAN_EXPLOSION:
  5086. if (src != bl)
  5087. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5088. break;
  5089. // Celest
  5090. case PF_SOULBURN:
  5091. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5092. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5093. if (skill_lv == 5)
  5094. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5095. status_percent_damage(src, bl, 0, 100, false);
  5096. } else {
  5097. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5098. if (skill_lv == 5)
  5099. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5100. status_percent_damage(src, src, 0, 100, false);
  5101. }
  5102. break;
  5103. case NPC_BLOODDRAIN:
  5104. case NPC_ENERGYDRAIN:
  5105. {
  5106. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5107. src, src, bl, skill_id, skill_lv, tick, flag);
  5108. if (heal > 0){
  5109. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5110. status_heal(src, heal, 0, 0);
  5111. }
  5112. }
  5113. break;
  5114. case GS_BULLSEYE:
  5115. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5116. break;
  5117. case NJ_KASUMIKIRI:
  5118. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5119. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5120. break;
  5121. case NJ_KIRIKAGE:
  5122. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5123. { //You don't move on GVG grounds.
  5124. short x, y;
  5125. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5126. if (unit_movepos(src, x, y, 0, 0)) {
  5127. clif_blown(src);
  5128. }
  5129. }
  5130. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5131. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5132. break;
  5133. case RK_PHANTOMTHRUST:
  5134. case NPC_PHANTOMTHRUST:
  5135. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5136. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5137. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5138. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5139. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5140. break;
  5141. case RK_WINDCUTTER:
  5142. case RK_STORMBLAST:
  5143. if( flag&1 )
  5144. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5145. else {
  5146. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5147. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5148. }
  5149. break;
  5150. case GC_DARKILLUSION:
  5151. {
  5152. short x, y;
  5153. short dir = map_calc_dir(src,bl->x,bl->y);
  5154. if( dir > 0 && dir < 4) x = 2;
  5155. else if( dir > 4 ) x = -2;
  5156. else x = 0;
  5157. if( dir > 2 && dir < 6 ) y = 2;
  5158. else if( dir == 7 || dir < 2 ) y = -2;
  5159. else y = 0;
  5160. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5161. clif_blown(src);
  5162. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5163. if( rnd()%100 < 4 * skill_lv )
  5164. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5165. }
  5166. }
  5167. break;
  5168. case GC_CROSSRIPPERSLASHER:
  5169. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5171. else
  5172. {
  5173. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5174. }
  5175. break;
  5176. case GC_CROSSIMPACT:
  5177. if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
  5178. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
  5179. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5180. } else {
  5181. if (sd)
  5182. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5183. }
  5184. break;
  5185. case GC_PHANTOMMENACE:
  5186. if (flag&1) { // Only Hits Invisible Targets
  5187. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5188. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5189. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5190. }
  5191. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5192. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5193. }
  5194. break;
  5195. case GC_DARKCROW:
  5196. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5197. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5198. break;
  5199. case WL_DRAINLIFE:
  5200. {
  5201. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5202. int rate = 70 + 5 * skill_lv;
  5203. heal = heal * (5 + 5 * skill_lv) / 100;
  5204. if( bl->type == BL_SKILL )
  5205. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5206. if( heal && rnd()%100 < rate )
  5207. {
  5208. status_heal(src, heal, 0, 0);
  5209. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5210. }
  5211. }
  5212. break;
  5213. case WL_TETRAVORTEX_FIRE:
  5214. case WL_TETRAVORTEX_WATER:
  5215. case WL_TETRAVORTEX_WIND:
  5216. case WL_TETRAVORTEX_GROUND:
  5217. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5218. break;
  5219. case WL_TETRAVORTEX:
  5220. if (sd == nullptr) { // Monster usage
  5221. uint8 i = 0;
  5222. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5223. { WL_TETRAVORTEX_WIND, 4 },
  5224. { WL_TETRAVORTEX_WATER, 2 },
  5225. { WL_TETRAVORTEX_GROUND, 8 } };
  5226. for (const auto &skill : tetra_skills) {
  5227. if (skill_lv > 5) {
  5228. skill_area_temp[0] = i;
  5229. skill_area_temp[1] = skill[1];
  5230. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5231. } else
  5232. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5233. i++;
  5234. }
  5235. } else if (sc) { // No SC? No spheres
  5236. int i, k = 0;
  5237. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5238. status_change_end(src, SC_SPHERE_1, INVALID_TIMER);
  5239. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5240. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5241. continue;
  5242. uint16 subskill = 0;
  5243. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5244. case WLS_FIRE:
  5245. subskill = WL_TETRAVORTEX_FIRE;
  5246. k |= 1;
  5247. break;
  5248. case WLS_WIND:
  5249. subskill = WL_TETRAVORTEX_WIND;
  5250. k |= 4;
  5251. break;
  5252. case WLS_WATER:
  5253. subskill = WL_TETRAVORTEX_WATER;
  5254. k |= 2;
  5255. break;
  5256. case WLS_STONE:
  5257. subskill = WL_TETRAVORTEX_GROUND;
  5258. k |= 8;
  5259. break;
  5260. }
  5261. if (skill_lv > 5) {
  5262. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5263. skill_area_temp[1] = k;
  5264. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5265. } else
  5266. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5267. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5268. }
  5269. }
  5270. break;
  5271. case WL_RELEASE:
  5272. if (sc == nullptr)
  5273. break;
  5274. if (sd) {
  5275. int i;
  5276. #ifndef RENEWAL
  5277. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5278. #endif
  5279. if (skill_lv == 1) { // SpellBook
  5280. if (sc->data[SC_FREEZE_SP] == nullptr)
  5281. break;
  5282. bool found_spell = false;
  5283. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5284. if (sc->data[i] != nullptr) {
  5285. found_spell = true;
  5286. break;
  5287. }
  5288. }
  5289. if (!found_spell)
  5290. break;
  5291. // Now extract the data from the preserved spell
  5292. uint16 pres_skill_id = sc->data[i]->val1;
  5293. uint16 pres_skill_lv = sc->data[i]->val2;
  5294. uint16 point = sc->data[i]->val3;
  5295. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5296. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5297. sc->data[SC_FREEZE_SP]->val2 -= point;
  5298. else // Last spell to be released
  5299. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5300. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5301. break;
  5302. // Get the requirement for the preserved skill
  5303. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5304. switch( skill_get_casttype(pres_skill_id) )
  5305. {
  5306. case CAST_GROUND:
  5307. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5308. break;
  5309. case CAST_NODAMAGE:
  5310. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5311. break;
  5312. case CAST_DAMAGE:
  5313. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5314. break;
  5315. }
  5316. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5317. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5318. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5319. if( cooldown > 0 )
  5320. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5321. } else { // Summoned Balls
  5322. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5323. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5324. continue;
  5325. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5326. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5327. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->data[static_cast<sc_type>(i)]->val2, BF_MAGIC, flag | SD_LEVEL);
  5328. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Eliminate ball
  5329. }
  5330. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5331. }
  5332. }
  5333. break;
  5334. case WL_FROSTMISTY:
  5335. // Causes Freezing status through walls.
  5336. sc_start(src, bl, status_skill2sc(skill_id), 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5337. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5338. // Doesn't deal damage through non-shootable walls.
  5339. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5340. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5341. break;
  5342. case WL_HELLINFERNO:
  5343. if (flag & 1) {
  5344. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5345. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5346. } else {
  5347. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5348. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5349. }
  5350. break;
  5351. case RA_WUGSTRIKE:
  5352. if( sd && pc_isridingwug(sd) ){
  5353. short x[8]={0,-1,-1,-1,0,1,1,1};
  5354. short y[8]={1,1,0,-1,-1,-1,0,1};
  5355. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5356. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5357. clif_blown(src);
  5358. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5359. }
  5360. break;
  5361. }
  5362. case RA_WUGBITE:
  5363. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5364. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5365. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5366. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5367. break;
  5368. case RA_SENSITIVEKEEN:
  5369. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5370. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5371. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5372. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5373. }
  5374. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5375. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5376. } else {
  5377. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5378. std::shared_ptr<s_skill_unit_group> sg;
  5379. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5380. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5381. {
  5382. struct item item_tmp;
  5383. memset(&item_tmp,0,sizeof(item_tmp));
  5384. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5385. item_tmp.identify = 1;
  5386. if( item_tmp.nameid )
  5387. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5388. }
  5389. skill_delunit(su);
  5390. }
  5391. }
  5392. break;
  5393. case NC_INFRAREDSCAN:
  5394. if( flag&1 ) {
  5395. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5396. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5397. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5398. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5399. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5400. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5401. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5402. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5403. } else {
  5404. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5405. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5406. }
  5407. break;
  5408. case SC_FATALMENACE:
  5409. if( flag&1 )
  5410. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5411. else {
  5412. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5413. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5414. }
  5415. break;
  5416. case NPC_FATALMENACE: // todo should it teleport the target ?
  5417. if( flag&1 )
  5418. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5419. else {
  5420. short x, y;
  5421. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5422. // Destination area
  5423. skill_area_temp[4] = x;
  5424. skill_area_temp[5] = y;
  5425. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5426. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5427. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5428. }
  5429. break;
  5430. case LG_PINPOINTATTACK:
  5431. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5432. clif_blown(src);
  5433. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5434. break;
  5435. case SR_KNUCKLEARROW:
  5436. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5437. dir_ka = map_calc_dir(bl, src->x, src->y);
  5438. // Has slide effect
  5439. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5440. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5441. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5442. break;
  5443. case SR_HOWLINGOFLION:
  5444. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5445. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5446. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5447. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5448. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5449. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5450. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5451. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5452. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5453. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5454. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5455. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5456. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5457. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5458. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5459. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5460. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5461. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5462. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5463. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5464. break;
  5465. case SR_EARTHSHAKER:
  5466. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5467. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5468. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5469. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5470. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5471. } else {
  5472. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5473. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5474. }
  5475. break;
  5476. case SR_TIGERCANNON:
  5477. if (flag & 1) {
  5478. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5479. } else if (sd) {
  5480. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5481. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5482. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5483. }
  5484. break;
  5485. case WM_REVERBERATION:
  5486. if (flag & 1)
  5487. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5488. else {
  5489. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5490. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5491. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5492. }
  5493. break;
  5494. case NPC_POISON_BUSTER:
  5495. if( tsc && tsc->data[SC_POISON] ) {
  5496. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5497. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5498. }
  5499. else if( sd )
  5500. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5501. break;
  5502. case KO_JYUMONJIKIRI: {
  5503. short x, y;
  5504. short dir = map_calc_dir(src,bl->x,bl->y);
  5505. if (dir > 0 && dir < 4)
  5506. x = 2;
  5507. else if (dir > 4)
  5508. x = -2;
  5509. else
  5510. x = 0;
  5511. if (dir > 2 && dir < 6)
  5512. y = 2;
  5513. else if (dir == 7 || dir < 2)
  5514. y = -2;
  5515. else
  5516. y = 0;
  5517. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5518. clif_blown(src);
  5519. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5520. }
  5521. }
  5522. break;
  5523. case EL_FIRE_BOMB:
  5524. case EL_FIRE_WAVE:
  5525. case EL_WATER_SCREW:
  5526. case EL_HURRICANE:
  5527. case EL_TYPOON_MIS:
  5528. if( flag&1 )
  5529. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5530. else {
  5531. int i = skill_get_splash(skill_id,skill_lv);
  5532. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5533. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5534. if( rnd()%100 < 30 )
  5535. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5536. else
  5537. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5538. }
  5539. break;
  5540. case EL_ROCK_CRUSHER:
  5541. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5542. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5543. if( rnd()%100 < 50 )
  5544. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5545. else
  5546. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5547. break;
  5548. case EL_STONE_RAIN:
  5549. if( flag&1 )
  5550. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5551. else {
  5552. int i = skill_get_splash(skill_id,skill_lv);
  5553. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5554. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5555. if( rnd()%100 < 30 )
  5556. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5557. else
  5558. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5559. }
  5560. break;
  5561. case EL_FIRE_ARROW:
  5562. case EL_ICE_NEEDLE:
  5563. case EL_WIND_SLASH:
  5564. case EL_STONE_HAMMER:
  5565. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5566. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5567. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5568. break;
  5569. case EL_TIDAL_WEAPON:
  5570. if( src->type == BL_ELEM ) {
  5571. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  5572. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5573. sc_type type = status_skill2sc(skill_id), type2;
  5574. type2 = static_cast<sc_type>(type - 1);
  5575. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5576. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5577. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5578. elemental_clean_single_effect(ele, skill_id);
  5579. }
  5580. if( rnd()%100 < 50 )
  5581. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5582. else {
  5583. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5584. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5585. }
  5586. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5587. }
  5588. break;
  5589. //recursive homon skill
  5590. case MH_MAGMA_FLOW:
  5591. case MH_HEILIGE_STANGE:
  5592. if(flag&1){
  5593. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5594. break;//chance to not trigger atk for magma
  5595. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5596. }
  5597. else
  5598. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5599. break;
  5600. case MH_STAHL_HORN:
  5601. case MH_NEEDLE_OF_PARALYZE:
  5602. case MH_SONIC_CRAW:
  5603. case MH_MIDNIGHT_FRENZY:
  5604. case MH_SILVERVEIN_RUSH:
  5605. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5606. break;
  5607. case MH_TINDER_BREAKER:
  5608. case MH_CBC:
  5609. case MH_EQC:
  5610. {
  5611. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5612. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5613. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5614. clif_blown(src);
  5615. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5616. }
  5617. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5618. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5619. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5620. }
  5621. break;
  5622. case RL_H_MINE:
  5623. if (!(flag&1)) {
  5624. // Direct attack
  5625. if (!sd || !sd->flicker) {
  5626. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5627. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5628. break;
  5629. }
  5630. // Triggered by RL_FLICKER
  5631. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5632. // Splash damage around it!
  5633. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5634. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5635. flag |= 1; // Don't consume requirement
  5636. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5637. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5638. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5639. }
  5640. }
  5641. else
  5642. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5643. if (sd && sd->flicker)
  5644. flag |= 1; // Don't consume requirement
  5645. break;
  5646. case RL_QD_SHOT:
  5647. if (skill_area_temp[1] == bl->id)
  5648. break;
  5649. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  5650. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5651. break;
  5652. case RL_D_TAIL:
  5653. case RL_HAMMER_OF_GOD:
  5654. if (flag&1)
  5655. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5656. else {
  5657. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  5658. int i;
  5659. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  5660. if (i < MAX_SKILL_CRIMSON_MARKER)
  5661. flag |= 8;
  5662. }
  5663. if (skill_id == RL_HAMMER_OF_GOD)
  5664. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  5665. else
  5666. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5667. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5668. }
  5669. break;
  5670. case SU_SCAROFTAROU:
  5671. case SU_SV_STEMSPEAR:
  5672. if (skill_id == SU_SCAROFTAROU)
  5673. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5674. else {
  5675. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5676. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5677. }
  5678. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5679. break;
  5680. case 0:/* no skill - basic/normal attack */
  5681. if(sd) {
  5682. if (flag & 3){
  5683. if (bl->id != skill_area_temp[1])
  5684. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5685. } else {
  5686. skill_area_temp[1] = bl->id;
  5687. map_foreachinallrange(skill_area_sub, bl,
  5688. sd->bonus.splash_range, BL_CHAR,
  5689. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5690. skill_castend_damage_id);
  5691. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5692. }
  5693. }
  5694. break;
  5695. case SJ_FALLINGSTAR_ATK:
  5696. if (sd) { // If a player used the skill it will search for targets marked by that player.
  5697. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  5698. int8 i = 0;
  5699. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5700. if (i < MAX_STELLAR_MARKS) {
  5701. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5702. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5703. }
  5704. }
  5705. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  5706. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  5707. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5708. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5709. }
  5710. break;
  5711. case SJ_FLASHKICK: {
  5712. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  5713. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  5714. // Only players and monsters can be tagged....I think??? [Rytech]
  5715. // Lets only allow players and monsters to use this skill for safety reasons.
  5716. if ((!tsd && !tmd) || !sd && !md) {
  5717. if (sd)
  5718. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5719. break;
  5720. }
  5721. // Check if the target is already tagged by another source.
  5722. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  5723. // Can't tag a player that was already tagged from another source.
  5724. if (sd)
  5725. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  5726. map_freeblock_unlock();
  5727. return 1;
  5728. }
  5729. if (sd) { // Tagging the target.
  5730. int i;
  5731. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5732. if (i == MAX_STELLAR_MARKS) {
  5733. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  5734. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  5735. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5736. map_freeblock_unlock();
  5737. return 1;
  5738. }
  5739. }
  5740. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  5741. // Note: Not sure if it works like this in official but you can't mark on something you can't
  5742. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  5743. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  5744. sd->stellar_mark[i] = bl->id;
  5745. // Val4 flags if the status was applied by a player or a monster.
  5746. // This will be important for other skills that work together with this one.
  5747. // 1 = Player, 2 = Monster.
  5748. // Note: Because the attacker's ID and the slot number is handled here, we have to
  5749. // apply the status here. We can't pass this data to skill_additional_effect.
  5750. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  5751. }
  5752. } else if (md) { // Monsters can't track with this skill. Just give the status.
  5753. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  5754. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  5755. }
  5756. }
  5757. break;
  5758. case NPC_VENOMIMPRESS:
  5759. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  5760. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  5761. break;
  5762. default:
  5763. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5764. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5765. 0, abs(skill_get_num(skill_id, skill_lv)),
  5766. skill_id, skill_lv, skill_get_hit(skill_id));
  5767. map_freeblock_unlock();
  5768. return 1;
  5769. }
  5770. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5771. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5772. map_freeblock_unlock();
  5773. if( sd && !(flag&1) )
  5774. {// ensure that the skill last-cast tick is recorded
  5775. sd->canskill_tick = gettick();
  5776. if( sd->state.arrow_atk )
  5777. {// consume arrow on last invocation to this skill.
  5778. battle_consume_ammo(sd, skill_id, skill_lv);
  5779. }
  5780. // perform skill requirement consumption
  5781. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5782. }
  5783. return 0;
  5784. }
  5785. /**
  5786. * Give a song's buff/debuff or damage to all targets around
  5787. * @param target: Target
  5788. * @param ap: Argument list
  5789. * @return 1 on success or 0 otherwise
  5790. */
  5791. static int skill_apply_songs(struct block_list* target, va_list ap)
  5792. {
  5793. int flag = va_arg(ap, int);
  5794. struct block_list* src = va_arg(ap, struct block_list*);
  5795. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  5796. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  5797. t_tick tick = va_arg(ap, t_tick);
  5798. if (flag & BCT_WOS && src == target)
  5799. return 0;
  5800. if (battle_check_target(src, target, flag) > 0) {
  5801. switch (skill_id) {
  5802. // Attack type songs
  5803. case BA_DISSONANCE:
  5804. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  5805. return 1;
  5806. case DC_UGLYDANCE:
  5807. case BD_LULLABY:
  5808. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  5809. default: // Buff/Debuff type songs
  5810. if (skill_id == CG_HERMODE && src->id != target->id)
  5811. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  5812. return sc_start(src, target, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5813. }
  5814. }
  5815. return 0;
  5816. }
  5817. /**
  5818. * Calculate a song's bonus values
  5819. * @param src: Caster
  5820. * @param skill_id: Song skill ID
  5821. * @param skill_lv: Song skill level
  5822. * @param tick: Timer tick
  5823. * @return Number of targets or 0 otherwise
  5824. */
  5825. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  5826. {
  5827. nullpo_ret(src);
  5828. if (src->type != BL_PC) {
  5829. ShowWarning("skill_castend_song: Expected player type for src!\n");
  5830. return 0;
  5831. }
  5832. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  5833. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  5834. return 0;
  5835. }
  5836. struct map_session_data* sd = BL_CAST(BL_PC, src);
  5837. int flag = BCT_PARTY;
  5838. switch (skill_id) {
  5839. case BD_ROKISWEIL:
  5840. flag = BCT_ENEMY | BCT_WOS;
  5841. break;
  5842. case BD_LULLABY:
  5843. case BD_ETERNALCHAOS:
  5844. case BA_DISSONANCE:
  5845. case DC_UGLYDANCE:
  5846. case DC_DONTFORGETME:
  5847. flag = BCT_ENEMY;
  5848. break;
  5849. case CG_HERMODE:
  5850. flag |= BCT_GUILD;
  5851. break;
  5852. }
  5853. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  5854. sd->skill_id_dance = skill_id;
  5855. sd->skill_lv_dance = skill_lv;
  5856. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  5857. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  5858. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  5859. }
  5860. /**
  5861. * Use no-damage skill from 'src' to 'bl
  5862. * @param src Caster
  5863. * @param bl Target of the skill, bl maybe same with src for self skill
  5864. * @param skill_id
  5865. * @param skill_lv
  5866. * @param tick
  5867. * @param flag Various value, &1: Recursive effect
  5868. **/
  5869. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5870. {
  5871. struct map_session_data *sd, *dstsd;
  5872. struct mob_data *md, *dstmd;
  5873. struct homun_data *hd;
  5874. s_mercenary_data *mer;
  5875. struct status_data *sstatus, *tstatus;
  5876. struct status_change *tsc;
  5877. struct status_change_entry *tsce;
  5878. int i = 0;
  5879. enum sc_type type;
  5880. if(skill_id > 0 && !skill_lv) return 0; // celest
  5881. nullpo_retr(1, src);
  5882. nullpo_retr(1, bl);
  5883. if (src->m != bl->m)
  5884. return 1;
  5885. sd = BL_CAST(BL_PC, src);
  5886. hd = BL_CAST(BL_HOM, src);
  5887. md = BL_CAST(BL_MOB, src);
  5888. mer = BL_CAST(BL_MER, src);
  5889. dstsd = BL_CAST(BL_PC, bl);
  5890. dstmd = BL_CAST(BL_MOB, bl);
  5891. if(bl->prev == NULL)
  5892. return 1;
  5893. if(status_isdead(src))
  5894. return 1;
  5895. if( src != bl && status_isdead(bl) ) {
  5896. switch( skill_id ) { // Skills that may be cast on dead targets
  5897. case NPC_WIDESOULDRAIN:
  5898. case PR_REDEMPTIO:
  5899. case ALL_RESURRECTION:
  5900. case WM_DEADHILLHERE:
  5901. case WE_ONEFOREVER:
  5902. break;
  5903. default:
  5904. return 1;
  5905. }
  5906. }
  5907. tstatus = status_get_status_data(bl);
  5908. sstatus = status_get_status_data(src);
  5909. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5910. switch (skill_id) {
  5911. case HLIF_HEAL: //[orn]
  5912. if (bl->type != BL_HOM) {
  5913. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5914. break ;
  5915. }
  5916. case AL_HEAL:
  5917. case ALL_RESURRECTION:
  5918. case PR_ASPERSIO:
  5919. case AB_HIGHNESSHEAL:
  5920. //Apparently only player casted skills can be offensive like this.
  5921. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5922. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5923. //Offensive heal does not works on non-enemies. [Skotlex]
  5924. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5925. return 0;
  5926. }
  5927. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5928. }
  5929. break;
  5930. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5931. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5932. case MH_STEINWAND: {
  5933. struct block_list *s_src = battle_get_master(src);
  5934. short ret = 0;
  5935. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5936. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5937. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5938. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5939. if (hd)
  5940. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5941. return ret;
  5942. }
  5943. break;
  5944. default:
  5945. //Skill is actually ground placed.
  5946. if (src == bl && skill_get_unit_id(skill_id))
  5947. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5948. }
  5949. type = status_skill2sc(skill_id);
  5950. tsc = status_get_sc(bl);
  5951. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5952. if (src!=bl && type > -1 &&
  5953. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  5954. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5955. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5956. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5957. map_freeblock_lock();
  5958. switch(skill_id)
  5959. {
  5960. case HLIF_HEAL: //[orn]
  5961. case AL_HEAL:
  5962. case AB_HIGHNESSHEAL:
  5963. {
  5964. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5965. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5966. heal = 0;
  5967. if( tsc && tsc->count ) {
  5968. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  5969. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5970. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5971. if (src == bl)
  5972. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5973. else {
  5974. bl = src;
  5975. dstsd = sd;
  5976. }
  5977. }
  5978. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5979. heal = 0; //Needed so that it actually displays 0 when healing.
  5980. }
  5981. if (skill_id == AL_HEAL)
  5982. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5983. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5984. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5985. heal = ~heal + 1;
  5986. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  5987. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5988. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5989. if (heal_get_jobexp <= 0)
  5990. heal_get_jobexp = 1;
  5991. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5992. }
  5993. }
  5994. break;
  5995. case PR_REDEMPTIO:
  5996. if (sd && !(flag&1)) {
  5997. if (sd->status.party_id == 0) {
  5998. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5999. break;
  6000. }
  6001. skill_area_temp[0] = 0;
  6002. party_foreachsamemap(skill_area_sub,
  6003. sd,skill_get_splash(skill_id, skill_lv),
  6004. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6005. skill_castend_nodamage_id);
  6006. if (skill_area_temp[0] == 0) {
  6007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6008. break;
  6009. }
  6010. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6011. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6012. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6013. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6014. }
  6015. status_set_hp(src, 1, 0);
  6016. status_set_sp(src, 0, 0);
  6017. break;
  6018. } else if (status_isdead(bl) && flag&1) { //Revive
  6019. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6020. skill_lv = 3; //Resurrection level 3 is used
  6021. } else //Invalid target, skip resurrection.
  6022. break;
  6023. case ALL_RESURRECTION:
  6024. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6025. { //No reviving in WoE grounds!
  6026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6027. break;
  6028. }
  6029. if (!status_isdead(bl))
  6030. break;
  6031. {
  6032. int per = 0, sper = 0;
  6033. if (tsc && tsc->data[SC_HELLPOWER]) {
  6034. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6035. break;
  6036. }
  6037. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6038. break;
  6039. switch(skill_lv){
  6040. case 1: per=10; break;
  6041. case 2: per=30; break;
  6042. case 3: per=50; break;
  6043. case 4: per=80; break;
  6044. }
  6045. if(dstsd && dstsd->special_state.restart_full_recover)
  6046. per = sper = 100;
  6047. if (status_revive(bl, per, sper))
  6048. {
  6049. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6050. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6051. {
  6052. t_exp exp = 0,jexp = 0;
  6053. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6054. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6055. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6056. if (exp < 1) exp = 1;
  6057. }
  6058. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6059. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6060. if (jexp < 1) jexp = 1;
  6061. }
  6062. if(exp > 0 || jexp > 0)
  6063. pc_gainexp (sd, bl, exp, jexp, 0);
  6064. }
  6065. }
  6066. }
  6067. break;
  6068. case AL_DECAGI:
  6069. case MER_DECAGI:
  6070. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6071. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6072. break;
  6073. case AL_CRUCIS:
  6074. if (flag&1)
  6075. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6076. else {
  6077. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6078. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6079. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6080. }
  6081. break;
  6082. case SP_SOULCURSE:
  6083. if (flag&1)
  6084. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6085. else {
  6086. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6087. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6088. }
  6089. break;
  6090. case PR_LEXDIVINA:
  6091. case MER_LEXDIVINA:
  6092. if (tsce)
  6093. status_change_end(bl, type, INVALID_TIMER);
  6094. else
  6095. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6096. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6097. break;
  6098. case SA_ABRACADABRA:
  6099. if (abra_db.empty()) {
  6100. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6101. break;
  6102. }
  6103. else {
  6104. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6105. do {
  6106. auto abra_spell = abra_db.random();
  6107. abra_skill_id = abra_spell->skill_id;
  6108. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6109. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6110. break;
  6111. }
  6112. } while (checked++ < checked_max);
  6113. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6114. if( sd )
  6115. {// player-casted
  6116. sd->state.abra_flag = 1;
  6117. sd->skillitem = abra_skill_id;
  6118. sd->skillitemlv = abra_skill_lv;
  6119. sd->skillitem_keep_requirement = false;
  6120. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6121. }
  6122. else
  6123. {// mob-casted
  6124. struct unit_data *ud = unit_bl2ud(src);
  6125. int inf = skill_get_inf(abra_skill_id);
  6126. if (!ud) break;
  6127. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6128. if (src->type == BL_PET)
  6129. bl = (struct block_list*)((TBL_PET*)src)->master;
  6130. if (!bl) bl = src;
  6131. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6132. } else { //Assume offensive skills
  6133. int target_id = 0;
  6134. if (ud->target)
  6135. target_id = ud->target;
  6136. else switch (src->type) {
  6137. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6138. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6139. }
  6140. if (!target_id)
  6141. break;
  6142. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6143. bl = map_id2bl(target_id);
  6144. if (!bl) bl = src;
  6145. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6146. } else
  6147. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6148. }
  6149. }
  6150. }
  6151. break;
  6152. case SA_COMA:
  6153. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6154. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6155. break;
  6156. case SA_FULLRECOVERY:
  6157. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6158. if (status_isimmune(bl))
  6159. break;
  6160. status_percent_heal(bl, 100, 100);
  6161. break;
  6162. case NPC_ALLHEAL:
  6163. {
  6164. int heal;
  6165. if( status_isimmune(bl) )
  6166. break;
  6167. heal = status_percent_heal(bl, 100, 0);
  6168. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6169. if( dstmd )
  6170. { // Reset Damage Logs
  6171. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6172. dstmd->tdmg = 0;
  6173. }
  6174. }
  6175. break;
  6176. case SA_SUMMONMONSTER:
  6177. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6178. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6179. break;
  6180. case SA_LEVELUP:
  6181. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6182. if (sd && pc_nextbaseexp(sd))
  6183. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6184. break;
  6185. case SA_INSTANTDEATH:
  6186. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6187. status_kill(src);
  6188. break;
  6189. case SA_QUESTION:
  6190. clif_emotion(src,ET_QUESTION);
  6191. case SA_GRAVITY:
  6192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6193. break;
  6194. case SA_CLASSCHANGE:
  6195. case SA_MONOCELL:
  6196. if (dstmd)
  6197. {
  6198. int class_;
  6199. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6201. break;
  6202. }
  6203. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6205. mob_class_change(dstmd,class_);
  6206. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6207. 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 };
  6208. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6209. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6210. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6211. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6212. }
  6213. }
  6214. break;
  6215. case SA_DEATH:
  6216. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6217. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6218. break;
  6219. }
  6220. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6221. status_kill(bl);
  6222. break;
  6223. case SA_REVERSEORCISH:
  6224. case ALL_REVERSEORCISH:
  6225. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6226. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6227. break;
  6228. case SA_FORTUNE:
  6229. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6230. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6231. break;
  6232. case SA_TAMINGMONSTER:
  6233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6234. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6235. pet_catch_process1(sd, dstmd->mob_id);
  6236. }
  6237. break;
  6238. case CR_PROVIDENCE:
  6239. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6240. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6241. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6242. map_freeblock_unlock();
  6243. return 1;
  6244. }
  6245. }
  6246. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6247. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6248. break;
  6249. case CG_MARIONETTE:
  6250. {
  6251. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
  6252. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6254. map_freeblock_unlock();
  6255. return 1;
  6256. }
  6257. status_change* sc = status_get_sc(src);
  6258. if( sc && tsc )
  6259. {
  6260. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6261. {
  6262. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6263. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6265. }
  6266. else
  6267. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6268. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6269. {
  6270. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6271. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6272. }
  6273. else
  6274. {
  6275. if( sd )
  6276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6277. map_freeblock_unlock();
  6278. return 1;
  6279. }
  6280. }
  6281. }
  6282. break;
  6283. case RG_CLOSECONFINE:
  6284. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6285. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6286. break;
  6287. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6288. case SA_FROSTWEAPON:
  6289. case SA_LIGHTNINGLOADER:
  6290. case SA_SEISMICWEAPON:
  6291. if (dstsd && dstsd->status.weapon == W_FIST) {
  6292. if (sd)
  6293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6294. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6295. break;
  6296. }
  6297. #ifdef RENEWAL
  6298. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6299. #else
  6300. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6301. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  6302. if (dstsd){
  6303. short index = dstsd->equip_index[EQI_HAND_R];
  6304. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6305. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6306. }
  6307. if (sd)
  6308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6309. }
  6310. #endif
  6311. break;
  6312. case PR_ASPERSIO:
  6313. if (sd && dstmd) {
  6314. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6315. break;
  6316. }
  6317. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6318. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6319. break;
  6320. case ITEM_ENCHANTARMS:
  6321. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6322. break;
  6323. case TK_SEVENWIND:
  6324. switch(skill_get_ele(skill_id,skill_lv)) {
  6325. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6326. case ELE_WIND : type = SC_WINDWEAPON; break;
  6327. case ELE_WATER : type = SC_WATERWEAPON; break;
  6328. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6329. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6330. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6331. case ELE_HOLY : type = SC_ASPERSIO; break;
  6332. }
  6333. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6334. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6335. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6336. break;
  6337. case PR_KYRIE:
  6338. case MER_KYRIE:
  6339. case SU_TUNAPARTY:
  6340. case SU_GROOMING:
  6341. case SU_CHATTERING:
  6342. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6343. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6344. break;
  6345. //Passive Magnum, should had been casted on yourself.
  6346. case SM_MAGNUM:
  6347. case MS_MAGNUM:
  6348. skill_area_temp[1] = 0;
  6349. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6350. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6351. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6352. // Initiate 20% of your damage becomes fire element.
  6353. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6354. break;
  6355. case TK_JUMPKICK:
  6356. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6357. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6358. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6359. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6360. clif_blown(src);
  6361. }
  6362. } else
  6363. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6364. break;
  6365. case PR_BENEDICTIO:
  6366. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6367. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6368. break;
  6369. case AL_INCAGI:
  6370. case AL_BLESSING:
  6371. case MER_INCAGI:
  6372. case MER_BLESSING:
  6373. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6374. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6375. break;
  6376. }
  6377. case PR_SLOWPOISON:
  6378. case PR_LEXAETERNA:
  6379. #ifndef RENEWAL
  6380. case PR_IMPOSITIO:
  6381. case PR_SUFFRAGIUM:
  6382. #endif
  6383. case LK_BERSERK:
  6384. case MS_BERSERK:
  6385. case KN_TWOHANDQUICKEN:
  6386. case KN_ONEHAND:
  6387. case MER_QUICKEN:
  6388. case CR_SPEARQUICKEN:
  6389. case CR_REFLECTSHIELD:
  6390. case MS_REFLECTSHIELD:
  6391. case AS_POISONREACT:
  6392. #ifndef RENEWAL
  6393. case MC_LOUD:
  6394. #endif
  6395. case MG_ENERGYCOAT:
  6396. case MO_EXPLOSIONSPIRITS:
  6397. case MO_STEELBODY:
  6398. case MO_BLADESTOP:
  6399. case LK_AURABLADE:
  6400. case LK_PARRYING:
  6401. case MS_PARRYING:
  6402. case LK_CONCENTRATION:
  6403. #ifdef RENEWAL
  6404. case HP_BASILICA:
  6405. #endif
  6406. case WS_CARTBOOST:
  6407. case SN_SIGHT:
  6408. case WS_MELTDOWN:
  6409. case WS_OVERTHRUSTMAX:
  6410. case ST_REJECTSWORD:
  6411. case HW_MAGICPOWER:
  6412. case PF_MEMORIZE:
  6413. case PA_SACRIFICE:
  6414. case ASC_EDP:
  6415. case PF_DOUBLECASTING:
  6416. case SG_SUN_COMFORT:
  6417. case SG_MOON_COMFORT:
  6418. case SG_STAR_COMFORT:
  6419. case GS_MADNESSCANCEL:
  6420. case GS_ADJUSTMENT:
  6421. case GS_INCREASING:
  6422. #ifdef RENEWAL
  6423. case GS_MAGICALBULLET:
  6424. #endif
  6425. case NJ_KASUMIKIRI:
  6426. case NJ_UTSUSEMI:
  6427. case NJ_NEN:
  6428. case NPC_DEFENDER:
  6429. case NPC_MAGICMIRROR:
  6430. case ST_PRESERVE:
  6431. case NPC_KEEPING:
  6432. case NPC_BARRIER:
  6433. case NPC_INVINCIBLE:
  6434. case NPC_INVINCIBLEOFF:
  6435. case MER_INVINCIBLEOFF2:
  6436. case RK_DEATHBOUND:
  6437. case AB_EXPIATIO:
  6438. case AB_DUPLELIGHT:
  6439. case AB_SECRAMENT:
  6440. case AB_OFFERTORIUM:
  6441. case NC_ACCELERATION:
  6442. case NC_HOVERING:
  6443. case NC_SHAPESHIFT:
  6444. case WL_MARSHOFABYSS:
  6445. case WL_RECOGNIZEDSPELL:
  6446. case GC_VENOMIMPRESS:
  6447. case SC_DEADLYINFECT:
  6448. case LG_EXEEDBREAK:
  6449. case LG_PRESTIGE:
  6450. case LG_INSPIRATION:
  6451. case SR_CRESCENTELBOW:
  6452. case SR_LIGHTNINGWALK:
  6453. case GN_CARTBOOST:
  6454. case GN_BLOOD_SUCKER:
  6455. case GN_HELLS_PLANT:
  6456. case KO_MEIKYOUSISUI:
  6457. case ALL_ODINS_POWER:
  6458. case ALL_FULL_THROTTLE:
  6459. case RA_UNLIMIT:
  6460. case WL_TELEKINESIS_INTENSE:
  6461. case RL_HEAT_BARREL:
  6462. case RL_P_ALTER:
  6463. case RL_E_CHAIN:
  6464. case SU_FRESHSHRIMP:
  6465. case SU_ARCLOUSEDASH:
  6466. case NPC_MAXPAIN:
  6467. case SP_SOULREAPER:
  6468. case SJ_LIGHTOFMOON:
  6469. case SJ_LIGHTOFSTAR:
  6470. case SJ_FALLINGSTAR:
  6471. case SJ_LIGHTOFSUN:
  6472. case SJ_BOOKOFDIMENSION:
  6473. case NPC_HALLUCINATIONWALK:
  6474. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6475. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6476. break;
  6477. case LG_SHIELDSPELL:
  6478. if (skill_lv == 1)
  6479. type = SC_SHIELDSPELL_HP;
  6480. else if (skill_lv == 2)
  6481. type = SC_SHIELDSPELL_SP;
  6482. else
  6483. type = SC_SHIELDSPELL_ATK;
  6484. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6485. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6486. break;
  6487. case SJ_GRAVITYCONTROL: {
  6488. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  6489. if (bl->type == BL_PC)
  6490. fall_damage += dstsd->weight / 10 - tstatus->def;
  6491. else // Monster's don't have weight. Put something in its place.
  6492. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  6493. fall_damage = max(1, fall_damage);
  6494. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  6495. }
  6496. break;
  6497. case NPC_HALLUCINATION:
  6498. case NPC_HELLPOWER:
  6499. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6500. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6501. break;
  6502. case KN_AUTOCOUNTER:
  6503. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6504. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6505. break;
  6506. case SO_STRIKING:
  6507. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6508. int bonus = 0;
  6509. if (dstsd) {
  6510. short index = dstsd->equip_index[EQI_HAND_R];
  6511. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6512. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  6513. }
  6514. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6515. } else if (sd)
  6516. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6517. break;
  6518. case NPC_STOP:
  6519. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6520. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6521. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6522. break;
  6523. case HP_ASSUMPTIO:
  6524. if( sd && dstmd )
  6525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6526. else
  6527. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6528. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6529. break;
  6530. case MG_SIGHT:
  6531. case MER_SIGHT:
  6532. case AL_RUWACH:
  6533. case WZ_SIGHTBLASTER:
  6534. case NPC_WIDESIGHT:
  6535. case NPC_STONESKIN:
  6536. case NPC_ANTIMAGIC:
  6537. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6538. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6539. break;
  6540. case HLIF_AVOID:
  6541. case HAMI_DEFENCE:
  6542. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6543. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  6544. break;
  6545. case NJ_BUNSINJYUTSU:
  6546. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6547. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6548. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6549. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6550. break;
  6551. /* Was modified to only affect targetted char. [Skotlex]
  6552. case HP_ASSUMPTIO:
  6553. if (flag&1)
  6554. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6555. else
  6556. {
  6557. map_foreachinallrange(skill_area_sub, bl,
  6558. skill_get_splash(skill_id, skill_lv), BL_PC,
  6559. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6560. skill_castend_nodamage_id);
  6561. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6562. }
  6563. break;
  6564. */
  6565. case SM_ENDURE:
  6566. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6567. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6568. break;
  6569. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6570. if (sd && dstsd && dstsd->sc.count) {
  6571. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6572. dstsd->sc.data[SC_WATERWEAPON] ||
  6573. dstsd->sc.data[SC_WINDWEAPON] ||
  6574. dstsd->sc.data[SC_EARTHWEAPON] ||
  6575. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6576. dstsd->sc.data[SC_GHOSTWEAPON]
  6577. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6578. ) {
  6579. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6580. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6581. break;
  6582. }
  6583. }
  6584. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6585. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6586. break;
  6587. case LK_TENSIONRELAX:
  6588. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6589. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6590. skill_get_time(skill_id,skill_lv)));
  6591. break;
  6592. case MC_CHANGECART:
  6593. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6594. break;
  6595. case MC_CARTDECORATE:
  6596. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6597. if( sd ) {
  6598. clif_SelectCart(sd);
  6599. }
  6600. break;
  6601. case TK_MISSION:
  6602. if (sd) {
  6603. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6604. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6605. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6606. break;
  6607. }
  6608. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  6609. if (!id) {
  6610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6611. break;
  6612. }
  6613. sd->mission_mobid = id;
  6614. sd->mission_count = 0;
  6615. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6616. clif_mission_info(sd, id, 0);
  6617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6618. }
  6619. break;
  6620. case AC_CONCENTRATION:
  6621. {
  6622. int splash = skill_get_splash(skill_id, skill_lv);
  6623. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6624. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6625. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6626. map_foreachinallrange( status_change_timer_sub, src,
  6627. splash, BL_CHAR, src, NULL, type, tick);
  6628. }
  6629. break;
  6630. case SM_PROVOKE:
  6631. case SM_SELFPROVOKE:
  6632. case MER_PROVOKE:
  6633. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6634. map_freeblock_unlock();
  6635. return 1;
  6636. }
  6637. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6638. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6639. {
  6640. if( sd )
  6641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6642. map_freeblock_unlock();
  6643. return 0;
  6644. }
  6645. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6646. unit_skillcastcancel(bl, 2);
  6647. if( tsc && tsc->count )
  6648. {
  6649. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6650. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6651. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6652. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6653. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6654. }
  6655. if( dstmd )
  6656. {
  6657. dstmd->state.provoke_flag = src->id;
  6658. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6659. }
  6660. break;
  6661. case ML_DEVOTION:
  6662. case CR_DEVOTION:
  6663. {
  6664. int count, lv;
  6665. if( !dstsd || (!sd && !mer) )
  6666. { // Only players can be devoted
  6667. if( sd )
  6668. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6669. break;
  6670. }
  6671. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6672. lv = -lv;
  6673. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6674. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6675. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6676. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6677. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6678. {
  6679. if( sd )
  6680. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6681. map_freeblock_unlock();
  6682. return 1;
  6683. }
  6684. i = 0;
  6685. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6686. if( sd )
  6687. { // Player Devoting Player
  6688. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6689. if( i == count )
  6690. {
  6691. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6692. if( i == count )
  6693. { // No free slots, skill Fail
  6694. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6695. map_freeblock_unlock();
  6696. return 1;
  6697. }
  6698. }
  6699. sd->devotion[i] = bl->id;
  6700. }
  6701. else
  6702. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6703. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6704. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6705. clif_devotion(src, NULL);
  6706. }
  6707. break;
  6708. case SP_SOULUNITY: {
  6709. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  6710. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6711. if (!dstsd || !sd) { // Only put player's souls in unity.
  6712. if (sd)
  6713. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6714. break;
  6715. }
  6716. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  6717. if (sd)
  6718. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6719. map_freeblock_unlock();
  6720. return 1;
  6721. }
  6722. if (sd) { // Unite player's soul with caster's soul.
  6723. i = 0;
  6724. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  6725. if (i == count) {
  6726. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  6727. if(i == count) { // No more free slots? Fail the skill.
  6728. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6729. map_freeblock_unlock();
  6730. return 1;
  6731. }
  6732. }
  6733. sd->united_soul[i] = bl->id;
  6734. }
  6735. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  6736. } else if (sd)
  6737. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6738. }
  6739. break;
  6740. case MO_CALLSPIRITS:
  6741. if(sd) {
  6742. int limit = skill_lv;
  6743. if( sd->sc.data[SC_RAISINGDRAGON] )
  6744. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6745. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6746. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6747. }
  6748. break;
  6749. case CH_SOULCOLLECT:
  6750. if(sd) {
  6751. int limit = 5;
  6752. if( sd->sc.data[SC_RAISINGDRAGON] )
  6753. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6754. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6755. for (i = 0; i < limit; i++)
  6756. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6757. }
  6758. break;
  6759. case MO_KITRANSLATION:
  6760. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6761. //Require will define how many spiritballs will be transferred
  6762. struct s_skill_condition require;
  6763. require = skill_get_requirement(sd,skill_id,skill_lv);
  6764. pc_delspiritball(sd,require.spiritball,0);
  6765. for (i = 0; i < require.spiritball; i++)
  6766. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6767. } else {
  6768. if(sd)
  6769. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6770. map_freeblock_unlock();
  6771. return 0;
  6772. }
  6773. break;
  6774. case TK_TURNKICK:
  6775. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6776. if (skill_area_temp[1] != bl->id) {
  6777. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6778. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6779. }
  6780. break;
  6781. case MO_ABSORBSPIRITS:
  6782. i = 0;
  6783. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  6784. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6785. if (dstsd->spiritball > 0) {
  6786. i = dstsd->spiritball * 7;
  6787. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6788. }
  6789. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6790. i += dstsd->spiritcharm * 7;
  6791. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6792. }
  6793. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6794. i = 2 * dstmd->level;
  6795. mob_target(dstmd,src,0);
  6796. } else {
  6797. if (sd)
  6798. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6799. break;
  6800. }
  6801. if (i) status_heal(src, 0, i, 3);
  6802. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6803. break;
  6804. case AC_MAKINGARROW:
  6805. if(sd) {
  6806. clif_arrow_create_list(sd);
  6807. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6808. }
  6809. break;
  6810. case AM_PHARMACY:
  6811. if(sd) {
  6812. clif_skill_produce_mix_list(sd,skill_id,22);
  6813. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6814. }
  6815. break;
  6816. case SA_CREATECON:
  6817. if(sd) {
  6818. clif_elementalconverter_list(sd);
  6819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6820. }
  6821. break;
  6822. case BS_HAMMERFALL:
  6823. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6824. break;
  6825. case RG_RAID:
  6826. skill_area_temp[1] = 0;
  6827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6828. map_foreachinrange(skill_area_sub, bl,
  6829. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6830. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6831. skill_castend_damage_id);
  6832. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6833. break;
  6834. //List of self skills that give damage around caster
  6835. case ASC_METEORASSAULT:
  6836. case GS_SPREADATTACK:
  6837. case RK_WINDCUTTER:
  6838. case RK_STORMBLAST:
  6839. case NC_AXETORNADO:
  6840. case GC_COUNTERSLASH:
  6841. case SR_SKYNETBLOW:
  6842. case SR_RAMPAGEBLASTER:
  6843. case SR_HOWLINGOFLION:
  6844. case LG_CANNONSPEAR:
  6845. case LG_OVERBRAND:
  6846. case NPC_RAYOFGENESIS:
  6847. case LG_RAYOFGENESIS:
  6848. case KO_HAPPOKUNAI:
  6849. case RL_FIREDANCE:
  6850. case RL_R_TRIP:
  6851. case SJ_FULLMOONKICK:
  6852. case SJ_NEWMOONKICK:
  6853. case SJ_SOLARBURST:
  6854. case SJ_STAREMPEROR:
  6855. case SJ_FALLINGSTAR_ATK:
  6856. {
  6857. struct status_change *sc = status_get_sc(src);
  6858. int starget = BL_CHAR|BL_SKILL;
  6859. if (skill_id == SR_HOWLINGOFLION)
  6860. starget = splash_target(src);
  6861. if (skill_id == SJ_NEWMOONKICK) {
  6862. if (tsce) {
  6863. status_change_end(bl, type, INVALID_TIMER);
  6864. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6865. break;
  6866. } else
  6867. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6868. }
  6869. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  6870. if (sd) {
  6871. // Remove old shields if any exist.
  6872. pc_delspiritball(sd, sd->spiritball, 0);
  6873. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6874. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6875. }
  6876. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  6877. }
  6878. skill_area_temp[1] = 0;
  6879. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6880. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6881. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6882. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6883. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6884. }
  6885. break;
  6886. case NPC_IGNITIONBREAK:
  6887. case RK_IGNITIONBREAK:
  6888. skill_area_temp[1] = 0;
  6889. #if PACKETVER >= 20180207
  6890. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6891. #else
  6892. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6893. #endif
  6894. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6895. break;
  6896. case SR_TIGERCANNON:
  6897. case SR_WINDMILL:
  6898. case GN_CART_TORNADO:
  6899. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6900. case SR_EARTHSHAKER:
  6901. case NC_INFRAREDSCAN:
  6902. case NPC_VAMPIRE_GIFT:
  6903. case NPC_HELLJUDGEMENT:
  6904. case NPC_PULSESTRIKE:
  6905. case LG_MOONSLASHER:
  6906. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6907. break;
  6908. #ifdef RENEWAL
  6909. case KN_BRANDISHSPEAR:
  6910. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6911. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  6912. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6913. skill_castend_damage_id);
  6914. break;
  6915. #else
  6916. case KN_BRANDISHSPEAR:
  6917. #endif
  6918. case ML_BRANDISH:
  6919. skill_area_temp[1] = bl->id;
  6920. if(skill_lv >= 10)
  6921. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6922. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6923. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6924. skill_castend_damage_id);
  6925. if(skill_lv >= 7)
  6926. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6927. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6928. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6929. skill_castend_damage_id);
  6930. if(skill_lv >= 4)
  6931. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6932. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6933. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6934. skill_castend_damage_id);
  6935. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6936. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6937. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6938. skill_castend_damage_id);
  6939. break;
  6940. case WZ_SIGHTRASHER:
  6941. //Passive side of the attack.
  6942. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6943. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6944. map_foreachinshootrange(skill_area_sub,src,
  6945. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6946. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6947. skill_castend_damage_id);
  6948. break;
  6949. case WZ_FROSTNOVA:
  6950. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6951. skill_area_temp[1] = 0;
  6952. map_foreachinshootrange(skill_attack_area, src,
  6953. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6954. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6955. break;
  6956. case HVAN_EXPLOSION: //[orn]
  6957. case NPC_SELFDESTRUCTION:
  6958. //Self Destruction hits everyone in range (allies+enemies)
  6959. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6960. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6961. BCT_ENEMY:BCT_ALL;
  6962. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6963. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6964. map_foreachinshootrange(skill_area_sub, bl,
  6965. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6966. src, skill_id, skill_lv, tick, flag|i,
  6967. skill_castend_damage_id);
  6968. if(map_addblock(src)) {
  6969. map_freeblock_unlock();
  6970. return 1;
  6971. }
  6972. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  6973. break;
  6974. case AL_ANGELUS:
  6975. #ifdef RENEWAL
  6976. case PR_SUFFRAGIUM:
  6977. case PR_IMPOSITIO:
  6978. #endif
  6979. case PR_MAGNIFICAT:
  6980. case PR_GLORIA:
  6981. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6982. // Animations don't play when outside visible range
  6983. if (check_distance_bl(src, bl, AREA_SIZE))
  6984. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  6985. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6986. }
  6987. else if (sd)
  6988. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  6989. break;
  6990. #ifdef RENEWAL
  6991. case MC_LOUD:
  6992. #endif
  6993. case SN_WINDWALK:
  6994. case CASH_BLESSING:
  6995. case CASH_INCAGI:
  6996. case CASH_ASSUMPTIO:
  6997. case WM_FRIGG_SONG:
  6998. case NV_HELPANGEL:
  6999. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7000. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7001. else if( sd )
  7002. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7003. break;
  7004. case MER_MAGNIFICAT:
  7005. if( mer != NULL )
  7006. {
  7007. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7008. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7009. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7010. else if( mer->master && !(flag&1) )
  7011. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7012. }
  7013. break;
  7014. case BS_ADRENALINE:
  7015. case BS_ADRENALINE2:
  7016. case BS_WEAPONPERFECT:
  7017. case BS_OVERTHRUST:
  7018. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7019. int weapontype = skill_get_weapontype(skill_id);
  7020. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7021. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7022. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7023. }
  7024. } else if (sd) {
  7025. party_foreachsamemap(skill_area_sub,
  7026. sd,skill_get_splash(skill_id, skill_lv),
  7027. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7028. skill_castend_nodamage_id);
  7029. }
  7030. break;
  7031. case BS_MAXIMIZE:
  7032. case NV_TRICKDEAD:
  7033. case CR_DEFENDER:
  7034. case ML_DEFENDER:
  7035. case CR_AUTOGUARD:
  7036. case ML_AUTOGUARD:
  7037. case TK_READYSTORM:
  7038. case TK_READYDOWN:
  7039. case TK_READYTURN:
  7040. case TK_READYCOUNTER:
  7041. case TK_DODGE:
  7042. case CR_SHRINK:
  7043. case SG_FUSION:
  7044. case GS_GATLINGFEVER:
  7045. case SJ_LUNARSTANCE:
  7046. case SJ_STARSTANCE:
  7047. case SJ_UNIVERSESTANCE:
  7048. case SJ_SUNSTANCE:
  7049. case SP_SOULCOLLECT:
  7050. if( tsce )
  7051. {
  7052. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7053. map_freeblock_unlock();
  7054. return 0;
  7055. }
  7056. if( skill_id == SP_SOULCOLLECT ){
  7057. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), max(1000, skill_get_time(skill_id, skill_lv))));
  7058. }else{
  7059. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7060. }
  7061. break;
  7062. case SL_KAITE:
  7063. case SL_KAAHI:
  7064. case SL_KAIZEL:
  7065. case SL_KAUPE:
  7066. case SP_KAUTE:
  7067. if (sd) {
  7068. if (!dstsd || !(
  7069. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7070. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7071. dstsd->status.char_id == sd->status.char_id ||
  7072. dstsd->status.char_id == sd->status.partner_id ||
  7073. dstsd->status.char_id == sd->status.child ||
  7074. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7075. )) {
  7076. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7077. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7078. break;
  7079. }
  7080. }
  7081. if (skill_id == SP_KAUTE) {
  7082. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7083. if (sd)
  7084. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7085. break;
  7086. }
  7087. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7088. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7089. } else
  7090. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7091. break;
  7092. case SM_AUTOBERSERK:
  7093. case MER_AUTOBERSERK:
  7094. if( tsce )
  7095. i = status_change_end(bl, type, INVALID_TIMER);
  7096. else
  7097. i = sc_start(src,bl,type,100,skill_lv,60000);
  7098. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7099. break;
  7100. case TF_HIDING:
  7101. case ST_CHASEWALK:
  7102. case KO_YAMIKUMO:
  7103. if (tsce)
  7104. {
  7105. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7106. map_freeblock_unlock();
  7107. return 0;
  7108. }
  7109. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7110. break;
  7111. case TK_RUN:
  7112. if (tsce)
  7113. {
  7114. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7115. map_freeblock_unlock();
  7116. return 0;
  7117. }
  7118. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7119. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7120. clif_walkok(sd); // So aegis has to resend the walk ok.
