skill.c 703 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define TIMERSKILL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. //Since only mob-casted splash skills can hit ice-walls
  116. static inline int splash_target(struct block_list* bl) {
  117. #ifndef RENEWAL
  118. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  119. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  120. return BL_SKILL|BL_CHAR;
  121. #endif
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. /// checks/adjusts index. make sure we don't use negative index
  192. static void skill_chk2(int *idx) {
  193. if (*idx < 0) *idx = 0;
  194. }
  195. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  196. #define skill_get2(id, lv, arrvar) do {\
  197. int idx;\
  198. skill_chk(&(id));\
  199. if (!(id))\
  200. return 0;\
  201. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  202. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1) {\
  203. int lv__ = (lv);\
  204. (lv) = skill_db[(id)]->max-1;\
  205. return ((arrvar)[(lv)] + ((lv__-(lv))/2));\
  206. }\
  207. return ((arrvar)[idx]);\
  208. } while(0)
  209. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  210. // Skill DB
  211. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  212. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  213. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  214. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  215. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  216. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  217. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  218. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  219. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  220. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  221. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  222. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  223. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  224. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  225. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  226. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  227. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  228. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  229. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  230. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  231. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  232. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  233. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  234. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  235. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  236. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  237. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  238. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  239. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  240. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  241. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  242. #ifdef RENEWAL_CAST
  243. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  244. #endif
  245. // Skill requirements
  246. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  247. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  248. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  249. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  250. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  251. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  252. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  253. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  254. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  255. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  256. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  257. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  258. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  259. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  260. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  261. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  262. int splash = skill_get_splash_(skill_id, skill_lv);
  263. if (splash < 0)
  264. return AREA_SIZE;
  265. return splash;
  266. }
  267. int skill_tree_get_max(uint16 skill_id, int b_class)
  268. {
  269. int i;
  270. b_class = pc_class2idx(b_class);
  271. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  272. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  273. return skill_tree[b_class][i].max;
  274. else
  275. return skill_get_max(skill_id);
  276. }
  277. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  278. int skill_attack_area(struct block_list *bl,va_list ap);
  279. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  280. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  281. int skill_greed(struct block_list *bl, va_list ap);
  282. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  283. static int skill_trap_splash(struct block_list *bl, va_list ap);
  284. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  285. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  286. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  287. static int skill_unit_effect(struct block_list *bl,va_list ap);
  288. static int skill_bind_trap(struct block_list *bl, va_list ap);
  289. int skill_get_casttype (uint16 skill_id) {
  290. int inf = skill_get_inf(skill_id);
  291. if (inf&(INF_GROUND_SKILL))
  292. return CAST_GROUND;
  293. if (inf&INF_SUPPORT_SKILL)
  294. return CAST_NODAMAGE;
  295. if (inf&INF_SELF_SKILL) {
  296. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  297. return CAST_DAMAGE; //Combo skill.
  298. return CAST_NODAMAGE;
  299. }
  300. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  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) {
  306. int range, inf3=0;
  307. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  308. return 9; //Mobs have a range of 9 regardless of skill used.
  309. range = skill_get_range(skill_id, skill_lv);
  310. if( range < 0 ) {
  311. if( battle_config.use_weapon_skill_range&bl->type )
  312. return status_get_range(bl);
  313. range *=-1;
  314. }
  315. inf3 = skill_get_inf3(skill_id);
  316. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  317. if( bl->type == BL_PC ) {
  318. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  319. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  320. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  321. } else
  322. range += 10; //Assume level 10?
  323. }
  324. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  325. if( bl->type == BL_PC ) {
  326. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  327. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  328. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  329. }
  330. }
  331. if( !range && bl->type != BL_PC )
  332. return 9; // Enable non players to use self skills on others. [Skotlex]
  333. return range;
  334. }
  335. /** Copy Referral: dummy skills should point to their source.