  7121. break;
  7122. case AS_CLOAKING:
  7123. case GC_CLOAKINGEXCEED:
  7124. case LG_FORCEOFVANGUARD:
  7125. case SC_REPRODUCE:
  7126. case SC_INVISIBILITY:
  7127. case RA_CAMOUFLAGE:
  7128. if (tsce) {
  7129. i = status_change_end(bl, type, INVALID_TIMER);
  7130. if( i )
  7131. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7132. else if( sd )
  7133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7134. map_freeblock_unlock();
  7135. return 0;
  7136. }
  7137. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7138. if( i )
  7139. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7140. else if( sd )
  7141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7142. break;
  7143. case CG_SPECIALSINGER:
  7144. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7145. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7146. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  7147. }
  7148. break;
  7149. case BD_ADAPTATION:
  7150. #ifdef RENEWAL
  7151. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7152. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7153. #else
  7154. if(tsc && tsc->data[SC_DANCING]){
  7155. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7156. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7157. }
  7158. #endif
  7159. break;
  7160. case BA_FROSTJOKER:
  7161. case DC_SCREAM:
  7162. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7163. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7164. if (md) {
  7165. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7166. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7167. char temp[70];
  7168. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7169. clif_disp_overhead(&md->bl,temp);
  7170. }
  7171. break;
  7172. case BA_PANGVOICE:
  7173. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7174. break;
  7175. case DC_WINKCHARM:
  7176. if( dstsd )
  7177. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7178. else
  7179. if( dstmd )
  7180. {
  7181. if( status_get_lv(src) > status_get_lv(bl)
  7182. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7183. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7184. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  7185. else
  7186. {
  7187. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7188. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7189. }
  7190. }
  7191. break;
  7192. #ifdef RENEWAL
  7193. case BD_LULLABY:
  7194. case BD_RICHMANKIM:
  7195. case BD_ETERNALCHAOS:
  7196. case BD_DRUMBATTLEFIELD:
  7197. case BD_RINGNIBELUNGEN:
  7198. case BD_ROKISWEIL:
  7199. case BD_INTOABYSS:
  7200. case BD_SIEGFRIED:
  7201. case BA_DISSONANCE:
  7202. case BA_POEMBRAGI:
  7203. case BA_WHISTLE:
  7204. case BA_ASSASSINCROSS:
  7205. case BA_APPLEIDUN:
  7206. case DC_UGLYDANCE:
  7207. case DC_HUMMING:
  7208. case DC_DONTFORGETME:
  7209. case DC_FORTUNEKISS:
  7210. case DC_SERVICEFORYOU:
  7211. skill_castend_song(src, skill_id, skill_lv, tick);
  7212. break;
  7213. #endif
  7214. case TF_STEAL:
  7215. if(sd) {
  7216. if(pc_steal_item(sd,bl,skill_lv))
  7217. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7218. else
  7219. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7220. }
  7221. break;
  7222. case RG_STEALCOIN:
  7223. if(sd) {
  7224. if(pc_steal_coin(sd,bl))
  7225. {
  7226. dstmd->state.provoke_flag = src->id;
  7227. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7228. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7229. }
  7230. else
  7231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7232. }
  7233. break;
  7234. case MG_STONECURSE:
  7235. {
  7236. int brate = 0;
  7237. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  7238. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7239. break;
  7240. }
  7241. if(status_isimmune(bl) || !tsc)
  7242. break;
  7243. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7244. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7245. if (tsc && tsc->data[type]) {
  7246. status_change_end(bl, type, INVALID_TIMER);
  7247. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7248. break;
  7249. }
  7250. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7251. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7252. skill_get_time2(skill_id,skill_lv)))
  7253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7254. else if(sd) {
  7255. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7256. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7257. if (skill_lv > 5)
  7258. { // not to consume items
  7259. map_freeblock_unlock();
  7260. return 0;
  7261. }
  7262. }
  7263. }
  7264. break;
  7265. case NV_FIRSTAID:
  7266. clif_skill_nodamage(src,bl,skill_id,5,1);
  7267. status_heal(bl,5,0,0);
  7268. break;
  7269. case AL_CURE:
  7270. if(status_isimmune(bl)) {
  7271. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7272. break;
  7273. }
  7274. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7275. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7276. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7277. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7278. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7279. break;
  7280. case TF_DETOXIFY:
  7281. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7282. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7283. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7284. break;
  7285. case PR_STRECOVERY:
  7286. if(status_isimmune(bl)) {
  7287. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7288. break;
  7289. }
  7290. if (tsc && tsc->opt1) {
  7291. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7292. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7293. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7294. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7295. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7296. }
  7297. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7298. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7299. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7300. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7301. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7302. if(dstmd)
  7303. mob_unlocktarget(dstmd,tick);
  7304. break;
  7305. // Mercenary Supportive Skills
  7306. case MER_BENEDICTION:
  7307. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7308. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7309. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7310. break;
  7311. case MER_COMPRESS:
  7312. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7313. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7314. break;
  7315. case MER_MENTALCURE:
  7316. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7317. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7318. break;
  7319. case MER_RECUPERATE:
  7320. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7321. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7322. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7323. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7324. break;
  7325. case MER_REGAIN:
  7326. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7327. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7328. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7329. break;
  7330. case MER_TENDER:
  7331. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7332. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7333. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7334. break;
  7335. case MER_SCAPEGOAT:
  7336. if( mer && mer->master )
  7337. {
  7338. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7339. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7340. }
  7341. break;
  7342. case MER_ESTIMATION:
  7343. if( !mer )
  7344. break;
  7345. sd = mer->master;
  7346. case WZ_ESTIMATION:
  7347. if( sd == NULL )
  7348. break;
  7349. if( dstsd )
  7350. { // Fail on Players
  7351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7352. break;
  7353. }
  7354. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7355. clif_skill_estimation(sd, bl);
  7356. if( skill_id == MER_ESTIMATION )
  7357. sd = NULL;
  7358. break;
  7359. case BS_REPAIRWEAPON:
  7360. if(sd && dstsd)
  7361. clif_item_repair_list(sd,dstsd,skill_lv);
  7362. break;
  7363. case MC_IDENTIFY:
  7364. if(sd) {
  7365. clif_item_identify_list(sd);
  7366. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7367. map_freeblock_unlock();
  7368. return 1;
  7369. }
  7370. else { // consume sp only if succeeded
  7371. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7372. status_zap(src,0,req.sp);
  7373. }
  7374. }
  7375. break;
  7376. // Weapon Refining [Celest]
  7377. case WS_WEAPONREFINE:
  7378. if(sd)
  7379. clif_item_refine_list(sd);
  7380. break;
  7381. case MC_VENDING:
  7382. if(sd)
  7383. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  7384. if ( !pc_can_give_items(sd) )
  7385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7386. else {
  7387. sd->state.prevend = 1;
  7388. sd->state.workinprogress = WIP_DISABLE_ALL;
  7389. sd->vend_skill_lv = skill_lv;
  7390. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  7391. if (i < MAX_CART)
  7392. intif_storage_save(sd, &sd->cart);
  7393. else
  7394. clif_openvendingreq(sd,2+skill_lv);
  7395. }
  7396. }
  7397. break;
  7398. case AL_TELEPORT:
  7399. case ALL_ODINS_RECALL:
  7400. if(sd)
  7401. {
  7402. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  7403. clif_skill_teleportmessage(sd,0);
  7404. break;
  7405. }
  7406. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  7407. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  7408. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  7409. break;
  7410. }
  7411. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  7412. sd->hd->blockskill.clear();
  7413. sd->hd->blockskill.shrink_to_fit();
  7414. }
  7415. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  7416. {
  7417. if( skill_lv == 1 )
  7418. pc_randomwarp(sd,CLR_TELEPORT);
  7419. else
  7420. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7421. break;
  7422. }
  7423. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7424. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  7425. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  7426. else
  7427. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  7428. } else
  7429. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7430. break;
  7431. case NPC_EXPULSION:
  7432. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7433. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7434. break;
  7435. case AL_HOLYWATER:
  7436. if(sd) {
  7437. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  7438. struct skill_unit* su;
  7439. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  7440. skill_delunit(su);
  7441. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7442. }
  7443. else
  7444. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7445. }
  7446. break;
  7447. case TF_PICKSTONE:
  7448. if(sd) {
  7449. unsigned char eflag;
  7450. struct item item_tmp;
  7451. struct block_list tbl;
  7452. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7453. memset(&item_tmp,0,sizeof(item_tmp));
  7454. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  7455. item_tmp.nameid = ITEMID_STONE;
  7456. item_tmp.identify = 1;
  7457. tbl.id = 0;
  7458. // Commented because of duplicate animation [Lemongrass]
  7459. // At the moment this displays the pickup animation a second time
  7460. // If this is required in older clients, we need to add a version check here
  7461. //clif_takeitem(&sd->bl,&tbl);
  7462. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  7463. if(eflag) {
  7464. clif_additem(sd,0,0,eflag);
  7465. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  7466. }
  7467. }
  7468. break;
  7469. case ASC_CDP:
  7470. if(sd) {
  7471. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7472. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7473. else
  7474. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7475. }
  7476. break;
  7477. case RG_STRIPWEAPON:
  7478. case RG_STRIPSHIELD:
  7479. case RG_STRIPARMOR:
  7480. case RG_STRIPHELM:
  7481. case ST_FULLSTRIP:
  7482. case GC_WEAPONCRUSH:
  7483. case SC_STRIPACCESSARY: {
  7484. bool i;
  7485. //Special message when trying to use strip on FCP [Jobbie]
  7486. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  7487. {
  7488. clif_gospel_info(sd, 0x28);
  7489. break;
  7490. }
  7491. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7492. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7493. //Nothing stripped.
  7494. if( sd && !i )
  7495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7496. break;
  7497. }
  7498. case AM_BERSERKPITCHER:
  7499. case AM_POTIONPITCHER:
  7500. {
  7501. int j,hp = 0,sp = 0;
  7502. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7503. map_freeblock_unlock();
  7504. return 1;
  7505. }
  7506. if( sd ) {
  7507. int x,bonus=100;
  7508. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7509. x = skill_lv%11 - 1;
  7510. j = pc_search_inventory(sd, require.itemid[x]);
  7511. if (j < 0 || require.itemid[x] <= 0) {
  7512. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7513. map_freeblock_unlock();
  7514. return 1;
  7515. }
  7516. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7518. map_freeblock_unlock();
  7519. return 1;
  7520. }
  7521. if( skill_id == AM_BERSERKPITCHER ) {
  7522. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7523. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7524. map_freeblock_unlock();
  7525. return 1;
  7526. }
  7527. }
  7528. potion_flag = 1;
  7529. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7530. potion_target = bl->id;
  7531. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7532. potion_flag = potion_target = 0;
  7533. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7534. bonus += sd->status.base_level;
  7535. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7536. hp = tstatus->max_hp * potion_per_hp / 100;
  7537. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7538. if( dstsd ) {
  7539. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7540. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7541. }
  7542. } else {
  7543. if( potion_hp > 0 ) {
  7544. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7545. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7546. if( dstsd )
  7547. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7548. }
  7549. if( potion_sp > 0 ) {
  7550. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7551. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7552. if( dstsd )
  7553. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7554. }
  7555. }
  7556. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  7557. hp += hp * bonus / 100;
  7558. }
  7559. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  7560. sp += sp * bonus / 100;
  7561. }
  7562. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7563. hp += hp * j / 100;
  7564. sp += sp * j / 100;
  7565. }
  7566. } else {
  7567. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7568. switch (skill_lv) {
  7569. case 1: hp = 45; break;
  7570. case 2: hp = 105; break;
  7571. case 3: hp = 175; break;
  7572. default: hp = 325; break;
  7573. }
  7574. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7575. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7576. if( dstsd )
  7577. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7578. }
  7579. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7580. hp += hp * j / 100;
  7581. sp += sp * j / 100;
  7582. }
  7583. if (tsc && tsc->count) {
  7584. uint8 penalty = 0;
  7585. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7586. hp += hp / 10;
  7587. sp += sp / 10;
  7588. }
  7589. if (tsc->data[SC_CRITICALWOUND])
  7590. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7591. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  7592. penalty += 20;
  7593. if (tsc->data[SC_NORECOVER_STATE])
  7594. penalty = 100;
  7595. if (penalty > 0) {
  7596. hp -= hp * penalty / 100;
  7597. sp -= sp * penalty / 100;
  7598. }
  7599. }
  7600. #ifdef RENEWAL
  7601. if (bl->type == BL_HOM)
  7602. hp *= 3; // Heal effectiveness is 3x for Homunculus
  7603. #endif
  7604. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7605. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7606. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7607. if( sp > 0 )
  7608. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7609. if (tsc) {
  7610. #ifdef RENEWAL
  7611. if (tsc->data[SC_EXTREMITYFIST2])
  7612. sp = 0;
  7613. #endif
  7614. if (tsc->data[SC_NORECOVER_STATE]) {
  7615. hp = 0;
  7616. sp = 0;
  7617. }
  7618. }
  7619. status_heal(bl,hp,sp,0);
  7620. }
  7621. break;
  7622. case AM_CP_WEAPON:
  7623. case AM_CP_SHIELD:
  7624. case AM_CP_ARMOR:
  7625. case AM_CP_HELM:
  7626. {
  7627. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7628. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7629. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7630. map_freeblock_unlock(); // Don't consume item requirements
  7631. return 0;
  7632. }
  7633. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7634. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7635. }
  7636. break;
  7637. case AM_TWILIGHT1:
  7638. if (sd) {
  7639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7640. //Prepare 200 White Potions.
  7641. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7642. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7643. }
  7644. break;
  7645. case AM_TWILIGHT2:
  7646. if (sd) {
  7647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7648. //Prepare 200 Slim White Potions.
  7649. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7651. }
  7652. break;
  7653. case AM_TWILIGHT3:
  7654. if (sd) {
  7655. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7656. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7657. if( ebottle >= 0 )
  7658. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7659. //check if you can produce all three, if not, then fail:
  7660. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7661. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7662. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7663. || ebottle < 200 //200 empty bottle are required at total.
  7664. ) {
  7665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7666. break;
  7667. }
  7668. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7669. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7670. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7671. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7672. }
  7673. break;
  7674. case SA_DISPELL:
  7675. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7676. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7677. break; // Outside PvP it should only affect party members and no skill fail message
  7678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7679. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7680. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7681. || rnd()%100 >= 50+10*skill_lv)
  7682. {
  7683. if (sd)
  7684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7685. break;
  7686. }
  7687. if(status_isimmune(bl))
  7688. break;
  7689. //Remove bonus_script by Dispell
  7690. if (dstsd)
  7691. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7692. if(!tsc || !tsc->count)
  7693. break;
  7694. for(i=0;i<SC_MAX;i++) {
  7695. if (!tsc->data[i])
  7696. continue;
  7697. switch (i) {
  7698. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7699. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7700. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7701. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7702. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7703. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7704. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7705. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7706. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7707. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7708. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7709. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7710. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7711. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7712. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7713. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7714. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7715. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7716. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7717. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7718. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7719. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7720. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7721. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7722. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7723. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7724. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7725. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7726. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7727. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7728. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7729. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7730. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7731. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7732. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7733. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7734. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7735. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7736. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7737. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7738. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7739. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7740. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7741. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7742. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7743. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7744. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7745. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7746. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7747. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7748. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7749. case SC_SPORE_EXPLOSION:
  7750. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  7751. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  7752. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  7753. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  7754. #ifdef RENEWAL
  7755. case SC_EXTREMITYFIST2:
  7756. #endif
  7757. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7758. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7759. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7760. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7761. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7762. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7763. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7764. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7765. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7766. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7767. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7768. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7769. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7770. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7771. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  7772. case SC_MADOGEAR:
  7773. // Clans
  7774. case SC_CLAN_INFO:
  7775. case SC_SWORDCLAN:
  7776. case SC_ARCWANDCLAN:
  7777. case SC_GOLDENMACECLAN:
  7778. case SC_CROSSBOWCLAN:
  7779. case SC_JUMPINGCLAN:
  7780. case SC_DAILYSENDMAILCNT:
  7781. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7782. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7783. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7784. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  7785. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  7786. case SC_EMERGENCY_MOVE: case SC_HOMUN_TIME:
  7787. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  7788. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  7789. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  7790. continue;
  7791. case SC_WHISTLE:
  7792. case SC_ASSNCROS:
  7793. case SC_POEMBRAGI:
  7794. case SC_APPLEIDUN:
  7795. case SC_HUMMING:
  7796. case SC_DONTFORGETME:
  7797. case SC_FORTUNE:
  7798. case SC_SERVICE4U:
  7799. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7800. continue; //If in song area don't end it, even if config enabled
  7801. break;
  7802. case SC_ASSUMPTIO:
  7803. if( bl->type == BL_MOB )
  7804. continue;
  7805. break;
  7806. }
  7807. 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.
  7808. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7809. }
  7810. break;
  7811. }
  7812. //Affect all targets on splash area.
  7813. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7814. src, skill_id, skill_lv, tick, flag|1,
  7815. skill_castend_damage_id);
  7816. break;
  7817. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7818. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  7819. #ifdef RENEWAL
  7820. |BLOWN_DONT_SEND_PACKET
  7821. #endif
  7822. ));
  7823. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7824. #ifdef RENEWAL
  7825. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7826. #else
  7827. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  7828. #endif
  7829. break;
  7830. case TK_HIGHJUMP:
  7831. {
  7832. int x,y, dir = unit_getdir(src);
  7833. struct map_data *mapdata = &map[src->m];
  7834. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7835. if( mapdata->flag[MF_NOTELEPORT] &&
  7836. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7837. ) {
  7838. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7839. break;
  7840. } else if(dir%2) {
  7841. //Diagonal
  7842. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7843. y = src->y + diry[dir]*(skill_lv*4)/3;
  7844. } else {
  7845. x = src->x + dirx[dir]*skill_lv*2;
  7846. y = src->y + diry[dir]*skill_lv*2;
  7847. }
  7848. int x1 = x + dirx[dir];
  7849. int y1 = y + diry[dir];
  7850. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7851. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7852. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7853. unit_movepos(src, x, y, 1, 0))
  7854. clif_blown(src);
  7855. }
  7856. break;
  7857. case SA_CASTCANCEL:
  7858. case SO_SPELLFIST:
  7859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7860. unit_skillcastcancel(src,1);
  7861. if(sd) {
  7862. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7863. if( skill_id == SO_SPELLFIST ){
  7864. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  7865. sd->skill_id_old = sd->skill_lv_old = 0;
  7866. break;
  7867. }
  7868. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7869. if(sp < 0) sp = 0;
  7870. status_zap(src, 0, sp);
  7871. }
  7872. break;
  7873. case SA_SPELLBREAKER:
  7874. {
  7875. int sp;
  7876. if(tsc && tsc->data[SC_MAGICROD]) {
  7877. sp = skill_get_sp(skill_id,skill_lv);
  7878. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7879. if(sp < 1) sp = 1;
  7880. status_heal(bl,0,sp,2);
  7881. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7882. } else {
  7883. struct unit_data *ud = unit_bl2ud(bl);
  7884. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7885. if (!ud || ud->skilltimer == INVALID_TIMER)
  7886. break; //Nothing to cancel.
  7887. bl_skill_id = ud->skill_id;
  7888. bl_skill_lv = ud->skill_lv;
  7889. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7890. if (rnd()%100 < 90)
  7891. {
  7892. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7893. break;
  7894. }
  7895. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7896. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7898. unit_skillcastcancel(bl,0);
  7899. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7900. status_zap(bl, hp, sp);
  7901. if (hp && skill_lv >= 5)
  7902. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7903. else
  7904. hp = 0;
  7905. if (sp) //Recover some of the SP used
  7906. sp = sp*(25*(skill_lv-1))/100;
  7907. if(hp || sp)
  7908. status_heal(src, hp, sp, 2);
  7909. }
  7910. }
  7911. break;
  7912. case SA_MAGICROD:
  7913. #ifdef RENEWAL
  7914. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7915. #endif
  7916. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7917. break;
  7918. case SA_AUTOSPELL:
  7919. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7920. if (sd) {
  7921. sd->state.workinprogress = WIP_DISABLE_ALL;
  7922. clif_autospell(sd,skill_lv);
  7923. } else {
  7924. int maxlv=1,spellid=0;
  7925. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7926. if(skill_lv >= 10) {
  7927. spellid = MG_FROSTDIVER;
  7928. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7929. // maxlv = 10;
  7930. // else
  7931. maxlv = skill_lv - 9;
  7932. }
  7933. else if(skill_lv >=8) {
  7934. spellid = MG_FIREBALL;
  7935. maxlv = skill_lv - 7;
  7936. }
  7937. else if(skill_lv >=5) {
  7938. spellid = MG_SOULSTRIKE;
  7939. maxlv = skill_lv - 4;
  7940. }
  7941. else if(skill_lv >=2) {
  7942. int i_rnd = rnd()%3;
  7943. spellid = spellarray[i_rnd];
  7944. maxlv = skill_lv - 1;
  7945. }
  7946. else if(skill_lv > 0) {
  7947. spellid = MG_NAPALMBEAT;
  7948. maxlv = 3;
  7949. }
  7950. if(spellid > 0)
  7951. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7952. skill_get_time(SA_AUTOSPELL,skill_lv));
  7953. }
  7954. break;
  7955. case BS_GREED:
  7956. if(sd){
  7957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7958. map_foreachinallrange(skill_greed,bl,
  7959. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7960. }
  7961. break;
  7962. case SA_ELEMENTWATER:
  7963. case SA_ELEMENTFIRE:
  7964. case SA_ELEMENTGROUND:
  7965. case SA_ELEMENTWIND:
  7966. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  7967. break;
  7968. case NPC_ATTRICHANGE:
  7969. case NPC_CHANGEWATER:
  7970. case NPC_CHANGEGROUND:
  7971. case NPC_CHANGEFIRE:
  7972. case NPC_CHANGEWIND:
  7973. case NPC_CHANGEPOISON:
  7974. case NPC_CHANGEHOLY:
  7975. case NPC_CHANGEDARKNESS:
  7976. case NPC_CHANGETELEKINESIS:
  7977. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7978. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7979. skill_get_time(skill_id, skill_lv)));
  7980. break;
  7981. case NPC_CHANGEUNDEAD:
  7982. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7983. //TO-DO This is ugly, fix it
  7984. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7986. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7987. skill_get_time(skill_id, skill_lv)));
  7988. break;
  7989. case NPC_PROVOCATION:
  7990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7991. if (md) mob_unlocktarget(md, tick);
  7992. break;
  7993. case NPC_REBIRTH:
  7994. if( md && md->state.rebirth )
  7995. break; // only works once
  7996. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7997. break;
  7998. case NPC_DARKBLESSING:
  7999. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8000. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8001. break;
  8002. case NPC_LICK:
  8003. status_zap(bl, 0, 100);
  8004. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8005. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8006. break;
  8007. case NPC_SUICIDE:
  8008. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8009. status_kill(src); //When suiciding, neither exp nor drops is given.
  8010. break;
  8011. case NPC_SUMMONSLAVE:
  8012. case NPC_SUMMONMONSTER:
  8013. case NPC_DEATHSUMMON:
  8014. if(md && md->skill_idx >= 0)
  8015. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8016. break;
  8017. case NPC_CALLSLAVE:
  8018. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8019. break;
  8020. case NPC_RANDOMMOVE:
  8021. if (md) {
  8022. md->next_walktime = tick - 1;
  8023. mob_randomwalk(md,tick);
  8024. }
  8025. break;
  8026. case NPC_SPEEDUP:
  8027. {
  8028. // or does it increase casting rate? just a guess xD
  8029. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8030. if (i_type > SC_ASPDPOTION3)
  8031. i_type = SC_ASPDPOTION3;
  8032. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8033. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8034. }
  8035. break;
  8036. case NPC_REVENGE:
  8037. // not really needed... but adding here anyway ^^
  8038. if (md && md->master_id > 0) {
  8039. struct block_list *mbl, *tbl;
  8040. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8041. (tbl = battle_gettargeted(mbl)) == NULL)
  8042. break;
  8043. md->state.provoke_flag = tbl->id;
  8044. mob_target(md, tbl, sstatus->rhw.range);
  8045. }
  8046. break;
  8047. case NPC_RUN:
  8048. if (md) {
  8049. block_list* tbl = map_id2bl(md->target_id);
  8050. if (tbl) {
  8051. mob_unlocktarget(md, tick);
  8052. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8053. }
  8054. }
  8055. break;
  8056. case NPC_TRANSFORMATION:
  8057. case NPC_METAMORPHOSIS:
  8058. if(md && md->skill_idx >= 0) {
  8059. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8060. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8061. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8062. if (class_) mob_class_change(md, class_);
  8063. }
  8064. break;
  8065. case NPC_EMOTION_ON:
  8066. case NPC_EMOTION:
  8067. //val[0] is the emotion to use.
  8068. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8069. //val[1] 'sets' the mode
  8070. //val[2] adds to the current mode
  8071. //val[3] removes from the current mode
  8072. //val[4] if set, asks to delete the previous mode change.
  8073. if(md && md->skill_idx >= 0 && tsc)
  8074. {
  8075. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8076. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8077. status_change_end(bl, type, INVALID_TIMER);
  8078. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8079. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8080. mob_unlocktarget(md,tick);
  8081. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8082. sc_start4(src,src, type, 100, skill_lv,
  8083. md->db->skill[md->skill_idx]->val[1],
  8084. md->db->skill[md->skill_idx]->val[2],
  8085. md->db->skill[md->skill_idx]->val[3],
  8086. skill_get_time(skill_id, skill_lv));
  8087. //Reset aggressive state depending on resulting mode
  8088. if (!battle_config.npc_emotion_behavior)
  8089. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8090. }
  8091. break;
  8092. case NPC_POWERUP:
  8093. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8094. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8095. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8096. break;
  8097. case NPC_AGIUP:
  8098. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8099. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8100. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8101. break;
  8102. case NPC_INVISIBLE:
  8103. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8104. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8105. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8106. break;
  8107. case NPC_SIEGEMODE:
  8108. // not sure what it does
  8109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8110. break;
  8111. case WE_MALE: {
  8112. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8113. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8114. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8115. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8116. }
  8117. }
  8118. break;
  8119. case WE_FEMALE: {
  8120. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8121. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8122. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8123. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8124. }
  8125. }
  8126. break;
  8127. // parent-baby skills
  8128. case WE_BABY:
  8129. if(sd){
  8130. struct map_session_data *f_sd = pc_get_father(sd);
  8131. struct map_session_data *m_sd = pc_get_mother(sd);
  8132. if( (!f_sd && !m_sd) // if neither was found
  8133. || (sd->status.party_id != 0 && //not in same party
  8134. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8135. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8136. ))
  8137. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8138. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8139. ) {
  8140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8141. map_freeblock_unlock();
  8142. return 0;
  8143. }
  8144. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8145. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8146. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8147. }
  8148. break;
  8149. case WE_CALLALLFAMILY:
  8150. if (sd) {
  8151. struct map_session_data *p_sd = pc_get_partner(sd);
  8152. struct map_session_data *c_sd = pc_get_child(sd);
  8153. if (!p_sd && !c_sd) { // Fail if no family members are found
  8154. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8155. map_freeblock_unlock();
  8156. return 1;
  8157. }
  8158. // Partner must be on the same map and in same party
  8159. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8160. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8161. // Child must be on the same map and in same party as the parent casting
  8162. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8163. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8164. }
  8165. break;
  8166. case WE_ONEFOREVER:
  8167. if (sd) {
  8168. struct map_session_data *p_sd = pc_get_partner(sd);
  8169. struct map_session_data *c_sd = pc_get_child(sd);
  8170. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8171. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8172. map_freeblock_unlock();
  8173. return 1;
  8174. }
  8175. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8176. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8177. break;
  8178. }
  8179. if (status_isdead(bl)) {
  8180. int per = 30, sper = 0;
  8181. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8182. break;
  8183. if (tsc && tsc->data[SC_HELLPOWER])
  8184. break;
  8185. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8186. break;
  8187. if (dstsd->special_state.restart_full_recover)
  8188. per = sper = 100;
  8189. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8190. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8191. }
  8192. }
  8193. break;
  8194. case WE_CHEERUP:
  8195. if (sd) {
  8196. struct map_session_data *f_sd = pc_get_father(sd);
  8197. struct map_session_data *m_sd = pc_get_mother(sd);
  8198. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8199. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8200. map_freeblock_unlock();
  8201. return 1;
  8202. }
  8203. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8204. if (dstsd == f_sd || dstsd == m_sd)
  8205. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8206. } else
  8207. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8208. }
  8209. break;
  8210. case PF_HPCONVERSION:
  8211. {
  8212. int hp, sp;
  8213. hp = sstatus->max_hp/10;
  8214. sp = hp * 10 * skill_lv / 100;
  8215. if (!status_charge(src,hp,0)) {
  8216. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8217. break;
  8218. }
  8219. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8220. status_heal(bl,0,sp,2);
  8221. }
  8222. break;
  8223. case MA_REMOVETRAP:
  8224. case HT_REMOVETRAP:
  8225. {
  8226. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8227. std::shared_ptr<s_skill_unit_group> sg;
  8228. std::shared_ptr<s_skill_db> skill_group;
  8229. // Mercenaries can remove any trap
  8230. // Players can only remove their own traps or traps on Vs maps.
  8231. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  8232. {
  8233. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8234. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8235. { // prevent picking up expired traps
  8236. if( battle_config.skill_removetrap_type )
  8237. { // get back all items used to deploy the trap
  8238. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8239. {
  8240. if( skill_group->require.itemid[i] > 0 )
  8241. {
  8242. int flag2;
  8243. struct item item_tmp;
  8244. memset(&item_tmp,0,sizeof(item_tmp));
  8245. item_tmp.nameid = skill_group->require.itemid[i];
  8246. item_tmp.identify = 1;
  8247. item_tmp.amount = skill_group->require.amount[i];
  8248. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8249. clif_additem(sd,0,0,flag2);
  8250. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8251. }
  8252. }
  8253. }
  8254. }
  8255. else
  8256. { // get back 1 trap
  8257. struct item item_tmp;
  8258. memset(&item_tmp,0,sizeof(item_tmp));
  8259. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8260. item_tmp.identify = 1;
  8261. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8262. {
  8263. clif_additem(sd,0,0,flag);
  8264. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8265. }
  8266. }
  8267. }
  8268. skill_delunit(su);
  8269. }else if(sd)
  8270. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8271. }
  8272. break;
  8273. case HT_SPRINGTRAP:
  8274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8275. {
  8276. struct skill_unit *su=NULL;
  8277. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8278. switch(su->group->unit_id){
  8279. case UNT_ANKLESNARE: // ankle snare
  8280. if (su->group->val2 != 0)
  8281. // if it is already trapping something don't spring it,
  8282. // remove trap should be used instead
  8283. break;
  8284. // otherwise fallthrough to below
  8285. case UNT_BLASTMINE:
  8286. case UNT_SKIDTRAP:
  8287. case UNT_LANDMINE:
  8288. case UNT_SHOCKWAVE:
  8289. case UNT_SANDMAN:
  8290. case UNT_FLASHER:
  8291. case UNT_FREEZINGTRAP:
  8292. case UNT_CLAYMORETRAP:
  8293. case UNT_TALKIEBOX:
  8294. su->group->unit_id = UNT_USED_TRAPS;
  8295. clif_changetraplook(bl, UNT_USED_TRAPS);
  8296. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8297. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8298. }
  8299. }
  8300. }
  8301. break;
  8302. case BD_ENCORE:
  8303. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8304. if(sd)
  8305. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8306. break;
  8307. case AS_SPLASHER:
  8308. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  8309. // Renewal dropped the 3/4 hp requirement
  8310. #ifndef RENEWAL
  8311. || tstatus-> hp > tstatus->max_hp*3/4
  8312. #endif
  8313. ) {
  8314. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8315. map_freeblock_unlock();
  8316. return 1;
  8317. }
  8318. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8319. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8320. #ifndef RENEWAL
  8321. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8322. #endif
  8323. break;
  8324. case PF_MINDBREAKER:
  8325. {
  8326. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8327. map_freeblock_unlock();
  8328. return 1;
  8329. }
  8330. if (tsce)
  8331. { //HelloKitty2 (?) explained that this silently fails when target is
  8332. //already inflicted. [Skotlex]
  8333. map_freeblock_unlock();
  8334. return 1;
  8335. }
  8336. //Has a 55% + skill_lv*5% success chance.
  8337. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8338. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8339. {
  8340. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8341. map_freeblock_unlock();
  8342. return 0;
  8343. }
  8344. unit_skillcastcancel(bl,0);
  8345. if(tsc && tsc->count){
  8346. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8347. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8348. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8349. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8350. }
  8351. if (dstmd)
  8352. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8353. }
  8354. break;
  8355. case PF_SOULCHANGE:
  8356. {
  8357. unsigned int sp1 = 0, sp2 = 0;
  8358. if (dstmd) {
  8359. if (dstmd->state.soul_change_flag) {
  8360. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8361. break;
  8362. }
  8363. dstmd->state.soul_change_flag = 1;
  8364. sp2 = sstatus->max_sp * 3 /100;
  8365. status_heal(src, 0, sp2, 2);
  8366. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8367. break;
  8368. }
  8369. sp1 = sstatus->sp;
  8370. sp2 = tstatus->sp;
  8371. #ifdef RENEWAL
  8372. sp1 = sp1 / 2;
  8373. sp2 = sp2 / 2;
  8374. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8375. sp1 = tstatus->sp;
  8376. #endif
  8377. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8378. sp1 = tstatus->sp;
  8379. status_set_sp(src, sp2, 3);
  8380. status_set_sp(bl, sp1, 3);
  8381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8382. }
  8383. break;
  8384. // Slim Pitcher
  8385. case CR_SLIMPITCHER:
  8386. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8387. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8388. break;
  8389. if (potion_hp || potion_sp) {
  8390. int hp = potion_hp, sp = potion_sp;
  8391. hp = hp * (100 + (tstatus->vit<<1))/100;
  8392. sp = sp * (100 + (tstatus->int_<<1))/100;
  8393. if (dstsd) {
  8394. if (hp)
  8395. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8396. if (sp)
  8397. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8398. }
  8399. if (tsc && tsc->count) {
  8400. uint8 penalty = 0;
  8401. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8402. hp += hp / 10;
  8403. sp += sp / 10;
  8404. }
  8405. if (tsc->data[SC_CRITICALWOUND])
  8406. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8407. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8408. penalty += 20;
  8409. if (tsc->data[SC_NORECOVER_STATE])
  8410. penalty = 100;
  8411. if (penalty > 0) {
  8412. hp -= hp * penalty / 100;
  8413. sp -= sp * penalty / 100;
  8414. }
  8415. }
  8416. if(hp > 0)
  8417. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8418. if(sp > 0)
  8419. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8420. status_heal(bl,hp,sp,0);
  8421. }
  8422. break;
  8423. // Full Chemical Protection
  8424. case CR_FULLPROTECTION:
  8425. {
  8426. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8427. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8428. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8429. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8430. continue;
  8431. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8432. s++;
  8433. }
  8434. if( sd && !s ){
  8435. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8436. map_freeblock_unlock(); // Don't consume item requirements
  8437. return 0;
  8438. }
  8439. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8440. }
  8441. break;
  8442. case RG_CLEANER: //AppleGirl
  8443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8444. break;
  8445. #ifndef RENEWAL
  8446. case CG_LONGINGFREEDOM:
  8447. {
  8448. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8449. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8450. {
  8451. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8452. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8453. }
  8454. }
  8455. break;
  8456. #endif
  8457. case CG_TAROTCARD:
  8458. {
  8459. int card = -1;
  8460. if (tsc && tsc->data[SC_TAROTCARD]) {
  8461. //Target currently has the SUN tarot card effect and is immune to any other effect
  8462. map_freeblock_unlock();
  8463. return 0;
  8464. }
  8465. if( rnd() % 100 > skill_lv * 8 ||
  8466. #ifndef RENEWAL
  8467. (tsc && tsc->data[SC_BASILICA]) ||
  8468. #endif
  8469. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  8470. if( sd )
  8471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8472. map_freeblock_unlock();
  8473. return 0;
  8474. }
  8475. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  8476. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  8477. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  8478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8479. }
  8480. break;
  8481. case SL_ALCHEMIST:
  8482. case SL_ASSASIN:
  8483. case SL_BARDDANCER:
  8484. case SL_BLACKSMITH:
  8485. case SL_CRUSADER:
  8486. case SL_HUNTER:
  8487. case SL_KNIGHT:
  8488. case SL_MONK:
  8489. case SL_PRIEST:
  8490. case SL_ROGUE:
  8491. case SL_SAGE:
  8492. case SL_SOULLINKER:
  8493. case SL_STAR:
  8494. case SL_SUPERNOVICE:
  8495. case SL_WIZARD:
  8496. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8497. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8498. break;
  8499. }
  8500. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8501. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8502. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8503. break;
  8504. }
  8505. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8506. { //Erase death count 1% of the casts
  8507. pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
  8508. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8509. //SC_SPIRIT invokes status_calc_pc for us.
  8510. }
  8511. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8512. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8513. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8514. break;
  8515. case SL_HIGH:
  8516. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8517. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8518. break;
  8519. }
  8520. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8521. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8522. break;
  8523. }
  8524. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8525. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8526. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8527. break;
  8528. case SP_SOULGOLEM:
  8529. case SP_SOULSHADOW:
  8530. case SP_SOULFALCON:
  8531. case SP_SOULFAIRY:
  8532. if (sd && !dstsd) { // Only player's can be soul linked.
  8533. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8534. break;
  8535. }
  8536. if (tsc) {
  8537. if (tsc->data[status_skill2sc(skill_id)]) { // Allow refreshing an already active soul link.
  8538. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8539. break;
  8540. } else if (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8541. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8542. break;
  8543. }
  8544. }
  8545. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8546. break;
  8547. case SP_SOULREVOLVE:
  8548. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  8549. if (sd)
  8550. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8551. break;
  8552. }
  8553. status_heal(bl, 0, 50*skill_lv, 2);
  8554. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8555. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8556. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8557. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8558. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8559. break;
  8560. case SL_SWOO:
  8561. if (tsce) {
  8562. if(sd)
  8563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8564. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8565. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8566. break;
  8567. }
  8568. case SL_SKA: // [marquis007]
  8569. case SL_SKE:
  8570. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8572. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8573. break;
  8574. }
  8575. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8576. if (skill_id == SL_SKE)
  8577. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8578. break;
  8579. // New guild skills [Celest]
  8580. case GD_BATTLEORDER:
  8581. case GD_REGENERATION:
  8582. case GD_RESTORE:
  8583. case GD_EMERGENCY_MOVE:
  8584. if(flag&1) {
  8585. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8586. if( skill_id == GD_RESTORE )
  8587. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8588. else
  8589. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8590. }
  8591. } else if (status_get_guild_id(src)) {
  8592. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8593. map_foreachinallrange(skill_area_sub, src,
  8594. skill_get_splash(skill_id, skill_lv), BL_PC,
  8595. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8596. skill_castend_nodamage_id);
  8597. if (sd)
  8598. #ifdef RENEWAL
  8599. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8600. #else
  8601. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  8602. #endif
  8603. }
  8604. break;
  8605. case GD_EMERGENCYCALL:
  8606. case GD_ITEMEMERGENCYCALL:
  8607. {
  8608. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8609. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8610. uint8 j = 0, calls = 0, called = 0;
  8611. struct guild *g;
  8612. // i don't know if it actually summons in a circle, but oh well. ;P
  8613. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8614. if (!g)
  8615. break;
  8616. if (skill_id == GD_ITEMEMERGENCYCALL)
  8617. switch (skill_lv) {
  8618. case 1: calls = 7; break;
  8619. case 2: calls = 12; break;
  8620. case 3: calls = 20; break;
  8621. default: calls = 0; break;
  8622. }
  8623. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8624. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8625. if (j > 8)
  8626. j = 0;
  8627. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8628. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8629. continue;
  8630. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8631. continue;
  8632. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8633. dx[j] = dy[j] = 0;
  8634. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8635. called++;
  8636. }
  8637. }
  8638. if (sd)
  8639. #ifdef RENEWAL
  8640. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8641. #else
  8642. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  8643. #endif
  8644. }
  8645. break;
  8646. case GD_CHARGESHOUT_FLAG:
  8647. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  8648. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  8649. if (md) {
  8650. sd->guild->chargeshout_flag_id = md->bl.id;
  8651. md->master_id = src->id;
  8652. if (md->deletetimer != INVALID_TIMER)
  8653. delete_timer(md->deletetimer, mob_timer_delete);
  8654. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  8655. mob_spawn(md);
  8656. }
  8657. }
  8658. break;
  8659. case GD_CHARGESHOUT_BEATING:
  8660. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  8661. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  8662. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  8663. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8664. else
  8665. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8666. } else
  8667. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8668. break;
  8669. case SG_FEEL:
  8670. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8671. if (sd) {
  8672. if(!sd->feel_map[skill_lv-1].index)
  8673. clif_feel_req(sd->fd,sd, skill_lv);
  8674. else
  8675. clif_feel_info(sd, skill_lv-1, 1);
  8676. }
  8677. break;
  8678. case SG_HATE:
  8679. if (sd) {
  8680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8681. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8682. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8683. }
  8684. break;
  8685. case SJ_DOCUMENT:
  8686. if (sd) {
  8687. switch (skill_lv) {
  8688. case 1:
  8689. pc_resetfeel(sd);
  8690. break;
  8691. case 2:
  8692. pc_resethate(sd);
  8693. break;
  8694. case 3:
  8695. pc_resetfeel(sd);
  8696. pc_resethate(sd);
  8697. break;
  8698. }
  8699. }
  8700. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8701. break;
  8702. case GS_GLITTERING:
  8703. if(sd) {
  8704. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8705. if(rnd()%100 < (20+10*skill_lv))
  8706. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8707. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8708. pc_delspiritball(sd,1,0);
  8709. }
  8710. break;
  8711. case GS_CRACKER:
  8712. /* per official standards, this skill works on players and mobs. */
  8713. if (sd && (dstsd || dstmd))
  8714. {
  8715. i =65 -5*distance_bl(src,bl); //Base rate
  8716. if (i < 30) i = 30;
  8717. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8718. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8719. }
  8720. break;
  8721. case AM_CALLHOMUN: //[orn]
  8722. if (sd && !hom_call(sd))
  8723. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8724. #ifdef RENEWAL
  8725. else if (sd && hom_is_active(sd->hd))
  8726. skill_area_temp[0] = 1; // Already passed pre-cast checks
  8727. #endif
  8728. break;
  8729. case AM_REST:
  8730. if (sd) {
  8731. if (hom_vaporize(sd,HOM_ST_REST))
  8732. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8733. else
  8734. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8735. }
  8736. break;
  8737. case HAMI_CASTLE: //[orn]
  8738. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8739. int x = src->x, y = src->y;
  8740. if (hd)
  8741. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8742. // Move source
  8743. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8744. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8745. clif_blown(src);
  8746. // Move target
  8747. if (unit_movepos(bl,x,y,0,0)) {
  8748. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8749. clif_blown(bl);
  8750. }
  8751. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8752. }
  8753. }
  8754. else if (hd && hd->master) // Failed
  8755. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8756. else if (sd)
  8757. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8758. break;
  8759. case HVAN_CHAOTIC: //[orn]
  8760. {
  8761. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8762. int r = rnd()%100;
  8763. i = (skill_lv-1)%5;
  8764. if(r<per[i][0]) //Self
  8765. bl = src;
  8766. else if(r<per[i][1]) //Master
  8767. bl = battle_get_master(src);
  8768. else //Enemy
  8769. bl = map_id2bl(battle_gettarget(src));
  8770. if (!bl) bl = src;
  8771. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8772. //Eh? why double skill packet?
  8773. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8774. clif_skill_nodamage(src,bl,skill_id,i,1);
  8775. status_heal(bl, i, 0, 0);
  8776. }
  8777. break;
  8778. //Homun single-target support skills [orn]
  8779. case HAMI_BLOODLUST:
  8780. case HFLI_FLEET:
  8781. case HFLI_SPEED:
  8782. case HLIF_CHANGE:
  8783. case MH_ANGRIFFS_MODUS:
  8784. case MH_GOLDENE_FERSE:
  8785. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8786. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8787. if (hd)
  8788. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8789. break;
  8790. case NPC_DRAGONFEAR:
  8791. if (flag&1) {
  8792. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8793. int j;
  8794. j = i = rnd()%ARRAYLENGTH(sc);
  8795. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8796. i++;
  8797. if ( i == ARRAYLENGTH(sc) )
  8798. i = 0;
  8799. if (i == j)
  8800. break;
  8801. }
  8802. break;
  8803. }
  8804. case NPC_WIDEBLEEDING:
  8805. case NPC_WIDECONFUSE:
  8806. case NPC_WIDECURSE:
  8807. case NPC_WIDEFREEZE:
  8808. case NPC_WIDESLEEP:
  8809. case NPC_WIDESILENCE:
  8810. case NPC_WIDESTONE:
  8811. case NPC_WIDESTUN:
  8812. case NPC_SLOWCAST:
  8813. case NPC_WIDEHELLDIGNITY:
  8814. case NPC_WIDEHEALTHFEAR:
  8815. case NPC_WIDEBODYBURNNING:
  8816. case NPC_WIDEFROSTMISTY:
  8817. case NPC_WIDECOLD:
  8818. case NPC_WIDE_DEEP_SLEEP:
  8819. case NPC_WIDESIREN:
  8820. case NPC_WIDEWEB:
  8821. if (flag&1){
  8822. switch ( type ) {
  8823. case SC_BURNING:
  8824. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8825. break;
  8826. case SC_VOICEOFSIREN:
  8827. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8828. break;
  8829. default:
  8830. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8831. }
  8832. }
  8833. else {
  8834. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8835. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8836. map_foreachinallrange(skill_area_sub, bl,
  8837. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8838. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8839. skill_castend_nodamage_id);
  8840. }
  8841. break;
  8842. case NPC_WIDESOULDRAIN:
  8843. if (flag&1)
  8844. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8845. else {
  8846. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8847. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8848. map_foreachinallrange(skill_area_sub, bl,
  8849. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8850. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8851. skill_castend_nodamage_id);
  8852. }
  8853. break;
  8854. case NPC_FIRESTORM: {
  8855. int sflag = flag;
  8856. if( skill_lv > 1 )
  8857. sflag |= 4;
  8858. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8859. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  8860. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  8861. }
  8862. break;
  8863. case ALL_PARTYFLEE:
  8864. if( sd && !(flag&1) ) {
  8865. if( !sd->status.party_id ) {
  8866. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8867. break;
  8868. }
  8869. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8870. } else
  8871. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8872. break;
  8873. case NPC_TALK:
  8874. case ALL_WEWISH:
  8875. case ALL_CATCRY:
  8876. case ALL_DREAM_SUMMERNIGHT:
  8877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8878. break;
  8879. case ALL_BUYING_STORE:
  8880. if( sd )
  8881. {// players only, skill allows 5 buying slots
  8882. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8883. }
  8884. break;
  8885. case RK_ENCHANTBLADE:
  8886. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8887. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8888. break;
  8889. case RK_DRAGONHOWLING:
  8890. if( flag&1)
  8891. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8892. else
  8893. {
  8894. skill_area_temp[2] = 0;
  8895. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8896. map_foreachinallrange(skill_area_sub, src,
  8897. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8898. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8899. skill_castend_nodamage_id);
  8900. }
  8901. break;
  8902. case LG_EARTHDRIVE: {
  8903. int dummy = 1;
  8904. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8905. i = skill_get_splash(skill_id,skill_lv);
  8906. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8907. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8908. }
  8909. break;
  8910. case RK_LUXANIMA:
  8911. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8912. case RK_GIANTGROWTH:
  8913. case RK_STONEHARDSKIN:
  8914. case RK_VITALITYACTIVATION:
  8915. case RK_ABUNDANCE:
  8916. case RK_CRUSHSTRIKE:
  8917. case RK_REFRESH:
  8918. case RK_MILLENNIUMSHIELD:
  8919. if (sd) {
  8920. uint8 rune_level = 1; // RK_GIANTGROWTH
  8921. if (skill_id == RK_VITALITYACTIVATION)
  8922. rune_level = 2;
  8923. else if (skill_id == RK_STONEHARDSKIN)
  8924. rune_level = 4;
  8925. else if (skill_id == RK_ABUNDANCE)
  8926. rune_level = 6;
  8927. else if (skill_id == RK_CRUSHSTRIKE)
  8928. rune_level = 7;
  8929. else if (skill_id == RK_REFRESH)
  8930. rune_level = 8;
  8931. else if (skill_id == RK_MILLENNIUMSHIELD)
  8932. rune_level = 9;
  8933. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8934. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8935. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8936. else if (skill_id == RK_STONEHARDSKIN)
  8937. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8938. } else
  8939. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8940. }
  8941. break;
  8942. case NPC_MILLENNIUMSHIELD:
  8943. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8944. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8945. break;
  8946. case RK_FIGHTINGSPIRIT: {
  8947. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  8948. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  8949. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8950. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  8951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8952. break;
  8953. }
  8954. case GC_ROLLINGCUTTER:
  8955. {
  8956. short count = 1;
  8957. skill_area_temp[2] = 0;
  8958. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8959. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8960. { // Every time the skill is casted the status change is reseted adding a counter.
  8961. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8962. if( count > 10 )
  8963. count = 10; // Max coounter
  8964. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8965. }
  8966. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8967. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8968. }
  8969. break;
  8970. case GC_WEAPONBLOCKING:
  8971. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8972. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8973. else
  8974. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8975. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8976. break;
  8977. case GC_CREATENEWPOISON:
  8978. if( sd )
  8979. {
  8980. clif_skill_produce_mix_list(sd,skill_id,25);
  8981. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8982. }
  8983. break;
  8984. case GC_POISONINGWEAPON:
  8985. if( sd ) {
  8986. clif_poison_list(sd,skill_lv);
  8987. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8988. }
  8989. break;
  8990. case GC_ANTIDOTE:
  8991. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8992. if( tsc )
  8993. {
  8994. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8995. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8996. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8997. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8998. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8999. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  9000. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  9001. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  9002. }
  9003. break;
  9004. case GC_PHANTOMMENACE:
  9005. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9006. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9007. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9008. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9009. break;
  9010. case GC_HALLUCINATIONWALK:
  9011. {
  9012. int heal = status_get_max_hp(bl) / 10;
  9013. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9014. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9015. break;
  9016. }
  9017. if( !status_charge(bl,heal,0) )
  9018. {
  9019. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9020. break;
  9021. }
  9022. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9023. }
  9024. break;
  9025. case AB_ANCILLA:
  9026. if( sd ) {
  9027. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9028. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9029. }
  9030. break;
  9031. case AB_CLEMENTIA:
  9032. case AB_CANTO:
  9033. {
  9034. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9035. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9036. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9037. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9038. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9039. else if( sd )
  9040. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9041. }
  9042. break;
  9043. case AB_PRAEFATIO:
  9044. case AB_RENOVATIO:
  9045. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9046. if (skill_id == AB_PRAEFATIO)
  9047. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  9048. else
  9049. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9050. } else if( sd )
  9051. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9052. break;
  9053. case AB_CHEAL:
  9054. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9055. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9056. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9057. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9058. if( partycount > 1 )
  9059. i += (i / 100) * (partycount * 10) / 4;
  9060. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9061. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9062. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9063. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9064. i = ~i + 1;
  9065. status_heal(bl, i, 0, 0);
  9066. }
  9067. } else if( sd )
  9068. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9069. break;
  9070. case NPC_CHEAL:
  9071. if( flag&1 ) {
  9072. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9073. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9074. if (status_isimmune(bl))
  9075. i = 0;
  9076. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9077. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9078. i = ~i + 1;
  9079. status_heal(bl, i, 0, 0);
  9080. }
  9081. }
  9082. else {
  9083. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9084. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9085. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9086. }
  9087. break;
  9088. case AB_ORATIO:
  9089. if( flag&1 )
  9090. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9091. else {
  9092. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9093. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9094. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9095. }
  9096. break;
  9097. case AB_LAUDAAGNUS:
  9098. if( flag&1 || !sd || !sd->status.party_id ) {
  9099. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  9100. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  9101. // Success Chance: (60 + 10 * Skill Level) %
  9102. if( rnd()%100 > 60+10*skill_lv ) break;
  9103. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9104. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9105. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9106. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9107. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9108. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9109. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9110. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9111. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9112. } else if( sd )
  9113. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9114. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9115. break;
  9116. case AB_LAUDARAMUS:
  9117. if( flag&1 || !sd || !sd->status.party_id ) {
  9118. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9119. // Success Chance: (60 + 10 * Skill Level) %
  9120. if( rnd()%100 > 60+10*skill_lv ) break;
  9121. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9122. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9123. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9124. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9125. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9126. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9127. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9128. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9129. } else if( sd )
  9130. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9131. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9132. break;
  9133. case AB_CLEARANCE:
  9134. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9135. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9136. break;
  9137. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9138. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9139. if (sd)
  9140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9141. break;
  9142. }
  9143. if(status_isimmune(bl))
  9144. break;
  9145. //Remove bonus_script by Clearance
  9146. if (dstsd)
  9147. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9148. if(!tsc || !tsc->count)
  9149. break;
  9150. for( i = 0; i < SC_MAX; i++ ) {
  9151. if (!tsc->data[i])
  9152. continue;
  9153. switch (i) {
  9154. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  9155. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  9156. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  9157. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  9158. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  9159. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  9160. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  9161. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  9162. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  9163. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  9164. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  9165. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  9166. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  9167. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  9168. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  9169. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  9170. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  9171. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  9172. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  9173. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  9174. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  9175. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  9176. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  9177. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  9178. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  9179. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  9180. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  9181. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  9182. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  9183. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  9184. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  9185. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  9186. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  9187. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  9188. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  9189. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  9190. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  9191. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  9192. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  9193. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  9194. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  9195. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  9196. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  9197. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  9198. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  9199. case SC_P_ALTER: case SC_E_CHAIN:
  9200. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  9201. case SC_NEWMOON: case SC_FLASHKICK: case SC_DIMENSION:
  9202. case SC_NOVAEXPLOSING:
  9203. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  9204. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  9205. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  9206. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  9207. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  9208. case SC_SPORE_EXPLOSION:
  9209. #ifdef RENEWAL
  9210. case SC_EXTREMITYFIST2:
  9211. #endif
  9212. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  9213. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  9214. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  9215. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  9216. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  9217. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  9218. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  9219. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  9220. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  9221. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  9222. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  9223. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  9224. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  9225. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  9226. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  9227. case SC_DAILYSENDMAILCNT:
  9228. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  9229. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  9230. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  9231. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  9232. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  9233. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  9234. case SC_EMERGENCY_MOVE: case SC_MADOGEAR: case SC_HOMUN_TIME:
  9235. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  9236. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  9237. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  9238. continue;
  9239. case SC_ASSUMPTIO:
  9240. if( bl->type == BL_MOB )
  9241. continue;
  9242. break;
  9243. }
  9244. 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.
  9245. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  9246. }
  9247. break;
  9248. }
  9249. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9250. break;
  9251. case AB_SILENTIUM:
  9252. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9253. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9254. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9255. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9256. break;
  9257. case WL_STASIS:
  9258. if (flag&1)
  9259. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9260. else {
  9261. struct map_data *mapdata = map_getmapdata(src->m);
  9262. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9264. }
  9265. break;
  9266. case NPC_DANCINGBLADE:
  9267. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9268. break;
  9269. case WL_CHAINLIGHTNING:
  9270. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9271. break;
  9272. case WL_WHITEIMPRISON:
  9273. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  9274. {
  9275. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9276. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9277. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9278. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9279. if( sd )
  9280. skill_blockpc_start(sd,skill_id,4000);
  9281. if( !(tsc && tsc->data[type]) ){
  9282. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  9283. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9284. if( !i )
  9285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9286. }
  9287. }else
  9288. if( sd )
  9289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9290. break;
  9291. case NPC_JACKFROST:
  9292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9293. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9294. break;
  9295. case WL_SIENNAEXECRATE:
  9296. if( status_isimmune(bl) || !tsc )
  9297. break;
  9298. if( flag&1 ) {
  9299. if( bl->id == skill_area_temp[1] )
  9300. break; // Already work on this target
  9301. if( tsc && tsc->data[type] )
  9302. status_change_end(bl,type,INVALID_TIMER);
  9303. else
  9304. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9305. } else {
  9306. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9307. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9308. if( rnd()%100 < rate ) { // Success on First Target
  9309. if( !tsc->data[type] )
  9310. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9311. else {
  9312. rate = 1;
  9313. status_change_end(bl,type,INVALID_TIMER);
  9314. }
  9315. if( rate ) {
  9316. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9317. skill_area_temp[1] = bl->id;
  9318. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9319. }
  9320. // Doesn't send failure packet if it fails on defense.
  9321. }
  9322. else if( sd ) // Failure on Rate
  9323. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9324. }
  9325. break;
  9326. case WL_SUMMONFB:
  9327. case WL_SUMMONBL:
  9328. case WL_SUMMONWB:
  9329. case WL_SUMMONSTONE:
  9330. {
  9331. status_change *sc = status_get_sc(src);
  9332. if (sc == nullptr)
  9333. break;
  9334. e_wl_spheres element;
  9335. switch (skill_id) { // Set val2. The SC element for this ball
  9336. case WL_SUMMONFB:
  9337. element = WLS_FIRE;
  9338. break;
  9339. case WL_SUMMONBL:
  9340. element = WLS_WIND;
  9341. break;
  9342. case WL_SUMMONWB:
  9343. element = WLS_WATER;
  9344. break;
  9345. case WL_SUMMONSTONE:
  9346. element = WLS_STONE;
  9347. break;
  9348. }
  9349. if (skill_lv == 1) {
  9350. sc_type sphere = SC_NONE;
  9351. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9352. if (sc->data[i] == nullptr) {
  9353. sphere = static_cast<sc_type>(i); // Take the free SC
  9354. break;
  9355. }
  9356. }
  9357. if (sphere == SC_NONE) {
  9358. if (sd) // No free slots to put SC
  9359. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9360. break;
  9361. }
  9362. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9363. } else {
  9364. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9365. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Removes previous type
  9366. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9367. }
  9368. }
  9369. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9370. }
  9371. break;
  9372. case WL_READING_SB_READING:
  9373. if (sd) {
  9374. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9375. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9376. break;
  9377. }
  9378. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9379. skill_spellbook(sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9380. }
  9381. break;
  9382. case RA_FEARBREEZE:
  9383. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9384. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9385. break;
  9386. case RA_WUGMASTERY:
  9387. if( sd ) {
  9388. if( !pc_iswug(sd) )
  9389. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9390. else
  9391. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9392. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9393. }
  9394. break;
  9395. case RA_WUGRIDER:
  9396. if( sd ) {
  9397. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9398. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9399. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9400. } else if( pc_isridingwug(sd) ) {
  9401. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9402. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9403. }
  9404. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9405. }
  9406. break;
  9407. case RA_WUGDASH:
  9408. if( tsce ) {
  9409. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9410. map_freeblock_unlock();
  9411. return 0;
  9412. }
  9413. if( sd && pc_isridingwug(sd) ) {
  9414. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9415. clif_walkok(sd);
  9416. }
  9417. break;
  9418. case RA_SENSITIVEKEEN:
  9419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9420. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9421. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  9422. break;
  9423. case NC_F_SIDESLIDE:
  9424. case NC_B_SIDESLIDE:
  9425. {
  9426. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9427. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9429. }
  9430. break;
  9431. case NC_SELFDESTRUCTION:
  9432. if( sd ) {
  9433. if( pc_ismadogear(sd) )
  9434. pc_setmadogear(sd, false);
  9435. skill_area_temp[1] = 0;
  9436. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9437. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9438. status_set_sp(src, 0, 0);
  9439. skill_clear_unitgroup(src);
  9440. }
  9441. break;
  9442. case NC_EMERGENCYCOOL:
  9443. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9444. if (sd) {
  9445. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9446. int16 limit[] = { -45, -75, -105 };
  9447. i = 0;
  9448. for (const auto &reqItem : req.eqItem) {
  9449. if (pc_search_inventory(sd, reqItem) != -1)
  9450. break;
  9451. i++;
  9452. }
  9453. pc_overheat(sd, limit[min(i, 2)]);
  9454. }
  9455. break;
  9456. case NC_ANALYZE:
  9457. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9458. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9459. break;
  9460. case NC_MAGNETICFIELD:
  9461. if (flag & 1) {
  9462. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9463. } else {
  9464. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9465. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9466. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  9467. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9468. }
  9469. break;
  9470. case NC_REPAIR:
  9471. if( sd ) {
  9472. int heal, hp = 0;
  9473. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9474. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9475. break;
  9476. }
  9477. switch(skill_lv) {
  9478. case 1: hp = 4; break;
  9479. case 2: hp = 7; break;
  9480. case 3: hp = 13; break;
  9481. case 4: hp = 17; break;
  9482. case 5: default: hp = 23; break;
  9483. }
  9484. heal = dstsd->status.max_hp * hp / 100;
  9485. status_heal(bl,heal,0,2);
  9486. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9487. }
  9488. break;
  9489. case NC_DISJOINT:
  9490. {
  9491. if( bl->type != BL_MOB ) break;
  9492. md = map_id2md(bl->id);
  9493. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9494. status_kill(bl);
  9495. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9496. }
  9497. break;
  9498. case SC_AUTOSHADOWSPELL:
  9499. if( sd ) {
  9500. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9501. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9502. {
  9503. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  9504. clif_autoshadowspell_list(sd);
  9505. clif_skill_nodamage(src,bl,skill_id,1,1);
  9506. }
  9507. else
  9508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9509. }
  9510. break;
  9511. case SC_SHADOWFORM:
  9512. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9513. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  9514. dstsd->shadowform_id = src->id;
  9515. }
  9516. else if( sd )
  9517. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9518. break;
  9519. case SC_BODYPAINT:
  9520. if( flag&1 ) {
  9521. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9522. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9523. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9524. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9525. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9526. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9527. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9528. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9529. }
  9530. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9531. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9532. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  9533. } else {
  9534. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  9535. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9536. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9537. }
  9538. break;
  9539. case SC_ENERVATION:
  9540. case SC_GROOMY:
  9541. case SC_LAZINESS:
  9542. case SC_UNLUCKY:
  9543. case SC_WEAKNESS:
  9544. if( !(tsc && tsc->data[type]) ) {
  9545. int rate;
  9546. if (status_get_class_(bl) == CLASS_BOSS)
  9547. break;
  9548. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9549. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9550. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9551. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  9552. } else if( sd )
  9553. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9554. break;
  9555. case SC_IGNORANCE:
  9556. if( !(tsc && tsc->data[type]) ) {
  9557. int rate;
  9558. if (status_get_class_(bl) == CLASS_BOSS)
  9559. break;
  9560. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9561. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  9562. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9563. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  9564. int sp = 100 * skill_lv;
  9565. if( dstmd )
  9566. sp = dstmd->level;
  9567. if( !dstmd )
  9568. status_zap(bl, 0, sp);
  9569. status_heal(src, 0, sp / 2, 3);
  9570. } else if( sd )
  9571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9572. } else if( sd )
  9573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9574. break;
  9575. case LG_TRAMPLE:
  9576. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9577. if (rnd()%100 < (25 + 25 * skill_lv))
  9578. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  9579. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  9580. break;
  9581. case LG_REFLECTDAMAGE:
  9582. if( tsc && tsc->data[type] )
  9583. status_change_end(bl,type,INVALID_TIMER);
  9584. else
  9585. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9586. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9587. break;
  9588. case LG_PIETY:
  9589. if( flag&1 )
  9590. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9591. else {
  9592. skill_area_temp[2] = 0;
  9593. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9595. }
  9596. break;
  9597. case SR_CURSEDCIRCLE:
  9598. if( flag&1 ) {
  9599. if( status_get_class_(bl) == CLASS_BOSS )
  9600. break;
  9601. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9602. if( bl->type == BL_MOB )
  9603. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9604. clif_bladestop(src, bl->id, 1);
  9605. map_freeblock_unlock();
  9606. return 1;
  9607. }
  9608. } else {
  9609. int count = 0;
  9610. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9611. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  9612. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9613. if( sd ) pc_delspiritball(sd, count, 0);
  9614. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9615. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9616. }
  9617. break;
  9618. case NPC_SR_CURSEDCIRCLE:
  9619. if( flag&1 ) {
  9620. if( status_get_class_(bl) == CLASS_BOSS )
  9621. break;
  9622. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9623. if( bl->type == BL_MOB )
  9624. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9625. clif_bladestop(src, bl->id, 1);
  9626. map_freeblock_unlock();
  9627. return 1;
  9628. }
  9629. } else {
  9630. int count = 0;
  9631. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9632. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  9633. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9634. if( sd ) pc_delspiritball(sd, count, 0);
  9635. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9636. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9637. }
  9638. break;
  9639. case SR_RAISINGDRAGON:
  9640. if( sd ) {
  9641. short max = 5 + skill_lv;
  9642. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9643. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9644. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9645. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9646. }
  9647. break;
  9648. case SR_ASSIMILATEPOWER:
  9649. if (flag&1) {
  9650. i = 0;
  9651. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9652. if (dstsd->spiritball > 0) {
  9653. i = dstsd->spiritball;
  9654. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9655. }
  9656. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9657. i += dstsd->spiritcharm;
  9658. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9659. }
  9660. }
  9661. if (i)
  9662. status_percent_heal(src, 0, i);
  9663. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9664. } else {
  9665. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9666. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9667. }
  9668. break;
  9669. case SR_POWERVELOCITY:
  9670. if( !dstsd )
  9671. break;
  9672. if( sd && dstsd->spiritball <= 5 ) {
  9673. for(i = 0; i <= 5; i++) {
  9674. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9675. pc_delspiritball(sd, sd->spiritball, 0);
  9676. }
  9677. }
  9678. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9679. break;
  9680. case SR_GENTLETOUCH_CURE:
  9681. {
  9682. unsigned int heal;
  9683. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9684. heal = 0;
  9685. else {
  9686. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9687. status_heal(bl, heal, 0, 0);
  9688. }
  9689. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9690. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9691. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9692. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9693. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9694. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9695. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9696. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9697. }
  9698. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9699. }
  9700. break;
  9701. case SR_GENTLETOUCH_ENERGYGAIN:
  9702. case SR_GENTLETOUCH_CHANGE:
  9703. case SR_GENTLETOUCH_REVITALIZE:
  9704. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9705. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9706. break;
  9707. case SR_FLASHCOMBO: {
  9708. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  9709. const int delay[] = { 0, 750, 1250 };
  9710. if (sd) // Disable attacking/acting/moving for skill's duration.
  9711. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  9712. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9713. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9714. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9715. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9716. }
  9717. break;
  9718. case WA_SWING_DANCE:
  9719. case WA_MOONLIT_SERENADE:
  9720. case WA_SYMPHONY_OF_LOVER:
  9721. case MI_RUSH_WINDMILL:
  9722. case MI_ECHOSONG:
  9723. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9725. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9726. } else if( sd ) {
  9727. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9728. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9730. }
  9731. break;
  9732. case MI_HARMONIZE:
  9733. if( src != bl )
  9734. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9735. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9736. break;
  9737. case WM_DEADHILLHERE:
  9738. if( bl->type == BL_PC ) {
  9739. if( !status_isdead(bl) )
  9740. break;
  9741. int heal = tstatus->sp;
  9742. if( heal <= 0 )
  9743. heal = 1;
  9744. tstatus->hp = heal;
  9745. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9746. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9747. pc_revive((TBL_PC*)bl,heal,0);
  9748. clif_resurrection(bl,1);
  9749. }
  9750. break;
  9751. case WM_VOICEOFSIREN:
  9752. if (flag&1)
  9753. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9754. else {
  9755. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9756. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9757. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9758. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9759. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9760. }
  9761. break;
  9762. case WM_GLOOMYDAY:
  9763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9764. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9765. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9766. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9767. { // !TODO: Which skills aren't boosted anymore?
  9768. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9769. break;
  9770. }
  9771. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9772. break;
  9773. case WM_SATURDAY_NIGHT_FEVER:
  9774. if( flag&1 ) {
  9775. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9776. } else if (sd) {
  9777. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9778. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9780. }
  9781. }
  9782. break;
  9783. case WM_SIRCLEOFNATURE:
  9784. case WM_SONG_OF_MANA:
  9785. case WM_DANCE_WITH_WUG:
  9786. case WM_LERADS_DEW:
  9787. case WM_UNLIMITED_HUMMING_VOICE:
  9788. if( flag&1 ) { // These affect to to all party members near the caster.
  9789. struct status_change *sc = status_get_sc(src);
  9790. if( sc && sc->data[type] ) {
  9791. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  9792. }
  9793. } else if( sd ) {
  9794. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  9795. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  9796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9797. }
  9798. break;
  9799. case WM_MELODYOFSINK:
  9800. if( flag&1 ) {
  9801. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9802. } else { // These affect to all targets around the caster.
  9803. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9804. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9806. }
  9807. }
  9808. break;
  9809. case WM_BEYOND_OF_WARCRY:
  9810. if( flag&1 ) {
  9811. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9812. } else { // These affect to all targets around the caster.
  9813. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  9814. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9816. }
  9817. }
  9818. break;
  9819. case WM_SOUND_OF_DESTRUCTION:
  9820. if (flag&1) {
  9821. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  9822. } else {
  9823. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9824. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9825. }
  9826. break;
  9827. case WM_RANDOMIZESPELL:
  9828. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  9829. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9830. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9831. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9832. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9833. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9834. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9835. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9836. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9837. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9838. }
  9839. break;
  9840. case RETURN_TO_ELDICASTES:
  9841. case ALL_GUARDIAN_RECALL:
  9842. case ECLAGE_RECALL:
  9843. case ALL_PRONTERA_RECALL:
  9844. if( sd )
  9845. {
  9846. short x=0, y=0; // Destiny position.
  9847. unsigned short mapindex=0;
  9848. switch(skill_id){
  9849. default:
  9850. case RETURN_TO_ELDICASTES:
  9851. x = 198;
  9852. y = 187;
  9853. mapindex = mapindex_name2id(MAP_DICASTES);
  9854. break;
  9855. case ALL_GUARDIAN_RECALL:
  9856. x = 44;
  9857. y = 151;
  9858. mapindex = mapindex_name2id(MAP_MORA);
  9859. break;
  9860. case ECLAGE_RECALL:
  9861. x = 47;
  9862. y = 31;
  9863. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9864. break;
  9865. case ALL_PRONTERA_RECALL:
  9866. if(skill_lv == 1) {
  9867. x = 115;
  9868. y = 72;
  9869. }
  9870. else if(skill_lv == 2) {
  9871. x = 159;
  9872. y = 192;
  9873. }
  9874. mapindex = mapindex_name2id(MAP_PRONTERA);
  9875. break;
  9876. }
  9877. if(!mapindex)
  9878. { //Given map not found?
  9879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9880. map_freeblock_unlock();
  9881. return 0;
  9882. }
  9883. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9884. }
  9885. break;
  9886. case ECL_SNOWFLIP:
  9887. case ECL_PEONYMAMY:
  9888. case ECL_SADAGUI:
  9889. case ECL_SEQUOIADUST:
  9890. switch(skill_id){
  9891. case ECL_SNOWFLIP:
  9892. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9893. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9894. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9895. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9896. break;
  9897. case ECL_PEONYMAMY:
  9898. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9899. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9900. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9901. break;
  9902. case ECL_SADAGUI:
  9903. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9904. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9905. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9906. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9907. break;
  9908. case ECL_SEQUOIADUST:
  9909. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9910. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9911. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9912. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9913. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9914. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9915. break;
  9916. }
  9917. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9919. break;
  9920. case GM_SANDMAN:
  9921. if( tsc ) {
  9922. if( tsc->opt1 == OPT1_SLEEP )
  9923. tsc->opt1 = 0;
  9924. else
  9925. tsc->opt1 = OPT1_SLEEP;
  9926. clif_changeoption(bl);
  9927. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9928. }
  9929. break;
  9930. case SO_ARRULLO:
  9931. {
  9932. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9933. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9934. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9935. }
  9936. break;
  9937. case WM_LULLABY_DEEPSLEEP:
  9938. if (flag&1) {
  9939. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9940. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9941. sc_start(src, bl, type, rate, skill_lv, duration);
  9942. } else {
  9943. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9944. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9945. }
  9946. break;
  9947. case SO_SUMMON_AGNI:
  9948. case SO_SUMMON_AQUA:
  9949. case SO_SUMMON_VENTUS:
  9950. case SO_SUMMON_TERA:
  9951. if( sd ) {
  9952. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9953. // Remove previous elemental first.
  9954. if( sd->ed )
  9955. elemental_delete(sd->ed);
  9956. // Summoning the new one.
  9957. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9958. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9959. break;
  9960. }
  9961. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9962. }
  9963. break;
  9964. case SO_EL_CONTROL:
  9965. if( sd ) {
  9966. int mode;
  9967. if( !sd->ed ) break;
  9968. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9969. elemental_delete(sd->ed);
  9970. break;
  9971. }
  9972. switch( skill_lv ) {// Select mode bassed on skill level used.
  9973. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  9974. case 2: mode = EL_MODE_ASSIST; break;
  9975. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9976. }
  9977. if( !elemental_change_mode(sd->ed,mode) ) {
  9978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9979. break;
  9980. }
  9981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9982. }
  9983. break;
  9984. case SO_EL_ACTION:
  9985. if( sd ) {
  9986. int duration = 3000;
  9987. if( !sd->ed )
  9988. break;
  9989. switch(sd->ed->db->class_) {
  9990. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  9991. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  9992. duration = 6000;
  9993. break;
  9994. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  9995. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  9996. duration = 9000;
  9997. break;
  9998. }
  9999. sd->skill_id_old = skill_id;
  10000. elemental_action(sd->ed, bl, tick);
  10001. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10002. skill_blockpc_start(sd, skill_id, duration);
  10003. }
  10004. break;
  10005. case SO_EL_CURE:
  10006. if( sd ) {
  10007. s_elemental_data *ed = sd->ed;
  10008. int s_hp, s_sp;
  10009. if( !ed )
  10010. break;
  10011. s_hp = sd->battle_status.hp * 10 / 100;
  10012. s_sp = sd->battle_status.sp * 10 / 100;
  10013. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10014. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10015. break;
  10016. }
  10017. status_heal(&ed->bl,s_hp,s_sp,3);
  10018. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10019. }
  10020. break;
  10021. case GN_CHANGEMATERIAL:
  10022. case SO_EL_ANALYSIS:
  10023. if( sd ) {
  10024. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10025. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10026. }
  10027. break;
  10028. case NPC_MANDRAGORA:
  10029. case GN_MANDRAGORA:
  10030. if( flag&1 ) {
  10031. int rate;
  10032. if (skill_id == NPC_MANDRAGORA)
  10033. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10034. else
  10035. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10036. if (rate < 10)
  10037. rate = 10;
  10038. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  10039. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10040. if (rnd()%100 < rate) {
  10041. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10042. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10043. }
  10044. } else {
  10045. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10046. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10047. }
  10048. break;
  10049. case GN_SLINGITEM:
  10050. if( sd ) {
  10051. i = sd->equip_index[EQI_AMMO];
  10052. if( i < 0 )
  10053. break; // No ammo.
  10054. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10055. if( ammo_id == 0 )
  10056. break;
  10057. sd->itemid = ammo_id;
  10058. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10059. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10060. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10061. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10062. else
  10063. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10064. } else //Otherwise, it fails, shows animation and removes items.
  10065. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10066. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10067. switch (ammo_id) {
  10068. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10069. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10070. status_percent_heal(bl, 1, 0);
  10071. break;
  10072. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10073. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10074. status_percent_heal(bl, 2, 0);
  10075. break;
  10076. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10077. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10078. status_percent_heal(bl, 5, 0);
  10079. break;
  10080. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10081. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10082. status_percent_heal(bl, 0, 2);
  10083. break;
  10084. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10085. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10086. status_percent_heal(bl, 0, 4);
  10087. break;
  10088. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10089. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10090. status_percent_heal(bl, 0, 8);
  10091. break;
  10092. default:
  10093. if (dstsd)
  10094. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10095. break;
  10096. }
  10097. }
  10098. }
  10099. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10100. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10101. break;
  10102. case GN_MIX_COOKING:
  10103. case GN_MAKEBOMB:
  10104. case GN_S_PHARMACY:
  10105. if( sd ) {
  10106. int qty = 1;
  10107. sd->skill_id_old = skill_id;
  10108. sd->skill_lv_old = skill_lv;
  10109. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10110. qty = 10;
  10111. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10113. }
  10114. break;
  10115. case EL_CIRCLE_OF_FIRE:
  10116. case EL_PYROTECHNIC:
  10117. case EL_HEATER:
  10118. case EL_TROPIC:
  10119. case EL_AQUAPLAY:
  10120. case EL_COOLER:
  10121. case EL_CHILLY_AIR:
  10122. case EL_GUST:
  10123. case EL_BLAST:
  10124. case EL_WILD_STORM:
  10125. case EL_PETROLOGY:
  10126. case EL_CURSED_SOIL:
  10127. case EL_UPHEAVAL:
  10128. case EL_FIRE_CLOAK:
  10129. case EL_WATER_DROP:
  10130. case EL_WIND_CURTAIN:
  10131. case EL_SOLID_SKIN:
  10132. case EL_STONE_SHIELD:
  10133. case EL_WIND_STEP: {
  10134. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10135. if( ele ) {
  10136. sc_type type2 = (sc_type)(type-1);
  10137. struct status_change *sc = status_get_sc(&ele->bl);
  10138. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10139. elemental_clean_single_effect(ele, skill_id);
  10140. } else {
  10141. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10142. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10143. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10144. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10145. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10146. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10147. }
  10148. }
  10149. }
  10150. break;
  10151. case EL_FIRE_MANTLE:
  10152. case EL_WATER_BARRIER:
  10153. case EL_ZEPHYR:
  10154. case EL_POWER_OF_GAIA:
  10155. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10156. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10157. break;
  10158. case EL_WATER_SCREEN: {
  10159. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10160. if( ele ) {
  10161. struct status_change *sc = status_get_sc(&ele->bl);
  10162. sc_type type2 = (sc_type)(type-1);
  10163. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10164. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10165. elemental_clean_single_effect(ele, skill_id);
  10166. } else {
  10167. // This not heals at the end.
  10168. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10169. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10170. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10171. }
  10172. }
  10173. }
  10174. break;
  10175. case KO_KAHU_ENTEN:
  10176. case KO_HYOUHU_HUBUKI:
  10177. case KO_KAZEHU_SEIRAN:
  10178. case KO_DOHU_KOUKAI:
  10179. if (sd) {
  10180. int ele_type = skill_get_ele(skill_id,skill_lv);
  10181. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10182. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10183. }
  10184. break;
  10185. case KO_ZANZOU:
  10186. if(sd){
  10187. struct mob_data *md2;
  10188. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10189. if( md2 )
  10190. {
  10191. md2->master_id = src->id;
  10192. md2->special_state.ai = AI_ZANZOU;
  10193. if( md2->deletetimer != INVALID_TIMER )
  10194. delete_timer(md2->deletetimer, mob_timer_delete);
  10195. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10196. mob_spawn( md2 );
  10197. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10198. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10199. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10200. }
  10201. }
  10202. break;
  10203. case KO_KYOUGAKU:
  10204. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10205. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10206. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10207. }else if( sd )
  10208. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10209. break;
  10210. case KO_JYUSATSU:
  10211. if( dstsd && tsc && !tsc->data[type] &&
  10212. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10213. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10214. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10215. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10216. if( status_get_lv(bl) <= status_get_lv(src) )
  10217. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10218. }else if( sd )
  10219. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10220. break;
  10221. case KO_GENWAKU:
  10222. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10223. int x = src->x, y = src->y;
  10224. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10225. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10226. break;
  10227. }
  10228. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10229. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10230. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10231. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10232. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10233. clif_blown(src);
  10234. if (!unit_blown_immune(bl, 0x1)) {
  10235. unit_movepos(bl,x,y,0,0);
  10236. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10237. clif_sitting(bl); //Avoid sitting sync problem
  10238. clif_blown(bl);
  10239. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10240. }
  10241. }
  10242. }
  10243. break;
  10244. case OB_AKAITSUKI:
  10245. case OB_OBOROGENSOU:
  10246. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10247. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10249. break;
  10250. }
  10251. case KO_IZAYOI:
  10252. case OB_ZANGETSU:
  10253. case KG_KYOMU:
  10254. case KG_KAGEMUSYA:
  10255. case SP_SOULDIVISION:
  10256. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10257. if (bl->type != BL_PC) {
  10258. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10259. break;
  10260. }
  10261. }
  10262. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10263. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10264. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10265. break;
  10266. case KG_KAGEHUMI:
  10267. if( flag&1 ){
  10268. if (bl->type != BL_PC)
  10269. break;
  10270. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
  10271. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10272. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10273. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10274. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10275. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10276. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10277. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10278. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10279. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10280. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10281. }
  10282. }else{
  10283. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10284. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10285. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10286. }
  10287. break;
  10288. case MH_SILENT_BREEZE:
  10289. {
  10290. int heal = 5 * status_get_lv(&hd->bl) +
  10291. #ifdef RENEWAL
  10292. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10293. #else
  10294. status_base_matk_min(&hd->battle_status);
  10295. #endif
  10296. //Silences the homunculus and target
  10297. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10298. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10299. //Recover the target's HP
  10300. status_heal(bl,heal,0,3);
  10301. //Removes these SC from target
  10302. if (tsc) {
  10303. const enum sc_type scs[] = {
  10304. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10305. };
  10306. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10307. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10308. }
  10309. if (hd)
  10310. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10311. }
  10312. break;
  10313. case MH_OVERED_BOOST:
  10314. if (hd && battle_get_master(src)) {
  10315. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10316. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10317. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10318. }
  10319. break;
  10320. case MH_GRANITIC_ARMOR:
  10321. case MH_PYROCLASTIC:
  10322. if(hd) {
  10323. struct block_list *s_bl = battle_get_master(src);
  10324. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  10325. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10326. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10327. }
  10328. break;
  10329. case MH_LIGHT_OF_REGENE: //self
  10330. if(hd) {
  10331. struct block_list *s_bl = battle_get_master(src);
  10332. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10333. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10334. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10335. }
  10336. break;
  10337. case MH_STYLE_CHANGE:
  10338. if(hd){
  10339. struct status_change_entry *sce;
  10340. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10341. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10342. else sce->val1 = MH_MD_FIGHTING;
  10343. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10344. // char output[128];
  10345. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10346. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10347. //}
  10348. }
  10349. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10350. }
  10351. break;
  10352. case MH_PAIN_KILLER:
  10353. bl = battle_get_master(src);
  10354. if (bl != nullptr)
  10355. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10356. if (hd)
  10357. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10358. break;
  10359. case MH_MAGMA_FLOW:
  10360. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10361. if (hd)
  10362. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10363. break;
  10364. case MH_SUMMON_LEGION: {
  10365. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10366. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10367. struct mob_data *sum_md;
  10368. int i_slave,c=0;
  10369. int maxcount = qty[skill_lv-1];
  10370. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  10371. if(c >= maxcount) {
  10372. map_freeblock_unlock();
  10373. return 0; //max qty already spawned
  10374. }
  10375. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10376. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  10377. if (sum_md) {
  10378. sum_md->master_id = src->id;
  10379. sum_md->special_state.ai = AI_LEGION;
  10380. if (sum_md->deletetimer != INVALID_TIMER)
  10381. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10382. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10383. mob_spawn(sum_md); //Now it is ready for spawning.
  10384. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10385. }
  10386. }
  10387. if (hd)
  10388. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10389. }
  10390. break;
  10391. case RL_RICHS_COIN:
  10392. if (sd) {
  10393. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10394. for (i = 0; i < 10; i++)
  10395. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10396. }
  10397. break;
  10398. case RL_C_MARKER:
  10399. if (sd) {
  10400. // If marked by someone else remove it
  10401. if (tsce && tsce->val2 != src->id)
  10402. status_change_end(bl, type, INVALID_TIMER);
  10403. // Check if marked before
  10404. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10405. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10406. // Find empty slot
  10407. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10408. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10410. break;
  10411. }
  10412. }
  10413. sd->c_marker[i] = bl->id;
  10414. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10415. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10416. }
  10417. // If mob casts this, at least SC_C_MARKER as debuff
  10418. else {
  10419. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10420. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10421. }
  10422. break;
  10423. case RL_QD_SHOT:
  10424. if (sd) {
  10425. skill_area_temp[1] = bl->id;
  10426. // Check surrounding
  10427. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10428. if (skill_area_temp[0])
  10429. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10430. // Main target always receives damage
  10431. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10432. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10433. } else {
  10434. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10435. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10436. }
  10437. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10438. skill_area_temp[0] = 0;
  10439. skill_area_temp[1] = 0;
  10440. break;
  10441. case RL_FLICKER:
  10442. if (sd) {
  10443. sd->flicker = true;
  10444. skill_area_temp[1] = 0;
  10445. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10446. // Detonate RL_B_TRAP
  10447. if (pc_checkskill(sd, RL_B_TRAP))
  10448. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10449. // Detonate RL_H_MINE
  10450. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10451. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  10452. sd->flicker = false;
  10453. }
  10454. break;
  10455. case SO_ELEMENTAL_SHIELD:
  10456. if (!sd || sd->status.party_id == 0 || flag&1) {
  10457. if (sd && sd->status.party_id == 0) {
  10458. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10459. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10460. elemental_delete(sd->ed);
  10461. }
  10462. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10463. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10464. }
  10465. else {
  10466. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10467. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10468. elemental_delete(sd->ed);
  10469. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10470. }
  10471. break;
  10472. case SU_HIDE:
  10473. if (tsce) {
  10474. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10475. status_change_end(bl, type, INVALID_TIMER);
  10476. map_freeblock_unlock();
  10477. return 0;
  10478. }
  10479. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10480. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10481. break;
  10482. case SU_STOOP:
  10483. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10484. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10485. break;
  10486. case SU_SV_ROOTTWIST:
  10487. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10488. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10489. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10490. break;
  10491. }
  10492. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10493. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10494. else {
  10495. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10496. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10497. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10498. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10499. }
  10500. break;
  10501. case SU_TUNABELLY:
  10502. {
  10503. unsigned int heal = 0;
  10504. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10505. heal = 0;
  10506. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10507. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10508. status_heal(bl, heal, 0, 1|2|4);
  10509. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10510. }
  10511. break;
  10512. case SU_BUNCHOFSHRIMP:
  10513. case SU_HISS:
  10514. case SU_PURRING:
  10515. case SU_MEOWMEOW:
  10516. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10517. int duration = skill_get_time(skill_id, skill_lv);
  10518. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10519. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10520. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10521. } else if (sd) {
  10522. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10523. }
  10524. break;
  10525. case SU_SHRIMPARTY:
  10526. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10527. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10528. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10529. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10530. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10531. }
  10532. } else if (sd)
  10533. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10534. break;
  10535. case SU_POWEROFFLOCK:
  10536. if (flag&1) {
  10537. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10538. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10539. } else {
  10540. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10541. if (battle_config.skill_wall_check)
  10542. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10543. else
  10544. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10545. }
  10546. break;
  10547. case ALL_EQSWITCH:
  10548. if( sd ){
  10549. clif_equipswitch_reply( sd, false );
  10550. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10551. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10552. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10553. }
  10554. }
  10555. }
  10556. break;
  10557. case AB_VITUPERATUM:
  10558. if (flag&1)
  10559. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10560. else {
  10561. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10562. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10563. }
  10564. break;
  10565. case AB_CONVENIO:
  10566. if (sd) {
  10567. party_data *p = party_search(sd->status.party_id);
  10568. int i = 0, count = 0;
  10569. // Only usable in party
  10570. if (p == nullptr) {
  10571. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10572. break;
  10573. }
  10574. // Only usable as party leader.
  10575. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10576. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10577. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10578. break;
  10579. }
  10580. // Do the teleport part
  10581. for (i = 0; i < MAX_PARTY; ++i) {
  10582. map_session_data *pl_sd = p->data[i].sd;
  10583. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10584. sd->bl.m != pl_sd->bl.m)
  10585. continue;
  10586. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  10587. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10588. count++;
  10589. }
  10590. }
  10591. if (!count)
  10592. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10593. }
  10594. break;
  10595. case NPC_PULSESTRIKE2:
  10596. for (int i = 0; i < 3; i++)
  10597. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  10598. break;
  10599. default:
  10600. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10601. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10602. map_freeblock_unlock();
  10603. return 1;
  10604. }
  10605. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  10606. struct status_change *sc = status_get_sc(src);
  10607. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10608. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10609. }
  10610. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10611. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10612. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10613. }
  10614. if( sd && !(flag&1) )
  10615. {// ensure that the skill last-cast tick is recorded
  10616. sd->canskill_tick = gettick();
  10617. if( sd->state.arrow_atk )
  10618. {// consume arrow on last invocation to this skill.
  10619. battle_consume_ammo(sd, skill_id, skill_lv);
  10620. }
  10621. skill_onskillusage(sd, bl, skill_id, tick);
  10622. // perform skill requirement consumption
  10623. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10624. }
  10625. map_freeblock_unlock();
  10626. return 0;
  10627. }
  10628. /**
  10629. * Checking that causing skill failed
  10630. * @param src Caster
  10631. * @param target Target
  10632. * @param skill_id
  10633. * @param skill_lv
  10634. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10635. **/
  10636. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10637. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10638. int inf = skill->inf;
  10639. struct status_change *tsc = status_get_sc(target);
  10640. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10641. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10642. switch (skill_id) {
  10643. case AL_HEAL:
  10644. case AL_INCAGI:
  10645. case AL_DECAGI:
  10646. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10647. case AB_RENOVATIO:
  10648. case AB_HIGHNESSHEAL:
  10649. if (tsc && tsc->option&OPTION_MADOGEAR)
  10650. return USESKILL_FAIL_TOTARGET;
  10651. break;
  10652. case RG_BACKSTAP:
  10653. {
  10654. #ifndef RENEWAL
  10655. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  10656. if (map_check_dir(dir, t_dir))
  10657. return USESKILL_FAIL_MAX;
  10658. #endif
  10659. if (check_distance_bl(src, target, 0))
  10660. return USESKILL_FAIL_MAX;
  10661. }
  10662. break;
  10663. case PR_TURNUNDEAD:
  10664. {
  10665. struct status_data *tstatus = status_get_status_data(target);
  10666. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10667. return USESKILL_FAIL_MAX;
  10668. }
  10669. break;
  10670. case PR_LEXDIVINA:
  10671. case MER_LEXDIVINA:
  10672. {
  10673. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10674. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10675. return USESKILL_FAIL_LEVEL;
  10676. else
  10677. return -1; //Works on silenced allies
  10678. }
  10679. break;
  10680. case RA_WUGSTRIKE:
  10681. // Check if path can be reached
  10682. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10683. return USESKILL_FAIL_MAX;
  10684. break;
  10685. case MG_NAPALMBEAT:
  10686. case MG_FIREBALL:
  10687. case HT_BLITZBEAT:
  10688. case AS_GRIMTOOTH:
  10689. case MO_COMBOFINISH:
  10690. case NC_VULCANARM:
  10691. case SR_TIGERCANNON:
  10692. // These can damage traps, but can't target traps directly
  10693. if (target->type == BL_SKILL) {
  10694. TBL_SKILL *su = (TBL_SKILL*)target;
  10695. if (!su || !su->group)
  10696. return USESKILL_FAIL_MAX;
  10697. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10698. return USESKILL_FAIL_MAX;
  10699. }
  10700. break;
  10701. }
  10702. if (inf&INF_ATTACK_SKILL ||
  10703. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10704. ) // Casted through combo.
  10705. inf = BCT_ENEMY; //Offensive skill.
  10706. else if (skill->inf2[INF2_NOTARGETENEMY])
  10707. inf = BCT_NOENEMY;
  10708. else
  10709. inf = 0;
  10710. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10711. inf |=
  10712. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10713. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10714. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10715. inf &= ~BCT_NEUTRAL;
  10716. }
  10717. switch (skill_id) {
  10718. // Cannot be casted to Emperium
  10719. case WZ_ESTIMATION:
  10720. case SL_SKE:
  10721. case SL_SKA:
  10722. case RK_PHANTOMTHRUST:
  10723. case NPC_PHANTOMTHRUST:
  10724. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10725. return USESKILL_FAIL_MAX;
  10726. break;
  10727. }
  10728. if (inf && battle_check_target(src, target, inf) <= 0) {
  10729. switch(skill_id) {
  10730. case RK_PHANTOMTHRUST:
  10731. case NPC_PHANTOMTHRUST:
  10732. case AB_CLEARANCE:
  10733. return USESKILL_FAIL_TOTARGET;
  10734. default:
  10735. return USESKILL_FAIL_LEVEL;
  10736. }
  10737. }
  10738. // Fogwall makes all offensive-type targetted skills fail at 75%
  10739. // Jump Kick can still fail even though you can jump to friendly targets.
  10740. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10741. return USESKILL_FAIL_LEVEL;
  10742. return -1;
  10743. }
  10744. TIMER_FUNC( skill_keep_using ){
  10745. struct map_session_data* sd = map_id2sd( id );
  10746. if( sd && sd->skill_keep_using.skill_id ){
  10747. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  10748. }
  10749. return 0;
  10750. }
  10751. /**
  10752. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10753. * @param tid
  10754. * @param tick
  10755. * @param data
  10756. **/
  10757. TIMER_FUNC(skill_castend_id){
  10758. struct block_list *target, *src;
  10759. struct map_session_data *sd;
  10760. struct mob_data *md;
  10761. struct unit_data *ud;
  10762. struct status_change *sc = NULL;
  10763. int flag = 0;
  10764. src = map_id2bl(id);
  10765. if( src == NULL )
  10766. {
  10767. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10768. return 0;// not found
  10769. }
  10770. ud = unit_bl2ud(src);
  10771. if( ud == NULL )
  10772. {
  10773. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10774. return 0;// ???
  10775. }
  10776. sd = BL_CAST(BL_PC, src);
  10777. md = BL_CAST(BL_MOB, src);
  10778. if( src->prev == NULL ) {
  10779. ud->skilltimer = INVALID_TIMER;
  10780. return 0;
  10781. }
  10782. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10783. if( ud->skilltimer != tid ) {
  10784. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10785. ud->skilltimer = INVALID_TIMER;
  10786. return 0;
  10787. }
  10788. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10789. {// restore original walk speed
  10790. ud->skilltimer = INVALID_TIMER;
  10791. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10792. } else
  10793. ud->skilltimer = INVALID_TIMER;
  10794. }
  10795. if (ud->skilltarget == id)
  10796. target = src;
  10797. else
  10798. target = map_id2bl(ud->skilltarget);
  10799. // Use a do so that you can break out of it when the skill fails.
  10800. do {
  10801. bool fail = false;
  10802. int8 res = USESKILL_FAIL_LEVEL;
  10803. if (!target || target->prev == NULL)
  10804. break;
  10805. if (src->m != target->m || status_isdead(src))
  10806. break;
  10807. //These should become skill_castend_pos
  10808. switch (ud->skill_id) {
  10809. case WE_CALLPARTNER:
  10810. if (sd)
  10811. clif_callpartner(sd);
  10812. case WE_CALLPARENT:
  10813. if (sd) {
  10814. struct map_session_data *f_sd = pc_get_father(sd);
  10815. struct map_session_data *m_sd = pc_get_mother(sd);
  10816. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10817. fail = true;
  10818. break;
  10819. }
  10820. }
  10821. case WE_CALLBABY:
  10822. if (sd) {
  10823. struct map_session_data *c_sd = pc_get_child(sd);
  10824. if (c_sd && c_sd->state.autotrade) {
  10825. fail = true;
  10826. break;
  10827. }
  10828. }
  10829. case AM_RESURRECTHOMUN:
  10830. case PF_SPIDERWEB:
  10831. {
  10832. //Find a random spot to place the skill. [Skotlex]
  10833. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10834. ud->skillx = target->x + splash;
  10835. ud->skilly = target->y + splash;
  10836. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10837. ud->skillx = target->x;
  10838. ud->skilly = target->y;
  10839. }
  10840. ud->skilltimer = tid;
  10841. return skill_castend_pos(tid,tick,id,data);
  10842. }
  10843. case GN_WALLOFTHORN:
  10844. case SC_ESCAPE:
  10845. case WL_FROSTMISTY:
  10846. case SU_CN_POWDERING:
  10847. ud->skillx = target->x;
  10848. ud->skilly = target->y;
  10849. ud->skilltimer = tid;
  10850. return skill_castend_pos(tid,tick,id,data);
  10851. }
  10852. // Failing
  10853. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10854. if (sd && res != USESKILL_FAIL_MAX)
  10855. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10856. break;
  10857. }
  10858. //Avoid doing double checks for instant-cast skills.
  10859. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10860. break;
  10861. if(md) {
  10862. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10863. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  10864. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  10865. }
  10866. if (src != target && battle_config.skill_add_range &&
  10867. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10868. {
  10869. if (sd) {
  10870. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10871. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10872. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10873. }
  10874. break;
  10875. }
  10876. #ifdef OFFICIAL_WALKPATH
  10877. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10878. {
  10879. if (sd) {
  10880. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10881. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10882. }
  10883. break;
  10884. }
  10885. #endif
  10886. if( sd )
  10887. {
  10888. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10889. break;
  10890. else {
  10891. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10892. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10893. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10894. break; // Show a skill fail message (Damage type consumes requirements)
  10895. }
  10896. }
  10897. }
  10898. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10899. break;
  10900. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10901. ud->state.running = 0;
  10902. status_change_end(src, SC_RUN, INVALID_TIMER);
  10903. flag = 1;
  10904. }
  10905. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10906. unit_stop_walking(src,1);
  10907. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10908. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10909. if (sd) { //Cooldown application
  10910. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10911. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10912. }
  10913. if( battle_config.display_status_timers && sd )
  10914. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10915. if( sd )
  10916. {
  10917. switch( ud->skill_id )
  10918. {
  10919. case GS_DESPERADO:
  10920. case RL_FIREDANCE:
  10921. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10922. break;
  10923. case KN_BRANDISHSPEAR:
  10924. case CR_GRANDCROSS: {
  10925. sc_type type;
  10926. if (ud->skill_id == KN_BRANDISHSPEAR)
  10927. type = SC_STRIPWEAPON;
  10928. else
  10929. type = SC_STRIPSHIELD;
  10930. if ((sc = status_get_sc(src)) && sc->data[type]) {
  10931. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  10932. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  10933. break;
  10934. }
  10935. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10936. break;
  10937. }
  10938. }
  10939. }
  10940. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10941. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10942. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10943. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10944. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10945. map_freeblock_lock();
  10946. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10947. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10948. else
  10949. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10950. if( sd && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  10951. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  10952. }
  10953. sc = status_get_sc(src);
  10954. if(sc && sc->count) {
  10955. if (ud->skill_id != RA_CAMOUFLAGE)
  10956. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10957. if(sc->data[SC_SPIRIT] &&
  10958. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10959. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10960. ud->skill_id != WZ_WATERBALL)
  10961. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10962. #ifndef RENEWAL
  10963. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10964. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10965. #endif
  10966. }
  10967. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  10968. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10969. if (ud->skilltimer == INVALID_TIMER) {
  10970. if(md) md->skill_idx = -1;
  10971. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10972. ud->skill_lv = ud->skilltarget = 0;
  10973. }
  10974. map_freeblock_unlock();
  10975. return 1;
  10976. } while(0);
  10977. //Skill failed.
  10978. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10979. { //When Asura fails... (except when it fails from Wall of Fog)
  10980. //Consume SP/spheres
  10981. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10982. status_set_sp(src, 0, 0);
  10983. sc = &sd->sc;
  10984. if (sc->count)
  10985. { //End states
  10986. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10987. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10988. #ifdef RENEWAL
  10989. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10990. #endif
  10991. }
  10992. if( target && target->m == src->m ) { //Move character to target anyway.
  10993. short x, y;
  10994. short dir = map_calc_dir(src,target->x,target->y);
  10995. //Move 3 cells (From Caster)
  10996. if( dir > 0 && dir < 4 )
  10997. x = -3;
  10998. else if( dir > 4 )
  10999. x = 3;
  11000. else
  11001. x = 0;
  11002. if( dir > 2 && dir < 6 )
  11003. y = -3;
  11004. else if( dir == 7 || dir < 2 )
  11005. y = 3;
  11006. else
  11007. y = 0;
  11008. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11009. clif_blown(src);
  11010. clif_spiritball(src);
  11011. }
  11012. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11013. }
  11014. }
  11015. ud->skill_id = ud->skilltarget = 0;
  11016. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11017. ud->canact_tick = tick;
  11018. //You can't place a skill failed packet here because it would be
  11019. //sent in ALL cases, even cases where skill_check_condition fails
  11020. //which would lead to double 'skill failed' messages u.u [Skotlex]
  11021. if (sd) {
  11022. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11023. if (sd->skill_keep_using.skill_id > 0) {
  11024. sd->skill_keep_using.skill_id = 0;
  11025. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  11026. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  11027. sd->skill_keep_using.tid = INVALID_TIMER;
  11028. }
  11029. }
  11030. } else if (md)
  11031. md->skill_idx = -1;
  11032. return 0;
  11033. }
  11034. /*==========================================
  11035. *
  11036. *------------------------------------------*/
  11037. TIMER_FUNC(skill_castend_pos){
  11038. struct block_list* src = map_id2bl(id);
  11039. struct map_session_data *sd;
  11040. struct unit_data *ud = unit_bl2ud(src);
  11041. struct mob_data *md;
  11042. nullpo_ret(ud);
  11043. sd = BL_CAST(BL_PC , src);
  11044. md = BL_CAST(BL_MOB, src);
  11045. if( src->prev == NULL ) {
  11046. ud->skilltimer = INVALID_TIMER;
  11047. return 0;
  11048. }
  11049. if( ud->skilltimer != tid )
  11050. {
  11051. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11052. ud->skilltimer = INVALID_TIMER;
  11053. return 0;
  11054. }
  11055. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11056. {// restore original walk speed
  11057. ud->skilltimer = INVALID_TIMER;
  11058. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  11059. } else
  11060. ud->skilltimer = INVALID_TIMER;
  11061. do {
  11062. if( status_isdead(src) )
  11063. break;
  11064. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11065. break;
  11066. if(tid != INVALID_TIMER)
  11067. { //Avoid double checks on instant cast skills. [Skotlex]
  11068. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11069. break;
  11070. if (battle_config.skill_add_range &&
  11071. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11072. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11073. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11074. break;
  11075. }
  11076. }
  11077. if( sd )
  11078. {
  11079. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11080. break;
  11081. else
  11082. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11083. }
  11084. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11085. break;
  11086. if(md) {
  11087. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11088. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11089. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11090. }
  11091. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11092. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11093. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11094. if (ud->walktimer != INVALID_TIMER)
  11095. unit_stop_walking(src,1);
  11096. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11097. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11098. if (sd) { //Cooldown application
  11099. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11100. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11101. }
  11102. if( battle_config.display_status_timers && sd )
  11103. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11104. // if( sd )
  11105. // {
  11106. // switch( ud->skill_id )
  11107. // {
  11108. // case ????:
  11109. // sd->canequip_tick = tick + ????;
  11110. // break;
  11111. // }
  11112. // }
  11113. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11114. map_freeblock_lock();
  11115. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11116. if (ud->skill_id != RA_CAMOUFLAGE)
  11117. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  11118. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11119. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11120. if (ud->skilltimer == INVALID_TIMER) {
  11121. if (md) md->skill_idx = -1;
  11122. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11123. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11124. }
  11125. map_freeblock_unlock();
  11126. return 1;
  11127. } while(0);
  11128. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11129. ud->canact_tick = tick;
  11130. ud->skill_id = ud->skill_lv = 0;
  11131. if(sd)
  11132. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11133. else if(md)
  11134. md->skill_idx = -1;
  11135. return 0;
  11136. }
  11137. /* skill count without self */
  11138. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11139. struct block_list* src = va_arg(ap, struct block_list*);
  11140. if( src->id != bl->id ) {
  11141. return 1;
  11142. }
  11143. return 0;
  11144. }
  11145. /*==========================================
  11146. *
  11147. *------------------------------------------*/
  11148. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11149. {
  11150. struct map_session_data* sd;
  11151. struct status_change* sc;
  11152. struct status_change_entry *sce;
  11153. std::shared_ptr<s_skill_unit_group> sg;
  11154. enum sc_type type;
  11155. int i;
  11156. //if(skill_lv <= 0) return 0;
  11157. if(skill_id > 0 && !skill_lv) return 0; // celest
  11158. nullpo_ret(src);
  11159. if(status_isdead(src))
  11160. return 0;
  11161. sd = BL_CAST(BL_PC, src);
  11162. sc = status_get_sc(src);
  11163. type = status_skill2sc(skill_id);
  11164. sce = (sc && type != -1)?sc->data[type]:NULL;
  11165. switch (skill_id) { //Skill effect.
  11166. case WZ_METEOR:
  11167. case WZ_ICEWALL:
  11168. case MO_BODYRELOCATION:
  11169. case CR_CULTIVATION:
  11170. case HW_GANBANTEIN:
  11171. case LG_EARTHDRIVE:
  11172. case SC_ESCAPE:
  11173. case SU_CN_METEOR:
  11174. break; //Effect is displayed on respective switch case.
  11175. default:
  11176. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11177. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11178. else
  11179. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11180. }
  11181. switch(skill_id)
  11182. {
  11183. case PR_BENEDICTIO:
  11184. skill_area_temp[1] = src->id;
  11185. i = skill_get_splash(skill_id, skill_lv);
  11186. map_foreachinallarea(skill_area_sub,
  11187. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11188. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11189. skill_castend_nodamage_id);
  11190. map_foreachinallarea(skill_area_sub,
  11191. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11192. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11193. skill_castend_damage_id);
  11194. break;
  11195. case BS_HAMMERFALL:
  11196. i = skill_get_splash(skill_id, skill_lv);
  11197. map_foreachinallarea(skill_area_sub,
  11198. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11199. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11200. skill_castend_nodamage_id);
  11201. break;
  11202. case HT_DETECTING:
  11203. i = skill_get_splash(skill_id, skill_lv);
  11204. map_foreachinallarea( status_change_timer_sub,
  11205. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11206. src,NULL,SC_SIGHT,tick);
  11207. skill_reveal_trap_inarea(src, i, x, y);
  11208. break;
  11209. case SR_RIDEINLIGHTNING:
  11210. i = skill_get_splash(skill_id, skill_lv);
  11211. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11212. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11213. break;
  11214. case NPC_LEX_AETERNA:
  11215. i = skill_get_splash(skill_id, skill_lv);
  11216. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11217. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11218. break;
  11219. case SA_VOLCANO:
  11220. case SA_DELUGE:
  11221. case SA_VIOLENTGALE:
  11222. { //Does not consumes if the skill is already active. [Skotlex]
  11223. std::shared_ptr<s_skill_unit_group> sg2;
  11224. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11225. {
  11226. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11227. {
  11228. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11229. return 0; // not to consume items
  11230. }
  11231. else
  11232. sg2->limit = 0; //Disable it.
  11233. }
  11234. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11235. break;
  11236. }
  11237. // Skill Unit Setting
  11238. case MG_SAFETYWALL: {
  11239. int dummy = 1;
  11240. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  11241. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11242. return 0; // Don't consume gems if cast on Land Protector
  11243. }
  11244. }
  11245. case MG_FIREWALL:
  11246. case MG_THUNDERSTORM:
  11247. case AL_PNEUMA:
  11248. case WZ_FIREPILLAR:
  11249. case WZ_QUAGMIRE:
  11250. case WZ_VERMILION:
  11251. case WZ_STORMGUST:
  11252. case WZ_HEAVENDRIVE:
  11253. case PR_SANCTUARY:
  11254. case PR_MAGNUS:
  11255. case CR_GRANDCROSS:
  11256. case NPC_GRANDDARKNESS:
  11257. case HT_SKIDTRAP:
  11258. case MA_SKIDTRAP:
  11259. case HT_LANDMINE:
  11260. case MA_LANDMINE:
  11261. case HT_ANKLESNARE:
  11262. case HT_SHOCKWAVE:
  11263. case HT_SANDMAN:
  11264. case MA_SANDMAN:
  11265. case HT_FLASHER:
  11266. case HT_FREEZINGTRAP:
  11267. case MA_FREEZINGTRAP:
  11268. case HT_BLASTMINE:
  11269. case HT_CLAYMORETRAP:
  11270. case AS_VENOMDUST:
  11271. case AM_DEMONSTRATION:
  11272. case PF_FOGWALL:
  11273. case PF_SPIDERWEB:
  11274. case HT_TALKIEBOX:
  11275. case WE_CALLPARTNER:
  11276. case WE_CALLPARENT:
  11277. case WE_CALLBABY:
  11278. case SA_LANDPROTECTOR:
  11279. #ifndef RENEWAL
  11280. case BD_LULLABY:
  11281. case BD_RICHMANKIM:
  11282. case BD_ETERNALCHAOS:
  11283. case BD_DRUMBATTLEFIELD:
  11284. case BD_RINGNIBELUNGEN:
  11285. case BD_ROKISWEIL:
  11286. case BD_INTOABYSS:
  11287. case BD_SIEGFRIED:
  11288. case BA_DISSONANCE:
  11289. case BA_POEMBRAGI:
  11290. case BA_WHISTLE:
  11291. case BA_ASSASSINCROSS:
  11292. case BA_APPLEIDUN:
  11293. case DC_UGLYDANCE:
  11294. case DC_HUMMING:
  11295. case DC_DONTFORGETME:
  11296. case DC_FORTUNEKISS:
  11297. case DC_SERVICEFORYOU:
  11298. #endif
  11299. case CG_MOONLIT:
  11300. case GS_DESPERADO:
  11301. case NJ_KAENSIN:
  11302. case NJ_BAKUENRYU:
  11303. case NJ_SUITON:
  11304. case NJ_HYOUSYOURAKU:
  11305. case NJ_RAIGEKISAI:
  11306. case NJ_KAMAITACHI:
  11307. #ifdef RENEWAL
  11308. case HW_GRAVITATION:
  11309. #endif
  11310. case NPC_EVILLAND:
  11311. case NPC_VENOMFOG:
  11312. case NPC_COMET:
  11313. case NPC_WIDESUCK:
  11314. case NPC_ICEMINE:
  11315. case NPC_FLAMECROSS:
  11316. case NPC_HELLBURNING:
  11317. case NPC_REVERBERATION:
  11318. case WL_COMET:
  11319. case RA_ELECTRICSHOCKER:
  11320. case RA_CLUSTERBOMB:
  11321. case RA_MAGENTATRAP:
  11322. case RA_COBALTTRAP:
  11323. case RA_MAIZETRAP:
  11324. case RA_VERDURETRAP:
  11325. case RA_FIRINGTRAP:
  11326. case RA_ICEBOUNDTRAP:
  11327. case SC_MANHOLE:
  11328. case SC_DIMENSIONDOOR:
  11329. case SC_CHAOSPANIC:
  11330. case SC_MAELSTROM:
  11331. case SC_BLOODYLUST:
  11332. case WM_POEMOFNETHERWORLD:
  11333. case SO_PSYCHIC_WAVE:
  11334. case NPC_PSYCHIC_WAVE:
  11335. case SO_VACUUM_EXTREME:
  11336. case GN_THORNS_TRAP:
  11337. case SO_EARTHGRAVE:
  11338. case SO_DIAMONDDUST:
  11339. case SO_FIRE_INSIGNIA:
  11340. case SO_WATER_INSIGNIA:
  11341. case SO_WIND_INSIGNIA:
  11342. case SO_EARTH_INSIGNIA:
  11343. case KO_ZENKAI:
  11344. case MH_LAVA_SLIDE:
  11345. case MH_VOLCANIC_ASH:
  11346. case MH_POISON_MIST:
  11347. case MH_STEINWAND:
  11348. case MH_XENO_SLASHER:
  11349. case LG_KINGS_GRACE:
  11350. case SJ_BOOKOFCREATINGSTAR:
  11351. case RL_B_TRAP:
  11352. case NPC_STORMGUST2:
  11353. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  11354. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  11355. case GN_WALLOFTHORN:
  11356. case GN_DEMONIC_FIRE:
  11357. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11358. break;
  11359. case WZ_ICEWALL:
  11360. flag|=1;
  11361. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  11362. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11363. break;
  11364. case RG_GRAFFITI: /* Graffiti [Valaris] */
  11365. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11366. flag|=1;
  11367. break;
  11368. case NPC_EARTHQUAKE:
  11369. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11370. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11371. break;
  11372. #ifndef RENEWAL
  11373. case HP_BASILICA:
  11374. if( sc->data[SC_BASILICA] ) {
  11375. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  11376. return 0;
  11377. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  11378. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  11379. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11380. return 0;
  11381. }
  11382. skill_clear_unitgroup(src);
  11383. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11384. flag|=1;
  11385. }
  11386. break;
  11387. #endif
  11388. case CG_HERMODE:
  11389. #ifdef RENEWAL
  11390. skill_castend_song(src, skill_id, skill_lv, tick);
  11391. #else
  11392. skill_clear_unitgroup(src);
  11393. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11394. sc_start4(src,src,SC_DANCING,100,
  11395. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11396. flag|=1;
  11397. #endif
  11398. break;
  11399. case RG_CLEANER: // [Valaris]
  11400. i = skill_get_splash(skill_id, skill_lv);
  11401. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  11402. break;
  11403. case SO_WARMER:
  11404. case SO_CLOUD_KILL:
  11405. case NPC_CLOUD_KILL:
  11406. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  11407. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11408. break;
  11409. case SU_CN_POWDERING:
  11410. case SU_NYANGGRASS:
  11411. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  11412. if (skill_id == SU_CN_POWDERING)
  11413. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  11414. else
  11415. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11416. }
  11417. flag |= 1;
  11418. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11419. break;
  11420. case SU_CN_METEOR:
  11421. if (sd) {
  11422. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  11423. skill_id = SU_CN_METEOR2;
  11424. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  11425. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  11426. }
  11427. // Fall through
  11428. case WZ_METEOR: {
  11429. int area = skill_get_splash(skill_id, skill_lv);
  11430. short tmpx = 0, tmpy = 0;
  11431. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  11432. // Creates a random Cell in the Splash Area
  11433. tmpx = x - area + rnd()%(area * 2 + 1);
  11434. tmpy = y - area + rnd()%(area * 2 + 1);
  11435. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  11436. }
  11437. }
  11438. break;
  11439. case AL_WARP:
  11440. if(sd)
  11441. {
  11442. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  11443. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  11444. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  11445. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  11446. );
  11447. }
  11448. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11449. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11450. return 0; // not to consume item.
  11451. case MO_BODYRELOCATION:
  11452. if (unit_movepos(src, x, y, 2, 1)) {
  11453. #if PACKETVER >= 20111005
  11454. clif_snap(src, src->x, src->y);
  11455. #else
  11456. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  11457. #endif
  11458. if (sd)
  11459. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  11460. }
  11461. break;
  11462. case NJ_SHADOWJUMP:
  11463. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  11464. clif_blown(src);
  11465. status_change_end(src, SC_HIDING, INVALID_TIMER);
  11466. break;
  11467. case AM_SPHEREMINE:
  11468. case AM_CANNIBALIZE:
  11469. {
  11470. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  11471. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  11472. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11473. struct mob_data *md;
  11474. // Correct info, don't change any of this! [celest]
  11475. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11476. if (md) {
  11477. md->master_id = src->id;
  11478. md->special_state.ai = ai;
  11479. if( md->deletetimer != INVALID_TIMER )
  11480. delete_timer(md->deletetimer, mob_timer_delete);
  11481. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11482. mob_spawn (md); //Now it is ready for spawning.
  11483. }
  11484. }
  11485. break;
  11486. // Slim Pitcher [Celest]
  11487. case CR_SLIMPITCHER:
  11488. if (sd) {
  11489. int i_lv = 0, j = 0;
  11490. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11491. i_lv = skill_lv%11 - 1;
  11492. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11493. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11494. {
  11495. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11496. return 1;
  11497. }
  11498. potion_flag = 1;
  11499. potion_hp = 0;
  11500. potion_sp = 0;
  11501. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11502. potion_flag = 0;
  11503. //Apply skill bonuses
  11504. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11505. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11506. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11507. + pc_skillheal_bonus(sd, skill_id);
  11508. potion_hp = potion_hp * (100+i_lv)/100;
  11509. potion_sp = potion_sp * (100+i_lv)/100;
  11510. if(potion_hp > 0 || potion_sp > 0) {
  11511. i_lv = skill_get_splash(skill_id, skill_lv);
  11512. map_foreachinallarea(skill_area_sub,
  11513. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11514. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11515. skill_castend_nodamage_id);
  11516. }
  11517. } else {
  11518. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11519. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11520. potion_flag = 1;
  11521. potion_hp = 0;
  11522. potion_sp = 0;
  11523. run_script(item->script,0,src->id,0);
  11524. potion_flag = 0;
  11525. potion_hp = potion_hp * (100+id)/100;
  11526. potion_sp = potion_sp * (100+id)/100;
  11527. if(potion_hp > 0 || potion_sp > 0) {
  11528. id = skill_get_splash(skill_id, skill_lv);
  11529. map_foreachinallarea(skill_area_sub,
  11530. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11531. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11532. skill_castend_nodamage_id);
  11533. }
  11534. }
  11535. break;
  11536. case HW_GANBANTEIN:
  11537. if (rnd()%100 < 80) {
  11538. int dummy = 1;
  11539. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11540. i = skill_get_splash(skill_id, skill_lv);
  11541. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11542. } else {
  11543. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11544. return 1;
  11545. }
  11546. break;
  11547. #ifndef RENEWAL
  11548. case HW_GRAVITATION:
  11549. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11550. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11551. flag|=1;
  11552. break;
  11553. #endif
  11554. // Plant Cultivation [Celest]
  11555. case CR_CULTIVATION:
  11556. if (sd) {
  11557. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11558. {
  11559. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11560. return 1;
  11561. }
  11562. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11563. if (rnd()%100 < 50) {
  11564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11565. } else {
  11566. TBL_MOB* md = NULL;
  11567. int t, mob_id;
  11568. if (skill_lv == 1)
  11569. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11570. else {
  11571. int rand_val = rnd() % 100;
  11572. if (rand_val < 30)
  11573. mob_id = MOBID_GREEN_PLANT;
  11574. else if (rand_val < 55)
  11575. mob_id = MOBID_RED_PLANT;
  11576. else if (rand_val < 80)
  11577. mob_id = MOBID_YELLOW_PLANT;
  11578. else if (rand_val < 90)
  11579. mob_id = MOBID_WHITE_PLANT;
  11580. else if (rand_val < 98)
  11581. mob_id = MOBID_BLUE_PLANT;
  11582. else
  11583. mob_id = MOBID_SHINING_PLANT;
  11584. }
  11585. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11586. if (!md)
  11587. break;
  11588. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11589. {
  11590. if( md->deletetimer != INVALID_TIMER )
  11591. delete_timer(md->deletetimer, mob_timer_delete);
  11592. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11593. }
  11594. mob_spawn(md);
  11595. }
  11596. }
  11597. break;
  11598. case SG_SUN_WARM:
  11599. case SG_MOON_WARM:
  11600. case SG_STAR_WARM:
  11601. skill_clear_unitgroup(src);
  11602. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11603. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11604. flag|=1;
  11605. break;
  11606. case PA_GOSPEL:
  11607. if (sce && sce->val4 == BCT_SELF)
  11608. {
  11609. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11610. return 0;
  11611. }
  11612. else
  11613. {
  11614. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11615. if (!sg) break;
  11616. if (sce)
  11617. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11618. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11619. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11620. }
  11621. break;
  11622. case NJ_TATAMIGAESHI:
  11623. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11624. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11625. break;
  11626. case AM_RESURRECTHOMUN: //[orn]
  11627. if (sd)
  11628. {
  11629. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11630. {
  11631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11632. break;
  11633. }
  11634. }
  11635. break;
  11636. case AC_SHOWER:
  11637. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11638. case MA_SHOWER:
  11639. case NC_COLDSLOWER:
  11640. case RK_DRAGONBREATH:
  11641. case RK_DRAGONBREATH_WATER:
  11642. case NPC_DRAGONBREATH:
  11643. case WL_FROSTMISTY:
  11644. case RL_HAMMER_OF_GOD:
  11645. // Cast center might be relevant later (e.g. for knockback direction)
  11646. skill_area_temp[4] = x;
  11647. skill_area_temp[5] = y;
  11648. i = skill_get_splash(skill_id,skill_lv);
  11649. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11650. break;
  11651. case SO_ARRULLO:
  11652. i = skill_get_splash(skill_id,skill_lv);
  11653. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11654. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11655. break;
  11656. case GC_POISONSMOKE:
  11657. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11658. if( sd )
  11659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11660. return 0;
  11661. }
  11662. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  11663. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11664. break;
  11665. case AB_EPICLESIS:
  11666. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11667. i = skill_get_splash(skill_id, skill_lv);
  11668. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  11669. }
  11670. break;
  11671. case WL_EARTHSTRAIN:
  11672. {
  11673. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11674. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11675. for( w = 1; w <= wave; w++ )
  11676. {
  11677. switch( dir ){
  11678. case 0: case 1: case 7: sy = y + w; break;
  11679. case 3: case 4: case 5: sy = y - w; break;
  11680. case 2: sx = x - w; break;
  11681. case 6: sx = x + w; break;
  11682. }
  11683. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11684. }
  11685. }
  11686. break;
  11687. case RA_DETONATOR:
  11688. i = skill_get_splash(skill_id, skill_lv);
  11689. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11690. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11691. break;
  11692. case NC_NEUTRALBARRIER:
  11693. case NC_STEALTHFIELD:
  11694. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11695. skill_clear_unitgroup(src);
  11696. return 0;
  11697. }
  11698. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11699. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11700. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11701. }
  11702. break;
  11703. case NC_SILVERSNIPER:
  11704. {
  11705. struct mob_data *md;
  11706. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11707. if( md ) {
  11708. md->master_id = src->id;
  11709. md->special_state.ai = AI_FAW;
  11710. if( md->deletetimer != INVALID_TIMER )
  11711. delete_timer(md->deletetimer, mob_timer_delete);
  11712. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11713. mob_spawn(md);
  11714. }
  11715. }
  11716. break;
  11717. case NC_MAGICDECOY:
  11718. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11719. break;
  11720. case SC_FEINTBOMB: {
  11721. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11722. if( group == nullptr || group->unit == nullptr ) {
  11723. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11724. return 1;
  11725. }
  11726. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11727. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11728. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11729. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11730. }
  11731. break;
  11732. case SC_ESCAPE:
  11733. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11734. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11735. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11736. flag |= 1;
  11737. break;
  11738. case LG_BANDING:
  11739. if( sc && sc->data[SC_BANDING] )
  11740. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11741. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11742. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11743. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11744. break;
  11745. case WM_DOMINION_IMPULSE:
  11746. i = skill_get_splash(skill_id, skill_lv);
  11747. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11748. break;
  11749. case WM_GREAT_ECHO:
  11750. i = skill_get_splash(skill_id,skill_lv);
  11751. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11752. break;
  11753. case WM_SEVERE_RAINSTORM:
  11754. flag |= 1;
  11755. if (sd)
  11756. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11757. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11758. break;
  11759. case GN_CRAZYWEED: {
  11760. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11761. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11762. int x1 = x - area + rnd()%(area * 2 + 1);
  11763. int y1 = y - area + rnd()%(area * 2 + 1);
  11764. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11765. }
  11766. }
  11767. break;
  11768. case GN_FIRE_EXPANSION: {
  11769. struct unit_data *ud = unit_bl2ud(src);
  11770. if( !ud ) break;
  11771. for (const auto itsu : ud->skillunits) {
  11772. skill_unit *su = itsu->unit;
  11773. std::shared_ptr<s_skill_unit_group> sg = itsu->unit->group;
  11774. if (itsu->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11775. switch (skill_lv) {
  11776. case 1: {
  11777. // TODO:
  11778. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11779. skill_delunit(su);
  11780. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11781. flag |= 1;
  11782. }
  11783. break;
  11784. case 2:
  11785. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11786. if (su != NULL)
  11787. skill_delunit(su);
  11788. break;
  11789. case 3:
  11790. skill_delunit(su);
  11791. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11792. flag |= 1;
  11793. break;
  11794. case 4:
  11795. skill_delunit(su);
  11796. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11797. flag |= 1;
  11798. break;
  11799. case 5: {
  11800. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11801. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11802. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11803. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11804. if (su != NULL)
  11805. skill_delunit(su);
  11806. }
  11807. break;
  11808. }
  11809. }
  11810. }
  11811. }
  11812. break;
  11813. case SO_FIREWALK:
  11814. case SO_ELECTRICWALK:
  11815. case NPC_FIREWALK:
  11816. case NPC_ELECTRICWALK:
  11817. if( sc && sc->data[type] )
  11818. status_change_end(src,type,INVALID_TIMER);
  11819. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11820. break;
  11821. case KO_MAKIBISHI:
  11822. for( i = 0; i < (skill_lv+2); i++ ) {
  11823. x = src->x - 1 + rnd()%3;
  11824. y = src->y - 1 + rnd()%3;
  11825. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11826. }
  11827. break;
  11828. case KO_MUCHANAGE: {
  11829. struct status_data *sstatus;
  11830. int rate = 0;
  11831. sstatus = status_get_status_data(src);
  11832. i = skill_get_splash(skill_id,skill_lv);
  11833. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11834. if( rate < 0 )
  11835. rate = 0;
  11836. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11837. if( rnd()%100 < rate )
  11838. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11839. }
  11840. break;
  11841. case RL_FALLEN_ANGEL:
  11842. if (unit_movepos(src,x,y,1,1)) {
  11843. clif_snap(src, src->x, src->y);
  11844. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11845. } else {
  11846. if (sd)
  11847. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11848. }
  11849. break;
  11850. case RL_FIRE_RAIN: {
  11851. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11852. int sx = x = src->x, sy = y = src->y;
  11853. for (w = 0; w <= wave; w++) {
  11854. switch (dir) {
  11855. case DIR_NORTH:
  11856. case DIR_NORTHWEST:
  11857. case DIR_NORTHEAST:
  11858. sy = y + w;
  11859. break;
  11860. case DIR_WEST:
  11861. sx = x - w;
  11862. break;
  11863. case DIR_SOUTHWEST:
  11864. case DIR_SOUTH:
  11865. case DIR_SOUTHEAST:
  11866. sy = y - w;
  11867. break;
  11868. case DIR_EAST:
  11869. sx = x + w;
  11870. break;
  11871. }
  11872. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11873. }
  11874. }
  11875. break;
  11876. case NPC_MAGMA_ERUPTION:
  11877. case NC_MAGMA_ERUPTION:
  11878. // 1st, AoE 'slam' damage
  11879. i = skill_get_splash(skill_id, skill_lv);
  11880. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11881. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11882. // 2nd, AoE 'eruption' unit
  11883. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11884. break;
  11885. case SU_LOPE:
  11886. {
  11887. uint8 dir = map_calc_dir(src, x, y);
  11888. // Fails on noteleport maps, except for GvG and BG maps
  11889. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11890. x = src->x;
  11891. y = src->y;
  11892. }
  11893. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11894. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  11895. clif_blown(src);
  11896. }
  11897. break;
  11898. default:
  11899. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11900. return 1;
  11901. }
  11902. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11903. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11904. if( sd )
  11905. {// ensure that the skill last-cast tick is recorded
  11906. sd->canskill_tick = gettick();
  11907. if( sd->state.arrow_atk && !(flag&1) )
  11908. {// consume arrow if this is a ground skill
  11909. battle_consume_ammo(sd, skill_id, skill_lv);
  11910. }
  11911. skill_onskillusage(sd, NULL, skill_id, tick);
  11912. // perform skill requirement consumption
  11913. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11914. }
  11915. return 0;
  11916. }
  11917. /*==========================================
  11918. *
  11919. *------------------------------------------*/
  11920. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11921. {
  11922. nullpo_ret(sd);
  11923. //Simplify skill_failed code.
  11924. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11925. if(skill_id != sd->menuskill_id)
  11926. return 0;
  11927. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11928. skill_failed(sd);
  11929. return 0;
  11930. }
  11931. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11932. skill_failed(sd);
  11933. return 0;
  11934. }
  11935. pc_stop_attack(sd);
  11936. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11937. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11938. if(strcmp(mapname,"cancel")==0) {
  11939. skill_failed(sd);
  11940. return 0;
  11941. }
  11942. switch(skill_id)
  11943. {
  11944. case AL_TELEPORT:
  11945. case ALL_ODINS_RECALL:
  11946. //The storage window is closed automatically by the client when there's
  11947. //any kind of map change, so we need to restore it automatically
  11948. //bugreport:8027
  11949. if(strcmp(mapname,"Random") == 0)
  11950. pc_randomwarp(sd,CLR_TELEPORT);
  11951. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11952. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11953. clif_refresh_storagewindow(sd);
  11954. break;
  11955. case AL_WARP:
  11956. {
  11957. const struct point *p[4];
  11958. std::shared_ptr<s_skill_unit_group> group;
  11959. int i, lv, wx, wy;
  11960. int maxcount=0;
  11961. int x,y;
  11962. unsigned short mapindex;
  11963. mapindex = mapindex_name2id((char*)mapname);
  11964. if(!mapindex) { //Given map not found?
  11965. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11966. skill_failed(sd);
  11967. return 0;
  11968. }
  11969. p[0] = &sd->status.save_point;
  11970. p[1] = &sd->status.memo_point[0];
  11971. p[2] = &sd->status.memo_point[1];
  11972. p[3] = &sd->status.memo_point[2];
  11973. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11974. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  11975. if (maxcount == 0) {
  11976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11977. skill_failed(sd);
  11978. return 0;
  11979. }
  11980. }
  11981. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11982. wx = sd->menuskill_val>>16;
  11983. wy = sd->menuskill_val&0xffff;
  11984. if( lv <= 0 ) return 0;
  11985. if( lv > 4 ) lv = 4; // crash prevention
  11986. // check if the chosen map exists in the memo list
  11987. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11988. if( i < lv ) {
  11989. x=p[i]->x;
  11990. y=p[i]->y;
  11991. } else {
  11992. skill_failed(sd);
  11993. return 0;
  11994. }
  11995. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11996. { // This checks versus skill_id/skill_lv...
  11997. skill_failed(sd);
  11998. return 0;
  11999. }
  12000. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  12001. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  12002. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  12003. skill_failed(sd);
  12004. return 0;
  12005. }
  12006. group->val1 = (group->val1<<16)|(short)0;
  12007. // record the destination coordinates
  12008. group->val2 = (x<<16)|y;
  12009. group->val3 = mapindex;
  12010. }
  12011. break;
  12012. }
  12013. sd->menuskill_id = sd->menuskill_val = 0;
  12014. return 0;
  12015. #undef skill_failed
  12016. }
  12017. /// transforms 'target' skill unit into dissonance (if conditions are met)
  12018. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  12019. {
  12020. struct skill_unit* target = (struct skill_unit*)bl;
  12021. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  12022. int flag = va_arg(ap, int);
  12023. if (src == target)
  12024. return 0;
  12025. if (!target->group || !(target->group->state.song_dance&0x1))
  12026. return 0;
  12027. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  12028. return 0;
  12029. if (flag) //Set dissonance
  12030. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  12031. else //Remove dissonance
  12032. target->val2 &= ~(1 << UF_ENSEMBLE);
  12033. skill_getareachar_skillunit_visibilty(target, AREA);
  12034. return 1;
  12035. }
  12036. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  12037. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  12038. //When 1, this unit has been positioned, so start the cancel effect.
  12039. int skill_dance_overlap(struct skill_unit* unit, int flag)
  12040. {
  12041. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  12042. return 0;
  12043. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  12044. return 0; //Nothing to remove, this unit is not overlapped.
  12045. if (unit->val1 != unit->group->skill_id)
  12046. { //Reset state
  12047. unit->val1 = unit->group->skill_id;
  12048. unit->val2 &= ~(1 << UF_ENSEMBLE);
  12049. }
  12050. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12051. }
  12052. /**
  12053. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12054. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12055. * @param flag 0 Convert
  12056. * @param flag 1 Revert
  12057. * @return true success
  12058. * @TODO: This should be completely removed later and rewritten
  12059. * The entire execution of the overlapping songs instances is dirty and hacked together
  12060. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12061. */
  12062. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12063. {
  12064. static int prevflag = 1; // by default the backup is empty
  12065. static s_skill_unit_group backup;
  12066. std::shared_ptr<s_skill_unit_group> group;
  12067. if( unit == nullptr || (group = unit->group) == nullptr )
  12068. return false;
  12069. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12070. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12071. return false;
  12072. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12073. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12074. flag ? "read an empty backup" : "write to a full backup",
  12075. group->skill_id, group->skill_lv, group->src_id);
  12076. return false;
  12077. }
  12078. prevflag = flag;
  12079. if (!flag) { //Transform
  12080. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12081. // backup
  12082. backup.skill_id = group->skill_id;
  12083. backup.skill_lv = group->skill_lv;
  12084. backup.unit_id = group->unit_id;
  12085. backup.target_flag = group->target_flag;
  12086. backup.bl_flag = group->bl_flag;
  12087. backup.interval = group->interval;
  12088. // replace
  12089. group->skill_id = skill_id;
  12090. group->skill_lv = 1;
  12091. group->unit_id = skill_get_unit_id(skill_id);
  12092. group->target_flag = skill_get_unit_target(skill_id);
  12093. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12094. group->interval = skill_get_unit_interval(skill_id);
  12095. } else { //Restore
  12096. group->skill_id = backup.skill_id;
  12097. group->skill_lv = backup.skill_lv;
  12098. group->unit_id = backup.unit_id;
  12099. group->target_flag = backup.target_flag;
  12100. group->bl_flag = backup.bl_flag;
  12101. group->interval = backup.interval;
  12102. }
  12103. return true;
  12104. }
  12105. /**
  12106. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12107. * @param src Object that triggers the skill
  12108. * @param skill_id Skill ID
  12109. * @param skill_lv Skill level of used skill
  12110. * @param x Position x
  12111. * @param y Position y
  12112. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  12113. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  12114. * @return s_skill_unit_group
  12115. */
  12116. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  12117. {
  12118. std::shared_ptr<s_skill_unit_group> group;
  12119. int i, val1 = 0, val2 = 0, val3 = 0;
  12120. t_tick limit;
  12121. int link_group_id = 0;
  12122. int target, interval, range;
  12123. t_itemid req_item = 0;
  12124. struct s_skill_unit_layout *layout;
  12125. struct map_session_data *sd;
  12126. struct status_data *status;
  12127. struct status_change *sc;
  12128. int active_flag = 1;
  12129. int subunt = 0;
  12130. bool hidden = false;
  12131. struct map_data *mapdata;
  12132. nullpo_retr(nullptr, src);
  12133. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12134. mapdata = map_getmapdata(src->m);
  12135. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12136. range = skill_get_unit_range(skill_id,skill_lv);
  12137. interval = skill->unit_interval;
  12138. target = skill_get_unit_target(skill_id);
  12139. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12140. sd = BL_CAST(BL_PC, src);
  12141. status = status_get_status_data(src);
  12142. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12143. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12144. switch( skill_id ) {
  12145. case MH_STEINWAND:
  12146. val2 = 4 + skill_lv;
  12147. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12148. break;
  12149. case MG_SAFETYWALL:
  12150. val2 = skill_lv + 1;
  12151. #ifdef RENEWAL
  12152. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  12153. #endif
  12154. break;
  12155. case MG_FIREWALL:
  12156. if(sc && sc->data[SC_VIOLENTGALE])
  12157. limit = limit*3/2;
  12158. val2 = 4+skill_lv;
  12159. break;
  12160. case AL_WARP:
  12161. val1=skill_lv+6;
  12162. if(!(flag&1))
  12163. limit=2000;
  12164. else // previous implementation (not used anymore)
  12165. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12166. if( src->type != BL_SKILL ) return nullptr;
  12167. group = ((TBL_SKILL*)src)->group;
  12168. src = map_id2bl(group->src_id);
  12169. if( !src ) return nullptr;
  12170. val2 = group->val2; //Copy the (x,y) position you warp to
  12171. val3 = group->val3; //as well as the mapindex to warp to.
  12172. }
  12173. break;
  12174. #ifndef RENEWAL
  12175. case HP_BASILICA:
  12176. val1 = src->id; // Store caster id.
  12177. break;
  12178. #endif
  12179. case PR_SANCTUARY:
  12180. case NPC_EVILLAND:
  12181. val1=skill_lv+3;
  12182. break;
  12183. case WZ_METEOR:
  12184. case SU_CN_METEOR:
  12185. case SU_CN_METEOR2:
  12186. limit = flag;
  12187. flag = 0; // Flag should not influence anything else for these skills
  12188. break;
  12189. case WZ_FIREPILLAR:
  12190. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12191. return nullptr;
  12192. if((flag&1)!=0)
  12193. limit=1000;
  12194. val1=skill_lv+2;
  12195. break;
  12196. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12197. case AM_DEMONSTRATION:
  12198. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12199. target = BCT_ALL;
  12200. break;
  12201. case HT_SKIDTRAP:
  12202. case MA_SKIDTRAP:
  12203. //Save position of caster
  12204. val1 = ((src->x)<<16)|(src->y);
  12205. case HT_ANKLESNARE:
  12206. case HT_SHOCKWAVE:
  12207. case HT_SANDMAN:
  12208. case MA_SANDMAN:
  12209. case HT_CLAYMORETRAP:
  12210. case HT_LANDMINE:
  12211. case MA_LANDMINE:
  12212. case HT_FLASHER:
  12213. case HT_FREEZINGTRAP:
  12214. case MA_FREEZINGTRAP:
  12215. case HT_BLASTMINE:
  12216. case RA_ELECTRICSHOCKER:
  12217. case RA_CLUSTERBOMB:
  12218. case RA_MAGENTATRAP:
  12219. case RA_COBALTTRAP:
  12220. case RA_MAIZETRAP:
  12221. case RA_VERDURETRAP:
  12222. case RA_FIRINGTRAP:
  12223. case RA_ICEBOUNDTRAP:
  12224. case RL_B_TRAP:
  12225. case SC_ESCAPE:
  12226. {
  12227. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  12228. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  12229. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  12230. req_item = req.itemid[i];
  12231. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  12232. break;
  12233. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  12234. target = BCT_ALL;
  12235. }
  12236. break;
  12237. case SA_LANDPROTECTOR:
  12238. case SA_VOLCANO:
  12239. case SA_DELUGE:
  12240. case SA_VIOLENTGALE:
  12241. case SC_CHAOSPANIC:
  12242. {
  12243. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  12244. if (old_sg != nullptr)
  12245. { //HelloKitty confirmed that these are interchangeable,
  12246. //so you can change element and not consume gemstones.
  12247. if ((
  12248. old_sg->skill_id == SA_VOLCANO ||
  12249. old_sg->skill_id == SA_DELUGE ||
  12250. old_sg->skill_id == SA_VIOLENTGALE
  12251. ) && old_sg->limit > 0)
  12252. { //Use the previous limit (minus the elapsed time) [Skotlex]
  12253. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  12254. if (limit < 0) //This can happen...
  12255. limit = skill_get_time(skill_id,skill_lv);
  12256. }
  12257. skill_clear_group(src,1);
  12258. }
  12259. break;
  12260. }
  12261. case BA_WHISTLE:
  12262. val1 = skill_lv + status->agi / 10; // Flee increase
  12263. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  12264. if (sd) {
  12265. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12266. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  12267. }
  12268. break;
  12269. case DC_HUMMING:
  12270. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  12271. if (sd)
  12272. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12273. break;
  12274. case BA_POEMBRAGI:
  12275. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  12276. //For some reason at level 10 the base delay reduction is 50%.
  12277. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  12278. if (sd) {
  12279. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  12280. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  12281. }
  12282. break;
  12283. case DC_DONTFORGETME:
  12284. #ifdef RENEWAL
  12285. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  12286. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  12287. #else
  12288. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  12289. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  12290. #endif
  12291. if (sd) {
  12292. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12293. #ifdef RENEWAL
  12294. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12295. #else
  12296. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  12297. #endif
  12298. }
  12299. val1 *= 10; //Because 10 is actually 1% aspd
  12300. break;
  12301. case DC_SERVICEFORYOU:
  12302. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  12303. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  12304. if (sd) {
  12305. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12306. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12307. }
  12308. break;
  12309. case BA_ASSASSINCROSS:
  12310. if (sd)
  12311. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12312. val1 += 5 + skill_lv + (status->agi / 20);
  12313. val1 *= 10; // ASPD works with 1000 as 100%
  12314. break;
  12315. case DC_FORTUNEKISS:
  12316. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  12317. val1 *= 10; //Because every 10 crit is an actual cri point.
  12318. if (sd)
  12319. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  12320. break;
  12321. case BD_DRUMBATTLEFIELD:
  12322. val1 = (skill_lv+1)*25; //Atk increase
  12323. val2 = (skill_lv+1)*2; //Def increase
  12324. break;
  12325. case BD_RINGNIBELUNGEN:
  12326. val1 = (skill_lv+2)*25; //Atk increase
  12327. break;
  12328. case BD_RICHMANKIM:
  12329. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  12330. break;
  12331. case BD_SIEGFRIED:
  12332. val1 = 55 + skill_lv*5; //Elemental Resistance
  12333. val2 = skill_lv*10; //Status ailment resistance
  12334. break;
  12335. case WE_CALLPARTNER:
  12336. if (sd) val1 = sd->status.partner_id;
  12337. break;
  12338. case WE_CALLPARENT:
  12339. if (sd) {
  12340. val1 = sd->status.father;
  12341. val2 = sd->status.mother;
  12342. }
  12343. break;
  12344. case WE_CALLBABY:
  12345. if (sd) val1 = sd->status.child;
  12346. break;
  12347. case NJ_KAENSIN:
  12348. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  12349. val2 = (skill_lv+1)/2 + 4;
  12350. break;
  12351. case NJ_SUITON:
  12352. skill_clear_group(src, 1);
  12353. break;
  12354. case GS_GROUNDDRIFT:
  12355. {
  12356. // Ground Drift Element is decided when it's placed.
  12357. int ele = skill_get_ele(skill_id, skill_lv);
  12358. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  12359. if (ele == ELE_RANDOM)
  12360. val1 = element[rnd()%5]; // Use random from available unit visual?
  12361. else if (ele == ELE_ENDOWED)
  12362. val1 = status_get_attack_sc_element(src,sc);
  12363. else if (ele == ELE_WEAPON) {
  12364. val1 = status->rhw.ele;
  12365. if (sc && sc->data[SC_ENCHANTARMS])
  12366. val1 = sc->data[SC_ENCHANTARMS]->val1;
  12367. }
  12368. switch (val1) {
  12369. case ELE_FIRE:
  12370. subunt++;
  12371. case ELE_WATER:
  12372. subunt++;
  12373. case ELE_POISON:
  12374. subunt++;
  12375. case ELE_DARK:
  12376. subunt++;
  12377. case ELE_WIND:
  12378. break;
  12379. default:
  12380. subunt = rnd()%5;
  12381. break;
  12382. }
  12383. break;
  12384. }
  12385. case GC_POISONSMOKE:
  12386. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  12387. return nullptr;
  12388. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  12389. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  12390. limit = skill_get_time(skill_id, skill_lv);
  12391. break;
  12392. case NPC_COMET:
  12393. case WL_COMET:
  12394. if (sc) {
  12395. sc->comet_x = x;
  12396. sc->comet_y = y;
  12397. }
  12398. break;
  12399. case GD_LEADERSHIP:
  12400. case GD_GLORYWOUNDS:
  12401. case GD_SOULCOLD:
  12402. case GD_HAWKEYES:
  12403. limit = 1000000;//it doesn't matter
  12404. break;
  12405. case LG_BANDING:
  12406. limit = -1;
  12407. break;
  12408. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  12409. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  12410. target = BCT_ALL;
  12411. case WM_SEVERE_RAINSTORM:
  12412. case SO_WATER_INSIGNIA:
  12413. case SO_FIRE_INSIGNIA:
  12414. case SO_WIND_INSIGNIA:
  12415. case SO_EARTH_INSIGNIA:
  12416. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12417. return nullptr;
  12418. break;
  12419. case SO_CLOUD_KILL:
  12420. case NPC_CLOUD_KILL:
  12421. skill_clear_group(src, 4);
  12422. break;
  12423. case SO_WARMER:
  12424. skill_clear_group(src, 8);
  12425. break;
  12426. case SO_FIREWALK:
  12427. case SO_ELECTRICWALK:
  12428. limit = skill_get_time2(skill_id, skill_lv);
  12429. break;
  12430. case GN_WALLOFTHORN:
  12431. // Turns to Firewall
  12432. if( flag&1 )
  12433. limit = 3000;
  12434. val3 = (x<<16)|y;
  12435. break;
  12436. case GN_DEMONIC_FIRE:
  12437. if (flag) { // Fire Expansion level 1
  12438. limit = flag + 10000;
  12439. flag = 0;
  12440. }
  12441. break;
  12442. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12443. case GN_FIRE_EXPANSION_TEAR_GAS:
  12444. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12445. break;
  12446. case KO_ZENKAI:
  12447. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12448. val1 = sd->spiritcharm;
  12449. val2 = sd->spiritcharm_type;
  12450. limit = 6000 * val1;
  12451. subunt = sd->spiritcharm_type - 1;
  12452. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12453. }
  12454. break;
  12455. #ifndef RENEWAL
  12456. case HW_GRAVITATION:
  12457. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12458. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12459. break;
  12460. #endif
  12461. case SO_VACUUM_EXTREME:
  12462. // Coordinates
  12463. val1 = x;
  12464. val2 = y;
  12465. val3 = 0; // Suck target at n seconds.
  12466. break;
  12467. case MH_POISON_MIST:
  12468. case MH_LAVA_SLIDE:
  12469. skill_clear_group(src, 1);
  12470. break;
  12471. case MH_VOLCANIC_ASH:
  12472. if (!map_flag_vs(src->m))
  12473. target = BCT_ENEMY;
  12474. break;
  12475. }
  12476. // Init skill unit group
  12477. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  12478. if (group == nullptr)
  12479. return nullptr;
  12480. group->val1 = val1;
  12481. group->val2 = val2;
  12482. group->val3 = val3;
  12483. group->link_group_id = link_group_id;
  12484. group->target_flag = target;
  12485. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12486. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12487. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  12488. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12489. group->item_id = req_item;
  12490. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12491. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12492. active_flag = 0;
  12493. // Put message for Talkie Box & Graffiti
  12494. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12495. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12496. if (sd)
  12497. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12498. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12499. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12500. }
  12501. // Dance skill
  12502. if (group->state.song_dance) {
  12503. if(sd) {
  12504. sd->skill_id_dance = skill_id;
  12505. sd->skill_lv_dance = skill_lv;
  12506. }
  12507. if (
  12508. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12509. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12510. )
  12511. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12512. }
  12513. // Set skill unit
  12514. limit = group->limit;
  12515. for( i = 0; i < layout->count; i++ ) {
  12516. struct skill_unit *unit;
  12517. int ux = x + layout->dx[i];
  12518. int uy = y + layout->dy[i];
  12519. int unit_val1 = skill_lv;
  12520. int unit_val2 = 0;
  12521. int alive = 1;
  12522. // are the coordinates out of range?
  12523. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12524. continue;
  12525. }
  12526. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12527. continue; // don't place skill units on walls (except for songs/dances/encores)
  12528. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  12529. continue; // no path between cell and caster
  12530. switch( skill_id ) {
  12531. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12532. case HT_LANDMINE:
  12533. case MA_LANDMINE:
  12534. case HT_ANKLESNARE:
  12535. case HT_SHOCKWAVE:
  12536. case HT_SANDMAN:
  12537. case MA_SANDMAN:
  12538. case HT_FLASHER:
  12539. case HT_FREEZINGTRAP:
  12540. case MA_FREEZINGTRAP:
  12541. case HT_SKIDTRAP:
  12542. case MA_SKIDTRAP:
  12543. case HT_CLAYMORETRAP:
  12544. case HT_BLASTMINE:
  12545. case SC_ESCAPE:
  12546. unit_val1 = 3500;
  12547. break;
  12548. case MG_FIREWALL:
  12549. case NJ_KAENSIN:
  12550. unit_val2 = group->val2;
  12551. break;
  12552. case WZ_ICEWALL:
  12553. unit_val1 = 200 + 200*skill_lv;
  12554. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12555. break;
  12556. case WZ_WATERBALL:
  12557. //Check if there are cells that can be turned into waterball units
  12558. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12559. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12560. break; //Turn water, deluge or suiton into waterball cell
  12561. continue;
  12562. case GS_DESPERADO:
  12563. unit_val1 = abs(layout->dx[i]);
  12564. unit_val2 = abs(layout->dy[i]);
  12565. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12566. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12567. if (unit_val1) unit_val1--;
  12568. unit_val1 = 36 -12*unit_val1;
  12569. } else //Diagonal edges
  12570. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12571. if (unit_val1 < 1) unit_val1 = 1;
  12572. unit_val2 = 0;
  12573. break;
  12574. case NPC_REVERBERATION:
  12575. unit_val1 = 1 + skill_lv;
  12576. break;
  12577. case WM_POEMOFNETHERWORLD:
  12578. unit_val1 = 1 + skill_lv;
  12579. break;
  12580. case GN_WALLOFTHORN:
  12581. if (flag&1) // Turned become Firewall
  12582. break;
  12583. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12584. unit_val2 = 20; // Max hits
  12585. break;
  12586. case RL_B_TRAP:
  12587. unit_val1 = 3500;
  12588. unit_val2 = 0;
  12589. break;
  12590. default:
  12591. if (group->state.song_dance&0x1)
  12592. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  12593. break;
  12594. }
  12595. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12596. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12597. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12598. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12599. // Check active cell to failing or remove current unit
  12600. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12601. if( !alive )
  12602. continue;
  12603. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12604. unit->limit = limit;
  12605. unit->range = range;
  12606. if (skill_id == PF_FOGWALL && alive == 2)
  12607. { //Double duration of cells on top of Deluge/Suiton
  12608. unit->limit *= 2;
  12609. group->limit = unit->limit;
  12610. }
  12611. // Execute on all targets standing on this cell
  12612. if (range == 0 && active_flag)
  12613. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12614. }
  12615. if (!group->alive_count)
  12616. { //No cells? Something that was blocked completely by Land Protector?
  12617. skill_delunitgroup(group);
  12618. return nullptr;
  12619. }
  12620. //success, unit created.
  12621. switch( skill_id ) {
  12622. case NJ_TATAMIGAESHI: //Store number of tiles.
  12623. group->val1 = group->alive_count;
  12624. break;
  12625. }
  12626. return group;
  12627. }
  12628. /*==========================================
  12629. *
  12630. *------------------------------------------*/
  12631. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12632. {
  12633. skill_unit_onplace(unit, bl, tick);
  12634. }
  12635. /**
  12636. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12637. * while skill unit initialized or moved (such by knock back).
  12638. * As a follow of skill_unit_effect flag &1
  12639. * @param unit
  12640. * @param bl Target
  12641. * @param tick
  12642. */
  12643. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12644. {
  12645. struct block_list *ss; // Actual source that cast the skill unit
  12646. struct status_change *sc;
  12647. struct status_change_entry *sce;
  12648. struct status_data *tstatus;
  12649. enum sc_type type;
  12650. uint16 skill_id;
  12651. nullpo_ret(unit);
  12652. nullpo_ret(bl);
  12653. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12654. return 0;
  12655. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  12656. if (sg == nullptr)
  12657. return 0;
  12658. nullpo_ret(ss = map_id2bl(sg->src_id));
  12659. tstatus = status_get_status_data(bl);
  12660. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  12661. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12662. return 0; //AoE skills are ineffective. [Skotlex]
  12663. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12664. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12665. return 0; //Songs don't work in Basilica
  12666. sc = status_get_sc(bl);
  12667. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12668. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12669. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12670. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12671. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12672. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12673. type = status_skill2sc(sg->skill_id);
  12674. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12675. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12676. switch (sg->unit_id) {
  12677. case UNT_SPIDERWEB:
  12678. if (sc) {
  12679. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12680. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12681. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12682. const struct TimerData* td;
  12683. struct map_data *mapdata = map_getmapdata(bl->m);
  12684. if (mapdata_flag_vs(mapdata))
  12685. sec /= 2;
  12686. if (sc->data[type]) {
  12687. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12688. //Already triple affected, immune
  12689. sg->limit = DIFF_TICK(tick, sg->tick);
  12690. break;
  12691. }
  12692. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12693. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12694. sec *= (sc->data[type]->val1 + 1);
  12695. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12696. sec *= (sc->data[type]->val1 + 1);
  12697. //Add group id to status change
  12698. if (sc->data[type]->val2 == 0)
  12699. sc->data[type]->val2 = sg->group_id;
  12700. else if (sc->data[type]->val3 == 0)
  12701. sc->data[type]->val3 = sg->group_id;
  12702. else if (sc->data[type]->val4 == 0)
  12703. sc->data[type]->val4 = sg->group_id;
  12704. //Overwrite status change with new duration
  12705. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12706. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12707. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12708. }
  12709. else {
  12710. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12711. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12712. if (td)
  12713. sec = DIFF_TICK(td->tick, tick);
  12714. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12715. clif_fixpos(bl);
  12716. }
  12717. else
  12718. sec = 3000; //Couldn't trap it?
  12719. }
  12720. sg->val2 = bl->id;
  12721. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12722. }
  12723. break;
  12724. case UNT_SAFETYWALL:
  12725. if (!sce)
  12726. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12727. break;
  12728. case UNT_BLOODYLUST:
  12729. if (sg->src_id == bl->id)
  12730. break; //Does not affect the caster.
  12731. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12732. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12733. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12734. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12735. break;
  12736. case UNT_PNEUMA:
  12737. if (!sce)
  12738. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12739. break;
  12740. case UNT_CHAOSPANIC:
  12741. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12742. break;
  12743. case UNT_WARP_WAITING: {
  12744. int working = sg->val1&0xffff;
  12745. if(bl->type==BL_PC && !working){
  12746. struct map_session_data *sd = (struct map_session_data *)bl;
  12747. if((!sd->chatID || battle_config.chat_warpportal)
  12748. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12749. {
  12750. int x = sg->val2>>16;
  12751. int y = sg->val2&0xffff;
  12752. int count = sg->val1>>16;
  12753. unsigned short m = sg->val3;
  12754. if( --count <= 0 )
  12755. skill_delunitgroup(sg);
  12756. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12757. working = 1;/* we break it because officials break it, lovely stuff. */
  12758. sg->val1 = (count<<16)|working;
  12759. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12760. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12761. }
  12762. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12763. int16 m = map_mapindex2mapid(sg->val3);
  12764. if (m < 0) break; //Map not available on this map-server.
  12765. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12766. }
  12767. }
  12768. break;
  12769. case UNT_QUAGMIRE:
  12770. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12771. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12772. break;
  12773. case UNT_VOLCANO:
  12774. case UNT_DELUGE:
  12775. case UNT_VIOLENTGALE:
  12776. case UNT_FIRE_INSIGNIA:
  12777. case UNT_WATER_INSIGNIA:
  12778. case UNT_WIND_INSIGNIA:
  12779. case UNT_EARTH_INSIGNIA:
  12780. if(!sce)
  12781. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12782. break;
  12783. case UNT_WATER_BARRIER:
  12784. case UNT_ZEPHYR:
  12785. case UNT_POWER_OF_GAIA:
  12786. if (bl->id == ss->id)
  12787. break; // Doesn't affect the Elemental
  12788. if (!sce)
  12789. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12790. break;
  12791. case UNT_SUITON:
  12792. if(!sce)
  12793. sc_start4(ss, bl,type,100,sg->skill_lv,
  12794. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12795. 0,0,sg->limit);
  12796. break;
  12797. case UNT_HERMODE:
  12798. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12799. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12800. case UNT_RICHMANKIM:
  12801. case UNT_ETERNALCHAOS:
  12802. case UNT_DRUMBATTLEFIELD:
  12803. case UNT_RINGNIBELUNGEN:
  12804. case UNT_ROKISWEIL:
  12805. case UNT_INTOABYSS:
  12806. case UNT_SIEGFRIED:
  12807. //Needed to check when a dancer/bard leaves their ensemble area.
  12808. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12809. return skill_id;
  12810. if (!sce)
  12811. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12812. break;
  12813. case UNT_WHISTLE:
  12814. case UNT_ASSASSINCROSS:
  12815. case UNT_POEMBRAGI:
  12816. case UNT_APPLEIDUN:
  12817. case UNT_HUMMING:
  12818. case UNT_DONTFORGETME:
  12819. case UNT_FORTUNEKISS:
  12820. case UNT_SERVICEFORYOU:
  12821. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12822. return 0;
  12823. if (!sc) return 0;
  12824. if (!sce)
  12825. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12826. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12827. sce->val4 = 0; //remove the mark that we stepped out
  12828. delete_timer(sce->timer, status_change_timer);
  12829. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12830. }
  12831. break;
  12832. case UNT_FOGWALL:
  12833. if (!sce)
  12834. {
  12835. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12836. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12837. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12838. }
  12839. break;
  12840. #ifndef RENEWAL
  12841. case UNT_GRAVITATION:
  12842. if (!sce)
  12843. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12844. break;
  12845. case UNT_BASILICA:
  12846. {
  12847. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12848. if (i > 0) {
  12849. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12850. break;
  12851. }
  12852. if (!sce && i <= 0)
  12853. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12854. }
  12855. break;
  12856. #endif
  12857. case UNT_MOONLIT:
  12858. //Knockback out of area if affected char isn't in Moonlit effect
  12859. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12860. break;
  12861. if (ss == bl) //Also needed to prevent infinite loop crash.
  12862. break;
  12863. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12864. break;
  12865. case UNT_REVERBERATION:
  12866. if (sg->src_id == bl->id)
  12867. break; //Does not affect the caster.
  12868. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12869. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12870. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12871. sg->unit_id = UNT_USED_TRAPS;
  12872. break;
  12873. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12874. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12875. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12876. break;
  12877. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12878. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12879. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12880. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12881. break;
  12882. case UNT_VOLCANIC_ASH:
  12883. if (!sce)
  12884. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12885. break;
  12886. case UNT_KINGS_GRACE:
  12887. if (!sce) {
  12888. int state = 0;
  12889. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12890. state |= BCT_GUILD;
  12891. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12892. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12893. }
  12894. break;
  12895. case UNT_STEALTHFIELD:
  12896. if( bl->id == sg->src_id )
  12897. break; // Doesn't work on self (video shows that)
  12898. if (!sce)
  12899. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12900. break;
  12901. case UNT_NEUTRALBARRIER:
  12902. if (!sce)
  12903. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12904. break;
  12905. case UNT_WARMER:
  12906. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12907. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12908. break;
  12909. case UNT_CATNIPPOWDER:
  12910. if (sg->src_id == bl->id)
  12911. break; // Does not affect the caster or Boss.
  12912. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12913. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12914. break;
  12915. case UNT_NYANGGRASS:
  12916. if (!sce)
  12917. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12918. break;
  12919. case UNT_CREATINGSTAR:
  12920. if (!sce)
  12921. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  12922. break;
  12923. case UNT_GD_LEADERSHIP:
  12924. case UNT_GD_GLORYWOUNDS:
  12925. case UNT_GD_SOULCOLD:
  12926. case UNT_GD_HAWKEYES:
  12927. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12928. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12929. break;
  12930. }
  12931. return skill_id;
  12932. }
  12933. /**
  12934. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  12935. * @param unit Skill unit
  12936. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12937. * @param tick
  12938. */
  12939. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12940. {
  12941. struct block_list *ss;
  12942. TBL_PC* tsd;
  12943. struct status_data *tstatus;
  12944. struct status_change *sc, *tsc;
  12945. struct skill_unit_group_tickset *ts;
  12946. enum sc_type type;
  12947. uint16 skill_id;
  12948. t_tick diff = 0;
  12949. nullpo_ret(unit);
  12950. nullpo_ret(bl);
  12951. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12952. return 0;
  12953. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  12954. if (sg == nullptr)
  12955. return 0;
  12956. nullpo_ret(ss = map_id2bl(sg->src_id));
  12957. tsd = BL_CAST(BL_PC, bl);
  12958. tsc = status_get_sc(bl);
  12959. sc = status_get_sc(ss);
  12960. tstatus = status_get_status_data(bl);
  12961. type = status_skill2sc(sg->skill_id);
  12962. skill_id = sg->skill_id;
  12963. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12964. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12965. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12966. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12967. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12968. if (sg->interval == -1) {
  12969. switch (sg->unit_id) {
  12970. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12971. case UNT_FIREPILLAR_ACTIVE:
  12972. case UNT_ELECTRICSHOCKER:
  12973. case UNT_MANHOLE:
  12974. return 0;
  12975. default:
  12976. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12977. return 0;
  12978. }
  12979. }
  12980. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12981. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12982. diff = DIFF_TICK(tick,ts->tick);
  12983. if (diff < 0)
  12984. return 0;
  12985. ts->tick = tick+sg->interval;
  12986. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12987. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12988. }
  12989. // Wall of Thorn damaged by Fire element unit [Cydh]
  12990. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12991. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12992. struct skill_unit *su = (struct skill_unit *)bl;
  12993. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12994. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12995. su->group->limit = sg->limit = 0;
  12996. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12997. return skill_id;
  12998. }
  12999. }
  13000. switch (sg->unit_id) {
  13001. // Units that deals simple attack
  13002. case UNT_GRAVITATION:
  13003. case UNT_EARTHSTRAIN:
  13004. case UNT_FIREWALK:
  13005. case UNT_ELECTRICWALK:
  13006. case UNT_PSYCHIC_WAVE:
  13007. case UNT_LAVA_SLIDE:
  13008. case UNT_MAKIBISHI:
  13009. case UNT_VENOMFOG:
  13010. case UNT_ICEMINE:
  13011. case UNT_FLAMECROSS:
  13012. case UNT_HELLBURNING:
  13013. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13014. break;
  13015. case UNT_DUMMYSKILL:
  13016. switch (sg->skill_id) {
  13017. case SG_SUN_WARM: //SG skills [Komurka]
  13018. case SG_MOON_WARM:
  13019. case SG_STAR_WARM: {
  13020. int count = 0;
  13021. const int x = bl->x, y = bl->y;
  13022. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  13023. do {
  13024. if( bl->type == BL_PC )
  13025. status_zap(bl, 0, 15); // sp damage to players
  13026. else // mobs
  13027. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  13028. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  13029. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  13030. } else { //should end when out of sp.
  13031. sg->limit = DIFF_TICK(tick,sg->tick);
  13032. break;
  13033. }
  13034. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  13035. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  13036. }
  13037. break;
  13038. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  13039. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  13040. if (tsc)
  13041. tsc->sg_counter++; //SG hit counter.
  13042. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  13043. tsc->sg_counter=0; //Attack absorbed.
  13044. break;
  13045. #endif
  13046. case GS_DESPERADO:
  13047. if (rnd()%100 < unit->val1)
  13048. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13049. break;
  13050. case NPC_COMET:
  13051. case WL_COMET:
  13052. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  13053. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13054. break;
  13055. case NPC_WIDESUCK: {
  13056. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13057. if (heal > 0) {
  13058. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  13059. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  13060. status_heal(ss,heal,0,0);
  13061. }
  13062. }
  13063. break;
  13064. default:
  13065. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13066. }
  13067. break;
  13068. case UNT_FIREWALL:
  13069. case UNT_KAEN: {
  13070. int count = 0;
  13071. const int x = bl->x, y = bl->y;
  13072. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  13073. break;
  13074. //Take into account these hit more times than the timer interval can handle.
  13075. do
  13076. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  13077. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  13078. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  13079. if (unit->val2 <= 0)
  13080. skill_delunit(unit);
  13081. }
  13082. break;
  13083. case UNT_SANCTUARY:
  13084. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  13085. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  13086. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  13087. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  13088. } else {
  13089. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13090. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13091. #ifdef RENEWAL
  13092. if (md && md->mob_id == MOBID_EMPERIUM)
  13093. break;
  13094. #endif
  13095. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  13096. break;
  13097. if( tstatus->hp >= tstatus->max_hp )
  13098. break;
  13099. if( status_isimmune(bl) )
  13100. heal = 0;
  13101. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13102. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  13103. heal = ~heal + 1;
  13104. status_heal(bl, heal, 0, 0);
  13105. }
  13106. break;
  13107. case UNT_EVILLAND:
  13108. //Will heal demon and undead element monsters, but not players.
  13109. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  13110. { //Damage enemies
  13111. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13112. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13113. } else {
  13114. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  13115. if (tstatus->hp >= tstatus->max_hp)
  13116. break;
  13117. if (status_isimmune(bl))
  13118. heal = 0;
  13119. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13120. status_heal(bl, heal, 0, 0);
  13121. }
  13122. break;
  13123. case UNT_MAGNUS:
  13124. #ifndef RENEWAL
  13125. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  13126. break;
  13127. #endif
  13128. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13129. break;
  13130. case UNT_FIREPILLAR_WAITING:
  13131. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  13132. skill_delunit(unit);
  13133. break;
  13134. case UNT_SKIDTRAP: {
  13135. //Knockback away from position of user during placement [Playtester]
  13136. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  13137. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  13138. sg->unit_id = UNT_USED_TRAPS;
  13139. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13140. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  13141. //Target will be stopped for 3 seconds
  13142. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  13143. }
  13144. break;
  13145. case UNT_ANKLESNARE:
  13146. case UNT_MANHOLE:
  13147. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  13148. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  13149. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  13150. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13151. if( td )
  13152. sec = DIFF_TICK(td->tick, tick);
  13153. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  13154. || !unit_blown_immune(bl,0x1) )
  13155. {
  13156. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  13157. clif_fixpos(bl);
  13158. }
  13159. sg->val2 = bl->id;
  13160. } else
  13161. sec = 3000; //Couldn't trap it?
  13162. if (sg->unit_id == UNT_ANKLESNARE) {
  13163. clif_skillunit_update(&unit->bl);
  13164. /**
  13165. * If you're snared from a trap that was invisible this makes the trap be
  13166. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13167. * bugreport:3961
  13168. **/
  13169. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  13170. }
  13171. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  13172. sg->interval = -1;
  13173. unit->range = 0;
  13174. }
  13175. break;
  13176. case UNT_EARTHQUAKE:
  13177. sg->val1++; // Hit count
  13178. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  13179. break;
  13180. case UNT_ELECTRICSHOCKER:
  13181. if( bl->id != ss->id ) {
  13182. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  13183. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13184. clif_fixpos(bl);
  13185. }
  13186. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13187. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13188. }
  13189. break;
  13190. case UNT_VENOMDUST:
  13191. if(tsc && !tsc->data[type])
  13192. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  13193. break;
  13194. case UNT_LANDMINE:
  13195. //Land Mine only hits single target
  13196. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13197. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13198. sg->limit = 1500;
  13199. break;
  13200. case UNT_MAGENTATRAP:
  13201. case UNT_COBALTTRAP:
  13202. case UNT_MAIZETRAP:
  13203. case UNT_VERDURETRAP:
  13204. if( bl->type == BL_PC )// it won't work on players
  13205. break;
  13206. case UNT_FIRINGTRAP:
  13207. case UNT_ICEBOUNDTRAP:
  13208. case UNT_CLUSTERBOMB:
  13209. if( bl->id == ss->id )// it won't trigger on caster
  13210. break;
  13211. case UNT_BLASTMINE:
  13212. case UNT_SHOCKWAVE:
  13213. case UNT_SANDMAN:
  13214. case UNT_FLASHER:
  13215. case UNT_FREEZINGTRAP:
  13216. case UNT_FIREPILLAR_ACTIVE:
  13217. case UNT_CLAYMORETRAP:
  13218. {
  13219. int bl_flag = sg->bl_flag;
  13220. if (tsc && tsc->data[SC__MANHOLE])
  13221. break;
  13222. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  13223. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  13224. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  13225. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  13226. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  13227. sg->limit = DIFF_TICK(tick, sg->tick) +
  13228. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  13229. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  13230. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  13231. }
  13232. break;
  13233. case UNT_TALKIEBOX:
  13234. if (sg->src_id == bl->id)
  13235. break;
  13236. if (sg->val2 == 0) {
  13237. clif_talkiebox(&unit->bl, sg->valstr);
  13238. sg->unit_id = UNT_USED_TRAPS;
  13239. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13240. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  13241. sg->val2 = -1;
  13242. }
  13243. break;
  13244. case UNT_LULLABY:
  13245. if (ss->id == bl->id)
  13246. break;
  13247. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13248. break;
  13249. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  13250. if (ss->id != bl->id)
  13251. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13252. break;
  13253. case UNT_DISSONANCE:
  13254. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13255. break;
  13256. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  13257. int heal;
  13258. #ifdef RENEWAL
  13259. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13260. if (md && md->mob_id == MOBID_EMPERIUM)
  13261. break;
  13262. #endif
  13263. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13264. break; // affects self only when soullinked
  13265. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  13266. if (tsc->data[SC_AKAITSUKI] && heal)
  13267. heal = ~heal + 1;
  13268. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13269. status_heal(bl, heal, 0, 0);
  13270. }
  13271. break;
  13272. case UNT_TATAMIGAESHI:
  13273. case UNT_DEMONSTRATION:
  13274. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13275. break;
  13276. case UNT_GOSPEL:
  13277. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  13278. break;
  13279. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  13280. { // Support Effect only on party, not guild
  13281. int heal;
  13282. int i = rnd() % 13; // Positive buff count
  13283. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  13284. switch (i)
  13285. {
  13286. case 0: // Heal 1000~9999 HP
  13287. heal = rnd() % 9000 + 1000;
  13288. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  13289. status_heal(bl, heal, 0, 0);
  13290. break;
  13291. case 1: // End all negative status
  13292. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  13293. if (tsd) clif_gospel_info(tsd, 0x15);
  13294. break;
  13295. case 2: // Immunity to all status
  13296. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  13297. if (tsd) clif_gospel_info(tsd, 0x16);
  13298. break;
  13299. case 3: // MaxHP +100%
  13300. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  13301. if (tsd) clif_gospel_info(tsd, 0x17);
  13302. break;
  13303. case 4: // MaxSP +100%
  13304. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  13305. if (tsd) clif_gospel_info(tsd, 0x18);
  13306. break;
  13307. case 5: // All stats +20
  13308. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  13309. if (tsd) clif_gospel_info(tsd, 0x19);
  13310. break;
  13311. case 6: // Level 10 Blessing
  13312. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  13313. break;
  13314. case 7: // Level 10 Increase AGI
  13315. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  13316. break;
  13317. case 8: // Enchant weapon with Holy element
  13318. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  13319. if (tsd) clif_gospel_info(tsd, 0x1c);
  13320. break;
  13321. case 9: // Enchant armor with Holy element
  13322. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  13323. if (tsd) clif_gospel_info(tsd, 0x1d);
  13324. break;
  13325. case 10: // DEF +25%
  13326. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  13327. if (tsd) clif_gospel_info(tsd, 0x1e);
  13328. break;
  13329. case 11: // ATK +100%
  13330. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  13331. if (tsd) clif_gospel_info(tsd, 0x1f);
  13332. break;
  13333. case 12: // HIT/Flee +50
  13334. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  13335. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  13336. if (tsd) clif_gospel_info(tsd, 0x20);
  13337. break;
  13338. }
  13339. }
  13340. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13341. { // Offensive Effect
  13342. int i = rnd() % 10; // Negative buff count
  13343. switch (i)
  13344. {
  13345. case 0: // Deal 3000~7999 damage reduced by DEF
  13346. case 1: // Deal 1500~5499 damage unreducable
  13347. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  13348. break;
  13349. case 2: // Curse
  13350. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  13351. break;
  13352. case 3: // Blind
  13353. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  13354. break;
  13355. case 4: // Poison
  13356. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  13357. break;
  13358. case 5: // Level 10 Provoke
  13359. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  13360. break;
  13361. case 6: // DEF -100%
  13362. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  13363. break;
  13364. case 7: // ATK -100%
  13365. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  13366. break;
  13367. case 8: // Flee -100%
  13368. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  13369. break;
  13370. case 9: // Speed/ASPD -25%
  13371. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  13372. break;
  13373. }
  13374. }
  13375. break;
  13376. #ifndef RENEWAL
  13377. case UNT_BASILICA:
  13378. {
  13379. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  13380. if (i > 0) {
  13381. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13382. break;
  13383. }
  13384. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  13385. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13386. }
  13387. break;
  13388. #endif
  13389. case UNT_GROUNDDRIFT_WIND:
  13390. case UNT_GROUNDDRIFT_DARK:
  13391. case UNT_GROUNDDRIFT_POISON:
  13392. case UNT_GROUNDDRIFT_WATER:
  13393. case UNT_GROUNDDRIFT_FIRE:
  13394. map_foreachinrange(skill_trap_splash,&unit->bl,
  13395. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  13396. &unit->bl,tick);
  13397. sg->unit_id = UNT_USED_TRAPS;
  13398. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  13399. sg->limit=DIFF_TICK(tick,sg->tick);
  13400. break;
  13401. case UNT_POISONSMOKE:
  13402. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  13403. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  13404. break;
  13405. case UNT_EPICLESIS:
  13406. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  13407. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  13408. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  13409. int hp, sp;
  13410. switch( sg->skill_lv ) {
  13411. case 1: case 2: hp = 3; sp = 2; break;
  13412. case 3: case 4: hp = 4; sp = 3; break;
  13413. case 5: default: hp = 5; sp = 4; break;
  13414. }
  13415. hp = tstatus->max_hp * hp / 100;
  13416. sp = tstatus->max_sp * sp / 100;
  13417. if (tstatus->hp < tstatus->max_hp)
  13418. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  13419. if (tstatus->sp < tstatus->max_sp)
  13420. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  13421. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  13422. hp = ~hp + 1;
  13423. status_heal(bl, hp, sp, 3);
  13424. }
  13425. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  13426. // Doesn't remove Invisibility or Chase Walk.
  13427. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  13428. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  13429. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  13430. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  13431. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  13432. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13433. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13434. }
  13435. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  13436. }
  13437. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  13438. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  13439. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  13440. break;
  13441. case UNT_DIMENSIONDOOR:
  13442. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  13443. pc_randomwarp(tsd,CLR_TELEPORT);
  13444. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  13445. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  13446. break;
  13447. case UNT_REVERBERATION:
  13448. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13449. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13450. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  13451. sg->unit_id = UNT_USED_TRAPS;
  13452. break;
  13453. case UNT_SEVERE_RAINSTORM:
  13454. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13455. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  13456. break;
  13457. case UNT_NETHERWORLD:
  13458. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  13459. if (!(tsc && tsc->data[type])) {
  13460. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13461. sg->limit = DIFF_TICK(tick,sg->tick);
  13462. sg->unit_id = UNT_USED_TRAPS;
  13463. }
  13464. }
  13465. break;
  13466. case UNT_THORNS_TRAP:
  13467. if( tsc ) {
  13468. if( !sg->val2 ) {
  13469. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13470. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  13471. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13472. if( td )
  13473. sec = DIFF_TICK(td->tick, tick);
  13474. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  13475. clif_fixpos(bl);
  13476. sg->val2 = bl->id;
  13477. } else
  13478. sec = 3000; // Couldn't trap it?
  13479. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13480. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  13481. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  13482. }
  13483. break;
  13484. case UNT_WALLOFTHORN:
  13485. if (unit->val2-- <= 0) // Max hit reached
  13486. break;
  13487. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  13488. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  13489. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  13490. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  13491. break;
  13492. case UNT_DEMONIC_FIRE:
  13493. switch( sg->val2 ) {
  13494. case 1:
  13495. default:
  13496. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  13497. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  13498. break;
  13499. }
  13500. break;
  13501. case UNT_ZEPHYR:
  13502. if (ss == bl)
  13503. break; // Doesn't affect the Elemental
  13504. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13505. break;
  13506. case UNT_CLOUD_KILL:
  13507. if (tsc && !tsc->data[type])
  13508. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  13509. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13510. break;
  13511. case UNT_VACUUM_EXTREME:
  13512. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13513. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  13514. return 0;
  13515. // Apply effect and suck targets one-by-one each n seconds
  13516. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  13517. break;
  13518. case UNT_BANDING:
  13519. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13520. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  13521. break;
  13522. case UNT_FIRE_MANTLE:
  13523. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13524. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13525. break;
  13526. case UNT_ZENKAI_WATER:
  13527. case UNT_ZENKAI_LAND:
  13528. case UNT_ZENKAI_FIRE:
  13529. case UNT_ZENKAI_WIND:
  13530. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13531. switch( sg->unit_id ) {
  13532. case UNT_ZENKAI_WATER:
  13533. switch (rnd()%2 + 1) {
  13534. case 1:
  13535. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13536. break;
  13537. case 2:
  13538. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13539. break;
  13540. }
  13541. break;
  13542. case UNT_ZENKAI_LAND:
  13543. switch (rnd()%2 + 1) {
  13544. case 1:
  13545. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13546. break;
  13547. case 2:
  13548. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13549. break;
  13550. }
  13551. break;
  13552. case UNT_ZENKAI_FIRE:
  13553. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  13554. break;
  13555. case UNT_ZENKAI_WIND:
  13556. switch (rnd()%3 + 1) {
  13557. case 1:
  13558. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13559. break;
  13560. case 2:
  13561. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13562. break;
  13563. case 3:
  13564. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13565. break;
  13566. }
  13567. break;
  13568. }
  13569. } else
  13570. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13571. break;
  13572. case UNT_POISON_MIST:
  13573. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13574. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13575. break;
  13576. case UNT_CHAOSPANIC:
  13577. if (tsc && tsc->data[type])
  13578. break;
  13579. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13580. break;
  13581. case UNT_B_TRAP:
  13582. if (tsc && tsc->data[type])
  13583. break;
  13584. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13585. unit->val2++; // Mark as ever been used
  13586. break;
  13587. case UNT_FIRE_RAIN:
  13588. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13589. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13590. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13591. break;
  13592. case UNT_MAGMA_ERUPTION:
  13593. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13594. if (sg->skill_id == NC_MAGMA_ERUPTION)
  13595. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13596. else
  13597. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13598. break;
  13599. }
  13600. if (bl->type == BL_MOB && ss != bl)
  13601. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13602. return skill_id;
  13603. }
  13604. /**
  13605. * Triggered when a char steps out of a skill unit
  13606. * @param src Skill unit from char moved out
  13607. * @param bl Char
  13608. * @param tick
  13609. */
  13610. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13611. {
  13612. struct status_change *sc;
  13613. struct status_change_entry *sce;
  13614. enum sc_type type;
  13615. nullpo_ret(src);
  13616. nullpo_ret(bl);
  13617. std::shared_ptr<s_skill_unit_group> sg = src->group;
  13618. if (sg == nullptr)
  13619. return 0;
  13620. sc = status_get_sc(bl);
  13621. type = status_skill2sc(sg->skill_id);
  13622. sce = (sc && type != -1)?sc->data[type]:NULL;
  13623. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13624. return 0;
  13625. switch(sg->unit_id){
  13626. case UNT_SAFETYWALL:
  13627. case UNT_PNEUMA:
  13628. case UNT_EPICLESIS://Arch Bishop
  13629. if (sce)
  13630. status_change_end(bl, type, INVALID_TIMER);
  13631. break;
  13632. #ifndef RENEWAL
  13633. case UNT_BASILICA:
  13634. if (sce && sce->val4 != bl->id)
  13635. status_change_end(bl, type, INVALID_TIMER);
  13636. break;
  13637. #endif
  13638. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13639. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13640. status_change_end(bl, type, INVALID_TIMER);
  13641. break;
  13642. case UNT_DISSONANCE:
  13643. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13644. {
  13645. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13646. if(skill_get_inf2(i, INF2_ISSONG)) {
  13647. type = status_skill2sc(i);
  13648. sce = (sc && type != -1)?sc->data[type]:NULL;
  13649. if(sce)
  13650. return i;
  13651. }
  13652. }
  13653. }
  13654. case UNT_WHISTLE:
  13655. case UNT_ASSASSINCROSS:
  13656. case UNT_POEMBRAGI:
  13657. case UNT_APPLEIDUN:
  13658. case UNT_HUMMING:
  13659. case UNT_DONTFORGETME:
  13660. case UNT_FORTUNEKISS:
  13661. case UNT_SERVICEFORYOU:
  13662. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13663. return -1;
  13664. }
  13665. return sg->skill_id;
  13666. }
  13667. /**
  13668. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13669. * @param skill_id Skill ID
  13670. * @param bl A char
  13671. * @param tick
  13672. */
  13673. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13674. {
  13675. struct status_change *sc;
  13676. struct status_change_entry *sce;
  13677. enum sc_type type;
  13678. sc = status_get_sc(bl);
  13679. if (sc && !sc->count)
  13680. sc = NULL;
  13681. type = status_skill2sc(skill_id);
  13682. sce = (sc && type != -1)?sc->data[type]:NULL;
  13683. switch (skill_id)
  13684. {
  13685. case WZ_QUAGMIRE:
  13686. if (bl->type==BL_MOB)
  13687. break;
  13688. if (sce)
  13689. status_change_end(bl, type, INVALID_TIMER);
  13690. break;
  13691. case BD_LULLABY:
  13692. case BD_RICHMANKIM:
  13693. case BD_ETERNALCHAOS:
  13694. case BD_DRUMBATTLEFIELD:
  13695. case BD_RINGNIBELUNGEN:
  13696. case BD_ROKISWEIL:
  13697. case BD_INTOABYSS:
  13698. case BD_SIEGFRIED:
  13699. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13700. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13701. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13702. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13703. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13704. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13705. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13706. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13707. }
  13708. case MH_STEINWAND:
  13709. case MG_SAFETYWALL:
  13710. case AL_PNEUMA:
  13711. case SA_VOLCANO:
  13712. case SA_DELUGE:
  13713. case SA_VIOLENTGALE:
  13714. case CG_HERMODE:
  13715. #ifndef RENEWAL
  13716. case HW_GRAVITATION:
  13717. case HP_BASILICA:
  13718. #endif
  13719. case NJ_SUITON:
  13720. case SC_MAELSTROM:
  13721. case EL_WATER_BARRIER:
  13722. case EL_ZEPHYR:
  13723. case EL_POWER_OF_GAIA:
  13724. case SO_WARMER:
  13725. case SO_FIRE_INSIGNIA:
  13726. case SO_WATER_INSIGNIA:
  13727. case SO_WIND_INSIGNIA:
  13728. case SO_EARTH_INSIGNIA:
  13729. case SJ_BOOKOFCREATINGSTAR:
  13730. case SC_BLOODYLUST:
  13731. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13732. case GN_FIRE_EXPANSION_TEAR_GAS:
  13733. case LG_KINGS_GRACE:
  13734. case NC_STEALTHFIELD:
  13735. case NC_NEUTRALBARRIER:
  13736. case SU_NYANGGRASS:
  13737. if (sce)
  13738. status_change_end(bl, type, INVALID_TIMER);
  13739. break;
  13740. case BA_DISSONANCE:
  13741. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13742. {
  13743. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13744. if(skill_get_inf2(i, INF2_ISSONG)){
  13745. type = status_skill2sc(i);
  13746. sce = (sc && type != -1)?sc->data[type]:NULL;
  13747. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13748. delete_timer(sce->timer, status_change_timer);
  13749. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13750. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13751. }
  13752. }
  13753. }
  13754. }
  13755. break;
  13756. case BA_POEMBRAGI:
  13757. case BA_WHISTLE:
  13758. case BA_ASSASSINCROSS:
  13759. case BA_APPLEIDUN:
  13760. case DC_HUMMING:
  13761. case DC_DONTFORGETME:
  13762. case DC_FORTUNEKISS:
  13763. case DC_SERVICEFORYOU:
  13764. if (sce)
  13765. {
  13766. delete_timer(sce->timer, status_change_timer);
  13767. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13768. //not possible on our current implementation.
  13769. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13770. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13771. }
  13772. break;
  13773. case PF_FOGWALL:
  13774. if (sce)
  13775. {
  13776. status_change_end(bl, type, INVALID_TIMER);
  13777. if ((sce=sc->data[SC_BLIND]))
  13778. {
  13779. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13780. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13781. else {
  13782. delete_timer(sce->timer, status_change_timer);
  13783. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13784. }
  13785. }
  13786. }
  13787. break;
  13788. case GD_LEADERSHIP:
  13789. case GD_GLORYWOUNDS:
  13790. case GD_SOULCOLD:
  13791. case GD_HAWKEYES:
  13792. if( !(sce && sce->val4) )
  13793. status_change_end(bl, type, INVALID_TIMER);
  13794. break;
  13795. }
  13796. return skill_id;
  13797. }
  13798. /*==========================================
  13799. * Invoked when a unit cell has been placed/removed/deleted.
  13800. * flag values:
  13801. * flag&1: Invoke onplace function (otherwise invoke onout)
  13802. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13803. * flag&8: Recursive
  13804. *------------------------------------------*/
  13805. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13806. {
  13807. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13808. t_tick tick = va_arg(ap,t_tick);
  13809. unsigned int flag = va_arg(ap,unsigned int);
  13810. uint16 skill_id;
  13811. bool dissonance = false;
  13812. bool isTarget = false;
  13813. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13814. return 0;
  13815. std::shared_ptr<s_skill_unit_group> group = unit->group;
  13816. if (group == nullptr)
  13817. return 0;
  13818. if( !(flag&8) ) {
  13819. dissonance = skill_dance_switch(unit, 0);
  13820. //Target-type check.
  13821. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13822. }
  13823. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13824. skill_id = group->skill_id;
  13825. if( isTarget ){
  13826. if( flag&1 )
  13827. skill_unit_onplace(unit,bl,tick);
  13828. else {
  13829. if( skill_unit_onout(unit,bl,tick) == -1 )
  13830. return 0; // Don't let a Bard/Dancer update their own song timer
  13831. }
  13832. if( flag&4 )
  13833. skill_unit_onleft(skill_id, bl, tick);
  13834. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13835. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13836. if( dissonance ) {
  13837. skill_dance_switch(unit, 1);
  13838. //we placed a dissonance, let's update
  13839. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13840. }
  13841. return 0;
  13842. }
  13843. /**
  13844. * Check skill unit while receiving damage
  13845. * @param unit Skill unit
  13846. * @param damage Received damage
  13847. * @return Damage
  13848. */
  13849. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13850. {
  13851. nullpo_ret(unit);
  13852. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13853. if (sg == nullptr)
  13854. return 0;
  13855. switch( sg->unit_id ) {
  13856. case UNT_BLASTMINE:
  13857. case UNT_SKIDTRAP:
  13858. case UNT_LANDMINE:
  13859. case UNT_SHOCKWAVE:
  13860. case UNT_SANDMAN:
  13861. case UNT_FLASHER:
  13862. case UNT_CLAYMORETRAP:
  13863. case UNT_FREEZINGTRAP:
  13864. case UNT_ANKLESNARE:
  13865. case UNT_ICEWALL:
  13866. case UNT_WALLOFTHORN:
  13867. case UNT_REVERBERATION:
  13868. case UNT_NETHERWORLD:
  13869. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13870. break;
  13871. default:
  13872. damage = 0;
  13873. break;
  13874. }
  13875. return damage;
  13876. }
  13877. /**
  13878. * Check char condition around the skill caster
  13879. * @param bl Char around area
  13880. * @param *c Counter for 'valid' condition found
  13881. * @param *p_sd Stores 'rid' of char found
  13882. * @param skill_id Skill ID
  13883. * @param skill_lv Level of used skill
  13884. */
  13885. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13886. {
  13887. int *c, skill_id;
  13888. struct block_list *src;
  13889. struct map_session_data *sd;
  13890. struct map_session_data *tsd;
  13891. int *p_sd; //Contains the list of characters found.
  13892. nullpo_ret(bl);
  13893. nullpo_ret(tsd=(struct map_session_data*)bl);
  13894. nullpo_ret(src=va_arg(ap,struct block_list *));
  13895. nullpo_ret(sd=(struct map_session_data*)src);
  13896. c=va_arg(ap,int *);
  13897. p_sd = va_arg(ap, int *);
  13898. skill_id = va_arg(ap,int);
  13899. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13900. if (skill_id == PR_BENEDICTIO) {
  13901. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13902. return 0;
  13903. }
  13904. else if (is_chorus) {
  13905. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  13906. return 0;
  13907. }
  13908. else if (*c >= 1) // Check for one companion for all other cases.
  13909. return 0;
  13910. if (bl == src)
  13911. return 0;
  13912. if(pc_isdead(tsd))
  13913. return 0;
  13914. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13915. return 0;
  13916. if( is_chorus ) {
  13917. if( tsd->status.party_id && sd->status.party_id &&
  13918. tsd->status.party_id == sd->status.party_id &&
  13919. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13920. p_sd[(*c)++] = tsd->bl.id;
  13921. return 1;
  13922. } else {
  13923. switch(skill_id) {
  13924. case PR_BENEDICTIO: {
  13925. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13926. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13927. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13928. && sd->status.sp >= 10)
  13929. p_sd[(*c)++]=tsd->bl.id;
  13930. return 1;
  13931. }
  13932. case AB_ADORAMUS:
  13933. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13934. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13935. p_sd[(*c)++] = tsd->bl.id;
  13936. return 1;
  13937. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13938. {
  13939. uint16 skill_lv;
  13940. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13941. return 0;
  13942. if (sd->status.sex != tsd->status.sex &&
  13943. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13944. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13945. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13946. sd->status.party_id && tsd->status.party_id &&
  13947. sd->status.party_id == tsd->status.party_id &&
  13948. !tsd->sc.data[SC_DANCING])
  13949. {
  13950. p_sd[(*c)++]=tsd->bl.id;
  13951. return skill_lv;
  13952. }
  13953. }
  13954. break;
  13955. }
  13956. }
  13957. return 0;
  13958. }
  13959. /**
  13960. * Checks and stores partners for ensemble skills [Skotlex]
  13961. * Max partners is 2.
  13962. * @param sd Caster
  13963. * @param skill_id
  13964. * @param skill_lv
  13965. * @param range Area range to check
  13966. * @param cast_flag Special handle
  13967. */
  13968. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13969. {
  13970. static int c=0;
  13971. static int p_sd[MAX_PARTY];
  13972. int i;
  13973. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13974. if (!sd)
  13975. return 0;
  13976. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13977. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13978. if (cast_flag) { //Execute the skill on the partners.
  13979. struct map_session_data* tsd;
  13980. switch (skill_id) {
  13981. case PR_BENEDICTIO:
  13982. case WM_GREAT_ECHO:
  13983. for (i = 0; i < c; i++) {
  13984. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13985. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  13986. }
  13987. return c;
  13988. case AB_ADORAMUS:
  13989. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13990. i = 2 * (*skill_lv);
  13991. status_charge(&tsd->bl, 0, i);
  13992. }
  13993. break;
  13994. default:
  13995. if( is_chorus )
  13996. break;//Chorus skills are not to be parsed as ensembles
  13997. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  13998. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13999. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  14000. sc_start4(&sd->bl,&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);
  14001. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  14002. tsd->skill_id_dance = skill_id;
  14003. tsd->skill_lv_dance = *skill_lv;
  14004. #ifdef RENEWAL
  14005. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14006. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14007. #endif
  14008. }
  14009. }
  14010. return c;
  14011. }
  14012. }
  14013. //Else: new search for partners.
  14014. c = 0;
  14015. memset (p_sd, 0, sizeof(p_sd));
  14016. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  14017. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO ) //Apply the average lv to encore skills.
  14018. *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.
  14019. return c;
  14020. }
  14021. /**
  14022. * Sub function to count how many spawned mob is around.
  14023. * Some skills check with matched AI.
  14024. * @param rid Source ID
  14025. * @param mob_class Monster ID
  14026. * @param skill_id Used skill
  14027. * @param *c Counter for found monster
  14028. */
  14029. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  14030. {
  14031. int *c,src_id,mob_class,skill;
  14032. uint16 ai;
  14033. struct mob_data *md;
  14034. md=(struct mob_data*)bl;
  14035. src_id=va_arg(ap,int);
  14036. mob_class=va_arg(ap,int);
  14037. skill=va_arg(ap,int);
  14038. c=va_arg(ap,int *);
  14039. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  14040. if( md->master_id != src_id || md->special_state.ai != ai)
  14041. return 0; //Non alchemist summoned mobs have nothing to do here.
  14042. if(md->mob_id==mob_class)
  14043. (*c)++;
  14044. return 1;
  14045. }
  14046. /**
  14047. * Determines if a given skill should be made to consume ammo
  14048. * when used by the player. [Skotlex]
  14049. * @param sd Player
  14050. * @param skill_id Skill ID
  14051. * @return True if skill is need ammo; False otherwise.
  14052. */
  14053. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  14054. {
  14055. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  14056. return (
  14057. battle_config.arrow_decrement == 2 &&
  14058. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  14059. skill_id != HT_PHANTASMIC &&
  14060. skill->skill_type == BF_WEAPON &&
  14061. !skill->nk[NK_NODAMAGE] &&
  14062. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  14063. );
  14064. }
  14065. /**
  14066. * Check SC required to cast a skill
  14067. * @param sc
  14068. * @param skill_id
  14069. * @return True if condition is met, False otherwise
  14070. **/
  14071. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  14072. if (require == nullptr || require->status.empty())
  14073. return true;
  14074. nullpo_ret(sd);
  14075. status_change *sc = &sd->sc;
  14076. if (sc == nullptr) {
  14077. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14078. return false;
  14079. }
  14080. // May have multiple requirements
  14081. for (const auto &reqStatus : require->status) {
  14082. if (reqStatus == SC_NONE)
  14083. continue;
  14084. useskill_fail_cause cause;
  14085. switch (reqStatus) {
  14086. // Official fail message
  14087. case SC_PUSH_CART:
  14088. cause = USESKILL_FAIL_CART;
  14089. break;
  14090. case SC_POISONINGWEAPON:
  14091. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  14092. break;
  14093. case SC_WEAPONBLOCK_ON:
  14094. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  14095. break;
  14096. default:
  14097. cause = USESKILL_FAIL_LEVEL;
  14098. break;
  14099. }
  14100. if (!sc->data[reqStatus]) {
  14101. clif_skill_fail(sd, skill_id, cause, 0);
  14102. return false;
  14103. }
  14104. }
  14105. return true;
  14106. }
  14107. /**
  14108. * Check skill condition when cast begin
  14109. * For ammo, only check if the skill need ammo
  14110. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  14111. * @param sd Player who uses skill
  14112. * @param skill_id ID of used skill
  14113. * @param skill_lv Level of used skill
  14114. * @return true: All condition passed, false: Failed
  14115. */
  14116. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14117. {
  14118. struct status_data *status;
  14119. struct status_change *sc;
  14120. struct s_skill_condition require;
  14121. int i;
  14122. nullpo_retr(false,sd);
  14123. if (sd->chatID)
  14124. return false;
  14125. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  14126. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14127. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14128. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14129. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  14130. return true;
  14131. }
  14132. switch( sd->menuskill_id ) {
  14133. case AM_PHARMACY:
  14134. switch( skill_id ) {
  14135. case AM_PHARMACY:
  14136. case AC_MAKINGARROW:
  14137. case BS_REPAIRWEAPON:
  14138. case AM_TWILIGHT1:
  14139. case AM_TWILIGHT2:
  14140. case AM_TWILIGHT3:
  14141. return false;
  14142. }
  14143. break;
  14144. case GN_MIX_COOKING:
  14145. case GN_MAKEBOMB:
  14146. case GN_S_PHARMACY:
  14147. case GN_CHANGEMATERIAL:
  14148. if( sd->menuskill_id != skill_id )
  14149. return false;
  14150. break;
  14151. }
  14152. status = &sd->battle_status;
  14153. sc = &sd->sc;
  14154. if( !sc->count )
  14155. sc = NULL;
  14156. if( sd->skillitem == skill_id )
  14157. {
  14158. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  14159. sd->state.abra_flag = 0;
  14160. else
  14161. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  14162. if( (i = sd->itemindex) == -1 ||
  14163. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  14164. sd->inventory_data[i] == NULL ||
  14165. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  14166. sd->inventory.u.items_inventory[i].amount < 1
  14167. )
  14168. { //Something went wrong, item exploit?
  14169. sd->itemid = 0;
  14170. sd->itemindex = -1;
  14171. return false;
  14172. }
  14173. //Consume
  14174. sd->itemid = 0;
  14175. sd->itemindex = -1;
  14176. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  14177. ; //Do not consume item.
  14178. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  14179. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  14180. }
  14181. if(!sd->skillitem_keep_requirement)
  14182. return true;
  14183. }
  14184. if( pc_is90overweight(sd) ) {
  14185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14186. return false;
  14187. }
  14188. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  14189. return false;
  14190. //Checks if disabling skill - in which case no SP requirements are necessary
  14191. if( sc && skill_disable_check(sc,skill_id))
  14192. return true;
  14193. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14194. // Check the skills that can be used while mounted on a warg
  14195. if( pc_isridingwug(sd) ) {
  14196. if(!inf2[INF2_ALLOWONWARG])
  14197. return false; // in official there is no message.
  14198. }
  14199. if( pc_ismadogear(sd) ) {
  14200. // Skills that are unusable when Mado is equipped. [Jobbie]
  14201. if(!inf2[INF2_ALLOWONMADO]){
  14202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  14203. return false;
  14204. }
  14205. }
  14206. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  14207. // return false;
  14208. require = skill_get_requirement(sd,skill_id,skill_lv);
  14209. //Can only update state when weapon/arrow info is checked.
  14210. sd->state.arrow_atk = require.ammo?1:0;
  14211. // perform skill-group checks
  14212. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  14213. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  14214. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14215. return false;
  14216. }
  14217. }
  14218. else if(inf2[INF2_ISENSEMBLE]) {
  14219. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  14220. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14221. return false;
  14222. }
  14223. }
  14224. // perform skill-specific checks (and actions)
  14225. switch( skill_id ) {
  14226. case RG_GRAFFITI:
  14227. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  14228. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14229. return false;
  14230. }
  14231. break;
  14232. case SO_SPELLFIST:
  14233. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  14234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14235. return false;
  14236. }
  14237. case SA_CASTCANCEL:
  14238. if(sd->ud.skilltimer == INVALID_TIMER) {
  14239. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14240. return false;
  14241. }
  14242. break;
  14243. case AS_CLOAKING:
  14244. {
  14245. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  14246. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  14247. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14248. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14249. int di;
  14250. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  14251. if( di == 8 ) {
  14252. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14253. return false;
  14254. }
  14255. }
  14256. break;
  14257. }
  14258. case AL_WARP:
  14259. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  14260. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  14261. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  14262. return false;
  14263. }
  14264. break;
  14265. case AL_HOLYWATER:
  14266. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  14267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14268. return false;
  14269. }
  14270. break;
  14271. case MO_CALLSPIRITS:
  14272. if(sc && sc->data[SC_RAISINGDRAGON])
  14273. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  14274. if(sd->spiritball >= skill_lv) {
  14275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14276. return false;
  14277. }
  14278. break;
  14279. case MO_FINGEROFFENSIVE:
  14280. case GS_FLING:
  14281. case SR_RIDEINLIGHTNING:
  14282. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  14283. sd->spiritball_old = require.spiritball = sd->spiritball;
  14284. else
  14285. sd->spiritball_old = require.spiritball;
  14286. break;
  14287. case MO_CHAINCOMBO:
  14288. if(!sc)
  14289. return false;
  14290. if(sc->data[SC_BLADESTOP])
  14291. break;
  14292. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  14293. break;
  14294. return false;
  14295. case MO_COMBOFINISH:
  14296. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  14297. return false;
  14298. break;
  14299. case CH_TIGERFIST:
  14300. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  14301. return false;
  14302. break;
  14303. case CH_CHAINCRUSH:
  14304. if(!(sc && sc->data[SC_COMBO]))
  14305. return false;
  14306. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  14307. return false;
  14308. break;
  14309. case SJ_SOLARBURST:
  14310. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  14311. return 0;
  14312. break;
  14313. case MO_EXTREMITYFIST:
  14314. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  14315. // return false;
  14316. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  14317. break;
  14318. if( sc && sc->data[SC_COMBO] ) {
  14319. switch(sc->data[SC_COMBO]->val1) {
  14320. case MO_COMBOFINISH:
  14321. case CH_TIGERFIST:
  14322. case CH_CHAINCRUSH:
  14323. break;
  14324. default:
  14325. return false;
  14326. }
  14327. }
  14328. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  14329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14330. return false;
  14331. }
  14332. #ifdef RENEWAL
  14333. sd->spiritball_old = sd->spiritball;
  14334. #endif
  14335. break;
  14336. case TK_MISSION:
  14337. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  14338. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14339. return false;
  14340. }
  14341. break;
  14342. case ASC_EDP:
  14343. #ifdef RENEWAL
  14344. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  14345. #else
  14346. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  14347. #endif
  14348. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14349. return false;
  14350. }
  14351. break;
  14352. case TK_READYCOUNTER:
  14353. case TK_READYDOWN:
  14354. case TK_READYSTORM:
  14355. case TK_READYTURN:
  14356. case TK_JUMPKICK:
  14357. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  14358. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14359. return false;
  14360. }
  14361. break;
  14362. case TK_TURNKICK:
  14363. case TK_STORMKICK:
  14364. case TK_DOWNKICK:
  14365. case TK_COUNTER:
  14366. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  14367. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  14368. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  14369. return false; //Combo needs to be ready
  14370. if (sc->data[SC_COMBO]->val3) { //Kick chain
  14371. //Do not repeat a kick.
  14372. if (sc->data[SC_COMBO]->val3 != skill_id)
  14373. break;
  14374. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  14375. return false;
  14376. }
  14377. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  14378. unit_cancel_combo(&sd->bl);
  14379. return false;
  14380. }
  14381. break; //Combo ready.
  14382. #ifndef RENEWAL
  14383. case BD_ADAPTATION:
  14384. {
  14385. int time;
  14386. if(!(sc && sc->data[SC_DANCING])) {
  14387. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14388. return false;
  14389. }
  14390. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  14391. if (skill_get_time(
  14392. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  14393. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  14394. - time < skill_get_time2(skill_id,skill_lv))
  14395. {
  14396. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14397. return false;
  14398. }
  14399. }
  14400. break;
  14401. #endif
  14402. case PR_BENEDICTIO:
  14403. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  14404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14405. return false;
  14406. }
  14407. break;
  14408. case SL_SMA:
  14409. if(sc && !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  14410. return false;
  14411. break;
  14412. case HT_POWER:
  14413. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  14414. return false;
  14415. break;
  14416. #ifndef RENEWAL
  14417. case CG_HERMODE:
  14418. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  14419. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14420. return false;
  14421. }
  14422. break;
  14423. #endif
  14424. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  14425. {
  14426. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  14427. int size = range*2+1;
  14428. for (s=0;s<size*size;s++) {
  14429. int x = sd->bl.x+(s%size-range);
  14430. int y = sd->bl.y+(s/size-range);
  14431. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  14432. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14433. return false;
  14434. }
  14435. }
  14436. }
  14437. break;
  14438. case PR_REDEMPTIO:
  14439. {
  14440. t_exp exp = pc_nextbaseexp(sd);
  14441. uint32 exp_needp = battle_config.exp_cost_redemptio;
  14442. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  14443. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  14444. return false;
  14445. }
  14446. break;
  14447. }
  14448. #ifndef RENEWAL
  14449. case HP_BASILICA:
  14450. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  14451. if( sd ) {
  14452. // When castbegin, needs 7x7 clear area
  14453. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  14454. int size = range*2+1;
  14455. for( s=0;s<size*size;s++ ) {
  14456. int x = sd->bl.x+(s%size-range);
  14457. int y = sd->bl.y+(s/size-range);
  14458. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  14459. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14460. return false;
  14461. }
  14462. }
  14463. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  14464. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14465. return false;
  14466. }
  14467. }
  14468. }
  14469. break;
  14470. #endif
  14471. case AM_TWILIGHT2:
  14472. case AM_TWILIGHT3:
  14473. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14474. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14475. return false;
  14476. }
  14477. break;
  14478. case SG_SUN_WARM:
  14479. case SG_MOON_WARM:
  14480. case SG_STAR_WARM:
  14481. if (sc && sc->data[SC_MIRACLE])
  14482. break;
  14483. i = skill_id-SG_SUN_WARM;
  14484. if (sd->bl.m == sd->feel_map[i].m)
  14485. break;
  14486. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14487. return false;
  14488. break;
  14489. case SG_SUN_COMFORT:
  14490. case SG_MOON_COMFORT:
  14491. case SG_STAR_COMFORT:
  14492. if (sc && sc->data[SC_MIRACLE])
  14493. break;
  14494. i = skill_id-SG_SUN_COMFORT;
  14495. if (sd->bl.m == sd->feel_map[i].m &&
  14496. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14497. break;
  14498. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14499. return false;
  14500. case SG_FUSION:
  14501. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14502. break;
  14503. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14504. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14505. if( require.sp > 0 ) {
  14506. if (status->sp < (unsigned int)require.sp)
  14507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14508. else
  14509. status_zap(&sd->bl, 0, require.sp);
  14510. }
  14511. return false;
  14512. case GD_BATTLEORDER:
  14513. case GD_REGENERATION:
  14514. case GD_RESTORE:
  14515. case GD_CHARGESHOUT_FLAG:
  14516. case GD_CHARGESHOUT_BEATING:
  14517. case GD_EMERGENCY_MOVE:
  14518. if (!map_flag_gvg2(sd->bl.m)) {
  14519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14520. return false;
  14521. }
  14522. case GD_EMERGENCYCALL:
  14523. case GD_ITEMEMERGENCYCALL:
  14524. // other checks were already done in skill_isNotOk()
  14525. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  14526. return false;
  14527. break;
  14528. case GS_GLITTERING:
  14529. case RL_RICHS_COIN:
  14530. if(sd->spiritball >= 10) {
  14531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14532. return false;
  14533. }
  14534. break;
  14535. case NJ_ISSEN:
  14536. #ifdef RENEWAL
  14537. if (status->hp < (status->hp/100)) {
  14538. #else
  14539. if (status->hp < 2) {
  14540. #endif
  14541. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14542. return false;
  14543. }
  14544. case NJ_BUNSINJYUTSU:
  14545. if (!(sc && sc->data[SC_NEN])) {
  14546. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14547. return false;
  14548. }
  14549. break;
  14550. case NJ_ZENYNAGE:
  14551. case KO_MUCHANAGE:
  14552. if(sd->status.zeny < require.zeny) {
  14553. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14554. return false;
  14555. }
  14556. break;
  14557. case PF_HPCONVERSION:
  14558. if (status->sp == status->max_sp)
  14559. return false; //Unusable when at full SP.
  14560. break;
  14561. case SP_KAUTE: // Fail if below 30% MaxHP.
  14562. if (status->hp < 30 * status->max_hp / 100) {
  14563. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14564. return false;
  14565. }
  14566. break;
  14567. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14568. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14569. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14570. return false;
  14571. }
  14572. break;
  14573. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14574. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14576. return false;
  14577. }
  14578. break;
  14579. case AB_ANCILLA: {
  14580. int count = 0;
  14581. for( i = 0; i < MAX_INVENTORY; i++ )
  14582. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14583. count += sd->inventory.u.items_inventory[i].amount;
  14584. if( count >= 3 ) {
  14585. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14586. return false;
  14587. }
  14588. }
  14589. break;
  14590. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  14591. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14592. && sd->special_state.no_gemstone == 0
  14593. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14594. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14595. return false;
  14596. }
  14597. break;
  14598. case WL_SUMMONFB:
  14599. case WL_SUMMONBL:
  14600. case WL_SUMMONWB:
  14601. case WL_SUMMONSTONE:
  14602. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  14603. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  14604. if (i == SC_SPHERE_5 + 1) { // No more free slots
  14605. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  14606. return false;
  14607. }
  14608. }
  14609. break;
  14610. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14611. case WL_RELEASE: {
  14612. int active_spheres = 0, req_spheres = 0;
  14613. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  14614. if (sc && sc->data[i])
  14615. active_spheres++;
  14616. }
  14617. // Cast requirement
  14618. if (skill_id == WL_TETRAVORTEX)
  14619. req_spheres = 4;
  14620. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  14621. req_spheres = 1;
  14622. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  14623. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  14624. return false;
  14625. }
  14626. }
  14627. break;
  14628. case GC_HALLUCINATIONWALK:
  14629. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14631. return false;
  14632. }
  14633. break;
  14634. case NPC_HALLUCINATIONWALK:
  14635. if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
  14636. return false;
  14637. }
  14638. break;
  14639. case RA_WUGMASTERY:
  14640. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14642. return false;
  14643. }
  14644. break;
  14645. case RA_WUGSTRIKE:
  14646. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14648. return false;
  14649. }
  14650. break;
  14651. case RA_WUGRIDER:
  14652. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14653. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14654. return false;
  14655. }
  14656. break;
  14657. case RA_WUGDASH:
  14658. if(!pc_isridingwug(sd)) {
  14659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14660. return false;
  14661. }
  14662. else {
  14663. int16 sx = sd->bl.x;
  14664. int16 sy = sd->bl.y;
  14665. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14666. switch (dir) {
  14667. case 0: case 8: sy++; break;
  14668. case 1: sx--; sy++; break;
  14669. case 2: sx--; break;
  14670. case 3: sx--; sy--; break;
  14671. case 4: sy--; break;
  14672. case 5: sx++; sy--; break;
  14673. case 6: sx++; break;
  14674. case 7: sx++; sy++; break;
  14675. }
  14676. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14677. return false;
  14678. }
  14679. }
  14680. break;
  14681. case LG_RAYOFGENESIS:
  14682. case LG_BANDING:
  14683. if( sc && sc->data[SC_INSPIRATION] )
  14684. return true; // Don't check for partner.
  14685. break;
  14686. case LG_PRESTIGE:
  14687. if( sc && sc->data[SC_INSPIRATION] )
  14688. return true; // Don't check for partner.
  14689. if( sc && sc->data[SC_BANDING] ) {
  14690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14691. return false;
  14692. }
  14693. break;
  14694. case LG_RAGEBURST:
  14695. if( sd->spiritball == 0 ) {
  14696. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14697. return false;
  14698. }
  14699. sd->spiritball_old = require.spiritball = sd->spiritball;
  14700. break;
  14701. case SR_FALLENEMPIRE:
  14702. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14703. return false;
  14704. break;
  14705. case SR_CRESCENTELBOW:
  14706. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14707. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14708. return false;
  14709. }
  14710. break;
  14711. case SR_CURSEDCIRCLE:
  14712. if (map_flag_gvg2(sd->bl.m)) {
  14713. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14714. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14715. char output[128];
  14716. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14717. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14718. return false;
  14719. }
  14720. }
  14721. if( sd->spiritball > 0 )
  14722. sd->spiritball_old = require.spiritball = sd->spiritball;
  14723. else {
  14724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14725. return false;
  14726. }
  14727. break;
  14728. case SR_GATEOFHELL:
  14729. if( sd->spiritball > 0 )
  14730. sd->spiritball_old = require.spiritball;
  14731. break;
  14732. case SC_MANHOLE:
  14733. case SC_DIMENSIONDOOR:
  14734. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14736. return false;
  14737. }
  14738. break;
  14739. case SC_FEINTBOMB:
  14740. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14741. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14742. return false;
  14743. }
  14744. break;
  14745. case WM_GREAT_ECHO: {
  14746. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  14747. if (count > 0)
  14748. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14749. }
  14750. break;
  14751. case SO_FIREWALK:
  14752. case SO_ELECTRICWALK:
  14753. case NPC_FIREWALK:
  14754. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14755. if( sc && sc->data[SC_PROPERTYWALK] &&
  14756. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14757. if( sd )
  14758. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14759. return false;
  14760. }
  14761. break;
  14762. case SO_EL_CONTROL:
  14763. if( !sd->status.ele_id || !sd->ed ) {
  14764. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14765. return false;
  14766. }
  14767. break;
  14768. case KO_JYUMONJIKIRI:
  14769. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  14770. return true;
  14771. else {
  14772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14773. return false;
  14774. }
  14775. break;
  14776. case KO_KAHU_ENTEN:
  14777. case KO_HYOUHU_HUBUKI:
  14778. case KO_KAZEHU_SEIRAN:
  14779. case KO_DOHU_KOUKAI:
  14780. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14781. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14782. return false;
  14783. }
  14784. break;
  14785. case KO_KAIHOU:
  14786. case KO_ZENKAI:
  14787. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14789. return false;
  14790. }
  14791. break;
  14792. case SJ_FULLMOONKICK:
  14793. if (!(sc && sc->data[SC_NEWMOON])) {
  14794. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14795. return false;
  14796. }
  14797. break;
  14798. case SJ_STAREMPEROR:
  14799. case SJ_NOVAEXPLOSING:
  14800. case SJ_GRAVITYCONTROL:
  14801. case SJ_BOOKOFDIMENSION:
  14802. case SJ_BOOKOFCREATINGSTAR:
  14803. case SP_SOULDIVISION:
  14804. case SP_SOULEXPLOSION:
  14805. if (!map_flag_vs(sd->bl.m)) {
  14806. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14807. return false;
  14808. }
  14809. break;
  14810. case SP_SWHOO:
  14811. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  14812. return false;
  14813. break;
  14814. }
  14815. /* check state required */
  14816. switch (require.state) {
  14817. case ST_HIDDEN:
  14818. if(!pc_ishiding(sd)) {
  14819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14820. return false;
  14821. }
  14822. break;
  14823. case ST_RIDING:
  14824. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14825. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14826. return false;
  14827. }
  14828. break;
  14829. case ST_FALCON:
  14830. if(!pc_isfalcon(sd)) {
  14831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14832. return false;
  14833. }
  14834. break;
  14835. case ST_CART:
  14836. if(!pc_iscarton(sd)) {
  14837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14838. return false;
  14839. }
  14840. break;
  14841. case ST_SHIELD:
  14842. if(sd->status.shield <= 0) {
  14843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14844. return false;
  14845. }
  14846. break;
  14847. case ST_RECOVER_WEIGHT_RATE:
  14848. #ifdef RENEWAL
  14849. if(pc_is70overweight(sd)) {
  14850. #else
  14851. if(pc_is50overweight(sd)) {
  14852. #endif
  14853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14854. return false;
  14855. }
  14856. break;
  14857. case ST_MOVE_ENABLE:
  14858. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14859. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14860. if (!unit_can_move(&sd->bl)) {
  14861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14862. return false;
  14863. }
  14864. break;
  14865. case ST_WATER:
  14866. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14867. break;
  14868. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14869. break;
  14870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14871. return false;
  14872. case ST_RIDINGDRAGON:
  14873. if( !pc_isridingdragon(sd) ) {
  14874. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14875. return false;
  14876. }
  14877. break;
  14878. case ST_WUG:
  14879. if( !pc_iswug(sd) ) {
  14880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14881. return false;
  14882. }
  14883. break;
  14884. case ST_RIDINGWUG:
  14885. if( !pc_isridingwug(sd) ) {
  14886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14887. return false;
  14888. }
  14889. break;
  14890. case ST_MADO:
  14891. if( !pc_ismadogear(sd) ) {
  14892. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14893. return false;
  14894. }
  14895. break;
  14896. case ST_ELEMENTALSPIRIT:
  14897. case ST_ELEMENTALSPIRIT2:
  14898. if(!sd->ed) {
  14899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14900. return false;
  14901. }
  14902. break;
  14903. case ST_PECO:
  14904. if(!pc_isriding(sd)) {
  14905. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14906. return false;
  14907. }
  14908. break;
  14909. case ST_SUNSTANCE:
  14910. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14911. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14912. return false;
  14913. }
  14914. break;
  14915. case ST_MOONSTANCE:
  14916. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14917. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14918. return false;
  14919. }
  14920. break;
  14921. case ST_STARSTANCE:
  14922. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14923. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14924. return false;
  14925. }
  14926. break;
  14927. case ST_UNIVERSESTANCE:
  14928. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  14929. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14930. return false;
  14931. }
  14932. break;
  14933. }
  14934. /* check the status required */
  14935. if (!require.status.empty()) {
  14936. switch (skill_id) {
  14937. // Being checked later in skill_check_condition_castend()
  14938. case WZ_SIGHTRASHER:
  14939. break;
  14940. default:
  14941. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14942. return false;
  14943. break;
  14944. }
  14945. }
  14946. // Check for equipped item(s)
  14947. if (!require.eqItem.empty()) {
  14948. size_t count = require.eqItem.size();
  14949. for (const auto &it : require.eqItem) {
  14950. t_itemid reqeqit = it;
  14951. if (!reqeqit)
  14952. break; // Skill has no required item(s); get out of here
  14953. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14954. case NC_PILEBUNKER:
  14955. case RL_P_ALTER:
  14956. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14957. count--;
  14958. if (!count) {
  14959. if( skill_id == RL_P_ALTER ){
  14960. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14961. }else{
  14962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14963. }
  14964. return false;
  14965. } else
  14966. continue;
  14967. }
  14968. break;
  14969. case NC_ACCELERATION:
  14970. case NC_SELFDESTRUCTION:
  14971. case NC_SHAPESHIFT:
  14972. case NC_EMERGENCYCOOL:
  14973. case NC_MAGNETICFIELD:
  14974. case NC_NEUTRALBARRIER:
  14975. case NC_STEALTHFIELD:
  14976. if (pc_search_inventory(sd, reqeqit) == -1) {
  14977. count--;
  14978. if (!count) {
  14979. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  14980. return false;
  14981. } else
  14982. continue;
  14983. }
  14984. break;
  14985. default:
  14986. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14987. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  14988. return false;
  14989. }
  14990. break;
  14991. }
  14992. }
  14993. }
  14994. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14995. //mhp is the max-hp-requirement, that is,
  14996. //you must have this % or less of HP to cast it.
  14997. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14998. return false;
  14999. }
  15000. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15001. switch(skill_id) {
  15002. case RA_AIMEDBOLT:
  15003. break;
  15004. default:
  15005. switch((unsigned int)log2(require.weapon)) {
  15006. case W_REVOLVER:
  15007. clif_msg(sd, SKILL_NEED_REVOLVER);
  15008. break;
  15009. case W_RIFLE:
  15010. clif_msg(sd, SKILL_NEED_RIFLE);
  15011. break;
  15012. case W_GATLING:
  15013. clif_msg(sd, SKILL_NEED_GATLING);
  15014. break;
  15015. case W_SHOTGUN:
  15016. clif_msg(sd, SKILL_NEED_SHOTGUN);
  15017. break;
  15018. case W_GRENADE:
  15019. clif_msg(sd, SKILL_NEED_GRENADE);
  15020. break;
  15021. default:
  15022. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  15023. break;
  15024. }
  15025. return false;
  15026. }
  15027. }
  15028. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  15029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15030. return false;
  15031. }
  15032. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  15033. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15034. return false;
  15035. }
  15036. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  15037. switch (skill_id) { // Skills that require soul spheres.
  15038. case SP_SOULGOLEM:
  15039. case SP_SOULSHADOW:
  15040. case SP_SOULFALCON:
  15041. case SP_SOULFAIRY:
  15042. case SP_SOULCURSE:
  15043. case SP_SPA:
  15044. case SP_SHA:
  15045. case SP_SWHOO:
  15046. case SP_SOULUNITY:
  15047. case SP_SOULDIVISION:
  15048. case SP_SOULREAPER:
  15049. case SP_SOULEXPLOSION:
  15050. case SP_KAUTE:
  15051. if (sd->soulball < require.spiritball) {
  15052. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  15053. return false;
  15054. }
  15055. break;
  15056. default: // Skills that require spirit/coin spheres.
  15057. if (sd->spiritball < require.spiritball) {
  15058. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  15059. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  15060. else
  15061. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  15062. return false;
  15063. }
  15064. break;
  15065. }
  15066. }
  15067. return true;
  15068. }
  15069. /**
  15070. * Check skill condition when cast end.
  15071. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  15072. * @param sd Player who uses skill
  15073. * @param skill_id ID of used skill
  15074. * @param skill_lv Level of used skill
  15075. * @return true: All condition passed, false: Failed
  15076. */
  15077. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15078. {
  15079. struct s_skill_condition require;
  15080. struct status_data *status;
  15081. int i;
  15082. short index[MAX_SKILL_ITEM_REQUIRE];
  15083. nullpo_retr(false,sd);
  15084. if( sd->chatID )
  15085. return false;
  15086. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  15087. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15088. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15089. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15090. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15091. return true;
  15092. }
  15093. switch( sd->menuskill_id ) { // Cast start or cast end??
  15094. case AM_PHARMACY:
  15095. switch( skill_id ) {
  15096. case AM_PHARMACY:
  15097. case AC_MAKINGARROW:
  15098. case BS_REPAIRWEAPON:
  15099. case AM_TWILIGHT1:
  15100. case AM_TWILIGHT2:
  15101. case AM_TWILIGHT3:
  15102. return false;
  15103. }
  15104. break;
  15105. case GN_MIX_COOKING:
  15106. case GN_MAKEBOMB:
  15107. case GN_S_PHARMACY:
  15108. case GN_CHANGEMATERIAL:
  15109. if( sd->menuskill_id != skill_id )
  15110. return false;
  15111. break;
  15112. }
  15113. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  15114. return true;
  15115. if( pc_is90overweight(sd) ) {
  15116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15117. return false;
  15118. }
  15119. // perform skill-specific checks (and actions)
  15120. switch( skill_id ) {
  15121. case PR_BENEDICTIO:
  15122. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  15123. break;
  15124. case AM_CANNIBALIZE:
  15125. case AM_SPHEREMINE: {
  15126. int c=0;
  15127. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  15128. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  15129. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  15130. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  15131. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15132. if(c >= maxcount ||
  15133. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  15134. { //Fails when: exceed max limit. There are other plant types already out.
  15135. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15136. return false;
  15137. }
  15138. }
  15139. break;
  15140. }
  15141. case NC_SILVERSNIPER:
  15142. case NC_MAGICDECOY: {
  15143. int c = 0;
  15144. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  15145. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  15146. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  15147. if( skill_id == NC_MAGICDECOY ) {
  15148. int j;
  15149. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  15150. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  15151. } else
  15152. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15153. if( c >= maxcount ) {
  15154. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15155. return false;
  15156. }
  15157. }
  15158. }
  15159. break;
  15160. case KO_ZANZOU: {
  15161. int c = 0;
  15162. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  15163. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  15164. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15165. return false;
  15166. }
  15167. }
  15168. break;
  15169. }
  15170. status = &sd->battle_status;
  15171. require = skill_get_requirement(sd,skill_id,skill_lv);
  15172. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  15173. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15174. return false;
  15175. }
  15176. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15178. return false;
  15179. }
  15180. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  15181. uint8 extra_ammo = 0;
  15182. #ifdef RENEWAL
  15183. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  15184. case WM_SEVERE_RAINSTORM:
  15185. case RL_FIREDANCE:
  15186. case RL_R_TRIP:
  15187. case RL_FIRE_RAIN:
  15188. extra_ammo = 1;
  15189. break;
  15190. default:
  15191. break;
  15192. }
  15193. #endif
  15194. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  15195. clif_arrow_fail(sd,0);
  15196. return false;
  15197. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  15198. char e_msg[100];
  15199. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  15200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  15201. return false;
  15202. }
  15203. else if (require.ammo&(1<<AMMO_KUNAI)) {
  15204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  15205. return false;
  15206. }
  15207. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  15208. skill_get_desc(skill_id),
  15209. require.ammo_qty,
  15210. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  15211. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  15212. return false;
  15213. }
  15214. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  15215. //which is the closest we have to wrong ammo type. [Skotlex]
  15216. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  15217. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15218. return false;
  15219. }
  15220. }
  15221. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  15222. if( !require.itemid[i] )
  15223. continue;
  15224. index[i] = pc_search_inventory(sd,require.itemid[i]);
  15225. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  15226. if( require.itemid[i] == ITEMID_HOLY_WATER )
  15227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  15228. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  15229. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  15230. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  15231. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  15232. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  15233. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  15234. else if( require.itemid[i] == ITEMID_ANCILLA )
  15235. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  15236. else
  15237. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  15238. return false;
  15239. }
  15240. }
  15241. /* check the status required */
  15242. if (!require.status.empty()) {
  15243. switch (skill_id) {
  15244. case WZ_SIGHTRASHER:
  15245. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15246. return false;
  15247. break;
  15248. default:
  15249. break;
  15250. }
  15251. }
  15252. return true;
  15253. }
  15254. /** Consume skill requirement
  15255. * @param sd Player who uses the skill
  15256. * @param skill_id ID of used skill
  15257. * @param skill_lv Level of used skill
  15258. * @param type Consume type
  15259. * type&1: consume the others (before skill was used);
  15260. * type&2: consume items (after skill was used)
  15261. */
  15262. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  15263. {
  15264. struct s_skill_condition require;
  15265. nullpo_retv(sd);
  15266. require = skill_get_requirement(sd,skill_id,skill_lv);
  15267. if( type&1 ) {
  15268. switch( skill_id ) {
  15269. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  15270. case MC_IDENTIFY:
  15271. require.sp = 0;
  15272. break;
  15273. case MO_KITRANSLATION:
  15274. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  15275. require.spiritball = 0;
  15276. //Fall through
  15277. default:
  15278. if(sd->state.autocast)
  15279. require.sp = 0;
  15280. break;
  15281. }
  15282. if(require.hp || require.sp)
  15283. status_zap(&sd->bl, require.hp, require.sp);
  15284. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  15285. switch (skill_id) { // Skills that require soul spheres.
  15286. case SP_SOULGOLEM:
  15287. case SP_SOULSHADOW:
  15288. case SP_SOULFALCON:
  15289. case SP_SOULFAIRY:
  15290. case SP_SOULCURSE:
  15291. case SP_SPA:
  15292. case SP_SHA:
  15293. case SP_SWHOO:
  15294. case SP_SOULUNITY:
  15295. case SP_SOULDIVISION:
  15296. case SP_SOULREAPER:
  15297. case SP_SOULEXPLOSION:
  15298. case SP_KAUTE:
  15299. pc_delsoulball(sd, require.spiritball, false);
  15300. break;
  15301. default: // Skills that require spirit/coin spheres.
  15302. pc_delspiritball(sd, require.spiritball, 0);
  15303. break;
  15304. }
  15305. }
  15306. else if(require.spiritball == -1) {
  15307. sd->spiritball_old = sd->spiritball;
  15308. pc_delspiritball(sd,sd->spiritball,0);
  15309. }
  15310. if(require.zeny > 0)
  15311. {
  15312. if( skill_id == NJ_ZENYNAGE )
  15313. require.zeny = 0; //Zeny is reduced on skill_attack.
  15314. if( sd->status.zeny < require.zeny )
  15315. require.zeny = sd->status.zeny;
  15316. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  15317. }
  15318. }
  15319. if( type&2 ) {
  15320. struct status_change *sc = &sd->sc;
  15321. int n,i;
  15322. if( !sc->count )
  15323. sc = NULL;
  15324. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  15325. {
  15326. if( !require.itemid[i] )
  15327. continue;
  15328. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  15329. continue; //Gemstones are checked, but not substracted from inventory.
  15330. switch( skill_id ){
  15331. case SA_SEISMICWEAPON:
  15332. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  15333. continue;
  15334. break;
  15335. case SA_FLAMELAUNCHER:
  15336. case SA_VOLCANO:
  15337. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  15338. continue;
  15339. break;
  15340. case SA_FROSTWEAPON:
  15341. case SA_DELUGE:
  15342. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  15343. continue;
  15344. break;
  15345. case SA_LIGHTNINGLOADER:
  15346. case SA_VIOLENTGALE:
  15347. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  15348. continue;
  15349. break;
  15350. }
  15351. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  15352. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  15353. }
  15354. }
  15355. }
  15356. /**
  15357. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  15358. * @param sd Player's that will be checked
  15359. * @param skill_id Skill that's being used
  15360. * @param skill_lv Skill level of used skill
  15361. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  15362. */
  15363. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15364. {
  15365. struct s_skill_condition req;
  15366. struct status_data *status;
  15367. struct status_change *sc;
  15368. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  15369. memset(&req,0,sizeof(req));
  15370. if( !sd )
  15371. return req;
  15372. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  15373. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  15374. sc = &sd->sc;
  15375. if( !sc->count )
  15376. sc = NULL;
  15377. //Checks if disabling skill - in which case no SP requirements are necessary
  15378. if( sc && skill_disable_check(sc,skill_id) )
  15379. return req;
  15380. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  15381. status = &sd->battle_status;
  15382. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15383. req.hp = skill->require.hp[skill_lv - 1];
  15384. hp_rate = skill->require.hp_rate[skill_lv - 1];
  15385. if(hp_rate > 0)
  15386. req.hp += (status->hp * hp_rate)/100;
  15387. else
  15388. req.hp += (status->max_hp * (-hp_rate))/100;
  15389. req.sp = skill->require.sp[skill_lv-1];
  15390. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  15391. req.sp /= 2;
  15392. sp_rate = skill->require.sp_rate[skill_lv-1];
  15393. if(sp_rate > 0)
  15394. req.sp += (status->sp * sp_rate)/100;
  15395. else
  15396. req.sp += (status->max_sp * (-sp_rate))/100;
  15397. if( sd->dsprate != 100 )
  15398. req.sp = req.sp * sd->dsprate / 100;
  15399. for (auto &it : sd->skillusesprate) {
  15400. if (it.id == skill_id) {
  15401. sp_skill_rate_bonus -= it.val;
  15402. break;
  15403. }
  15404. }
  15405. for (auto &it : sd->skillusesp) {
  15406. if (it.id == skill_id) {
  15407. req.sp -= it.val;
  15408. break;
  15409. }
  15410. }
  15411. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  15412. req.sp += req.sp * 30 / 100;
  15413. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  15414. if( sc ) {
  15415. if( sc->data[SC__LAZINESS] )
  15416. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  15417. if( sc->data[SC_RECOGNIZEDSPELL] )
  15418. req.sp += req.sp / 4;
  15419. if( sc->data[SC_OFFERTORIUM])
  15420. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  15421. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  15422. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  15423. #ifdef RENEWAL
  15424. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  15425. req.sp -= req.sp * 20 / 100;
  15426. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  15427. req.sp -= req.sp * 30 / 100;
  15428. #endif
  15429. if (sc->data[SC_GLOOMYDAY])
  15430. req.sp += req.sp * (skill_lv * 10) / 100;
  15431. }
  15432. req.zeny = skill->require.zeny[skill_lv-1];
  15433. if( sc && sc->data[SC__UNLUCKY] ) {
  15434. if(sc->data[SC__UNLUCKY]->val1 < 3)
  15435. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  15436. else
  15437. req.zeny += 1000;
  15438. }
  15439. req.spiritball = skill->require.spiritball[skill_lv-1];
  15440. req.state = skill->require.state;
  15441. req.mhp = skill->require.mhp[skill_lv-1];
  15442. req.weapon = skill->require.weapon;
  15443. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  15444. if (req.ammo_qty)
  15445. req.ammo = skill->require.ammo;
  15446. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  15447. { //Assume this skill is using the weapon, therefore it requires arrows.
  15448. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  15449. req.ammo_qty = 1;
  15450. }
  15451. req.status = skill->require.status;
  15452. req.eqItem = skill->require.eqItem;
  15453. // Level dependence flag is determined based on the ItemCost Level label
  15454. bool level_dependent = skill->require.itemid_level_dependent;
  15455. switch( skill_id ) {
  15456. /* Skill level-dependent checks */
  15457. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  15458. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  15459. req.itemid[1] = skill->require.itemid[skill->max];
  15460. req.amount[1] = skill->require.amount[skill->max];
  15461. // Fall through
  15462. /* Normal skill requirements and gemstone checks */
  15463. default:
  15464. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  15465. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  15466. if (!level_dependent) {
  15467. switch( skill_id ) {
  15468. case AM_POTIONPITCHER:
  15469. case CR_SLIMPITCHER:
  15470. case CR_CULTIVATION:
  15471. if (i != skill_lv%11 - 1)
  15472. continue;
  15473. break;
  15474. #ifdef RENEWAL
  15475. case AM_CALLHOMUN:
  15476. // Player has no homunculus, only requires first item
  15477. if (i > 0 && sd->hd == nullptr) {
  15478. i = MAX_SKILL_ITEM_REQUIRE;
  15479. continue;
  15480. }
  15481. // Recalling from Rest state has a different consume item (stored as second item)
  15482. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  15483. req.itemid[0] = skill->require.itemid[1];
  15484. req.amount[0] = skill->require.amount[1];
  15485. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  15486. skill_area_temp[0] = 0;
  15487. i = MAX_SKILL_ITEM_REQUIRE;
  15488. continue;
  15489. }
  15490. break;
  15491. #else
  15492. case AM_CALLHOMUN:
  15493. if (sd->status.hom_id) //Don't delete items when hom is already out.
  15494. continue;
  15495. break;
  15496. #endif
  15497. case AB_ADORAMUS:
  15498. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  15499. continue;
  15500. break;
  15501. }
  15502. req.itemid[i] = skill->require.itemid[i];
  15503. req.amount[i] = skill->require.amount[i];
  15504. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  15505. int16 itIndex;
  15506. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  15507. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  15508. req.itemid[i] = ITEMID_TRAP;
  15509. else
  15510. req.itemid[i] = ITEMID_TRAP_ALLOY;
  15511. req.amount[i] = 1;
  15512. }
  15513. break;
  15514. }
  15515. }
  15516. // Check requirement for gemstone.
  15517. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  15518. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  15519. req.itemid[i] = req.amount[i] = 0;
  15520. else {
  15521. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  15522. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  15523. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  15524. req.itemid[i] = req.amount[i] = 0;
  15525. else if( --req.amount[i] < 1 )
  15526. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  15527. }
  15528. }
  15529. }
  15530. // Check requirement for Magic Gear Fuel
  15531. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  15532. req.itemid[i] = req.amount[i] = 0;
  15533. }
  15534. break;
  15535. }
  15536. // Check for cost reductions due to skills & SCs
  15537. switch(skill_id) {
  15538. case MC_MAMMONITE:
  15539. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  15540. req.zeny -= req.zeny*10/100;
  15541. break;
  15542. case AL_HOLYLIGHT:
  15543. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  15544. req.sp *= 5;
  15545. break;
  15546. case SL_SMA:
  15547. case SL_STUN:
  15548. case SL_STIN:
  15549. {
  15550. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15551. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15552. break;
  15553. if(sd->status.base_level>=90)
  15554. req.sp -= req.sp*7*kaina_lv/100;
  15555. else if(sd->status.base_level>=80)
  15556. req.sp -= req.sp*5*kaina_lv/100;
  15557. else if(sd->status.base_level>=70)
  15558. req.sp -= req.sp*3*kaina_lv/100;
  15559. }
  15560. break;
  15561. case MO_CHAINCOMBO:
  15562. case MO_COMBOFINISH:
  15563. case CH_TIGERFIST:
  15564. case CH_CHAINCRUSH:
  15565. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15566. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15567. break;
  15568. case MO_BODYRELOCATION:
  15569. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15570. req.spiritball = 0;
  15571. break;
  15572. case MO_EXTREMITYFIST:
  15573. if( sc ) {
  15574. if( sc->data[SC_BLADESTOP] )
  15575. req.spiritball--;
  15576. else if( sc->data[SC_COMBO] ) {
  15577. #ifndef RENEWAL
  15578. switch( sc->data[SC_COMBO]->val1 ) {
  15579. case MO_COMBOFINISH:
  15580. req.spiritball = 4;
  15581. break;
  15582. case CH_TIGERFIST:
  15583. req.spiritball = 3;
  15584. break;
  15585. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15586. req.spiritball = sd->spiritball?sd->spiritball:1;
  15587. break;
  15588. }
  15589. #else
  15590. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  15591. #endif
  15592. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15593. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15594. }
  15595. break;
  15596. case LG_RAGEBURST:
  15597. req.spiritball = sd->spiritball?sd->spiritball:1;
  15598. break;
  15599. case SR_GATEOFHELL:
  15600. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15601. req.sp -= req.sp * 10 / 100;
  15602. break;
  15603. case SO_SUMMON_AGNI:
  15604. case SO_SUMMON_AQUA:
  15605. case SO_SUMMON_VENTUS:
  15606. case SO_SUMMON_TERA: {
  15607. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15608. if( spirit_sympathy )
  15609. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15610. }
  15611. break;
  15612. case NPC_PSYCHIC_WAVE:
  15613. case SO_PSYCHIC_WAVE:
  15614. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15615. req.sp += req.sp / 2; // 1.5x SP cost
  15616. break;
  15617. }
  15618. //Check if player is using the copied skill [Cydh]
  15619. uint16 idx = skill_get_index(skill_id);
  15620. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15621. uint16 req_opt = skill->copyable.req_opt;
  15622. if (req_opt & SKILL_REQ_HPCOST)
  15623. req.hp = 0;
  15624. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15625. req.mhp = 0;
  15626. if (req_opt & SKILL_REQ_SPCOST)
  15627. req.sp = 0;
  15628. if (req_opt & SKILL_REQ_HPRATECOST)
  15629. req.hp_rate = 0;
  15630. if (req_opt & SKILL_REQ_SPRATECOST)
  15631. req.sp_rate = 0;
  15632. if (req_opt & SKILL_REQ_ZENYCOST)
  15633. req.zeny = 0;
  15634. if (req_opt & SKILL_REQ_WEAPON)
  15635. req.weapon = 0;
  15636. if (req_opt & SKILL_REQ_AMMO) {
  15637. req.ammo = 0;
  15638. req.ammo_qty = 0;
  15639. }
  15640. if (req_opt & SKILL_REQ_STATE)
  15641. req.state = ST_NONE;
  15642. if (req_opt & SKILL_REQ_STATUS) {
  15643. req.status.clear();
  15644. req.status.shrink_to_fit();
  15645. }
  15646. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15647. req.spiritball = 0;
  15648. if (req_opt & SKILL_REQ_ITEMCOST) {
  15649. memset(req.itemid, 0, sizeof(req.itemid));
  15650. memset(req.amount, 0, sizeof(req.amount));
  15651. }
  15652. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15653. req.eqItem.clear();
  15654. req.eqItem.shrink_to_fit();
  15655. }
  15656. }
  15657. return req;
  15658. }
  15659. /*==========================================
  15660. * Does cast-time reductions based on dex, item bonuses and config setting
  15661. *------------------------------------------*/
  15662. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15663. nullpo_ret(bl);
  15664. double time = skill_get_cast(skill_id, skill_lv);
  15665. #ifndef RENEWAL_CAST
  15666. {
  15667. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15668. struct status_change *sc = status_get_sc(bl);
  15669. int reduce_cast_rate = 0;
  15670. uint8 flag = skill_get_castnodex(skill_id);
  15671. // Calculate base cast time (reduced by dex)
  15672. if (!(flag&1)) {
  15673. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15674. if (scale > 0) // not instant cast
  15675. time = time * (float)scale / battle_config.castrate_dex_scale;
  15676. else
  15677. return 0; // instant cast
  15678. }
  15679. // Calculate cast time reduced by item/card bonuses
  15680. if (sd) {
  15681. if (!(flag&4)) {
  15682. if (sd->castrate != 100)
  15683. reduce_cast_rate += 100 - sd->castrate;
  15684. if (sd->bonus.add_varcast != 0)
  15685. time += sd->bonus.add_varcast; // bonus bVariableCast
  15686. }
  15687. // Skill-specific reductions work regardless of flag
  15688. for (const auto &it : sd->skillcastrate) {
  15689. if (it.id == skill_id) {
  15690. time += time * it.val / 100;
  15691. break;
  15692. }
  15693. }
  15694. for (const auto &it : sd->skillvarcast) {
  15695. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15696. time += it.val;
  15697. break;
  15698. }
  15699. }
  15700. }
  15701. // These cast time reductions are processed even if the skill fails
  15702. if (sc && sc->count) {
  15703. // Magic Strings stacks additively with item bonuses
  15704. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15705. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15706. // Foresight halves the cast time, it does not stack additively
  15707. if (sc->data[SC_MEMORIZE]) {
  15708. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  15709. if(!(flag&2))
  15710. time -= time * 50 / 100;
  15711. // Foresight counter gets reduced even if the skill is not affected by it
  15712. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15713. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15714. }
  15715. }
  15716. }
  15717. time = time * (1 - (float)reduce_cast_rate / 100);
  15718. }
  15719. #endif
  15720. // config cast time multiplier
  15721. if (battle_config.cast_rate != 100)
  15722. time = time * battle_config.cast_rate / 100;
  15723. // return final cast time
  15724. time = max(time, 0);
  15725. //ShowInfo("Castime castfix = %f\n",time);
  15726. return (int)time;
  15727. }
  15728. #ifndef RENEWAL_CAST
  15729. /**
  15730. * Get the skill cast time for Pre-Re cast
  15731. * @param bl: The caster
  15732. * @param time: Cast time before Status Change addition or reduction
  15733. * @return time: Modified castime after status change addition or reduction
  15734. */
  15735. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15736. {
  15737. if (time < 0)
  15738. return 0;
  15739. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15740. return (int)time;
  15741. status_change *sc = status_get_sc(bl);
  15742. if (sc && sc->count) {
  15743. if (!(flag&2)) {
  15744. if (sc->data[SC_SLOWCAST])
  15745. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15746. if (sc->data[SC_PARALYSIS])
  15747. time += sc->data[SC_PARALYSIS]->val3;
  15748. if (sc->data[SC_IZAYOI])
  15749. time -= time * 50 / 100;
  15750. }
  15751. if (sc->data[SC_SUFFRAGIUM]) {
  15752. if(!(flag&2))
  15753. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15754. //Suffragium ends even if the skill is not affected by it
  15755. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15756. }
  15757. }
  15758. time = max(time, 0);
  15759. //ShowInfo("Castime castfix_sc = %f\n",time);
  15760. return (int)time;
  15761. }
  15762. #else
  15763. /**
  15764. * Get the skill cast time for RENEWAL_CAST.
  15765. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15766. * Additive value:
  15767. * Variable CastTime : time += value
  15768. * Fixed CastTime : fixed += value
  15769. * Multipicative value
  15770. * Variable CastTime : VARCAST_REDUCTION(value)
  15771. * Fixed CastTime : FIXEDCASTRATE2(value)
  15772. * @param bl: The caster
  15773. * @param time: Cast time without reduction
  15774. * @param skill_id: Skill ID of the casted skill
  15775. * @param skill_lv: Skill level of the casted skill
  15776. * @return time: Modified castime after status and bonus addition or reduction
  15777. */
  15778. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15779. {
  15780. nullpo_ret(bl);
  15781. if (time < 0)
  15782. return 0;
  15783. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15784. return (int)time;
  15785. status_change *sc = status_get_sc(bl);
  15786. map_session_data *sd = BL_CAST(BL_PC, bl);
  15787. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15788. uint8 flag = skill_get_castnodex(skill_id);
  15789. if (fixed < 0) {
  15790. if (battle_config.default_fixed_castrate > 0) {
  15791. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15792. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15793. } else
  15794. fixed = 0;
  15795. }
  15796. // Additive Variable Cast bonus adjustments by items
  15797. if (sd && !(flag&4)) {
  15798. if (sd->bonus.varcastrate != 0)
  15799. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15800. if (sd->bonus.fixcastrate != 0)
  15801. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15802. if (sd->bonus.add_varcast != 0)
  15803. time += sd->bonus.add_varcast; // bonus bVariableCast
  15804. if (sd->bonus.add_fixcast != 0)
  15805. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15806. for (const auto &it : sd->skillfixcast) {
  15807. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15808. fixed += it.val;
  15809. break;
  15810. }
  15811. }
  15812. for (const auto &it : sd->skillvarcast) {
  15813. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15814. time += it.val;
  15815. break;
  15816. }
  15817. }
  15818. for (const auto &it : sd->skillcastrate) {
  15819. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15820. reduce_cast_rate += it.val;
  15821. break;
  15822. }
  15823. }
  15824. for (const auto &it : sd->skillfixcastrate) {
  15825. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15826. fixcast_r = max(fixcast_r, it.val);
  15827. break;
  15828. }
  15829. }
  15830. }
  15831. // Adjusted by active statuses
  15832. if (sc && sc->count && !(flag&2)) {
  15833. // Multiplicative Variable CastTime values
  15834. if (sc->data[SC_SLOWCAST])
  15835. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15836. if (sc->data[SC__LAZINESS])
  15837. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15838. if (sc->data[SC_SUFFRAGIUM]) {
  15839. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15840. #ifndef RENEWAL
  15841. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15842. #endif
  15843. }
  15844. if (sc->data[SC_MEMORIZE]) {
  15845. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  15846. reduce_cast_rate += 50;
  15847. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15848. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15849. }
  15850. }
  15851. if (sc->data[SC_POEMBRAGI])
  15852. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15853. if (sc->data[SC_IZAYOI])
  15854. VARCAST_REDUCTION(50);
  15855. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15856. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15857. if (sc->data[SC_TELEKINESIS_INTENSE])
  15858. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15859. if (sc->data[SC_SOULFAIRY])
  15860. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  15861. if (sc->data[SC_EP16_2_BUFF_AC])
  15862. VARCAST_REDUCTION(80);
  15863. // Multiplicative Fixed CastTime values
  15864. if (sc->data[SC_SECRAMENT])
  15865. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15866. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15867. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15868. if (sc->data[SC_DANCEWITHWUG])
  15869. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15870. if (sc->data[SC_HEAT_BARREL])
  15871. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15872. if (sc->data[SC_FREEZING])
  15873. fixcast_r -= 50;
  15874. if (sc->data[SC_SWINGDANCE])
  15875. fixcast_r = max(fixcast_r, skill_lv * 6);
  15876. // Additive Fixed CastTime values
  15877. if (sc->data[SC_MANDRAGORA])
  15878. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15879. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15880. fixed -= 1000;
  15881. if (sc->data[SC_IZAYOI])
  15882. fixed = 0;
  15883. if (sc->data[SC_GLOOMYDAY])
  15884. fixed += skill_lv * 500;
  15885. }
  15886. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15887. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15888. if (varcast_r < 0)
  15889. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15890. // Apply Variable CastTime calculation by INT & DEX
  15891. if (!(flag&1))
  15892. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15893. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15894. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15895. return (int)time;
  15896. }
  15897. #endif
  15898. /*==========================================
  15899. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15900. *------------------------------------------*/
  15901. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15902. {
  15903. nullpo_ret(bl);
  15904. if (skill_id == SA_ABRACADABRA)
  15905. return 0; //Will use picked skill's delay.
  15906. if (bl->type&battle_config.no_skill_delay)
  15907. return battle_config.min_skill_delay_limit;
  15908. int delaynodex = skill_get_delaynodex(skill_id);
  15909. double time = skill_get_delay(skill_id, skill_lv);
  15910. if (time < 0)
  15911. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15912. status_change* sc = status_get_sc(bl);
  15913. // Delay reductions
  15914. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15915. case MO_TRIPLEATTACK:
  15916. case MO_CHAINCOMBO:
  15917. case MO_COMBOFINISH:
  15918. case CH_TIGERFIST:
  15919. case CH_CHAINCRUSH:
  15920. case SR_DRAGONCOMBO:
  15921. case SR_FALLENEMPIRE:
  15922. case SJ_PROMINENCEKICK:
  15923. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15924. if (time == 0)
  15925. time = 1000;
  15926. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15927. break;
  15928. #ifndef RENEWAL
  15929. case HP_BASILICA:
  15930. if (sc && !sc->data[SC_BASILICA])
  15931. time = 0; // There is no Delay on Basilica creation, only on cancel
  15932. break;
  15933. #endif
  15934. default:
  15935. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15936. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15937. if (scale > 0)
  15938. time = time * scale / battle_config.castrate_dex_scale;
  15939. else //To be capped later to minimum.
  15940. time = 0;
  15941. }
  15942. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15943. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15944. if (scale > 0)
  15945. time = time * scale / battle_config.castrate_dex_scale;
  15946. else //To be capped later to minimum.
  15947. time = 0;
  15948. }
  15949. }
  15950. if (sc && sc->count) {
  15951. if (sc->data[SC_SPIRIT]) {
  15952. switch (skill_id) {
  15953. case CR_SHIELDBOOMERANG:
  15954. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15955. time /= 2;
  15956. break;
  15957. case AS_SONICBLOW:
  15958. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15959. time /= 2;
  15960. break;
  15961. }
  15962. }
  15963. }
  15964. int delay = 0;
  15965. if (!(delaynodex&2)) {
  15966. if (sc && sc->count) {
  15967. if (sc->data[SC_POEMBRAGI])
  15968. delay += sc->data[SC_POEMBRAGI]->val3;
  15969. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15970. delay += 50; // After Delay of Wind element spells reduced by 50%.
  15971. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  15972. delay += sc->data[SC_MAGICMUSHROOM]->val2;
  15973. }
  15974. }
  15975. if (!(delaynodex&4) && bl->type == BL_PC) {
  15976. map_session_data* sd = (map_session_data*)bl;
  15977. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  15978. delay += sd->bonus.delayrate;
  15979. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  15980. if (it.id == skill_id) {
  15981. time += it.val;
  15982. break;
  15983. }
  15984. }
  15985. }
  15986. if (delay != 0)
  15987. time = time * (1 - (float)min(delay, 100) / 100);
  15988. if (battle_config.delay_rate != 100)
  15989. time = time * battle_config.delay_rate / 100;
  15990. //ShowInfo("Delay delayfix = %f\n",time);
  15991. return max((int)time,0);
  15992. }
  15993. /*==========================================
  15994. * Weapon Repair [Celest/DracoRPG]
  15995. *------------------------------------------*/
  15996. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15997. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  15998. ITEMID_IRON_ORE,
  15999. ITEMID_IRON,
  16000. ITEMID_STEEL,
  16001. ITEMID_ORIDECON_STONE,
  16002. #ifdef RENEWAL
  16003. 0
  16004. #endif
  16005. };
  16006. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  16007. ITEMID_STEEL,
  16008. #ifdef RENEWAL
  16009. 0
  16010. #endif
  16011. };
  16012. t_itemid material = 0;
  16013. struct item *item;
  16014. struct map_session_data *target_sd;
  16015. nullpo_retv(sd);
  16016. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  16017. return;
  16018. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  16019. return;
  16020. if( idx < 0 || idx >= MAX_INVENTORY )
  16021. return; //Invalid index??
  16022. item = &target_sd->inventory.u.items_inventory[idx];
  16023. if( !item->nameid || !item->attribute )
  16024. return; //Again invalid item....
  16025. if (itemdb_ishatched_egg(item))
  16026. return;
  16027. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  16028. clif_item_repaireffect(sd, idx, 1);
  16029. return;
  16030. }
  16031. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  16032. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  16033. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  16034. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  16035. }
  16036. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  16037. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  16038. return;
  16039. }
  16040. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  16041. item->attribute = 0;/* clear broken state */
  16042. clif_equiplist(target_sd);
  16043. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  16044. clif_item_repaireffect(sd,idx,0);
  16045. if( sd != target_sd )
  16046. clif_item_repaireffect(target_sd,idx,0);
  16047. }
  16048. /*==========================================
  16049. * Item Appraisal
  16050. *------------------------------------------*/
  16051. void skill_identify(struct map_session_data *sd, int idx)
  16052. {
  16053. int flag=1;
  16054. nullpo_retv(sd);
  16055. sd->state.workinprogress = WIP_DISABLE_NONE;
  16056. if(idx >= 0 && idx < MAX_INVENTORY) {
  16057. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  16058. flag=0;
  16059. sd->inventory.u.items_inventory[idx].identify = 1;
  16060. }
  16061. }
  16062. clif_item_identified(sd,idx,flag);
  16063. }
  16064. /*==========================================
  16065. * Weapon Refine [Celest]
  16066. *------------------------------------------*/
  16067. void skill_weaponrefine(struct map_session_data *sd, int idx)
  16068. {
  16069. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  16070. ITEMID_PHRACON,
  16071. ITEMID_EMVERETARCON,
  16072. ITEMID_ORIDECON,
  16073. ITEMID_ORIDECON,
  16074. #ifdef RENEWAL
  16075. 0
  16076. #endif
  16077. };
  16078. nullpo_retv(sd);
  16079. if (idx >= 0 && idx < MAX_INVENTORY)
  16080. {
  16081. struct item *item;
  16082. struct item_data *ditem = sd->inventory_data[idx];
  16083. item = &sd->inventory.u.items_inventory[idx];
  16084. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  16085. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  16086. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  16087. return;
  16088. }
  16089. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  16090. clif_upgrademessage(sd, 2, item->nameid);
  16091. return;
  16092. }
  16093. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  16094. if( i < 0 ) {
  16095. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  16096. return;
  16097. }
  16098. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  16099. if( info == nullptr ){
  16100. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  16101. return;
  16102. }
  16103. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  16104. if( cost == nullptr ){
  16105. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  16106. return;
  16107. }
  16108. if( cost->nameid != material[ditem->weapon_level - 1] ){
  16109. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  16110. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  16111. return;
  16112. }
  16113. int per = ( cost->chance / 100 );
  16114. if( sd->class_&JOBL_THIRD )
  16115. per += 10;
  16116. else
  16117. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  16118. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  16119. if (per > rnd() % 100) {
  16120. int ep=0;
  16121. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  16122. item->refine++;
  16123. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  16124. if(item->equip) {
  16125. ep = item->equip;
  16126. pc_unequipitem(sd,idx,3);
  16127. }
  16128. clif_delitem(sd,idx,1,3);
  16129. clif_upgrademessage(sd, 0, item->nameid);
  16130. clif_inventorylist(sd);
  16131. clif_refine(sd->fd,0,idx,item->refine);
  16132. if( ditem->type == IT_WEAPON ){
  16133. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  16134. }
  16135. if (ep)
  16136. pc_equipitem(sd,idx,ep);
  16137. clif_misceffect(&sd->bl,3);
  16138. if(item->refine == 10 &&
  16139. item->card[0] == CARD0_FORGE &&
  16140. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  16141. { // Fame point system [DracoRPG]
  16142. switch(ditem->weapon_level){
  16143. case 1:
  16144. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  16145. break;
  16146. case 2:
  16147. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  16148. break;
  16149. case 3:
  16150. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  16151. break;
  16152. }
  16153. }
  16154. } else {
  16155. item->refine = 0;
  16156. if(item->equip)
  16157. pc_unequipitem(sd,idx,3);
  16158. clif_upgrademessage(sd, 1, item->nameid);
  16159. clif_refine(sd->fd,1,idx,item->refine);
  16160. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  16161. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  16162. clif_misceffect(&sd->bl,2);
  16163. clif_emotion(&sd->bl, ET_HUK);
  16164. }
  16165. }
  16166. }
  16167. }
  16168. /*==========================================
  16169. *
  16170. *------------------------------------------*/
  16171. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  16172. {
  16173. nullpo_ret(sd);
  16174. if (skill_id == 0 || skill_get_index_(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  16175. return 0;
  16176. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  16177. uint16 maxlv = 1;
  16178. if (skill_lv == 0 || lv == 0)
  16179. return 0; // Player must learn the skill before doing auto-spell [Lance]
  16180. #ifdef RENEWAL
  16181. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16182. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16183. else
  16184. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  16185. #else
  16186. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  16187. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  16188. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16189. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16190. else if(skill_lv==2) maxlv=1;
  16191. else if(skill_lv==3) maxlv=2;
  16192. else if(skill_lv>=4) maxlv=3;
  16193. }
  16194. else if(skill_id==MG_SOULSTRIKE){
  16195. if(skill_lv==5) maxlv=1;
  16196. else if(skill_lv==6) maxlv=2;
  16197. else if(skill_lv>=7) maxlv=3;
  16198. }
  16199. else if(skill_id==MG_FIREBALL){
  16200. if(skill_lv==8) maxlv=1;
  16201. else if(skill_lv>=9) maxlv=2;
  16202. }
  16203. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  16204. else return 0;
  16205. #endif
  16206. maxlv = min(lv, maxlv);
  16207. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  16208. skill_get_time(SA_AUTOSPELL,skill_lv));
  16209. return 0;
  16210. }
  16211. /**
  16212. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  16213. * @param bl: Player object
  16214. * @param ap: va_arg list
  16215. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  16216. */
  16217. static int skill_sit_count(struct block_list *bl, va_list ap)
  16218. {
  16219. struct map_session_data *sd = (struct map_session_data*)bl;
  16220. int flag = va_arg(ap, int);
  16221. if (!pc_issit(sd))
  16222. return 0;
  16223. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16224. return 1;
  16225. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  16226. return 1;
  16227. return 0;
  16228. }
  16229. /**
  16230. * Triggered when a player sits down to activate bonus states.
  16231. * @param bl: Player object
  16232. * @param ap: va_arg list
  16233. * @return 0
  16234. */
  16235. static int skill_sit_in(struct block_list *bl, va_list ap)
  16236. {
  16237. struct map_session_data *sd = (struct map_session_data*)bl;
  16238. int flag = va_arg(ap, int);
  16239. if (!pc_issit(sd))
  16240. return 0;
  16241. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16242. sd->state.gangsterparadise = 1;
  16243. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  16244. sd->state.rest = 1;
  16245. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16246. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16247. }
  16248. return 0;
  16249. }
  16250. /**
  16251. * Triggered when a player stands up to deactivate bonus states.
  16252. * @param bl: Player object
  16253. * @param ap: va_arg list
  16254. * @return 0
  16255. */
  16256. static int skill_sit_out(struct block_list *bl, va_list ap)
  16257. {
  16258. struct map_session_data *sd = (struct map_session_data*)bl;
  16259. int flag = va_arg(ap, int), range = va_arg(ap, int);
  16260. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16261. return 0;
  16262. if (flag&1 && sd->state.gangsterparadise)
  16263. sd->state.gangsterparadise = 0;
  16264. if (flag&2 && sd->state.rest) {
  16265. sd->state.rest = 0;
  16266. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16267. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16268. }
  16269. return 0;
  16270. }
  16271. /**
  16272. * Toggle Sit icon and player bonuses when sitting/standing.
  16273. * @param sd: Player data
  16274. * @param sitting: True when sitting or false when standing
  16275. * @return 0
  16276. */
  16277. int skill_sit(struct map_session_data *sd, bool sitting)
  16278. {
  16279. int flag = 0, range = 0, lv;
  16280. nullpo_ret(sd);
  16281. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  16282. flag |= 1;
  16283. range = skill_get_splash(RG_GANGSTER, lv);
  16284. }
  16285. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  16286. flag |= 2;
  16287. range = skill_get_splash(TK_HPTIME, lv);
  16288. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  16289. flag |= 2;
  16290. range = skill_get_splash(TK_SPTIME, lv);
  16291. }
  16292. if (sitting)
  16293. clif_status_load(&sd->bl, EFST_SIT, 1);
  16294. else
  16295. clif_status_load(&sd->bl, EFST_SIT, 0);
  16296. if (!flag) // No need to count area if no skills are learned.
  16297. return 0;
  16298. if (sitting) {
  16299. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16300. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  16301. } else
  16302. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  16303. return 0;
  16304. }
  16305. /*==========================================
  16306. * Do Forstjoke/Scream effect
  16307. *------------------------------------------*/
  16308. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  16309. {
  16310. struct block_list *src;
  16311. uint16 skill_id,skill_lv;
  16312. t_tick tick;
  16313. nullpo_ret(bl);
  16314. nullpo_ret(src = va_arg(ap,struct block_list*));
  16315. skill_id = va_arg(ap,int);
  16316. skill_lv = va_arg(ap,int);
  16317. if(!skill_lv)
  16318. return 0;
  16319. tick = va_arg(ap,t_tick);
  16320. if (src == bl || status_isdead(bl))
  16321. return 0;
  16322. if (bl->type == BL_PC) {
  16323. struct map_session_data *sd = (struct map_session_data *)bl;
  16324. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  16325. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  16326. }
  16327. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  16328. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  16329. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16330. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  16331. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16332. return 0;
  16333. }
  16334. /**
  16335. * Set map cell flag as skill unit effect
  16336. * @param src Skill unit
  16337. * @param skill_id
  16338. * @param skill_lv
  16339. * @param cell Cell type cell_t
  16340. * @param flag 0/1
  16341. */
  16342. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  16343. {
  16344. int range = skill_get_unit_range(skill_id,skill_lv);
  16345. int x, y;
  16346. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  16347. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  16348. map_setcell(src->bl.m, x, y, cell, flag);
  16349. }
  16350. /**
  16351. * Do skill attack area (such splash effect) around the 'first' target.
  16352. * First target will skip skill condition, always receive damage. But,
  16353. * around it, still need target/condition validation by
  16354. * battle_check_target and status_check_skilluse
  16355. * @param bl
  16356. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  16357. */
  16358. int skill_attack_area(struct block_list *bl, va_list ap)
  16359. {
  16360. struct block_list *src,*dsrc;
  16361. int atk_type,skill_id,skill_lv,flag,type;
  16362. t_tick tick;
  16363. if(status_isdead(bl))
  16364. return 0;
  16365. atk_type = va_arg(ap,int);
  16366. src = va_arg(ap,struct block_list*);
  16367. dsrc = va_arg(ap,struct block_list*);
  16368. skill_id = va_arg(ap,int);
  16369. skill_lv = va_arg(ap,int);
  16370. tick = va_arg(ap,t_tick);
  16371. flag = va_arg(ap,int);
  16372. type = va_arg(ap,int);
  16373. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  16374. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16375. }
  16376. if(battle_check_target(dsrc,bl,type) <= 0 ||
  16377. !status_check_skilluse(NULL, bl, skill_id, 2))
  16378. return 0;
  16379. switch (skill_id) {
  16380. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  16381. if (src->x == bl->x && src->y == bl->y)
  16382. return 0; //Does not hit current cell
  16383. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  16384. return 0;
  16385. //Fall through
  16386. case NPC_ACIDBREATH:
  16387. case NPC_DARKNESSBREATH:
  16388. case NPC_FIREBREATH:
  16389. case NPC_ICEBREATH:
  16390. case NPC_THUNDERBREATH:
  16391. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16392. default:
  16393. //Area-splash, disable skill animation.
  16394. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16395. }
  16396. }
  16397. /**
  16398. * Clear skill unit group
  16399. * @param bl: Unit to check
  16400. * @param flag: Skill group to clear
  16401. */
  16402. int skill_clear_group(block_list *bl, uint8 flag)
  16403. {
  16404. nullpo_ret(bl);
  16405. unit_data *ud = unit_bl2ud(bl);
  16406. if (ud == nullptr)
  16407. return 0;
  16408. size_t count = 0;
  16409. bool deleted = false;
  16410. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  16411. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  16412. switch ((*it)->skill_id) {
  16413. case SA_DELUGE:
  16414. case SA_VOLCANO:
  16415. case SA_VIOLENTGALE:
  16416. case SA_LANDPROTECTOR:
  16417. case NJ_SUITON:
  16418. case NJ_KAENSIN:
  16419. case SC_CHAOSPANIC:
  16420. case MH_POISON_MIST:
  16421. case MH_LAVA_SLIDE:
  16422. if (flag & 1) {
  16423. skill_delunitgroup(*it);
  16424. count++;
  16425. deleted = true;
  16426. }
  16427. break;
  16428. case SO_CLOUD_KILL:
  16429. case NPC_CLOUD_KILL:
  16430. if (flag & 4) {
  16431. skill_delunitgroup(*it);
  16432. count++;
  16433. deleted = true;
  16434. }
  16435. break;
  16436. case SO_WARMER:
  16437. if (flag & 8) {
  16438. skill_delunitgroup(*it);
  16439. count++;
  16440. deleted = true;
  16441. }
  16442. break;
  16443. default:
  16444. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  16445. skill_delunitgroup(*it);
  16446. count++;
  16447. deleted = true;
  16448. }
  16449. break;
  16450. }
  16451. }
  16452. return static_cast<int>(count);
  16453. }
  16454. /**
  16455. * Returns the first element field found [Skotlex]
  16456. * @param bl
  16457. * @return s_skill_unit_group
  16458. */
  16459. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  16460. {
  16461. nullpo_ret(bl);
  16462. unit_data *ud = unit_bl2ud(bl);
  16463. if (ud == nullptr)
  16464. return nullptr;
  16465. for (const auto su : ud->skillunits) {
  16466. switch (su->skill_id) {
  16467. case SA_DELUGE:
  16468. case SA_VOLCANO:
  16469. case SA_VIOLENTGALE:
  16470. case SA_LANDPROTECTOR:
  16471. case NJ_SUITON:
  16472. case SO_CLOUD_KILL:
  16473. case NPC_CLOUD_KILL:
  16474. case SO_WARMER:
  16475. case SC_CHAOSPANIC:
  16476. case MH_POISON_MIST:
  16477. case MH_LAVA_SLIDE:
  16478. return su;
  16479. }
  16480. }
  16481. return nullptr;
  16482. }
  16483. /// Graffiti cleaner [Valaris]
  16484. int skill_graffitiremover(struct block_list *bl, va_list ap)
  16485. {
  16486. struct skill_unit *unit = NULL;
  16487. int remove = va_arg(ap, int);
  16488. nullpo_retr(0, bl);
  16489. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  16490. return 0;
  16491. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  16492. if (remove == 1)
  16493. skill_delunit(unit);
  16494. return 1;
  16495. }
  16496. return 0;
  16497. }
  16498. /// Greed effect
  16499. int skill_greed(struct block_list *bl, va_list ap)
  16500. {
  16501. struct block_list *src;
  16502. struct map_session_data *sd = NULL;
  16503. struct flooritem_data *fitem = NULL;
  16504. nullpo_ret(bl);
  16505. nullpo_ret(src = va_arg(ap, struct block_list *));
  16506. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  16507. pc_takeitem(sd, fitem);
  16508. return 0;
  16509. }
  16510. /// Ranger's Detonator [Jobbie/3CeAM]
  16511. int skill_detonator(struct block_list *bl, va_list ap)
  16512. {
  16513. nullpo_ret(bl);
  16514. if (bl->type != BL_SKILL)
  16515. return 0;
  16516. block_list *src = va_arg(ap, block_list *);
  16517. skill_unit *unit = (skill_unit *)bl;
  16518. if (unit == nullptr)
  16519. return 0;
  16520. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16521. if (group == nullptr || group->src_id != src->id)
  16522. return 0;
  16523. int unit_id = group->unit_id;
  16524. switch( unit_id )
  16525. { //List of Hunter and Ranger Traps that can be detonate.
  16526. case UNT_BLASTMINE:
  16527. case UNT_SANDMAN:
  16528. case UNT_CLAYMORETRAP:
  16529. case UNT_TALKIEBOX:
  16530. case UNT_CLUSTERBOMB:
  16531. case UNT_FIRINGTRAP:
  16532. case UNT_ICEBOUNDTRAP:
  16533. switch(unit_id) {
  16534. case UNT_TALKIEBOX:
  16535. clif_talkiebox(bl,group->valstr);
  16536. group->val2 = -1;
  16537. break;
  16538. case UNT_CLAYMORETRAP:
  16539. case UNT_FIRINGTRAP:
  16540. case UNT_ICEBOUNDTRAP:
  16541. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  16542. break;
  16543. default:
  16544. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  16545. break;
  16546. }
  16547. if (unit->group == nullptr)
  16548. return 0;
  16549. clif_changetraplook(bl, UNT_USED_TRAPS);
  16550. group->unit_id = UNT_USED_TRAPS;
  16551. group->limit = DIFF_TICK(gettick(),group->tick) +
  16552. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  16553. break;
  16554. }
  16555. return 0;
  16556. }
  16557. /**
  16558. * Calculate Royal Guard's Banding bonus
  16559. * @param sd: Player data
  16560. * @return Number of Royal Guard
  16561. */
  16562. int skill_banding_count(struct map_session_data *sd)
  16563. {
  16564. nullpo_ret(sd);
  16565. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  16566. }
  16567. /**
  16568. * Rebellion's Bind Trap explosion
  16569. * @author [Cydh]
  16570. */
  16571. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  16572. struct skill_unit *su = NULL;
  16573. struct block_list *src = NULL;
  16574. nullpo_ret(bl);
  16575. src = va_arg(ap,struct block_list *);
  16576. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  16577. return 0;
  16578. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  16579. return 0;
  16580. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  16581. clif_changetraplook(bl, UNT_USED_TRAPS);
  16582. su->group->unit_id = UNT_USED_TRAPS;
  16583. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  16584. return 1;
  16585. }
  16586. /*==========================================
  16587. * Check new skill unit cell when overlapping in other skill unit cell.
  16588. * Catched skill in cell value pushed to *unit pointer.
  16589. * Set (*alive) to 0 will ends 'new unit' check
  16590. *------------------------------------------*/
  16591. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  16592. {
  16593. uint16 skill_id;
  16594. int *alive;
  16595. struct skill_unit *unit;
  16596. skill_id = va_arg(ap,int);
  16597. alive = va_arg(ap,int *);
  16598. unit = (struct skill_unit *)bl;
  16599. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  16600. return 0;
  16601. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  16602. return 0;
  16603. switch (skill_id) {
  16604. case SA_LANDPROTECTOR: {
  16605. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  16606. (*alive) = 0;
  16607. skill_delunit(unit);
  16608. return 1;
  16609. }
  16610. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  16611. //It deletes everything except traps and barriers
  16612. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  16613. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  16614. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16615. skill_delunitgroup(unit->group);
  16616. } else
  16617. skill_delunit(unit);
  16618. return 1;
  16619. }
  16620. }
  16621. break;
  16622. case GN_CRAZYWEED_ATK:
  16623. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  16624. break;
  16625. case HW_GANBANTEIN:
  16626. case LG_EARTHDRIVE:
  16627. // Officially songs/dances are removed
  16628. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  16629. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16630. skill_delunitgroup(unit->group);
  16631. } else
  16632. skill_delunit(unit);
  16633. return 1;
  16634. case SA_VOLCANO:
  16635. case SA_DELUGE:
  16636. case SA_VIOLENTGALE:
  16637. // The official implementation makes them fail to appear when casted on top of ANYTHING
  16638. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  16639. // hence, I leave the alternate implementation here, commented. [Skotlex]
  16640. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  16641. {
  16642. (*alive) = 0;
  16643. return 1;
  16644. }
  16645. /*
  16646. switch (unit->group->skill_id)
  16647. { //These cannot override each other.
  16648. case SA_VOLCANO:
  16649. case SA_DELUGE:
  16650. case SA_VIOLENTGALE:
  16651. (*alive) = 0;
  16652. return 1;
  16653. }
  16654. */
  16655. break;
  16656. case PF_FOGWALL:
  16657. switch(unit->group->skill_id) {
  16658. case SA_VOLCANO: //Can't be placed on top of these
  16659. case SA_VIOLENTGALE:
  16660. (*alive) = 0;
  16661. return 1;
  16662. case SA_DELUGE:
  16663. case NJ_SUITON:
  16664. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16665. (*alive) = 2;
  16666. break;
  16667. }
  16668. break;
  16669. case WZ_WATERBALL:
  16670. switch (unit->group->skill_id) {
  16671. case SA_DELUGE:
  16672. case NJ_SUITON:
  16673. //Consumes deluge/suiton
  16674. skill_delunit(unit);
  16675. return 1;
  16676. }
  16677. break;
  16678. case WZ_ICEWALL:
  16679. #ifndef RENEWAL
  16680. case HP_BASILICA:
  16681. case HW_GRAVITATION:
  16682. #endif
  16683. //These can't be placed on top of themselves (duration can't be refreshed)
  16684. if (unit->group->skill_id == skill_id)
  16685. {
  16686. (*alive) = 0;
  16687. return 1;
  16688. }
  16689. break;
  16690. case RL_FIRE_RAIN: {
  16691. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16692. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16693. if (uf[UF_RANGEDSINGLEUNIT]) {
  16694. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16695. skill_delunitgroup(unit->group);
  16696. } else
  16697. skill_delunit(unit);
  16698. return 1;
  16699. }
  16700. }
  16701. break;
  16702. }
  16703. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16704. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16705. (*alive) = 0;
  16706. return 1;
  16707. }
  16708. return 0;
  16709. }
  16710. /*==========================================
  16711. * Splash effect for skill unit 'trap type'.
  16712. * Chance triggered when damaged, timeout, or char step on it.
  16713. *------------------------------------------*/
  16714. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16715. {
  16716. struct block_list *src = va_arg(ap,struct block_list *);
  16717. struct skill_unit *unit = NULL;
  16718. t_tick tick = va_arg(ap,t_tick);
  16719. struct block_list *ss; //Skill src bl
  16720. nullpo_ret(src);
  16721. unit = (struct skill_unit *)src;
  16722. if (!unit || !unit->alive || bl->prev == NULL)
  16723. return 0;
  16724. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  16725. if (sg == nullptr)
  16726. return 0;
  16727. nullpo_ret(ss = map_id2bl(sg->src_id));
  16728. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16729. return 0;
  16730. switch (sg->unit_id) {
  16731. case UNT_B_TRAP:
  16732. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16733. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16734. break;
  16735. case UNT_SHOCKWAVE:
  16736. case UNT_SANDMAN:
  16737. case UNT_FLASHER:
  16738. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16739. break;
  16740. case UNT_GROUNDDRIFT_WIND:
  16741. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16742. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16743. break;
  16744. case UNT_GROUNDDRIFT_DARK:
  16745. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16746. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16747. break;
  16748. case UNT_GROUNDDRIFT_POISON:
  16749. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16750. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16751. break;
  16752. case UNT_GROUNDDRIFT_WATER:
  16753. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16754. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16755. break;
  16756. case UNT_GROUNDDRIFT_FIRE:
  16757. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16758. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16759. break;
  16760. case UNT_ELECTRICSHOCKER:
  16761. if (bl->id != ss->id) {
  16762. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  16763. break;
  16764. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  16765. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16766. clif_fixpos(bl);
  16767. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16768. }
  16769. }
  16770. break;
  16771. case UNT_MAGENTATRAP:
  16772. case UNT_COBALTTRAP:
  16773. case UNT_MAIZETRAP:
  16774. case UNT_VERDURETRAP:
  16775. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16776. struct status_data *status = status_get_status_data(bl);
  16777. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16778. status->ele_lv = (unsigned char)sg->skill_lv;
  16779. }
  16780. break;
  16781. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16782. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16783. break;
  16784. case UNT_FIRINGTRAP:
  16785. case UNT_ICEBOUNDTRAP:
  16786. if( src->id == bl->id ) break;
  16787. if( bl->type == BL_SKILL ) {
  16788. struct skill_unit *su = (struct skill_unit *)bl;
  16789. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16790. break;
  16791. }
  16792. case UNT_CLUSTERBOMB:
  16793. if( ss != bl )
  16794. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16795. break;
  16796. case UNT_CLAYMORETRAP:
  16797. if( src->id == bl->id ) break;
  16798. if( bl->type == BL_SKILL ) {
  16799. struct skill_unit *su = (struct skill_unit *)bl;
  16800. if (!su)
  16801. return 0;
  16802. switch(su->group->unit_id) {
  16803. case UNT_CLAYMORETRAP:
  16804. case UNT_LANDMINE:
  16805. case UNT_BLASTMINE:
  16806. case UNT_SHOCKWAVE:
  16807. case UNT_SANDMAN:
  16808. case UNT_FLASHER:
  16809. case UNT_FREEZINGTRAP:
  16810. case UNT_FIRINGTRAP:
  16811. case UNT_ICEBOUNDTRAP:
  16812. clif_changetraplook(bl, UNT_USED_TRAPS);
  16813. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16814. su->group->unit_id = UNT_USED_TRAPS;
  16815. break;
  16816. }
  16817. }
  16818. default: {
  16819. int split_count = 0;
  16820. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16821. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  16822. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16823. }
  16824. break;
  16825. }
  16826. return 1;
  16827. }
  16828. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16829. {
  16830. uint16 skill_id, skill_lv;
  16831. struct skill_unit *unit;
  16832. nullpo_ret(bl);
  16833. skill_id = va_arg(ap,int);
  16834. skill_lv = va_arg(ap,int);
  16835. unit = (struct skill_unit *)bl;
  16836. if( unit == NULL || unit->group == NULL )
  16837. return 0;
  16838. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16839. return 0;
  16840. if( unit->group->skill_id == SC_MAELSTROM ) {
  16841. struct block_list *src;
  16842. if( (src = map_id2bl(unit->group->src_id)) ){
  16843. int sp = unit->group->skill_lv * skill_lv;
  16844. if( src->type == BL_PC )
  16845. sp += ((TBL_PC*)src)->status.job_level / 5;
  16846. status_heal(src, 0, sp/2, 1);
  16847. }
  16848. }
  16849. return 0;
  16850. }
  16851. /**
  16852. * Remove current enchanted element for new element
  16853. * @param bl Char
  16854. * @param type New element
  16855. */
  16856. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16857. {
  16858. struct status_change *sc;
  16859. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16860. int i;
  16861. nullpo_retv(bl);
  16862. nullpo_retv(sc= status_get_sc(bl));
  16863. if (!sc->count)
  16864. return;
  16865. // If it is not on equip change
  16866. if (type != SC_NONE)
  16867. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end except on equip change
  16868. else {
  16869. // Check for seven wind (but not level seven!)
  16870. if (sc->data[SC_SEVENWIND] && sc->data[SC_SEVENWIND]->val1 < 7)
  16871. return;
  16872. }
  16873. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16874. if (type != scs[i] && sc->data[scs[i]])
  16875. status_change_end(bl, scs[i], INVALID_TIMER);
  16876. }
  16877. /**
  16878. * Check cloaking condition
  16879. * @param bl
  16880. * @param sce
  16881. * @return True if near wall; False otherwise
  16882. */
  16883. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16884. {
  16885. bool wall = true;
  16886. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16887. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16888. { //Check for walls.
  16889. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16890. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16891. int i;
  16892. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16893. if( i == 8 )
  16894. wall = false;
  16895. }
  16896. if( sce ) {
  16897. if( !wall ) {
  16898. if( sce->val1 < 3 ) //End cloaking.
  16899. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16900. else if( sce->val4&1 ) { //Remove wall bonus
  16901. sce->val4&=~1;
  16902. status_calc_bl(bl,SCB_SPEED);
  16903. }
  16904. } else {
  16905. if( !(sce->val4&1) ) { //Add wall speed bonus
  16906. sce->val4|=1;
  16907. status_calc_bl(bl,SCB_SPEED);
  16908. }
  16909. }
  16910. }
  16911. return wall;
  16912. }
  16913. /** Check Shadow Form on the target
  16914. * @param bl: Target
  16915. * @param damage: Damage amount
  16916. * @param hit
  16917. * @return true - in Shadow Form state; false - otherwise
  16918. */
  16919. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16920. {
  16921. struct status_change *sc;
  16922. nullpo_retr(false,bl);
  16923. if (!damage)
  16924. return false;
  16925. sc = status_get_sc(bl);
  16926. if( sc && sc->data[SC__SHADOWFORM] ) {
  16927. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16928. if( !src || src->m != bl->m ) {
  16929. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16930. return false;
  16931. }
  16932. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16933. if( src->type == BL_PC )
  16934. ((TBL_PC*)src)->shadowform_id = 0;
  16935. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16936. return false;
  16937. }
  16938. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  16939. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16940. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16941. if( src->type == BL_PC )
  16942. ((TBL_PC*)src)->shadowform_id = 0;
  16943. }
  16944. return true;
  16945. }
  16946. return false;
  16947. }
  16948. /**
  16949. * Check camouflage condition
  16950. * @param bl
  16951. * @param sce
  16952. * @return True if near wall; False otherwise
  16953. * @TODO: Seems wrong
  16954. */
  16955. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16956. {
  16957. bool wall = true;
  16958. if( bl->type == BL_PC ) { //Check for walls.
  16959. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16960. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16961. int i;
  16962. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16963. if( i == 8 )
  16964. wall = false;
  16965. }
  16966. if( sce ) {
  16967. if( !wall && sce->val1 < 3 ) //End camouflage.
  16968. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16969. status_calc_bl(bl,SCB_SPEED);
  16970. }
  16971. return wall;
  16972. }
  16973. /**
  16974. * Process skill unit visibilty for single BL in area
  16975. * @param bl
  16976. * @param ap
  16977. * @author [Cydh]
  16978. **/
  16979. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16980. struct skill_unit *su = NULL;
  16981. struct block_list *src = NULL;
  16982. unsigned int party1 = 0;
  16983. bool visible = true;
  16984. nullpo_ret(bl);
  16985. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16986. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16987. party1 = va_arg(ap, unsigned int);
  16988. if (src != bl) {
  16989. unsigned int party2 = status_get_party_id(bl);
  16990. if (!party1 || !party2 || party1 != party2)
  16991. visible = false;
  16992. }
  16993. clif_getareachar_skillunit(bl, su, SELF, visible);
  16994. return 1;
  16995. }
  16996. /**
  16997. * Check for skill unit visibilty in area on
  16998. * - skill first placement
  16999. * - skill moved (knocked back, moved dance)
  17000. * @param su Skill unit
  17001. * @param target Affected target for this visibility @see enum send_target
  17002. * @author [Cydh]
  17003. **/
  17004. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  17005. nullpo_retv(su);
  17006. if (!su->hidden) // It's not hidden, just do this!
  17007. clif_getareachar_skillunit(&su->bl, su, target, true);
  17008. else {
  17009. struct block_list *src = battle_get_master(&su->bl);
  17010. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  17011. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  17012. }
  17013. }
  17014. /**
  17015. * Check for skill unit visibilty on single BL on insight/spawn action
  17016. * @param su Skill unit
  17017. * @param bl Block list
  17018. * @author [Cydh]
  17019. **/
  17020. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  17021. bool visible = true;
  17022. struct block_list *src = NULL;
  17023. nullpo_retv(bl);
  17024. nullpo_retv(su);
  17025. nullpo_retv((src = battle_get_master(&su->bl)));
  17026. if (su->hidden && src != bl) {
  17027. unsigned int party1 = status_get_party_id(src);
  17028. unsigned int party2 = status_get_party_id(bl);
  17029. if (!party1 || !party2 || party1 != party2)
  17030. visible = false;
  17031. }
  17032. clif_getareachar_skillunit(bl, su, SELF, visible);
  17033. }
  17034. /**
  17035. * Initialize new skill unit for skill unit group.
  17036. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  17037. * @param group Skill unit group
  17038. * @param idx
  17039. * @param x
  17040. * @param y
  17041. * @param val1
  17042. * @param val2
  17043. */
  17044. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  17045. {
  17046. if (group == nullptr || group->unit == nullptr)
  17047. return nullptr;
  17048. skill_unit *unit = &group->unit[idx];
  17049. if (unit == nullptr)
  17050. return nullptr;
  17051. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  17052. return unit;
  17053. if(!unit->alive)
  17054. group->alive_count++;
  17055. unit->bl.id = map_get_new_object_id();
  17056. unit->bl.type = BL_SKILL;
  17057. unit->bl.m = group->map;
  17058. unit->bl.x = x;
  17059. unit->bl.y = y;
  17060. unit->group = group;
  17061. unit->alive = 1;
  17062. unit->val1 = val1;
  17063. unit->val2 = val2;
  17064. unit->hidden = hidden;
  17065. // Stores new skill unit
  17066. idb_put(skillunit_db, unit->bl.id, unit);
  17067. map_addiddb(&unit->bl);
  17068. if(map_addblock(&unit->bl))
  17069. return NULL;
  17070. // Perform oninit actions
  17071. switch (group->skill_id) {
  17072. case WZ_ICEWALL:
  17073. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  17074. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  17075. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  17076. break;
  17077. case SA_LANDPROTECTOR:
  17078. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  17079. break;
  17080. #ifndef RENEWAL
  17081. case HP_BASILICA:
  17082. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  17083. break;
  17084. #endif
  17085. case SC_MAELSTROM:
  17086. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  17087. break;
  17088. default:
  17089. if (group->state.song_dance&0x1) //Check for dissonance.
  17090. skill_dance_overlap(unit, 1);
  17091. break;
  17092. }
  17093. skill_getareachar_skillunit_visibilty(unit, AREA);
  17094. return unit;
  17095. }
  17096. /**
  17097. * Remove unit
  17098. * @param unit
  17099. */
  17100. int skill_delunit(struct skill_unit* unit)
  17101. {
  17102. nullpo_ret(unit);
  17103. if( !unit->alive )
  17104. return 0;
  17105. unit->alive = 0;
  17106. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17107. if (group == nullptr)
  17108. return 0;
  17109. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  17110. skill_dance_overlap(unit, 0);
  17111. // invoke onout event
  17112. if( !unit->range )
  17113. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  17114. // perform ondelete actions
  17115. switch (group->skill_id) {
  17116. case HT_ANKLESNARE:
  17117. case SC_ESCAPE:
  17118. {
  17119. struct block_list* target = map_id2bl(group->val2);
  17120. enum sc_type type = status_skill2sc(group->skill_id);
  17121. if( target )
  17122. status_change_end(target, type, INVALID_TIMER);
  17123. }
  17124. break;
  17125. case WZ_ICEWALL:
  17126. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  17127. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  17128. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  17129. break;
  17130. case SA_LANDPROTECTOR:
  17131. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  17132. break;
  17133. #ifndef RENEWAL
  17134. case HP_BASILICA:
  17135. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  17136. break;
  17137. #endif
  17138. case RA_ELECTRICSHOCKER: {
  17139. struct block_list* target = map_id2bl(group->val2);
  17140. if( target )
  17141. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  17142. }
  17143. break;
  17144. case SC_MAELSTROM:
  17145. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  17146. break;
  17147. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  17148. if( group->val2 ) { // Someone Traped
  17149. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  17150. if( tsc && tsc->data[SC__MANHOLE] )
  17151. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  17152. }
  17153. break;
  17154. }
  17155. clif_skill_delunit(unit);
  17156. unit->group=NULL;
  17157. map_delblock(&unit->bl); // don't free yet
  17158. map_deliddb(&unit->bl);
  17159. idb_remove(skillunit_db, unit->bl.id);
  17160. if(--group->alive_count==0)
  17161. skill_delunitgroup(group);
  17162. return 0;
  17163. }
  17164. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  17165. /// Returns the target s_skill_unit_group or nullptr if not found.
  17166. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  17167. return util::umap_find(skillunit_group_db, group_id);
  17168. }
  17169. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  17170. /**
  17171. * Returns a new group_id that isn't being used in skillunit_group_db.
  17172. * Fatal error if nothing is available.
  17173. */
  17174. static int skill_get_new_group_id(void)
  17175. {
  17176. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  17177. return skill_unit_group_newid++;// available
  17178. {// find next id
  17179. int base_id = skill_unit_group_newid;
  17180. while( base_id != ++skill_unit_group_newid )
  17181. {
  17182. if( skill_unit_group_newid < MAX_SKILL )
  17183. skill_unit_group_newid = MAX_SKILL;
  17184. if( skill_id2group(skill_unit_group_newid) == NULL )
  17185. return skill_unit_group_newid++;// available
  17186. }
  17187. // full loop, nothing available
  17188. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  17189. exit(1);
  17190. }
  17191. }
  17192. /**
  17193. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  17194. * @param src Object that cast the skill
  17195. * @param count How many 'cells' used that needed. Related with skill layout
  17196. * @param skill_id ID of used skill
  17197. * @param skill_lv Skill level of used skill
  17198. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  17199. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  17200. * @param interval Time interval
  17201. * @return s_skill_unit_group
  17202. */
  17203. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  17204. {
  17205. nullpo_retr(nullptr, src);
  17206. unit_data *ud = unit_bl2ud(src);
  17207. nullpo_retr(nullptr, ud);
  17208. if (skill_id == 0 || skill_lv == 0)
  17209. return 0;
  17210. auto group = std::make_shared<s_skill_unit_group>();
  17211. group->src_id = src->id;
  17212. group->party_id = status_get_party_id(src);
  17213. group->guild_id = status_get_guild_id(src);
  17214. group->bg_id = bg_team_get_id(src);
  17215. group->group_id = skill_get_new_group_id();
  17216. group->link_group_id = 0;
  17217. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  17218. group->unit_count = count;
  17219. group->alive_count = 0;
  17220. group->val1 = 0;
  17221. group->val2 = 0;
  17222. group->val3 = 0;
  17223. group->skill_id = skill_id;
  17224. group->skill_lv = skill_lv;
  17225. group->unit_id = unit_id;
  17226. group->map = src->m;
  17227. group->limit = limit;
  17228. group->interval = interval;
  17229. group->tick = gettick();
  17230. group->valstr = nullptr;
  17231. ud->skillunits.push_back(group);
  17232. // Stores this new group
  17233. skillunit_group_db.insert({ group->group_id, group });
  17234. return group;
  17235. }
  17236. /**
  17237. * Remove skill unit group
  17238. * @param group
  17239. * @param file
  17240. * @param line
  17241. * @param *func
  17242. */
  17243. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  17244. {
  17245. struct block_list* src;
  17246. struct unit_data *ud;
  17247. short i;
  17248. int link_group_id;
  17249. if( group == nullptr ) {
  17250. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  17251. return 0;
  17252. }
  17253. src = map_id2bl(group->src_id);
  17254. ud = unit_bl2ud(src);
  17255. if (!src || !ud) {
  17256. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17257. return 0;
  17258. }
  17259. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  17260. switch( group->skill_id ) {
  17261. case BA_DISSONANCE:
  17262. case BA_POEMBRAGI:
  17263. case BA_WHISTLE:
  17264. case BA_ASSASSINCROSS:
  17265. case BA_APPLEIDUN:
  17266. case DC_UGLYDANCE:
  17267. case DC_HUMMING:
  17268. case DC_DONTFORGETME:
  17269. case DC_FORTUNEKISS:
  17270. case DC_SERVICEFORYOU:
  17271. case NC_NEUTRALBARRIER:
  17272. case NC_STEALTHFIELD:
  17273. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  17274. break;
  17275. }
  17276. }
  17277. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  17278. struct status_change* sc = status_get_sc(src);
  17279. if (sc && sc->data[SC_DANCING]) {
  17280. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  17281. status_change_end(src, SC_DANCING, INVALID_TIMER);
  17282. }
  17283. }
  17284. // End SC from the master when the skill group is deleted
  17285. i = SC_NONE;
  17286. switch (group->unit_id) {
  17287. case UNT_GOSPEL: i = SC_GOSPEL; break;
  17288. #ifndef RENEWAL
  17289. case UNT_BASILICA: i = SC_BASILICA; break;
  17290. #endif
  17291. }
  17292. if (i != SC_NONE) {
  17293. struct status_change *sc = status_get_sc(src);
  17294. if (sc && sc->data[i]) {
  17295. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  17296. status_change_end(src, (sc_type)i, INVALID_TIMER);
  17297. }
  17298. }
  17299. switch( group->skill_id ) {
  17300. case PF_SPIDERWEB:
  17301. {
  17302. struct block_list* target = map_id2bl(group->val2);
  17303. struct status_change *sc;
  17304. bool removed = true;
  17305. //Clear group id from status change
  17306. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  17307. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  17308. sc->data[SC_SPIDERWEB]->val2 = 0;
  17309. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  17310. sc->data[SC_SPIDERWEB]->val3 = 0;
  17311. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  17312. sc->data[SC_SPIDERWEB]->val4 = 0;
  17313. else //Group was already removed in status_change_end, don't call it again!
  17314. removed = false;
  17315. //The last group was cleared, end status change
  17316. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  17317. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  17318. }
  17319. }
  17320. break;
  17321. case SG_SUN_WARM:
  17322. case SG_MOON_WARM:
  17323. case SG_STAR_WARM:
  17324. case LG_BANDING:
  17325. {
  17326. status_change *sc = status_get_sc(src);
  17327. sc_type type = status_skill2sc(group->skill_id);
  17328. if (sc && sc->data[type]) {
  17329. sc->data[type]->val4 = 0;
  17330. status_change_end(src, type, INVALID_TIMER);
  17331. }
  17332. }
  17333. break;
  17334. case NC_NEUTRALBARRIER:
  17335. {
  17336. struct status_change *sc = NULL;
  17337. if( (sc = status_get_sc(src)) != NULL ) {
  17338. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17339. {
  17340. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  17341. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  17342. }
  17343. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  17344. }
  17345. }
  17346. break;
  17347. case NC_STEALTHFIELD:
  17348. {
  17349. struct status_change *sc = NULL;
  17350. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  17351. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  17352. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  17353. }
  17354. }
  17355. break;
  17356. }
  17357. if (src->type==BL_PC && group->state.ammo_consume)
  17358. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  17359. group->alive_count=0;
  17360. // remove all unit cells
  17361. if(group->unit != NULL)
  17362. for( i = 0; i < group->unit_count; i++ )
  17363. skill_delunit(&group->unit[i]);
  17364. // clear Talkie-box string
  17365. if( group->valstr != NULL ) {
  17366. aFree(group->valstr);
  17367. group->valstr = NULL;
  17368. }
  17369. link_group_id = group->link_group_id;
  17370. if (skillunit_group_db.erase(group->group_id) != 1)
  17371. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17372. util::vector_erase_if_exists(ud->skillunits, group);
  17373. if(link_group_id) {
  17374. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  17375. if(group_cur)
  17376. skill_delunitgroup(group_cur);
  17377. }
  17378. return 1;
  17379. }
  17380. /**
  17381. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  17382. * @param src
  17383. */
  17384. void skill_clear_unitgroup(struct block_list *src)
  17385. {
  17386. nullpo_retv(src);
  17387. unit_data *ud = unit_bl2ud(src);
  17388. nullpo_retv(ud);
  17389. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17390. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  17391. skill_delunitgroup(*it);
  17392. }
  17393. }
  17394. /**
  17395. * Search tickset for skill unit in skill unit group
  17396. * @param bl Block List for skill_unit
  17397. * @param group Skill unit group
  17398. * @param tick
  17399. * @return skill_unit_group_tickset if found
  17400. */
  17401. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  17402. {
  17403. int i, j = -1, s, id;
  17404. struct unit_data *ud;
  17405. struct skill_unit_group_tickset *set;
  17406. nullpo_ret(bl);
  17407. if (group->interval == -1)
  17408. return NULL;
  17409. ud = unit_bl2ud(bl);
  17410. if (!ud)
  17411. return NULL;
  17412. set = ud->skillunittick;
  17413. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  17414. id = s = group->skill_id;
  17415. else
  17416. id = s = group->group_id;
  17417. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  17418. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  17419. if (set[k].id == id)
  17420. return &set[k];
  17421. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  17422. j=k;
  17423. }
  17424. if (j == -1) {
  17425. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  17426. j = id % MAX_SKILLUNITGROUPTICKSET;
  17427. }
  17428. set[j].id = id;
  17429. set[j].tick = tick;
  17430. return &set[j];
  17431. }
  17432. /*==========================================
  17433. * Check for validity skill unit that triggered by skill_unit_timer_sub
  17434. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  17435. *------------------------------------------*/
  17436. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  17437. {
  17438. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  17439. t_tick tick = va_arg(ap,t_tick);
  17440. nullpo_ret(unit);
  17441. if( !unit->alive || bl->prev == NULL )
  17442. return 0;
  17443. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17444. if (group == nullptr)
  17445. return 0;
  17446. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  17447. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  17448. return 0; //AoE skills are ineffective. [Skotlex]
  17449. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  17450. return 0;
  17451. skill_unit_onplace_timer(unit,bl,tick);
  17452. return 1;
  17453. }
  17454. /**
  17455. * @see DBApply
  17456. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  17457. */
  17458. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  17459. {
  17460. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  17461. t_tick tick = va_arg(ap,t_tick);
  17462. bool dissonance;
  17463. struct block_list* bl = &unit->bl;
  17464. nullpo_ret(unit);
  17465. if( !unit->alive )
  17466. return 0;
  17467. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17468. if (group == nullptr)
  17469. return 0;
  17470. // Check for expiration
  17471. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  17472. {// skill unit expired (inlined from skill_unit_onlimit())
  17473. switch( group->unit_id ) {
  17474. case UNT_ICEWALL:
  17475. unit->val1 -= 50; // icewall loses 50 hp every second
  17476. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  17477. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  17478. if( unit->val1 <= 0 )
  17479. skill_delunit(unit);
  17480. break;
  17481. case UNT_BLASTMINE:
  17482. #ifdef RENEWAL
  17483. case UNT_CLAYMORETRAP:
  17484. #endif
  17485. case UNT_GROUNDDRIFT_WIND:
  17486. case UNT_GROUNDDRIFT_DARK:
  17487. case UNT_GROUNDDRIFT_POISON:
  17488. case UNT_GROUNDDRIFT_WATER:
  17489. case UNT_GROUNDDRIFT_FIRE:
  17490. group->unit_id = UNT_USED_TRAPS;
  17491. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  17492. group->limit=DIFF_TICK(tick+1500,group->tick);
  17493. unit->limit=DIFF_TICK(tick+1500,group->tick);
  17494. break;
  17495. case UNT_ANKLESNARE:
  17496. case UNT_ELECTRICSHOCKER:
  17497. if (group->val2 > 0) { //Used Trap doesn't return back to item
  17498. skill_delunit(unit);
  17499. break;
  17500. }
  17501. case UNT_SKIDTRAP:
  17502. case UNT_LANDMINE:
  17503. case UNT_SHOCKWAVE:
  17504. case UNT_SANDMAN:
  17505. case UNT_FLASHER:
  17506. case UNT_FREEZINGTRAP:
  17507. #ifndef RENEWAL
  17508. case UNT_CLAYMORETRAP:
  17509. #endif
  17510. case UNT_TALKIEBOX:
  17511. case UNT_CLUSTERBOMB:
  17512. case UNT_MAGENTATRAP:
  17513. case UNT_COBALTTRAP:
  17514. case UNT_MAIZETRAP:
  17515. case UNT_VERDURETRAP:
  17516. case UNT_FIRINGTRAP:
  17517. case UNT_ICEBOUNDTRAP:
  17518. {
  17519. struct block_list* src;
  17520. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  17521. { // revert unit back into a trap
  17522. struct item item_tmp;
  17523. memset(&item_tmp,0,sizeof(item_tmp));
  17524. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  17525. item_tmp.identify = 1;
  17526. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  17527. }
  17528. skill_delunit(unit);
  17529. }
  17530. break;
  17531. case UNT_WARP_ACTIVE:
  17532. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  17533. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  17534. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  17535. // restart timers
  17536. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  17537. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  17538. // apply effect to all units standing on it
  17539. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  17540. break;
  17541. case UNT_CALLFAMILY:
  17542. {
  17543. struct map_session_data *sd = NULL;
  17544. if(group->val1) {
  17545. sd = map_charid2sd(group->val1);
  17546. group->val1 = 0;
  17547. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17548. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17549. }
  17550. if(group->val2) {
  17551. sd = map_charid2sd(group->val2);
  17552. group->val2 = 0;
  17553. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17554. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17555. }
  17556. skill_delunit(unit);
  17557. }
  17558. break;
  17559. case UNT_REVERBERATION:
  17560. case UNT_NETHERWORLD:
  17561. if( unit->val1 <= 0 ) { // If it was deactivated.
  17562. skill_delunit(unit);
  17563. break;
  17564. }
  17565. clif_changetraplook(bl,UNT_USED_TRAPS);
  17566. if (group->unit_id == UNT_REVERBERATION)
  17567. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17568. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17569. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17570. group->unit_id = UNT_USED_TRAPS;
  17571. break;
  17572. case UNT_FEINTBOMB: {
  17573. struct block_list *src = map_id2bl(group->src_id);
  17574. if (src)
  17575. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  17576. skill_delunit(unit);
  17577. }
  17578. break;
  17579. case UNT_BANDING:
  17580. {
  17581. struct block_list *src = map_id2bl(group->src_id);
  17582. struct status_change *sc;
  17583. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  17584. skill_delunit(unit);
  17585. break;
  17586. }
  17587. // This unit isn't removed while SC_BANDING is active.
  17588. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  17589. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  17590. }
  17591. break;
  17592. case UNT_B_TRAP:
  17593. {
  17594. struct block_list* src;
  17595. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  17596. struct item item_tmp;
  17597. memset(&item_tmp, 0, sizeof(item_tmp));
  17598. item_tmp.nameid = group->item_id;
  17599. item_tmp.identify = 1;
  17600. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  17601. }
  17602. skill_delunit(unit);
  17603. }
  17604. break;
  17605. default:
  17606. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  17607. // Deal damage before expiration
  17608. break;
  17609. }
  17610. skill_delunit(unit);
  17611. break;
  17612. }
  17613. } else {// skill unit is still active
  17614. switch( group->unit_id ) {
  17615. case UNT_BLASTMINE:
  17616. case UNT_SKIDTRAP:
  17617. case UNT_LANDMINE:
  17618. case UNT_SHOCKWAVE:
  17619. case UNT_SANDMAN:
  17620. case UNT_FLASHER:
  17621. case UNT_CLAYMORETRAP:
  17622. case UNT_FREEZINGTRAP:
  17623. case UNT_TALKIEBOX:
  17624. case UNT_ANKLESNARE:
  17625. case UNT_B_TRAP:
  17626. if( unit->val1 <= 0 ) {
  17627. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  17628. skill_delunit(unit);
  17629. else {
  17630. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  17631. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  17632. group->unit_id = UNT_USED_TRAPS;
  17633. }
  17634. }
  17635. break;
  17636. case UNT_REVERBERATION:
  17637. case UNT_NETHERWORLD:
  17638. if (unit->val1 <= 0) {
  17639. clif_changetraplook(bl,UNT_USED_TRAPS);
  17640. if (group->unit_id == UNT_REVERBERATION)
  17641. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17642. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17643. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17644. group->unit_id = UNT_USED_TRAPS;
  17645. }
  17646. break;
  17647. case UNT_WALLOFTHORN:
  17648. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17649. skill_delunitgroup(group);
  17650. break;
  17651. }
  17652. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17653. skill_delunit(unit);
  17654. break;
  17655. case UNT_SANCTUARY:
  17656. if (group->val1 <= 0) {
  17657. skill_delunitgroup(group);
  17658. }
  17659. break;
  17660. default:
  17661. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17662. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17663. // Unit will expire the next interval, start dropping Meteor
  17664. struct block_list* src;
  17665. if ((src = map_id2bl(group->src_id)) != NULL) {
  17666. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17667. group->val2 = 1;
  17668. }
  17669. }
  17670. // No damage until expiration
  17671. return 0;
  17672. }
  17673. break;
  17674. }
  17675. }
  17676. //Don't continue if unit or even group is expired and has been deleted.
  17677. if( !group || !unit->alive )
  17678. return 0;
  17679. dissonance = skill_dance_switch(unit, 0);
  17680. if( unit->range >= 0 && group->interval != -1 )
  17681. {
  17682. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17683. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17684. group->unit_id = UNT_USED_TRAPS;
  17685. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17686. unit->range = -1; //Disable processed cell.
  17687. if (--group->val1 <= 0) { // number of live cells
  17688. //All tiles were processed, disable skill.
  17689. group->target_flag=BCT_NOONE;
  17690. group->bl_flag= BL_NUL;
  17691. }
  17692. }
  17693. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17694. skill_delunit(unit);
  17695. return 0;
  17696. }
  17697. }
  17698. if( dissonance )
  17699. skill_dance_switch(unit, 1);
  17700. return 0;
  17701. }
  17702. /*==========================================
  17703. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17704. *------------------------------------------*/
  17705. TIMER_FUNC(skill_unit_timer){
  17706. map_freeblock_lock();
  17707. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17708. map_freeblock_unlock();
  17709. return 0;
  17710. }
  17711. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17712. /*==========================================
  17713. * flag :
  17714. * 1 : store that skill_unit in array
  17715. * 2 : clear that skill_unit
  17716. * 4 : call_on_left
  17717. *------------------------------------------*/
  17718. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17719. {
  17720. struct skill_unit* unit = (struct skill_unit *)bl;
  17721. struct block_list* target = va_arg(ap,struct block_list*);
  17722. t_tick tick = va_arg(ap,t_tick);
  17723. int flag = va_arg(ap,int);
  17724. bool dissonance;
  17725. uint16 skill_id;
  17726. int i;
  17727. nullpo_ret(unit);
  17728. nullpo_ret(target);
  17729. if( !unit->alive || target->prev == NULL )
  17730. return 0;
  17731. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17732. if (group == nullptr)
  17733. return 0;
  17734. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17735. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17736. dissonance = skill_dance_switch(unit, 0);
  17737. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17738. skill_id = group->skill_id;
  17739. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17740. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17741. if( dissonance ) {
  17742. skill_dance_switch(unit, 1);
  17743. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17744. }
  17745. return 0;
  17746. }
  17747. //Target-type check.
  17748. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17749. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17750. if( flag&1 ) {
  17751. if( flag&2 ) { //Clear this skill id.
  17752. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17753. if( i < ARRAYLENGTH(skill_unit_temp) )
  17754. skill_unit_temp[i] = 0;
  17755. }
  17756. } else {
  17757. if( flag&2 ) { //Store this skill id.
  17758. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17759. if( i < ARRAYLENGTH(skill_unit_temp) )
  17760. skill_unit_temp[i] = skill_id;
  17761. else
  17762. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17763. }
  17764. }
  17765. if( flag&4 )
  17766. skill_unit_onleft(skill_id,target,tick);
  17767. }
  17768. if( dissonance )
  17769. skill_dance_switch(unit, 1);
  17770. return 0;
  17771. } else {
  17772. if( flag&1 ) {
  17773. int result = skill_unit_onplace(unit,target,tick);
  17774. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17775. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17776. if( i < ARRAYLENGTH(skill_unit_temp) )
  17777. skill_unit_temp[i] = 0;
  17778. }
  17779. } else {
  17780. int result = skill_unit_onout(unit,target,tick);
  17781. if( flag&2 && result ) { //Store this unit id.
  17782. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17783. if( i < ARRAYLENGTH(skill_unit_temp) )
  17784. skill_unit_temp[i] = skill_id;
  17785. else
  17786. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17787. }
  17788. }
  17789. //TODO: Normally, this is dangerous since the unit and group could be freed
  17790. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17791. //cells do not get deleted within them. [Skotlex]
  17792. if( dissonance )
  17793. skill_dance_switch(unit, 1);
  17794. if( flag&4 )
  17795. skill_unit_onleft(skill_id,target,tick);
  17796. return 1;
  17797. }
  17798. }
  17799. /*==========================================
  17800. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17801. * Flag values:
  17802. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17803. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17804. * units to figure out when they have left a group.
  17805. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17806. *------------------------------------------*/
  17807. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17808. {
  17809. nullpo_ret(bl);
  17810. if( bl->prev == NULL )
  17811. return 0;
  17812. if( flag&2 && !(flag&1) ) //Onout, clear data
  17813. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17814. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17815. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17816. int i;
  17817. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17818. if( skill_unit_temp[i] )
  17819. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17820. }
  17821. return 0;
  17822. }
  17823. /*==========================================
  17824. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17825. * @param bl Skill unit
  17826. * @param m Map
  17827. * @param dx
  17828. * @param dy
  17829. *------------------------------------------*/
  17830. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17831. t_tick tick = gettick();
  17832. struct skill_unit *su;
  17833. if (bl->type != BL_SKILL)
  17834. return;
  17835. if (!(su = (struct skill_unit *)bl))
  17836. return;
  17837. if (!su->alive)
  17838. return;
  17839. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17840. return; //Ensembles may not be moved around.
  17841. if (!bl->prev) {
  17842. bl->x = dx;
  17843. bl->y = dy;
  17844. return;
  17845. }
  17846. map_moveblock(bl, dx, dy, tick);
  17847. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17848. skill_getareachar_skillunit_visibilty(su, AREA);
  17849. return;
  17850. }
  17851. /**
  17852. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17853. * @param group Skill Group
  17854. * @param m Map
  17855. * @param dx
  17856. * @param dy
  17857. */
  17858. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  17859. {
  17860. int i, j;
  17861. t_tick tick = gettick();
  17862. int *m_flag;
  17863. struct skill_unit *unit1;
  17864. struct skill_unit *unit2;
  17865. if (group == NULL)
  17866. return;
  17867. if (group->unit_count <= 0)
  17868. return;
  17869. if (group->unit == NULL)
  17870. return;
  17871. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17872. return; //Ensembles may not be moved around.
  17873. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17874. // m_flag
  17875. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17876. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17877. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17878. // 3: Both 1+2.
  17879. for(i = 0; i < group->unit_count; i++) {
  17880. unit1 =& group->unit[i];
  17881. if (!unit1->alive || unit1->bl.m != m)
  17882. continue;
  17883. for(j = 0; j < group->unit_count; j++) {
  17884. unit2 = &group->unit[j];
  17885. if (!unit2->alive)
  17886. continue;
  17887. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17888. m_flag[i] |= 0x1;
  17889. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17890. m_flag[i] |= 0x2;
  17891. }
  17892. }
  17893. j = 0;
  17894. for (i = 0; i < group->unit_count; i++) {
  17895. unit1 = &group->unit[i];
  17896. if (!unit1->alive)
  17897. continue;
  17898. if (!(m_flag[i]&0x2)) {
  17899. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17900. skill_dance_overlap(unit1, 0);
  17901. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17902. }
  17903. //Move Cell using "smart" criteria (avoid useless moving around)
  17904. switch(m_flag[i]) {
  17905. case 0:
  17906. //Cell moves independently, safely move it.
  17907. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17908. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17909. break;
  17910. case 1:
  17911. //Cell moves unto another cell, look for a replacement cell that won't collide
  17912. //and has no cell moving into it (flag == 2)
  17913. for(; j < group->unit_count; j++) {
  17914. int dx2, dy2;
  17915. if(m_flag[j] != 2 || !group->unit[j].alive)
  17916. continue;
  17917. //Move to where this cell would had moved.
  17918. unit2 = &group->unit[j];
  17919. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17920. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17921. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17922. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17923. j++; //Skip this cell as we have used it.
  17924. break;
  17925. }
  17926. break;
  17927. case 2:
  17928. case 3:
  17929. break; //Don't move the cell as a cell will end on this tile anyway.
  17930. }
  17931. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17932. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17933. skill_dance_overlap(unit1, 1);
  17934. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17935. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17936. }
  17937. }
  17938. aFree(m_flag);
  17939. }
  17940. /**
  17941. * Checking product requirement in player's inventory.
  17942. * Checking if player has the item or not, the amount, and the weight limit.
  17943. * @param sd Player
  17944. * @param nameid Product requested
  17945. * @param trigger Trigger criteria to match will 'ItemLv'
  17946. * @param qty Amount of item will be created
  17947. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17948. */
  17949. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  17950. {
  17951. short i, j;
  17952. nullpo_ret(sd);
  17953. if (!nameid || !itemdb_exists(nameid))
  17954. return 0;
  17955. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17956. if (skill_produce_db[i].nameid == nameid) {
  17957. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17958. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17959. continue; // must iterate again to check other skills that produce it. [malufett]
  17960. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17961. continue; // special case
  17962. break;
  17963. }
  17964. }
  17965. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  17966. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  17967. return 0;
  17968. }
  17969. if (i >= MAX_SKILL_PRODUCE_DB)
  17970. return 0;
  17971. // Cannot carry the produced stuff
  17972. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17973. return 0;
  17974. // Matching the requested produce list
  17975. if (trigger >= 0) {
  17976. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17977. if (skill_produce_db[i].itemlv != trigger)
  17978. return 0;
  17979. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17980. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17981. return 0;
  17982. } else { // Weapon (itemlv must be higher or equal)
  17983. if (skill_produce_db[i].itemlv > trigger)
  17984. return 0;
  17985. }
  17986. }
  17987. // Check on player's inventory
  17988. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17989. t_itemid nameid_produce;
  17990. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17991. continue;
  17992. if (skill_produce_db[i].mat_amount[j] == 0) {
  17993. if (pc_search_inventory(sd,nameid_produce) < 0)
  17994. return 0;
  17995. } else {
  17996. unsigned short idx, amt;
  17997. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17998. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17999. amt += sd->inventory.u.items_inventory[idx].amount;
  18000. if (amt < qty * skill_produce_db[i].mat_amount[j])
  18001. return 0;
  18002. }
  18003. }
  18004. return i + 1;
  18005. }
  18006. /**
  18007. * Attempt to produce an item
  18008. * @param sd Player
  18009. * @param skill_id Skill used
  18010. * @param nameid Requested product
  18011. * @param slot1
  18012. * @param slot2
  18013. * @param slot3
  18014. * @param qty Amount of requested item
  18015. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  18016. * @return True is success, False if failed
  18017. */
  18018. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  18019. {
  18020. int slot[3];
  18021. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  18022. int num = -1; // exclude the recipe
  18023. struct status_data *status;
  18024. nullpo_ret(sd);
  18025. status = status_get_status_data(&sd->bl);
  18026. if( sd->skill_id_old == skill_id )
  18027. skill_lv = sd->skill_lv_old;
  18028. if (produce_idx == -1) {
  18029. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  18030. return false;
  18031. idx--;
  18032. }
  18033. else
  18034. idx = produce_idx;
  18035. if (qty < 1)
  18036. qty = 1;
  18037. if (!skill_id) //A skill can be specified for some override cases.
  18038. skill_id = skill_produce_db[idx].req_skill;
  18039. if( skill_id == GC_RESEARCHNEWPOISON )
  18040. skill_id = GC_CREATENEWPOISON;
  18041. slot[0] = slot1;
  18042. slot[1] = slot2;
  18043. slot[2] = slot3;
  18044. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  18045. short j;
  18046. if (slot[i] <= 0)
  18047. continue;
  18048. j = pc_search_inventory(sd,slot[i]);
  18049. if (j < 0)
  18050. continue;
  18051. if (slot[i] == ITEMID_STAR_CRUMB) {
  18052. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  18053. sc++;
  18054. }
  18055. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  18056. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  18057. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  18058. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  18059. }
  18060. }
  18061. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  18062. short x, j;
  18063. t_itemid id;
  18064. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  18065. continue;
  18066. num++;
  18067. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  18068. do {
  18069. int y = 0;
  18070. j = pc_search_inventory(sd,id);
  18071. if (j >= 0) {
  18072. y = sd->inventory.u.items_inventory[j].amount;
  18073. if (y > x)
  18074. y = x;
  18075. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  18076. } else {
  18077. ShowError("skill_produce_mix: material item error\n");
  18078. return false;
  18079. }
  18080. x -= y;
  18081. } while( j >= 0 && x > 0 );
  18082. }
  18083. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  18084. wlv = itemdb_wlv(nameid);
  18085. else
  18086. wlv = 0;
  18087. if (!equip) {
  18088. switch (skill_id) {
  18089. case BS_IRON:
  18090. case BS_STEEL:
  18091. case BS_ENCHANTEDSTONE:
  18092. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  18093. i = pc_checkskill(sd,skill_id);
  18094. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  18095. switch (nameid) {
  18096. case ITEMID_IRON:
  18097. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  18098. break;
  18099. case ITEMID_STEEL:
  18100. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  18101. break;
  18102. case ITEMID_STAR_CRUMB:
  18103. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  18104. break;
  18105. default: // Enchanted Stones
  18106. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  18107. break;
  18108. }
  18109. break;
  18110. case ASC_CDP:
  18111. make_per = (2000 + 40*status->dex + 20*status->luk);
  18112. break;
  18113. case AL_HOLYWATER:
  18114. case AB_ANCILLA:
  18115. make_per = 100000; //100% success
  18116. break;
  18117. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  18118. case AM_TWILIGHT1:
  18119. case AM_TWILIGHT2:
  18120. case AM_TWILIGHT3:
  18121. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  18122. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  18123. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  18124. if (hom_is_active(sd->hd)) {//Player got a homun
  18125. int skill;
  18126. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  18127. make_per += skill*100; //+1% bonus per level
  18128. }
  18129. switch(nameid){
  18130. case ITEMID_RED_POTION:
  18131. case ITEMID_YELLOW_POTION:
  18132. case ITEMID_WHITE_POTION:
  18133. make_per += (1+rnd()%100)*10 + 2000;
  18134. break;
  18135. case ITEMID_ALCOHOL:
  18136. make_per += (1+rnd()%100)*10 + 1000;
  18137. break;
  18138. case ITEMID_FIRE_BOTTLE:
  18139. case ITEMID_ACID_BOTTLE:
  18140. case ITEMID_MAN_EATER_BOTTLE:
  18141. case ITEMID_MINI_BOTTLE:
  18142. make_per += (1+rnd()%100)*10;
  18143. break;
  18144. case ITEMID_YELLOW_SLIM_POTION:
  18145. make_per -= (1+rnd()%50)*10;
  18146. break;
  18147. case ITEMID_WHITE_SLIM_POTION:
  18148. case ITEMID_COATING_BOTTLE:
  18149. make_per -= (1+rnd()%100)*10;
  18150. break;
  18151. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  18152. case ITEMID_BLUE_POTION:
  18153. case ITEMID_RED_SLIM_POTION:
  18154. case ITEMID_ANODYNE:
  18155. case ITEMID_ALOEBERA:
  18156. default:
  18157. break;
  18158. }
  18159. if (battle_config.pp_rate != 100)
  18160. make_per = make_per * battle_config.pp_rate / 100;
  18161. break;
  18162. case SA_CREATECON: // Elemental Converter Creation
  18163. make_per = 100000; // should be 100% success rate
  18164. break;
  18165. case RK_RUNEMASTERY: {
  18166. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  18167. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  18168. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  18169. int D = 0;
  18170. switch (nameid) { //rune rank it_diff 9 craftable rune
  18171. case ITEMID_BERKANA:
  18172. D = -2000;
  18173. break; //Rank S
  18174. case ITEMID_NAUTHIZ:
  18175. case ITEMID_URUZ:
  18176. D = -1500;
  18177. break; //Rank A
  18178. case ITEMID_ISA:
  18179. case ITEMID_WYRD:
  18180. D = -1000;
  18181. break; //Rank B
  18182. case ITEMID_RAIDO:
  18183. case ITEMID_THURISAZ:
  18184. case ITEMID_HAGALAZ:
  18185. case ITEMID_OTHILA:
  18186. D = -500;
  18187. break; //Rank C
  18188. default:
  18189. D = -1500;
  18190. break; //not specified =-15%
  18191. }
  18192. make_per = A + B + C + D;
  18193. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  18194. if (runemastery_skill_lv > 9)
  18195. qty = 2 + rnd() % 5; // 2~6
  18196. else if (runemastery_skill_lv > 4)
  18197. qty = 2 + rnd() % 3; // 2~4
  18198. else
  18199. qty = 2;
  18200. }
  18201. break;
  18202. case GC_CREATENEWPOISON:
  18203. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18204. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18205. break;
  18206. case GN_CHANGEMATERIAL:
  18207. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18208. if (skill_changematerial_db[i].nameid == nameid) {
  18209. make_per = skill_changematerial_db[i].rate * 10;
  18210. break;
  18211. }
  18212. }
  18213. break;
  18214. case GN_S_PHARMACY:
  18215. {
  18216. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  18217. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  18218. switch (nameid) { // Item difficulty factor
  18219. case ITEMID_HP_INCREASE_POTION_SMALL:
  18220. case ITEMID_SP_INCREASE_POTION_SMALL:
  18221. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  18222. difficulty += 10;
  18223. break;
  18224. case ITEMID_BOMB_MUSHROOM_SPORE:
  18225. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  18226. difficulty += 15;
  18227. break;
  18228. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  18229. case ITEMID_SP_INCREASE_POTION_LARGE:
  18230. case ITEMID_VITATA500:
  18231. difficulty += 20;
  18232. break;
  18233. case ITEMID_SEED_OF_HORNY_PLANT:
  18234. case ITEMID_BLOODSUCK_PLANT_SEED:
  18235. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  18236. difficulty += 30;
  18237. break;
  18238. case ITEMID_HP_INCREASE_POTION_LARGE:
  18239. case ITEMID_CURE_FREE:
  18240. difficulty += 40;
  18241. break;
  18242. }
  18243. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  18244. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  18245. make_per -= difficulty;
  18246. qty = production_count[skill_lv - 1];
  18247. // Determine quantity from difficulty
  18248. if (make_per < 1)
  18249. qty -= 6;
  18250. else if (make_per < 100)
  18251. qty -= 5;
  18252. else if (make_per < 300)
  18253. qty -= 4;
  18254. else if (make_per < 400)
  18255. qty -= 3;
  18256. make_per = 100000; // Adjust success back to 100% for crafting
  18257. }
  18258. break;
  18259. case GN_MAKEBOMB:
  18260. case GN_MIX_COOKING:
  18261. {
  18262. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  18263. switch (nameid) { // Item difficulty factor
  18264. // GN_MAKEBOMB
  18265. case ITEMID_APPLE_BOMB:
  18266. difficulty += 5;
  18267. break;
  18268. case ITEMID_COCONUT_BOMB:
  18269. case ITEMID_MELON_BOMB:
  18270. difficulty += 10;
  18271. break;
  18272. case ITEMID_PINEAPPLE_BOMB:
  18273. difficulty += 15;
  18274. break;
  18275. case ITEMID_BANANA_BOMB:
  18276. difficulty += 20;
  18277. break;
  18278. // GN_MIX_COOKING
  18279. case ITEMID_SAVAGE_FULL_ROAST:
  18280. case ITEMID_COCKTAIL_WARG_BLOOD:
  18281. case ITEMID_MINOR_STEW:
  18282. case ITEMID_SIROMA_ICED_TEA:
  18283. case ITEMID_DROSERA_HERB_SALAD:
  18284. case ITEMID_PETITE_TAIL_NOODLES:
  18285. difficulty += 15;
  18286. break;
  18287. }
  18288. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  18289. if (skill_lv > 1) {
  18290. make_per -= difficulty;
  18291. // Determine quantity from difficulty
  18292. if (make_per >= 30)
  18293. qty = 10 + rnd() % 2;
  18294. else if (make_per >= 10)
  18295. qty = 10;
  18296. else if (make_per >= -10)
  18297. qty = 8;
  18298. else if (make_per >= -30)
  18299. qty = 5;
  18300. else
  18301. qty = 0;
  18302. } else {
  18303. if (make_per < difficulty)
  18304. qty = 0;
  18305. }
  18306. make_per = 100000; // Adjust success back to 100% for crafting
  18307. }
  18308. break;
  18309. default:
  18310. if (sd->menuskill_id == AM_PHARMACY &&
  18311. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  18312. { //Assume Cooking Dish
  18313. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  18314. make_per = 10000; //100% Success
  18315. else
  18316. make_per = 1200 * (sd->menuskill_val - 10)
  18317. + 20 * (sd->status.base_level + 1)
  18318. + 20 * (status->dex + 1)
  18319. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  18320. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  18321. - 10 * (100 - status->luk + 1)
  18322. - 500 * (num - 1)
  18323. - 100 * (rnd()%4 + 1);
  18324. break;
  18325. }
  18326. make_per = 5000;
  18327. break;
  18328. }
  18329. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  18330. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  18331. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  18332. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  18333. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  18334. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  18335. if( wlv >= 3 ){
  18336. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  18337. }
  18338. // Element Stone: -20%
  18339. if( ele ){
  18340. make_per -= 2000;
  18341. }
  18342. // Star Crumb: -15% each
  18343. make_per -= sc * 1500;
  18344. // Weapon level malus: -0/-10/-20/-30
  18345. if( wlv > 1 ){
  18346. make_per -= ( wlv * 1000 );
  18347. }
  18348. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  18349. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  18350. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  18351. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  18352. if (battle_config.wp_rate != 100)
  18353. make_per = make_per * battle_config.wp_rate / 100;
  18354. }
  18355. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  18356. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  18357. if (make_per < 1) make_per = 1;
  18358. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  18359. struct item tmp_item;
  18360. memset(&tmp_item,0,sizeof(tmp_item));
  18361. tmp_item.nameid = nameid;
  18362. tmp_item.amount = 1;
  18363. tmp_item.identify = 1;
  18364. if (equip) {
  18365. tmp_item.card[0] = CARD0_FORGE;
  18366. tmp_item.card[1] = ((sc*5)<<8)+ele;
  18367. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18368. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18369. } else {
  18370. //Flag is only used on the end, so it can be used here. [Skotlex]
  18371. switch (skill_id) {
  18372. case BS_DAGGER:
  18373. case BS_SWORD:
  18374. case BS_TWOHANDSWORD:
  18375. case BS_AXE:
  18376. case BS_MACE:
  18377. case BS_KNUCKLE:
  18378. case BS_SPEAR:
  18379. flag = battle_config.produce_item_name_input&0x1;
  18380. break;
  18381. case AM_PHARMACY:
  18382. case AM_TWILIGHT1:
  18383. case AM_TWILIGHT2:
  18384. case AM_TWILIGHT3:
  18385. flag = battle_config.produce_item_name_input&0x2;
  18386. break;
  18387. case AL_HOLYWATER:
  18388. case AB_ANCILLA:
  18389. flag = battle_config.produce_item_name_input&0x8;
  18390. break;
  18391. case ASC_CDP:
  18392. flag = battle_config.produce_item_name_input&0x10;
  18393. break;
  18394. default:
  18395. flag = battle_config.produce_item_name_input&0x80;
  18396. break;
  18397. }
  18398. if (flag) {
  18399. tmp_item.card[0] = CARD0_CREATE;
  18400. tmp_item.card[1] = 0;
  18401. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18402. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18403. }
  18404. }
  18405. // if(log_config.produce > 0)
  18406. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  18407. //TODO update PICKLOG
  18408. if (equip) {
  18409. clif_produceeffect(sd,0,nameid);
  18410. clif_misceffect(&sd->bl,3);
  18411. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  18412. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  18413. } else {
  18414. int fame = 0;
  18415. tmp_item.amount = 0;
  18416. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  18417. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  18418. tmp_item.amount = qty;
  18419. break;
  18420. }
  18421. if (qty == 1 || rnd()%10000 < make_per) { //Success
  18422. tmp_item.amount++;
  18423. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  18424. continue;
  18425. if (skill_id != AM_PHARMACY &&
  18426. skill_id != AM_TWILIGHT1 &&
  18427. skill_id != AM_TWILIGHT2 &&
  18428. skill_id != AM_TWILIGHT3)
  18429. continue;
  18430. //Add fame as needed.
  18431. switch(++sd->potion_success_counter) {
  18432. case 3:
  18433. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  18434. break;
  18435. case 5:
  18436. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  18437. break;
  18438. case 7:
  18439. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  18440. break;
  18441. case 10:
  18442. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  18443. sd->potion_success_counter = 0;
  18444. break;
  18445. }
  18446. } else //Failure
  18447. sd->potion_success_counter = 0;
  18448. }
  18449. if (fame)
  18450. pc_addfame(sd,fame);
  18451. //Visual effects and the like.
  18452. switch (skill_id) {
  18453. case AM_PHARMACY:
  18454. case AM_TWILIGHT1:
  18455. case AM_TWILIGHT2:
  18456. case AM_TWILIGHT3:
  18457. case ASC_CDP:
  18458. case GC_CREATENEWPOISON:
  18459. clif_produceeffect(sd,2,nameid);
  18460. clif_misceffect(&sd->bl,5);
  18461. break;
  18462. case BS_IRON:
  18463. case BS_STEEL:
  18464. case BS_ENCHANTEDSTONE:
  18465. clif_produceeffect(sd,0,nameid);
  18466. clif_misceffect(&sd->bl,3);
  18467. break;
  18468. default: //Those that don't require a skill?
  18469. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  18470. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  18471. if (sd->cook_mastery < 1999)
  18472. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  18473. }
  18474. break;
  18475. }
  18476. }
  18477. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  18478. int j, k = 0, l;
  18479. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  18480. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18481. if (skill_changematerial_db[i].nameid == nameid){
  18482. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  18483. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  18484. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  18485. tmp_item.amount = (isStackable ? total_qty : 1);
  18486. for (l = 0; l < total_qty; l += tmp_item.amount) {
  18487. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18488. clif_additem(sd,0,0,flag);
  18489. if( battle_config.skill_drop_items_full ){
  18490. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18491. }
  18492. }
  18493. }
  18494. k++;
  18495. }
  18496. }
  18497. break;
  18498. }
  18499. }
  18500. if (k) {
  18501. clif_produceeffect(sd,6,nameid);
  18502. clif_misceffect(&sd->bl,5);
  18503. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18504. return true;
  18505. }
  18506. } else if (tmp_item.amount) { //Success
  18507. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18508. clif_additem(sd,0,0,flag);
  18509. if( battle_config.skill_drop_items_full ){
  18510. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18511. }
  18512. }
  18513. switch (skill_id) {
  18514. case RK_RUNEMASTERY:
  18515. clif_produceeffect(sd, 4, nameid);
  18516. clif_misceffect(&sd->bl, 5);
  18517. break;
  18518. case GN_MIX_COOKING:
  18519. case GN_MAKEBOMB:
  18520. case GN_S_PHARMACY:
  18521. clif_produceeffect(sd, 6, nameid);
  18522. clif_misceffect(&sd->bl, 5);
  18523. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  18524. break;
  18525. }
  18526. return true;
  18527. }
  18528. }
  18529. //Failure
  18530. // if(log_config.produce)
  18531. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  18532. //TODO update PICKLOG
  18533. if (equip) {
  18534. clif_produceeffect(sd,1,nameid);
  18535. clif_misceffect(&sd->bl,2);
  18536. } else {
  18537. switch (skill_id) {
  18538. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  18539. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  18540. case AM_PHARMACY:
  18541. case AM_TWILIGHT1:
  18542. case AM_TWILIGHT2:
  18543. case AM_TWILIGHT3:
  18544. case GC_CREATENEWPOISON:
  18545. clif_produceeffect(sd,3,nameid);
  18546. clif_misceffect(&sd->bl,6);
  18547. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  18548. break;
  18549. case BS_IRON:
  18550. case BS_STEEL:
  18551. case BS_ENCHANTEDSTONE:
  18552. clif_produceeffect(sd,1,nameid);
  18553. clif_misceffect(&sd->bl,2);
  18554. break;
  18555. case RK_RUNEMASTERY:
  18556. clif_produceeffect(sd,5,nameid);
  18557. clif_misceffect(&sd->bl,6);
  18558. break;
  18559. case GN_MIX_COOKING:
  18560. if (qty == 0) {
  18561. item tmp_item;
  18562. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  18563. int rate = rnd() % 1000 + 1;
  18564. memset(&tmp_item, 0, sizeof(tmp_item));
  18565. if (rate < 500)
  18566. i = 0;
  18567. else if (rate < 750)
  18568. i = 1;
  18569. else if (rate < 850)
  18570. i = 2;
  18571. else if (rate < 950)
  18572. i = 3;
  18573. else
  18574. i = 4;
  18575. tmp_item.nameid = compensation[i];
  18576. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  18577. tmp_item.identify = 1;
  18578. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18579. clif_additem(sd,0,0,flag);
  18580. if( battle_config.skill_drop_items_full ){
  18581. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18582. }
  18583. }
  18584. clif_produceeffect(sd,7,nameid);
  18585. clif_misceffect(&sd->bl,6);
  18586. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18587. }
  18588. break;
  18589. case GN_MAKEBOMB:
  18590. case GN_S_PHARMACY:
  18591. case GN_CHANGEMATERIAL:
  18592. clif_produceeffect(sd,7,nameid);
  18593. clif_misceffect(&sd->bl,6);
  18594. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18595. break;
  18596. default:
  18597. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  18598. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  18599. if (sd->cook_mastery > 0)
  18600. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  18601. }
  18602. break;
  18603. }
  18604. }
  18605. return false;
  18606. }
  18607. /**
  18608. * Attempt to create arrow by specified material
  18609. * @param sd Player
  18610. * @param nameid Item ID of material
  18611. * @return True if created, False is failed
  18612. */
  18613. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  18614. {
  18615. nullpo_ret(sd);
  18616. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  18617. return false;
  18618. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  18619. for (const auto &it : skill_arrow_db) {
  18620. if (nameid == it.second->nameid) {
  18621. arrow = it.second;
  18622. break;
  18623. }
  18624. }
  18625. short j;
  18626. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  18627. return false;
  18628. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  18629. for (const auto &it : arrow->created) {
  18630. char flag = 0;
  18631. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  18632. continue;
  18633. struct item tmp_item = { 0 };
  18634. tmp_item.identify = 1;
  18635. tmp_item.nameid = it.first;
  18636. tmp_item.amount = it.second;
  18637. if (battle_config.produce_item_name_input&0x4) {
  18638. tmp_item.card[0] = CARD0_CREATE;
  18639. tmp_item.card[1] = 0;
  18640. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18641. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18642. }
  18643. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18644. clif_additem(sd,0,0,flag);
  18645. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18646. }
  18647. }
  18648. return true;
  18649. }
  18650. /**
  18651. * Enchant weapon with poison
  18652. * @param sd Player
  18653. * @nameid Item ID of poison type
  18654. */
  18655. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  18656. {
  18657. nullpo_ret(sd);
  18658. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  18659. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18660. return 0;
  18661. }
  18662. sc_type type;
  18663. int chance;
  18664. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18665. char output[CHAT_SIZE_MAX];
  18666. const char *msg;
  18667. switch( nameid ) {
  18668. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18669. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18670. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18671. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  18672. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18673. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  18674. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  18675. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18676. default:
  18677. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18678. return 0;
  18679. }
  18680. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18681. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18682. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  18683. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18684. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  18685. sprintf(output, msg_txt(sd,721), msg);
  18686. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18687. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18688. clif_msg(sd,msg);
  18689. #endif*/
  18690. return 0;
  18691. }
  18692. /**
  18693. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  18694. * @param bl: Object
  18695. * @param skill_id: Skill invoking to determine if Magic type
  18696. */
  18697. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18698. {
  18699. struct status_change *sc = status_get_sc(bl);
  18700. // non-offensive and non-magic skills do not affect the status
  18701. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18702. return;
  18703. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18704. if (sc->data[SC_MAGICPOWER]->val4) {
  18705. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18706. } else {
  18707. sc->data[SC_MAGICPOWER]->val4 = 1;
  18708. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18709. if(bl->type == BL_PC){// update current display.
  18710. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18711. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18712. }
  18713. }
  18714. }
  18715. }
  18716. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  18717. int x, y, i, class_, skill;
  18718. struct mob_data *md;
  18719. nullpo_ret(sd);
  18720. skill = sd->menuskill_val;
  18721. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18722. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18723. return 0;
  18724. }
  18725. // Spawn Position
  18726. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18727. x = sd->sc.comet_x;
  18728. y = sd->sc.comet_y;
  18729. sd->sc.comet_x = 0;
  18730. sd->sc.comet_y = 0;
  18731. sd->menuskill_val = 0;
  18732. // Item picked decides the mob class
  18733. switch(nameid) {
  18734. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18735. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18736. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18737. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18738. default:
  18739. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18740. return 0;
  18741. }
  18742. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18743. if( md ) {
  18744. struct unit_data *ud = unit_bl2ud(&md->bl);
  18745. md->master_id = sd->bl.id;
  18746. md->special_state.ai = AI_FAW;
  18747. if(ud) {
  18748. ud->skill_id = NC_MAGICDECOY;
  18749. ud->skill_lv = skill;
  18750. }
  18751. if( md->deletetimer != INVALID_TIMER )
  18752. delete_timer(md->deletetimer, mob_timer_delete);
  18753. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18754. mob_spawn(md);
  18755. }
  18756. return 0;
  18757. }
  18758. /**
  18759. * Process Warlock Spellbooks
  18760. * @param sd: Player data
  18761. * @param nameid: Spellbook item used
  18762. */
  18763. void skill_spellbook(struct map_session_data *sd, t_itemid nameid) {
  18764. nullpo_retv(sd);
  18765. if (reading_spellbook_db.empty())
  18766. return;
  18767. struct status_change *sc = status_get_sc(&sd->bl);
  18768. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18769. if (sc == nullptr || sc->data[i] == nullptr)
  18770. break;
  18771. if (i == SC_MAXSPELLBOOK) {
  18772. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18773. return;
  18774. }
  18775. }
  18776. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18777. if (spell == nullptr)
  18778. return;
  18779. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18780. if (skill_lv == 0) { // Caster hasn't learned the skill
  18781. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18782. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18783. return;
  18784. }
  18785. int points = spell->points;
  18786. if (sc && sc->data[SC_FREEZE_SP]) {
  18787. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 8 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  18788. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18789. return;
  18790. }
  18791. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18792. if (!sc->data[i]) {
  18793. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18794. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18795. break;
  18796. }
  18797. }
  18798. } else {
  18799. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18800. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18801. }
  18802. // Reading Spell Book SP cost same as the sealed spell.
  18803. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18804. }
  18805. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18806. int lv, prob, aslvl = 0;
  18807. uint16 id, sk_idx = 0;
  18808. nullpo_ret(sd);
  18809. if (sd->sc.data[SC_STOP]) {
  18810. aslvl = sd->sc.data[SC_STOP]->val1;
  18811. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18812. }
  18813. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18814. return 0;
  18815. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18816. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18817. return 0;
  18818. }
  18819. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18820. lv = min(lv,sd->status.skill[sk_idx].lv);
  18821. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18822. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18823. return 0;
  18824. }
  18825. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18826. int i;
  18827. nullpo_ret(sd);
  18828. nullpo_ret(item_list);
  18829. if( n <= 0 )
  18830. return 1;
  18831. for( i = 0; i < n; i++ ) {
  18832. t_itemid nameid, product;
  18833. int add_amount, del_amount, idx;
  18834. struct item tmp_item;
  18835. idx = item_list[i*2+0]-2;
  18836. if( idx < 0 || idx >= MAX_INVENTORY ){
  18837. return 1;
  18838. }
  18839. del_amount = item_list[i*2+1];
  18840. if( skill_lv == 2 )
  18841. del_amount -= (del_amount % 10);
  18842. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18843. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18844. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18845. return 1;
  18846. }
  18847. switch( nameid ) {
  18848. // Level 1
  18849. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18850. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18851. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18852. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18853. // Level 2
  18854. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18855. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18856. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18857. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18858. default:
  18859. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18860. return 1;
  18861. }
  18862. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18863. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18864. return 1;
  18865. }
  18866. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18867. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18868. return 1;
  18869. }
  18870. memset(&tmp_item,0,sizeof(tmp_item));
  18871. tmp_item.nameid = product;
  18872. tmp_item.amount = add_amount;
  18873. tmp_item.identify = 1;
  18874. if( tmp_item.amount ) {
  18875. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18876. if( flag != 0 ) {
  18877. clif_additem(sd,0,0,flag);
  18878. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18879. }
  18880. }
  18881. }
  18882. return 0;
  18883. }
  18884. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18885. int i, j, k, c, p = 0, amount;
  18886. t_itemid nameid;
  18887. nullpo_ret(sd);
  18888. nullpo_ret(item_list);
  18889. // Search for objects that can be created.
  18890. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18891. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18892. p = 0;
  18893. do {
  18894. c = 0;
  18895. // Verification of overlap between the objects required and the list submitted.
  18896. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18897. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18898. for( k = 0; k < n; k++ ) {
  18899. int idx = item_list[k*2+0]-2;
  18900. if( idx < 0 || idx >= MAX_INVENTORY ){
  18901. return 0;
  18902. }
  18903. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18904. amount = item_list[k*2+1];
  18905. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18906. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18907. return 0;
  18908. }
  18909. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  18910. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18911. c++; // match
  18912. }
  18913. }
  18914. else
  18915. break; // No more items required
  18916. }
  18917. p++;
  18918. } while(n == j && c == n);
  18919. p--;
  18920. if ( p > 0 ) {
  18921. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18922. return 1;
  18923. }
  18924. }
  18925. }
  18926. if( p == 0)
  18927. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18928. return 0;
  18929. }
  18930. /**
  18931. * For Royal Guard's LG_TRAMPLE
  18932. */
  18933. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18934. {
  18935. skill_unit *su = (struct skill_unit *)bl;
  18936. nullpo_ret(su);
  18937. std::shared_ptr<s_skill_unit_group> sg;
  18938. t_tick tick = va_arg(ap, t_tick);
  18939. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18940. switch( sg->unit_id ) {
  18941. case UNT_CLAYMORETRAP:
  18942. case UNT_FIRINGTRAP:
  18943. case UNT_ICEBOUNDTRAP:
  18944. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18945. break;
  18946. case UNT_LANDMINE:
  18947. case UNT_BLASTMINE:
  18948. case UNT_SHOCKWAVE:
  18949. case UNT_SANDMAN:
  18950. case UNT_FLASHER:
  18951. case UNT_FREEZINGTRAP:
  18952. case UNT_CLUSTERBOMB:
  18953. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18954. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18955. else
  18956. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18957. break;
  18958. }
  18959. // Traps aren't recovered.
  18960. skill_delunit(su);
  18961. }
  18962. return 0;
  18963. }
  18964. /*==========================================
  18965. *
  18966. *------------------------------------------*/
  18967. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18968. int i;
  18969. nullpo_retr(-1, sd);
  18970. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18971. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18972. }
  18973. TIMER_FUNC(skill_blockpc_end){
  18974. struct map_session_data *sd = map_id2sd(id);
  18975. int i = (int)data;
  18976. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18977. return 0;
  18978. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18979. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18980. return 0;
  18981. }
  18982. aFree(sd->scd[i]);
  18983. sd->scd[i] = NULL;
  18984. return 1;
  18985. }
  18986. /**
  18987. * Flags a singular skill as being blocked from persistent usage.
  18988. * @param sd the player the skill delay affects
  18989. * @param skill_id the skill which should be delayed
  18990. * @param tick the length of time the delay should last
  18991. * @param load whether this assignment is being loaded upon player login
  18992. * @return 0 if successful, -1 otherwise
  18993. */
  18994. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18995. int i;
  18996. nullpo_retr(-1, sd);
  18997. if (!skill_id || tick < 1)
  18998. return -1;
  18999. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  19000. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  19001. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  19002. aFree(sd->scd[i]);
  19003. sd->scd[i] = NULL;
  19004. }
  19005. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  19006. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  19007. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  19008. sd->scd[i]->skill_id = skill_id;
  19009. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  19010. if (battle_config.display_status_timers && tick > 0)
  19011. clif_skill_cooldown(sd, skill_id, tick);
  19012. return 1;
  19013. } else {
  19014. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  19015. return 0;
  19016. }
  19017. }
  19018. int skill_blockpc_clear(struct map_session_data *sd) {
  19019. int i;
  19020. nullpo_ret(sd);
  19021. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  19022. if (!sd->scd[i])
  19023. continue;
  19024. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  19025. aFree(sd->scd[i]);
  19026. sd->scd[i] = NULL;
  19027. }
  19028. return 1;
  19029. }
  19030. TIMER_FUNC(skill_blockhomun_end){
  19031. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  19032. if (hd) {
  19033. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  19034. if (skill != hd->blockskill.end())
  19035. hd->blockskill.erase(skill);
  19036. }
  19037. return 1;
  19038. }
  19039. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  19040. {
  19041. nullpo_retr(-1, hd);
  19042. if (!skill_db.exists(skill_id))
  19043. return -1;
  19044. auto skill = util::vector_get(hd->blockskill, skill_id);
  19045. if (tick < 1 && skill != hd->blockskill.end()) {
  19046. hd->blockskill.erase(skill);
  19047. return -1;
  19048. }
  19049. hd->blockskill.push_back(skill_id);
  19050. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  19051. }
  19052. TIMER_FUNC(skill_blockmerc_end){
  19053. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  19054. if (md) {
  19055. auto skill = util::vector_get(md->blockskill, (uint16)data);
  19056. if (skill != md->blockskill.end())
  19057. md->blockskill.erase(skill);
  19058. }
  19059. return 1;
  19060. }
  19061. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  19062. {
  19063. nullpo_retr(-1, md);
  19064. if (!skill_db.exists(skill_id))
  19065. return -1;
  19066. auto skill = util::vector_get(md->blockskill, skill_id);
  19067. if (tick < 1 && skill != md->blockskill.end()) {
  19068. md->blockskill.erase(skill);
  19069. return -1;
  19070. }
  19071. md->blockskill.push_back(skill_id);
  19072. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  19073. }
  19074. /**
  19075. * Adds a new skill unit entry for this player to recast after map load
  19076. * @param sd: Player
  19077. * @param skill_id: Skill ID to save
  19078. * @param skill_lv: Skill level to save
  19079. */
  19080. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  19081. {
  19082. struct skill_usave *sus = NULL;
  19083. if (idb_exists(skillusave_db,sd->status.char_id))
  19084. idb_remove(skillusave_db,sd->status.char_id);
  19085. CREATE(sus, struct skill_usave, 1);
  19086. idb_put(skillusave_db, sd->status.char_id, sus);
  19087. sus->skill_id = skill_id;
  19088. sus->skill_lv = skill_lv;
  19089. }
  19090. /**
  19091. * Loads saved skill unit entries for this player after map load
  19092. * @param sd: Player
  19093. */
  19094. void skill_usave_trigger(struct map_session_data *sd)
  19095. {
  19096. skill_usave *sus;
  19097. std::shared_ptr<s_skill_unit_group> group;
  19098. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  19099. return;
  19100. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  19101. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  19102. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  19103. idb_remove(skillusave_db, sd->status.char_id);
  19104. }
  19105. /*
  19106. *
  19107. */
  19108. int skill_split_str (char *str, char **val, int num)
  19109. {
  19110. int i;
  19111. for( i = 0; i < num && str; i++ ) {
  19112. val[i] = str;
  19113. str = strchr(str,',');
  19114. if( str )
  19115. *str++ = 0;
  19116. }
  19117. return i;
  19118. }
  19119. /*
  19120. *
  19121. */
  19122. void skill_init_unit_layout (void) {
  19123. int i,j,pos = 0;
  19124. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  19125. // standard square layouts go first
  19126. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  19127. int size = i*2+1;
  19128. skill_unit_layout[i].count = size*size;
  19129. for (j=0; j<size*size; j++) {
  19130. skill_unit_layout[i].dx[j] = (j%size-i);
  19131. skill_unit_layout[i].dy[j] = (j/size-i);
  19132. }
  19133. }
  19134. // afterwards add special ones
  19135. pos = i;
  19136. for (const auto &it : skill_db) {
  19137. std::shared_ptr<s_skill_db> skill = it.second;
  19138. uint16 skill_id = skill->nameid;
  19139. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  19140. continue;
  19141. if( skill_id == EL_FIRE_MANTLE ) {
  19142. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  19143. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  19144. skill_unit_layout[pos].count = 8;
  19145. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19146. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19147. } else {
  19148. switch (skill_id) {
  19149. case MG_FIREWALL:
  19150. case WZ_ICEWALL:
  19151. case WL_EARTHSTRAIN:
  19152. case RL_FIRE_RAIN:
  19153. // these will be handled later
  19154. break;
  19155. case PR_SANCTUARY:
  19156. case NPC_EVILLAND: {
  19157. static const int dx[] = {
  19158. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  19159. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  19160. static const int dy[]={
  19161. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  19162. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  19163. skill_unit_layout[pos].count = 21;
  19164. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19165. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19166. }
  19167. break;
  19168. case PR_MAGNUS: {
  19169. static const int dx[] = {
  19170. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19171. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19172. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  19173. static const int dy[] = {
  19174. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19175. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19176. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  19177. skill_unit_layout[pos].count = 33;
  19178. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19179. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19180. }
  19181. break;
  19182. case AS_VENOMDUST: {
  19183. static const int dx[] = {-1, 0, 0, 0, 1};
  19184. static const int dy[] = { 0,-1, 0, 1, 0};
  19185. skill_unit_layout[pos].count = 5;
  19186. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19187. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19188. }
  19189. break;
  19190. case CR_GRANDCROSS:
  19191. case NPC_GRANDDARKNESS: {
  19192. static const int dx[] = {
  19193. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  19194. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  19195. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  19196. static const int dy[] = {
  19197. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  19198. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  19199. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  19200. skill_unit_layout[pos].count = 29;
  19201. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19202. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19203. }
  19204. break;
  19205. case PF_FOGWALL: {
  19206. static const int dx[] = {
  19207. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  19208. static const int dy[] = {
  19209. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  19210. skill_unit_layout[pos].count = 15;
  19211. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19212. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19213. }
  19214. break;
  19215. case PA_GOSPEL: {
  19216. static const int dx[] = {
  19217. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19218. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19219. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  19220. -1, 0, 1};
  19221. static const int dy[] = {
  19222. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19223. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19224. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  19225. 3, 3, 3};
  19226. skill_unit_layout[pos].count = 33;
  19227. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19228. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19229. }
  19230. break;
  19231. case NJ_KAENSIN: {
  19232. 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};
  19233. 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};
  19234. skill_unit_layout[pos].count = 24;
  19235. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19236. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19237. }
  19238. break;
  19239. case NJ_TATAMIGAESHI: {
  19240. //Level 1 (count 4, cross of 3x3)
  19241. static const int dx1[] = {-1, 1, 0, 0};
  19242. static const int dy1[] = { 0, 0,-1, 1};
  19243. //Level 2-3 (count 8, cross of 5x5)
  19244. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19245. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19246. //Level 4-5 (count 12, cross of 7x7
  19247. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  19248. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  19249. //lv1
  19250. j = 0;
  19251. skill_unit_layout[pos].count = 4;
  19252. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  19253. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  19254. skill->unit_layout_type[j] = pos;
  19255. //lv2/3
  19256. j++;
  19257. pos++;
  19258. skill_unit_layout[pos].count = 8;
  19259. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  19260. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  19261. skill->unit_layout_type[j] = pos;
  19262. skill->unit_layout_type[++j] = pos;
  19263. //lv4/5
  19264. j++;
  19265. pos++;
  19266. skill_unit_layout[pos].count = 12;
  19267. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  19268. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  19269. skill->unit_layout_type[j] = pos;
  19270. skill->unit_layout_type[++j] = pos;
  19271. //Fill in the rest using lv 5.
  19272. for (;j<MAX_SKILL_LEVEL;j++)
  19273. skill->unit_layout_type[j] = pos;
  19274. //Skip, this way the check below will fail and continue to the next skill.
  19275. pos++;
  19276. }
  19277. break;
  19278. case GN_WALLOFTHORN: {
  19279. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  19280. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  19281. skill_unit_layout[pos].count = 16;
  19282. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19283. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19284. }
  19285. break;
  19286. case NPC_FLAMECROSS: {
  19287. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19288. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19289. skill_unit_layout[pos].count = 8;
  19290. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19291. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19292. }
  19293. break;
  19294. default:
  19295. ShowError("unknown unit layout at skill %d\n",i);
  19296. break;
  19297. }
  19298. }
  19299. if (!skill_unit_layout[pos].count)
  19300. continue;
  19301. for (j=0;j<MAX_SKILL_LEVEL;j++)
  19302. skill->unit_layout_type[j] = pos;
  19303. pos++;
  19304. }
  19305. // firewall and icewall have 8 layouts (direction-dependent)
  19306. firewall_unit_pos = pos;
  19307. for (i=0;i<8;i++) {
  19308. if (i&1) {
  19309. skill_unit_layout[pos].count = 5;
  19310. if (i&0x2) {
  19311. int dx[] = {-1,-1, 0, 0, 1};
  19312. int dy[] = { 1, 0, 0,-1,-1};
  19313. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19314. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19315. } else {
  19316. int dx[] = { 1, 1 ,0, 0,-1};
  19317. int dy[] = { 1, 0, 0,-1,-1};
  19318. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19319. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19320. }
  19321. } else {
  19322. skill_unit_layout[pos].count = 3;
  19323. if (i%4==0) {
  19324. int dx[] = {-1, 0, 1};
  19325. int dy[] = { 0, 0, 0};
  19326. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19327. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19328. } else {
  19329. int dx[] = { 0, 0, 0};
  19330. int dy[] = {-1, 0, 1};
  19331. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19332. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19333. }
  19334. }
  19335. pos++;
  19336. }
  19337. icewall_unit_pos = pos;
  19338. for (i=0;i<8;i++) {
  19339. skill_unit_layout[pos].count = 5;
  19340. if (i&1) {
  19341. if (i&0x2) {
  19342. int dx[] = {-2,-1, 0, 1, 2};
  19343. int dy[] = { 2, 1, 0,-1,-2};
  19344. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19345. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19346. } else {
  19347. int dx[] = { 2, 1 ,0,-1,-2};
  19348. int dy[] = { 2, 1, 0,-1,-2};
  19349. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19350. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19351. }
  19352. } else {
  19353. if (i%4==0) {
  19354. int dx[] = {-2,-1, 0, 1, 2};
  19355. int dy[] = { 0, 0, 0, 0, 0};
  19356. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19357. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19358. } else {
  19359. int dx[] = { 0, 0, 0, 0, 0};
  19360. int dy[] = {-2,-1, 0, 1, 2};
  19361. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19362. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19363. }
  19364. }
  19365. pos++;
  19366. }
  19367. earthstrain_unit_pos = pos;
  19368. for( i = 0; i < 8; i++ )
  19369. { // For each Direction
  19370. skill_unit_layout[pos].count = 15;
  19371. switch( i )
  19372. {
  19373. case 0: case 1: case 3: case 4: case 5: case 7:
  19374. {
  19375. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19376. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19377. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19378. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19379. }
  19380. break;
  19381. case 2:
  19382. case 6:
  19383. {
  19384. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19385. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19386. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19387. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19388. }
  19389. break;
  19390. }
  19391. pos++;
  19392. }
  19393. firerain_unit_pos = pos;
  19394. for( i = 0; i < 8; i++ ) {
  19395. skill_unit_layout[pos].count = 3;
  19396. switch( i ) {
  19397. case 0: case 1: case 3: case 4: case 5: case 7:
  19398. {
  19399. static const int dx[] = {-1, 0, 1};
  19400. static const int dy[] = { 0, 0, 0};
  19401. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19402. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19403. }
  19404. break;
  19405. case 2:
  19406. case 6:
  19407. {
  19408. static const int dx[] = { 0, 0, 0};
  19409. static const int dy[] = {-1, 0, 1};
  19410. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19411. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19412. }
  19413. break;
  19414. }
  19415. pos++;
  19416. }
  19417. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  19418. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19419. }
  19420. void skill_init_nounit_layout (void) {
  19421. int i, pos = 0;
  19422. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  19423. for( i = 0; i < 8; i++ ) {
  19424. if( i&1 ) {
  19425. skill_nounit_layout[pos].count = 33;
  19426. if( i&2 ) {
  19427. if( i&4 ) { // 7
  19428. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19429. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19430. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19431. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19432. } else { // 3
  19433. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19434. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19435. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19436. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19437. }
  19438. } else {
  19439. if( i&4 ) { // 5
  19440. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  19441. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  19442. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19443. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19444. } else { // 1
  19445. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  19446. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  19447. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19448. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19449. }
  19450. }
  19451. } else {
  19452. skill_nounit_layout[pos].count = 21;
  19453. if( i&2 ) {
  19454. if( i&4 ) { // 6
  19455. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  19456. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19457. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19458. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19459. } else { // 2
  19460. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  19461. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19462. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19463. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19464. }
  19465. } else {
  19466. if( i&4 ) { // 4
  19467. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19468. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  19469. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19470. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19471. } else { // 0
  19472. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19473. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  19474. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19475. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19476. }
  19477. }
  19478. }
  19479. pos++;
  19480. }
  19481. for( i = 0; i < 8; i++ ) {
  19482. if( i&1 ) {
  19483. skill_nounit_layout[pos].count = 74;
  19484. if( i&2 ) {
  19485. if( i&4 ) { // 7
  19486. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19487. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  19488. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  19489. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19490. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19491. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19492. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19493. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19494. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19495. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19496. } else { // 3
  19497. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19498. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19499. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19500. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19501. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19502. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19503. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19504. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19505. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19506. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19507. }
  19508. } else {
  19509. if( i&4 ) { // 5
  19510. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19511. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19512. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19513. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19514. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19515. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19516. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19517. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19518. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19519. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19520. } else { // 1
  19521. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19522. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19523. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19524. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19525. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19526. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  19527. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  19528. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19529. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19530. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19531. }
  19532. }
  19533. } else {
  19534. skill_nounit_layout[pos].count = 44;
  19535. if( i&2 ) {
  19536. if( i&4 ) { // 6
  19537. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  19538. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19539. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19540. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19541. } else { // 2
  19542. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  19543. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  19544. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19545. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19546. }
  19547. } else {
  19548. if( i&4 ) { // 4
  19549. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19550. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19551. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19552. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19553. } else { // 0
  19554. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19555. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19556. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19557. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19558. }
  19559. }
  19560. }
  19561. pos++;
  19562. }
  19563. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  19564. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19565. }
  19566. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  19567. struct status_change *sc = status_get_sc(bl);
  19568. if( !sc || !bl || !skill_id )
  19569. return 0; // Can do it
  19570. switch (type) {
  19571. case SC_ANKLE:
  19572. if (skill_id == AL_TELEPORT)
  19573. return 1;
  19574. break;
  19575. case SC_STASIS:
  19576. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  19577. return 1; // Can't do it.
  19578. break;
  19579. case SC_KAGEHUMI:
  19580. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  19581. return 1;
  19582. case SC_BITE:
  19583. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  19584. return 1;
  19585. break;
  19586. }
  19587. return 0;
  19588. }
  19589. /* Determines whether a skill is currently active or not
  19590. * Used for purposes of cancelling SP usage when disabling a skill
  19591. */
  19592. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  19593. {
  19594. switch( skill_id ) { //HP & SP Consumption Check
  19595. case BS_MAXIMIZE:
  19596. case NV_TRICKDEAD:
  19597. case TF_HIDING:
  19598. case AS_CLOAKING:
  19599. case GC_CLOAKINGEXCEED:
  19600. case ST_CHASEWALK:
  19601. case CR_DEFENDER:
  19602. case CR_SHRINK:
  19603. case CR_AUTOGUARD:
  19604. case ML_DEFENDER:
  19605. case ML_AUTOGUARD:
  19606. case PA_GOSPEL:
  19607. case GS_GATLINGFEVER:
  19608. case TK_READYCOUNTER:
  19609. case TK_READYDOWN:
  19610. case TK_READYSTORM:
  19611. case TK_READYTURN:
  19612. case TK_RUN:
  19613. case SG_FUSION:
  19614. case KO_YAMIKUMO:
  19615. case RA_WUGDASH:
  19616. case RA_CAMOUFLAGE:
  19617. case SJ_LUNARSTANCE:
  19618. case SJ_STARSTANCE:
  19619. case SJ_UNIVERSESTANCE:
  19620. case SJ_SUNSTANCE:
  19621. case SP_SOULCOLLECT:
  19622. if( sc->data[status_skill2sc(skill_id)] )
  19623. return 1;
  19624. break;
  19625. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19626. case NC_NEUTRALBARRIER:
  19627. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19628. return 1;
  19629. break;
  19630. case NC_STEALTHFIELD:
  19631. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19632. return 1;
  19633. break;
  19634. }
  19635. return 0;
  19636. }
  19637. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19638. int type = 0;
  19639. switch( skill_id ) {
  19640. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19641. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19642. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19643. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19644. }
  19645. type += skill_lv - 1;
  19646. return type;
  19647. }
  19648. /**
  19649. * Check before do `unit_movepos` call
  19650. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  19651. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19652. **/
  19653. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19654. struct status_change *sc;
  19655. nullpo_retr(false, bl);
  19656. struct map_data *mapdata = map_getmapdata(bl->m);
  19657. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19658. return false;
  19659. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19660. return false;
  19661. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19662. return false;
  19663. sc = status_get_sc(bl);
  19664. if (sc && sc->data[SC_SV_ROOTTWIST])
  19665. return false;
  19666. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19667. }
  19668. /**
  19669. * Get skill duration after adjustments by skill_duration mapflag
  19670. * @param mapdata: Source map data
  19671. * @param skill_id: Skill ID
  19672. * @param skill_lv: Skill level
  19673. * @return Adjusted skill duration
  19674. */
  19675. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19676. int time = 0;
  19677. if (!(time = skill_get_time(skill_id, skill_lv)))
  19678. return 0;
  19679. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19680. return time / 100 * mapdata->skill_duration[skill_id];
  19681. return time;
  19682. }
  19683. const std::string SkillDatabase::getDefaultLocation() {
  19684. return std::string(db_path) + "/skill_db.yml";
  19685. }
  19686. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19687. int32 value;
  19688. if (node[nodeName].IsScalar()) {
  19689. if (!this->asInt32(node, nodeName, value))
  19690. return false;
  19691. for (size_t i = 0; i < S; i++)
  19692. arr[i] = value;
  19693. } else {
  19694. uint16 max_level = 0;
  19695. for (const YAML::Node &it : node[nodeName]) {
  19696. uint16 skill_lv;
  19697. if (!this->asUInt16(it, "Level", skill_lv))
  19698. continue;
  19699. if (skill_lv > MAX_SKILL_LEVEL) {
  19700. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19701. return false;
  19702. }
  19703. if (!this->asInt32(it, subNodeName, value))
  19704. continue;
  19705. arr[skill_lv - 1] = value;
  19706. max_level = max(max_level, skill_lv);
  19707. }
  19708. size_t i = max_level, j;
  19709. // Check for linear change with increasing steps until we reach half of the data acquired.
  19710. for (size_t step = 1; step <= i / 2; step++) {
  19711. int diff = arr[i - 1] - arr[i - step - 1];
  19712. for (j = i - 1; j >= step; j--) {
  19713. if ((arr[j] - arr[j - step]) != diff)
  19714. break;
  19715. }
  19716. if (j >= step) // No match, try next step.
  19717. continue;
  19718. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  19719. arr[i] = arr[i - step] + diff;
  19720. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  19721. arr[i] = 1;
  19722. diff = 0;
  19723. step = 1;
  19724. }
  19725. }
  19726. return true;
  19727. }
  19728. // Unable to determine linear trend, fill remaining array values with last value
  19729. for (; i < S; i++)
  19730. arr[i] = arr[max_level - 1];
  19731. }
  19732. return true;
  19733. }
  19734. /**
  19735. * Reads and parses an entry from the skill_db.
  19736. * @param node: YAML node containing the entry.
  19737. * @return count of successfully parsed rows
  19738. */
  19739. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19740. uint16 skill_id;
  19741. if (!this->asUInt16(node, "Id", skill_id))
  19742. return 0;
  19743. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19744. bool exists = skill != nullptr;
  19745. if (!exists) {
  19746. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19747. return 0;
  19748. skill = std::make_shared<s_skill_db>();
  19749. skill->nameid = skill_id;
  19750. }
  19751. if (this->nodeExists(node, "Name")) {
  19752. std::string name;
  19753. if (!this->asString(node, "Name", name))
  19754. return 0;
  19755. name.resize(SKILL_NAME_LENGTH);
  19756. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19757. }
  19758. if (this->nodeExists(node, "Description")) {
  19759. std::string name;
  19760. if (!this->asString(node, "Description", name))
  19761. return 0;
  19762. name.resize(SKILL_DESC_LENGTH);
  19763. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19764. }
  19765. if (this->nodeExists(node, "MaxLevel")) {
  19766. uint16 skill_lv;
  19767. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19768. return 0;
  19769. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19770. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19771. return 0;
  19772. }
  19773. skill->max = skill_lv;
  19774. }
  19775. if (this->nodeExists(node, "Type")) {
  19776. std::string type;
  19777. if (!this->asString(node, "Type", type))
  19778. return 0;
  19779. std::string type_constant = "BF_" + type;
  19780. int64 constant;
  19781. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19782. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19783. return 0;
  19784. }
  19785. if (constant < BF_NONE || constant > BF_MISC) {
  19786. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19787. return 0;
  19788. }
  19789. skill->skill_type = static_cast<e_battle_flag>(constant);
  19790. } else {
  19791. if (!exists)
  19792. skill->skill_type = BF_NONE;
  19793. }
  19794. if (this->nodeExists(node, "TargetType")) {
  19795. std::string inf;
  19796. if (!this->asString(node, "TargetType", inf))
  19797. return 0;
  19798. std::string inf_constant = "INF_" + inf + "_SKILL";
  19799. int64 constant;
  19800. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19801. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19802. return 0;
  19803. }
  19804. skill->inf = static_cast<uint16>(constant);
  19805. }
  19806. if (this->nodeExists(node, "DamageFlags")) {
  19807. const YAML::Node &damageNode = node["DamageFlags"];
  19808. for (const auto &it : damageNode) {
  19809. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19810. int64 constant;
  19811. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19812. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19813. return 0;
  19814. }
  19815. bool active;
  19816. if (!this->asBool(damageNode, nk, active))
  19817. return 0;
  19818. if (active)
  19819. skill->nk.set(static_cast<uint8>(constant));
  19820. else
  19821. skill->nk.reset(static_cast<uint8>(constant));
  19822. }
  19823. }
  19824. if (this->nodeExists(node, "Flags")) {
  19825. const YAML::Node &infoNode = node["Flags"];
  19826. for (const auto &it : infoNode) {
  19827. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19828. int64 constant;
  19829. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19830. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19831. continue;
  19832. }
  19833. bool active;
  19834. if (!this->asBool(infoNode, inf2, active))
  19835. return 0;
  19836. if (active)
  19837. skill->inf2.set(static_cast<uint8>(constant));
  19838. else
  19839. skill->inf2.reset(static_cast<uint8>(constant));
  19840. }
  19841. }
  19842. if (this->nodeExists(node, "Range")) {
  19843. if (!this->parseNode("Range", "Size", node, skill->range))
  19844. return 0;
  19845. } else {
  19846. if (!exists)
  19847. memset(skill->range, 0, sizeof(skill->range));
  19848. }
  19849. if (this->nodeExists(node, "Hit")) {
  19850. std::string hit;
  19851. if (!this->asString(node, "Hit", hit))
  19852. return 0;
  19853. std::string hit_constant = "DMG_" + hit;
  19854. int64 constant;
  19855. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19856. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19857. return 0;
  19858. }
  19859. skill->hit = static_cast<e_damage_type>(constant);
  19860. } else {
  19861. if (!exists)
  19862. skill->hit = DMG_NORMAL;
  19863. }
  19864. if (this->nodeExists(node, "HitCount")) {
  19865. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19866. return 0;
  19867. } else {
  19868. if (!exists)
  19869. memset(skill->num, 0, sizeof(skill->num));
  19870. }
  19871. if (this->nodeExists(node, "Element")) {
  19872. const YAML::Node &elementNode = node["Element"];
  19873. std::string element;
  19874. if (elementNode.IsScalar()) {
  19875. if (!this->asString(node, "Element", element))
  19876. return 0;
  19877. std::string element_constant = "ELE_" + element;
  19878. int64 constant;
  19879. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19880. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19881. return 0;
  19882. }
  19883. if (constant == ELE_NONE) {
  19884. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19885. return 0;
  19886. }
  19887. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19888. } else {
  19889. for (const YAML::Node &it : elementNode) {
  19890. uint16 skill_lv;
  19891. if (!this->asUInt16(it, "Level", skill_lv))
  19892. continue;
  19893. if (skill_lv > MAX_SKILL_LEVEL) {
  19894. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19895. return false;
  19896. }
  19897. if (!this->asString(it, "Element", element))
  19898. continue;
  19899. std::string element_constant = "ELE_" + element;
  19900. int64 constant;
  19901. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19902. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19903. return 0;
  19904. }
  19905. if (constant == ELE_NONE) {
  19906. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19907. return 0;
  19908. }
  19909. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19910. }
  19911. }
  19912. } else {
  19913. if (!exists)
  19914. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19915. }
  19916. if (this->nodeExists(node, "SplashArea")) {
  19917. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19918. return 0;
  19919. } else {
  19920. if (!exists)
  19921. memset(skill->splash, 0, sizeof(skill->splash));
  19922. }
  19923. if (this->nodeExists(node, "ActiveInstance")) {
  19924. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19925. return 0;
  19926. } else {
  19927. if (!exists)
  19928. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19929. }
  19930. if (this->nodeExists(node, "Knockback")) {
  19931. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19932. return 0;
  19933. } else {
  19934. if (!exists)
  19935. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19936. }
  19937. if (this->nodeExists(node, "CopyFlags")) {
  19938. const YAML::Node &copyNode = node["CopyFlags"];
  19939. if (this->nodeExists(copyNode, "Skill")) {
  19940. const YAML::Node &copyskillNode = copyNode["Skill"];
  19941. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19942. bool active;
  19943. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19944. return 0;
  19945. if (active)
  19946. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19947. else
  19948. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19949. }
  19950. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19951. bool active;
  19952. if (!this->asBool(copyskillNode, "Reproduce", active))
  19953. return 0;
  19954. if (active)
  19955. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19956. else
  19957. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19958. }
  19959. } else {
  19960. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19961. return 0;
  19962. }
  19963. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19964. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19965. for (const auto &it : copyreqNode) {
  19966. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19967. int64 constant;
  19968. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19969. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19970. return 0;
  19971. }
  19972. skill->copyable.req_opt |= constant;
  19973. }
  19974. } else {
  19975. if (!exists)
  19976. skill->copyable.req_opt = 0;
  19977. }
  19978. }
  19979. if (this->nodeExists(node, "NoNearNpc")) {
  19980. const YAML::Node &npcNode = node["NoNearNpc"];
  19981. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19982. uint16 range;
  19983. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19984. return 0;
  19985. skill->unit_nonearnpc_range = range;
  19986. } else {
  19987. if (!exists)
  19988. skill->unit_nonearnpc_range = 0;
  19989. }
  19990. if (this->nodeExists(npcNode, "Type")) {
  19991. const YAML::Node &npctypeNode = npcNode["Type"];
  19992. for (const auto &it : npctypeNode) {
  19993. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19994. int64 constant;
  19995. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19996. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19997. return 0;
  19998. }
  19999. bool active;
  20000. if (!this->asBool(npctypeNode, type, active))
  20001. return 0;
  20002. if (active)
  20003. skill->unit_nonearnpc_type |= constant;
  20004. else
  20005. skill->unit_nonearnpc_type &= ~constant;
  20006. }
  20007. } else {
  20008. if (!exists)
  20009. skill->unit_nonearnpc_type = 0;
  20010. }
  20011. }
  20012. if (this->nodeExists(node, "CastCancel")) {
  20013. bool active;
  20014. if (!this->asBool(node, "CastCancel", active))
  20015. return 0;
  20016. skill->castcancel = active;
  20017. } else {
  20018. if (!exists)
  20019. skill->castcancel = false;
  20020. }
  20021. if (this->nodeExists(node, "CastDefenseReduction")) {
  20022. uint16 reduction;
  20023. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  20024. return 0;
  20025. skill->cast_def_rate = reduction;
  20026. } else {
  20027. if (!exists)
  20028. skill->cast_def_rate = 0;
  20029. }
  20030. if (this->nodeExists(node, "CastTime")) {
  20031. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  20032. return 0;
  20033. } else {
  20034. if (!exists)
  20035. memset(skill->cast, 0, sizeof(skill->cast));
  20036. }
  20037. if (this->nodeExists(node, "AfterCastActDelay")) {
  20038. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  20039. return 0;
  20040. } else {
  20041. if (!exists)
  20042. memset(skill->delay, 0, sizeof(skill->delay));
  20043. }
  20044. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  20045. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  20046. return 0;
  20047. } else {
  20048. if (!exists)
  20049. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  20050. }
  20051. if (this->nodeExists(node, "Duration1")) {
  20052. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  20053. return 0;
  20054. } else {
  20055. if (!exists)
  20056. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  20057. }
  20058. if (this->nodeExists(node, "Duration2")) {
  20059. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  20060. return 0;
  20061. } else {
  20062. if (!exists)
  20063. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  20064. }
  20065. if (this->nodeExists(node, "Cooldown")) {
  20066. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  20067. return 0;
  20068. } else {
  20069. if (!exists)
  20070. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  20071. }
  20072. #ifdef RENEWAL_CAST
  20073. if (this->nodeExists(node, "FixedCastTime")) {
  20074. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  20075. return 0;
  20076. } else {
  20077. if (!exists)
  20078. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  20079. }
  20080. #endif
  20081. if (this->nodeExists(node, "CastTimeFlags")) {
  20082. const YAML::Node &castNode = node["CastTimeFlags"];
  20083. for (const auto &it : castNode) {
  20084. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  20085. int64 constant;
  20086. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20087. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  20088. return 0;
  20089. }
  20090. bool active;
  20091. if (!this->asBool(castNode, flag, active))
  20092. return 0;
  20093. if (active)
  20094. skill->castnodex |= constant;
  20095. else
  20096. skill->castnodex &= ~constant;
  20097. }
  20098. }
  20099. if (this->nodeExists(node, "CastDelayFlags")) {
  20100. const YAML::Node &castNode = node["CastDelayFlags"];
  20101. for (const auto &it : castNode) {
  20102. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  20103. int64 constant;
  20104. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20105. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  20106. return 0;
  20107. }
  20108. bool active;
  20109. if (!this->asBool(castNode, flag, active))
  20110. return 0;
  20111. if (active)
  20112. skill->delaynodex |= constant;
  20113. else
  20114. skill->delaynodex &= ~constant;
  20115. }
  20116. }
  20117. if (this->nodeExists(node, "Requires")) {
  20118. const YAML::Node &requireNode = node["Requires"];
  20119. if (this->nodeExists(requireNode, "HpCost")) {
  20120. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  20121. return 0;
  20122. } else {
  20123. if (!exists)
  20124. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  20125. }
  20126. if (this->nodeExists(requireNode, "SpCost")) {
  20127. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  20128. return 0;
  20129. } else {
  20130. if (!exists)
  20131. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  20132. }
  20133. if (this->nodeExists(requireNode, "HpRateCost")) {
  20134. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  20135. return 0;
  20136. } else {
  20137. if (!exists)
  20138. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  20139. }
  20140. if (this->nodeExists(requireNode, "SpRateCost")) {
  20141. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  20142. return 0;
  20143. } else {
  20144. if (!exists)
  20145. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  20146. }
  20147. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  20148. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  20149. return 0;
  20150. } else {
  20151. if (!exists)
  20152. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  20153. }
  20154. if (this->nodeExists(requireNode, "ZenyCost")) {
  20155. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  20156. return 0;
  20157. } else {
  20158. if (!exists)
  20159. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  20160. }
  20161. if (this->nodeExists(requireNode, "Weapon")) {
  20162. const YAML::Node &weaponNode = requireNode["Weapon"];
  20163. if (this->nodeExists(weaponNode, "All")) {
  20164. bool active;
  20165. if (!this->asBool(weaponNode, "All", active))
  20166. return 0;
  20167. if (active)
  20168. skill->require.weapon = 0;
  20169. } else {
  20170. for (const auto &it : weaponNode) {
  20171. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  20172. int64 constant;
  20173. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  20174. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  20175. return 0;
  20176. }
  20177. bool active;
  20178. if (!this->asBool(weaponNode, weapon, active))
  20179. return 0;
  20180. if (active)
  20181. skill->require.weapon |= 1 << constant;
  20182. else
  20183. skill->require.weapon &= ~(1 << constant);
  20184. }
  20185. }
  20186. } else {
  20187. if (!exists)
  20188. skill->require.weapon = 0;
  20189. }
  20190. if (this->nodeExists(requireNode, "Ammo")) {
  20191. const YAML::Node &ammoNode = requireNode["Ammo"];
  20192. if (this->nodeExists(ammoNode, "None")) {
  20193. bool active;
  20194. if (!this->asBool(ammoNode, "None", active))
  20195. return 0;
  20196. if (active)
  20197. skill->require.ammo = 0;
  20198. } else {
  20199. for (const auto &it : ammoNode) {
  20200. std::string ammo = it.first.as<std::string>(), ammo_constant = "AMMO_" + ammo;
  20201. int64 constant;
  20202. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  20203. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  20204. return 0;
  20205. }
  20206. bool active;
  20207. if (!this->asBool(ammoNode, ammo, active))
  20208. return 0;
  20209. if (active)
  20210. skill->require.ammo |= 1 << constant;
  20211. else
  20212. skill->require.ammo &= ~(1 << constant);
  20213. }
  20214. }
  20215. } else {
  20216. if (!exists)
  20217. skill->require.ammo = 0;
  20218. }
  20219. if (this->nodeExists(requireNode, "AmmoAmount")) {
  20220. if (skill->require.ammo == 0) {
  20221. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  20222. return 0;
  20223. }
  20224. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  20225. return 0;
  20226. } else {
  20227. if (!exists)
  20228. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  20229. }
  20230. if (this->nodeExists(requireNode, "State")) {
  20231. std::string state;
  20232. if (!this->asString(requireNode, "State", state))
  20233. return 0;
  20234. std::string state_constant = "ST_" + state;
  20235. int64 constant;
  20236. if (!script_get_constant(state_constant.c_str(), &constant)) {
  20237. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  20238. return 0;
  20239. }
  20240. skill->require.state = static_cast<int32>(constant);
  20241. }
  20242. if (this->nodeExists(requireNode, "Status")) {
  20243. const YAML::Node &statusNode = requireNode["Status"];
  20244. for (const auto &it : statusNode) {
  20245. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  20246. int64 constant;
  20247. if (!script_get_constant(status_constant.c_str(), &constant)) {
  20248. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  20249. return 0;
  20250. }
  20251. bool active;
  20252. if (!this->asBool(statusNode, status, active))
  20253. return 0;
  20254. auto status_exists = util::vector_get(skill->require.status, constant);
  20255. if (active && status_exists == skill->require.status.end())
  20256. skill->require.status.push_back(static_cast<sc_type>(constant));
  20257. else if (!active && status_exists != skill->require.status.end())
  20258. skill->require.status.erase(status_exists);
  20259. }
  20260. }
  20261. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  20262. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  20263. return 0;
  20264. } else {
  20265. if (!exists)
  20266. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  20267. }
  20268. if (this->nodeExists(requireNode, "ItemCost")) {
  20269. const YAML::Node &itemNode = requireNode["ItemCost"];
  20270. int32 count = 0;
  20271. for (const YAML::Node &it : itemNode) {
  20272. std::string item_name;
  20273. if (!this->asString(it, "Item", item_name))
  20274. continue;
  20275. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20276. if (item == nullptr) {
  20277. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  20278. return 0;
  20279. }
  20280. int32 amount;
  20281. if (!this->asInt32(it, "Amount", amount))
  20282. continue;
  20283. if (this->nodeExists(it, "Level")) {
  20284. uint16 cost_level;
  20285. if (!this->asUInt16(it, "Level", cost_level))
  20286. continue;
  20287. if (cost_level < 1 || cost_level > skill->max) {
  20288. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  20289. return 0;
  20290. }
  20291. count = cost_level - 1;
  20292. if (!skill->require.itemid_level_dependent)
  20293. skill->require.itemid_level_dependent = true;
  20294. }
  20295. skill->require.itemid[count] = item->nameid;
  20296. skill->require.amount[count] = amount;
  20297. count++;
  20298. }
  20299. }
  20300. if (this->nodeExists(requireNode, "Equipment")) {
  20301. const YAML::Node &equipNode = requireNode["Equipment"];
  20302. for (const auto &it : equipNode) {
  20303. std::string item_name = it.first.as<std::string>();
  20304. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20305. if (item == nullptr) {
  20306. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  20307. return 0;
  20308. }
  20309. bool active;
  20310. if (!this->asBool(equipNode, item_name, active))
  20311. return 0;
  20312. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  20313. if (active && equip_exists == skill->require.eqItem.end())
  20314. skill->require.eqItem.push_back(item->nameid);
  20315. else if (!active && equip_exists != skill->require.eqItem.end())
  20316. skill->require.eqItem.erase(equip_exists);
  20317. }
  20318. }
  20319. }
  20320. if (this->nodeExists(node, "Unit")) {
  20321. const YAML::Node &unitNode = node["Unit"];
  20322. if (this->nodeExists(unitNode, "Id")) {
  20323. std::string unit;
  20324. if (!this->asString(unitNode, "Id", unit))
  20325. return 0;
  20326. std::string unit_constant = "UNT_" + unit;
  20327. int64 constant;
  20328. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20329. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  20330. return 0;
  20331. }
  20332. skill->unit_id = static_cast<uint16>(constant);
  20333. } else {
  20334. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  20335. return 0;
  20336. }
  20337. if (this->nodeExists(unitNode, "AlternateId")) {
  20338. std::string unit;
  20339. if (!this->asString(unitNode, "AlternateId", unit))
  20340. return 0;
  20341. std::string unit_constant = "UNT_" + unit;
  20342. int64 constant;
  20343. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20344. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  20345. return 0;
  20346. }
  20347. skill->unit_id2 = static_cast<uint16>(constant);
  20348. } else {
  20349. if (!exists)
  20350. skill->unit_id2 = 0;
  20351. }
  20352. if (this->nodeExists(unitNode, "Layout")) {
  20353. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  20354. return 0;
  20355. } else {
  20356. if (!exists)
  20357. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  20358. }
  20359. if (this->nodeExists(unitNode, "Range")) {
  20360. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  20361. return 0;
  20362. } else {
  20363. if (!exists)
  20364. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  20365. }
  20366. if (this->nodeExists(unitNode, "Interval")) {
  20367. int16 interval;
  20368. if (!this->asInt16(unitNode, "Interval", interval))
  20369. return 0;
  20370. skill->unit_interval = interval;
  20371. } else {
  20372. if (!exists)
  20373. skill->unit_interval = 0;
  20374. }
  20375. if (this->nodeExists(unitNode, "Target")) {
  20376. std::string target;
  20377. if (!this->asString(unitNode, "Target", target))
  20378. return 0;
  20379. std::string target_constant = "BCT_" + target;
  20380. int64 constant;
  20381. if (!script_get_constant(target_constant.c_str(), &constant)) {
  20382. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  20383. return 0;
  20384. }
  20385. skill->unit_target = static_cast<int32>(constant);
  20386. } else {
  20387. if (!exists)
  20388. skill->unit_target = BCT_ALL;
  20389. }
  20390. if (this->nodeExists(unitNode, "Flag")) {
  20391. const YAML::Node &flagNode = unitNode["Flag"];
  20392. for (const auto &it : flagNode) {
  20393. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  20394. int64 constant;
  20395. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20396. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  20397. return 0;
  20398. }
  20399. bool active;
  20400. if (!this->asBool(flagNode, flag, active))
  20401. return 0;
  20402. if (active)
  20403. skill->unit_flag.set(static_cast<uint8>(constant));
  20404. else
  20405. skill->unit_flag.reset(static_cast<uint8>(constant));
  20406. }
  20407. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  20408. skill->unit_target = BCT_NOENEMY;
  20409. // By default, target just characters.
  20410. skill->unit_target |= BL_CHAR;
  20411. if (skill->unit_flag[UF_NOPC])
  20412. skill->unit_target &= ~BL_PC;
  20413. if (skill->unit_flag[UF_NOMOB])
  20414. skill->unit_target &= ~BL_MOB;
  20415. if (skill->unit_flag[UF_SKILL])
  20416. skill->unit_target |= BL_SKILL;
  20417. } else {
  20418. if (!exists){
  20419. skill->unit_flag = UF_NONE;
  20420. // By default, target just characters.
  20421. skill->unit_target |= BL_CHAR;
  20422. }
  20423. }
  20424. }
  20425. if (!exists) {
  20426. this->put(skill_id, skill);
  20427. skilldb_id2idx[skill_id] = skill_num;
  20428. skill_num++;
  20429. }
  20430. return 1;
  20431. }
  20432. void SkillDatabase::clear() {
  20433. TypesafeCachedYamlDatabase::clear();
  20434. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  20435. skill_num = 1;
  20436. }
  20437. SkillDatabase skill_db;
  20438. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  20439. return std::string(db_path) + "/spellbook_db.yml";
  20440. }
  20441. /**
  20442. * Reads and parses an entry from the spellbook_db.
  20443. * @param node: YAML node containing the entry.
  20444. * @return count of successfully parsed rows
  20445. */
  20446. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  20447. std::string skill_name;
  20448. if (!this->asString(node, "Skill", skill_name))
  20449. return 0;
  20450. uint16 skill_id = skill_name2id(skill_name.c_str());
  20451. if (skill_id == 0) {
  20452. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  20453. return 0;
  20454. }
  20455. if (!skill_get_inf(skill_id)) {
  20456. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  20457. return 0;
  20458. }
  20459. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  20460. bool exists = spell != nullptr;
  20461. if (!exists) {
  20462. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  20463. return 0;
  20464. spell = std::make_shared<s_skill_spellbook_db>();
  20465. spell->skill_id = skill_id;
  20466. }
  20467. if (this->nodeExists(node, "Book")) {
  20468. std::string book_name;
  20469. if (!this->asString(node, "Book", book_name))
  20470. return 0;
  20471. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  20472. if (item == nullptr) {
  20473. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  20474. return 0;
  20475. }
  20476. spell->nameid = item->nameid;
  20477. }
  20478. if (this->nodeExists(node, "PreservePoints")) {
  20479. uint16 points;
  20480. if (!this->asUInt16(node, "PreservePoints", points))
  20481. return 0;
  20482. spell->points = points;
  20483. }
  20484. if (!exists)
  20485. this->put(skill_id, spell);
  20486. return 1;
  20487. }
  20488. /**
  20489. * Check if the specified item is available in the spellbook_db or not
  20490. * @param nameid: Book Item ID
  20491. * @return Spell data or nullptr otherwise
  20492. */
  20493. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  20494. if (nameid == 0 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  20495. return nullptr;
  20496. for (const auto &spell : reading_spellbook_db) {
  20497. if (spell.second->nameid == nameid)
  20498. return spell.second;
  20499. }
  20500. return nullptr;
  20501. }
  20502. const std::string MagicMushroomDatabase::getDefaultLocation() {
  20503. return std::string(db_path) + "/magicmushroom_db.yml";
  20504. }
  20505. /**
  20506. * Reads and parses an entry from the magicmushroom_db.
  20507. * @param node: YAML node containing the entry.
  20508. * @return count of successfully parsed rows
  20509. */
  20510. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  20511. std::string skill_name;
  20512. if (!this->asString(node, "Skill", skill_name))
  20513. return 0;
  20514. uint16 skill_id = skill_name2id(skill_name.c_str());
  20515. if (!skill_id) {
  20516. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  20517. return 0;
  20518. }
  20519. if (!skill_get_inf(skill_id)) {
  20520. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  20521. return 0;
  20522. }
  20523. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  20524. bool exists = mushroom != nullptr;
  20525. if (!exists) {
  20526. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  20527. mushroom->skill_id = skill_id;
  20528. this->put(skill_id, mushroom);
  20529. }
  20530. return 1;
  20531. }
  20532. /** Reads skill no cast db
  20533. * Structure: SkillID,Flag
  20534. */
  20535. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  20536. {
  20537. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  20538. if (!skill)
  20539. return false;
  20540. skill->nocast |= atoi(split[1]);
  20541. return true;
  20542. }
  20543. /** Reads Produce db
  20544. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  20545. */
  20546. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  20547. {
  20548. unsigned short x, y;
  20549. unsigned short id = atoi(split[0]);
  20550. t_itemid nameid = 0;
  20551. bool found = false;
  20552. if (id >= ARRAYLENGTH(skill_produce_db)) {
  20553. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  20554. return false;
  20555. }
  20556. // Clear previous data, for importing support
  20557. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  20558. // Import just for clearing/disabling from original data
  20559. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  20560. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  20561. return true;
  20562. }
  20563. if (!itemdb_exists(nameid)) {
  20564. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  20565. return false;
  20566. }
  20567. skill_produce_db[id].nameid = nameid;
  20568. skill_produce_db[id].itemlv = atoi(split[2]);
  20569. skill_produce_db[id].req_skill = atoi(split[3]);
  20570. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  20571. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  20572. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  20573. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  20574. }
  20575. if (!found)
  20576. skill_produce_count++;
  20577. return true;
  20578. }
  20579. const std::string SkillArrowDatabase::getDefaultLocation() {
  20580. return std::string(db_path) + "/create_arrow_db.yml";
  20581. }
  20582. /**
  20583. * Reads and parses an entry from the create_arrow_db.
  20584. * @param node: YAML node containing the entry.
  20585. * @return count of successfully parsed rows
  20586. */
  20587. uint64 SkillArrowDatabase::parseBodyNode(const YAML::Node &node) {
  20588. std::string source_name;
  20589. if (!this->asString(node, "Source", source_name))
  20590. return 0;
  20591. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  20592. if (item == nullptr) {
  20593. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  20594. return 0;
  20595. }
  20596. t_itemid nameid = item->nameid;
  20597. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  20598. bool exists = arrow != nullptr;
  20599. if (!exists) {
  20600. arrow = std::make_shared<s_skill_arrow_db>();
  20601. arrow->nameid = nameid;
  20602. }
  20603. const YAML::Node &MakeNode = node["Make"];
  20604. for (const auto &it : MakeNode) {
  20605. std::string item_name;
  20606. if (!this->asString(it, "Item", item_name))
  20607. return 0;
  20608. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20609. if (item == nullptr) {
  20610. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  20611. return 0;
  20612. }
  20613. uint16 amount;
  20614. if (!this->asUInt16(it, "Amount", amount))
  20615. return 0;
  20616. if (amount == 0) {
  20617. if (arrow->created.erase(item->nameid) == 0)
  20618. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  20619. continue;
  20620. }
  20621. if (amount > MAX_AMOUNT) {
  20622. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  20623. continue;
  20624. }
  20625. arrow->created[item->nameid] = amount;
  20626. }
  20627. if (!exists)
  20628. this->put(nameid, arrow);
  20629. return 1;
  20630. }
  20631. const std::string AbraDatabase::getDefaultLocation() {
  20632. return std::string(db_path) + "/abra_db.yml";
  20633. }
  20634. /**
  20635. * Reads and parses an entry from the abra_db.
  20636. * @param node: YAML node containing the entry.
  20637. * @return count of successfully parsed rows
  20638. */
  20639. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  20640. std::string skill_name;
  20641. if (!this->asString(node, "Skill", skill_name))
  20642. return 0;
  20643. uint16 skill_id = skill_name2id(skill_name.c_str());
  20644. if (!skill_id) {
  20645. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  20646. return 0;
  20647. }
  20648. if (!skill_get_inf(skill_id)) {
  20649. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  20650. return 0;
  20651. }
  20652. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  20653. bool exists = abra != nullptr;
  20654. if (!exists) {
  20655. abra = std::make_shared<s_skill_abra_db>();
  20656. abra->skill_id = skill_id;
  20657. }
  20658. if (this->nodeExists(node, "Probability")) {
  20659. const YAML::Node probNode = node["Probability"];
  20660. uint16 probability;
  20661. if (probNode.IsScalar()) {
  20662. if (!this->asUInt16Rate(probNode, "Probability", probability))
  20663. return 0;
  20664. abra->per.fill(probability);
  20665. } else {
  20666. abra->per.fill(0);
  20667. for (const YAML::Node &it : probNode) {
  20668. uint16 skill_lv;
  20669. if (!this->asUInt16(it, "Level", skill_lv))
  20670. continue;
  20671. if (skill_lv > MAX_SKILL_LEVEL) {
  20672. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20673. return 0;
  20674. }
  20675. if (!this->asUInt16Rate(it, "Probability", probability))
  20676. continue;
  20677. abra->per[skill_lv - 1] = probability;
  20678. }
  20679. }
  20680. } else {
  20681. if (!exists)
  20682. abra->per.fill(500);
  20683. }
  20684. if (!exists)
  20685. this->put(skill_id, abra);
  20686. return 1;
  20687. }
  20688. /** Reads change material db
  20689. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20690. */
  20691. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20692. {
  20693. uint16 id = atoi(split[0]);
  20694. t_itemid nameid = strtoul(split[1], nullptr, 10);
  20695. short rate = atoi(split[2]);
  20696. bool found = false;
  20697. int x, y;
  20698. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20699. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20700. return false;
  20701. }
  20702. // Clear previous data, for importing support
  20703. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20704. found = true;
  20705. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20706. }
  20707. // Import just for clearing/disabling from original data
  20708. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20709. if (nameid == 0) {
  20710. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20711. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20712. return true;
  20713. }
  20714. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20715. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20716. if (skill_produce_db[x].nameid == nameid)
  20717. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20718. break;
  20719. }
  20720. if (x >= MAX_SKILL_PRODUCE_DB) {
  20721. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  20722. return false;
  20723. }
  20724. skill_changematerial_db[id].nameid = nameid;
  20725. skill_changematerial_db[id].rate = rate;
  20726. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20727. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20728. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20729. }
  20730. if (!found)
  20731. skill_changematerial_count++;
  20732. return true;
  20733. }
  20734. /**
  20735. * Reads skill damage adjustment
  20736. * @author [Lilith]
  20737. */
  20738. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20739. {
  20740. int64 caster_tmp;
  20741. uint16 id;
  20742. int caster, value;
  20743. char *result;
  20744. trim(split[0]);
  20745. if (ISDIGIT(split[0][0])) {
  20746. value = strtol(split[0], &result, 10);
  20747. if (*result) {
  20748. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  20749. return false;
  20750. }
  20751. id = value;
  20752. } else
  20753. id = skill_name2id(split[0]);
  20754. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20755. if (!skill)
  20756. return false;
  20757. skill->damage = {};
  20758. trim(split[1]);
  20759. if (ISDIGIT(split[1][0])) {
  20760. value = strtol(split[1], &result, 10);
  20761. if (*result) {
  20762. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  20763. return false;
  20764. }
  20765. caster = value;
  20766. } else { // Try to parse caster as constant
  20767. if (!script_get_constant(split[1], &caster_tmp)) {
  20768. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  20769. return false;
  20770. }
  20771. caster = static_cast<uint16>(caster_tmp);
  20772. }
  20773. skill->damage.caster |= caster;
  20774. value = strtol(split[2], &result, 10);
  20775. if (*result) {
  20776. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  20777. return false;
  20778. }
  20779. skill->damage.map |= value;
  20780. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20781. value = strtol(split[offset], &result, 10);
  20782. if (*result && *result != ' ') {
  20783. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  20784. value = 0;
  20785. }
  20786. skill->damage.rate[i] = cap_value(value, -100, 100000);
  20787. }
  20788. return true;
  20789. }
  20790. /*===============================
  20791. * DB reading.
  20792. * skill_db.yml
  20793. * skill_nocast_db.txt
  20794. * produce_db.txt
  20795. * create_arrow_db.txt
  20796. *------------------------------*/
  20797. static void skill_readdb(void)
  20798. {
  20799. int i;
  20800. const char* dbsubpath[] = {
  20801. "",
  20802. "/" DBIMPORT,
  20803. //add other path here
  20804. };
  20805. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20806. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20807. skill_produce_count = skill_changematerial_count = 0;
  20808. skill_db.load();
  20809. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20810. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20811. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20812. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20813. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20814. if (i == 0) {
  20815. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20816. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20817. } else {
  20818. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20819. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20820. }
  20821. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20822. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20823. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20824. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20825. aFree(dbsubpath1);
  20826. aFree(dbsubpath2);
  20827. }
  20828. abra_db.load();
  20829. magic_mushroom_db.load();
  20830. reading_spellbook_db.load();
  20831. skill_arrow_db.load();
  20832. skill_init_unit_layout();
  20833. skill_init_nounit_layout();
  20834. }
  20835. void skill_reload (void) {
  20836. skill_db.clear();
  20837. abra_db.clear();
  20838. magic_mushroom_db.clear();
  20839. reading_spellbook_db.clear();
  20840. skill_arrow_db.clear();
  20841. skill_readdb();
  20842. initChangeTables(); // Re-init Status Change tables
  20843. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20844. s_mapiterator *iter = mapit_getallusers();
  20845. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20846. pc_validate_skill(sd);
  20847. clif_skillinfoblock(sd);
  20848. }
  20849. mapit_free(iter);
  20850. }
  20851. /*==========================================
  20852. *
  20853. *------------------------------------------*/
  20854. void do_init_skill(void)
  20855. {
  20856. skill_readdb();
  20857. skillunit_db = idb_alloc(DB_OPT_BASE);
  20858. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20859. bowling_db = idb_alloc(DB_OPT_BASE);
  20860. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20861. ers_chunk_size(skill_timer_ers, 150);
  20862. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20863. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20864. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20865. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20866. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20867. add_timer_func_list(skill_keep_using, "skill_keep_using");
  20868. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20869. }
  20870. void do_final_skill(void)
  20871. {
  20872. skill_db.clear();
  20873. abra_db.clear();
  20874. magic_mushroom_db.clear();
  20875. reading_spellbook_db.clear();
  20876. skill_arrow_db.clear();
  20877. db_destroy(skillunit_db);
  20878. db_destroy(skillusave_db);
  20879. db_destroy(bowling_db);
  20880. ers_destroy(skill_timer_ers);
  20881. }