  336. * @param skill_id Dummy skill ID
  337. * @return Real skill id if found
  338. **/
  339. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  340. switch (skill_id) {
  341. case AB_DUPLELIGHT_MELEE:
  342. case AB_DUPLELIGHT_MAGIC:
  343. return AB_DUPLELIGHT;
  344. case WL_CHAINLIGHTNING_ATK:
  345. return WL_CHAINLIGHTNING;
  346. case WL_TETRAVORTEX_FIRE:
  347. case WL_TETRAVORTEX_WATER:
  348. case WL_TETRAVORTEX_WIND:
  349. case WL_TETRAVORTEX_GROUND:
  350. return WL_TETRAVORTEX;
  351. case WL_SUMMON_ATK_FIRE:
  352. return WL_SUMMONFB;
  353. case WL_SUMMON_ATK_WIND:
  354. return WL_SUMMONBL;
  355. case WL_SUMMON_ATK_WATER:
  356. return WL_SUMMONWB;
  357. case WL_SUMMON_ATK_GROUND:
  358. return WL_SUMMONSTONE;
  359. case LG_OVERBRAND_BRANDISH:
  360. case LG_OVERBRAND_PLUSATK:
  361. return LG_OVERBRAND;
  362. case WM_REVERBERATION_MELEE:
  363. case WM_REVERBERATION_MAGIC:
  364. return WM_REVERBERATION;
  365. case WM_SEVERE_RAINSTORM_MELEE:
  366. return WM_SEVERE_RAINSTORM;
  367. case GN_CRAZYWEED_ATK:
  368. return GN_CRAZYWEED;
  369. case GN_HELLS_PLANT_ATK:
  370. return GN_HELLS_PLANT;
  371. case GN_SLINGITEM_RANGEMELEEATK:
  372. return GN_SLINGITEM;
  373. case SR_FLASHCOMBO_ATK_STEP1:
  374. return SR_DRAGONCOMBO;
  375. case SR_FLASHCOMBO_ATK_STEP2:
  376. return SR_FALLENEMPIRE;
  377. case SR_FLASHCOMBO_ATK_STEP3:
  378. return SR_TIGERCANNON;
  379. case SR_FLASHCOMBO_ATK_STEP4:
  380. return SR_SKYNETBLOW;
  381. case RL_R_TRIP_PLUSATK:
  382. return RL_R_TRIP;
  383. }
  384. return skill_id;
  385. }
  386. /**
  387. * Calculates heal value of skill's effect
  388. * @param src
  389. * @param target
  390. * @param skill_id
  391. * @param skill_lv
  392. * @param heal
  393. * @return modified heal value
  394. */
  395. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  396. int skill, hp = 0;
  397. struct map_session_data *sd = BL_CAST(BL_PC, src);
  398. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  399. struct status_change *sc, *tsc;
  400. sc = status_get_sc(src);
  401. tsc = status_get_sc(target);
  402. switch( skill_id ) {
  403. case BA_APPLEIDUN:
  404. #ifdef RENEWAL
  405. hp = 100 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  406. #else
  407. hp = 30 + 5 * skill_lv + 5 * (status_get_vit(src) / 10); // HP recovery
  408. #endif
  409. if( sd )
  410. hp += 5 * pc_checkskill(sd,BA_MUSICALLESSON);
  411. break;
  412. case PR_SANCTUARY:
  413. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  414. break;
  415. case NPC_EVILLAND:
  416. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  417. break;
  418. case AB_HIGHNESSHEAL:
  419. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8));
  420. hp = (hp * (17 + 3 * skill_lv)) / 10;
  421. break;
  422. default:
  423. if (skill_lv >= battle_config.max_heal_lv)
  424. return battle_config.max_heal;
  425. #ifdef RENEWAL
  426. /**
  427. * Renewal Heal Formula
  428. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  429. */
  430. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  431. #else
  432. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  433. #endif
  434. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  435. hp += hp * skill * 2 / 100;
  436. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  437. hp += hp * skill * 2 / 100;
  438. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  439. hp *= 2;
  440. break;
  441. }
  442. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  443. hp >>= 1;
  444. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  445. hp += hp * skill / 100;
  446. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  447. hp += hp * skill / 100;
  448. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  449. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  450. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  451. if (tsc && tsc->count) {
  452. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  453. if (tsc->data[SC_INCHEALRATE])
  454. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  455. if (tsc->data[SC_EXTRACT_WHITE_POTION_Z])
  456. hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  457. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  458. hp += hp / 10;
  459. }
  460. if (heal) {
  461. uint8 penalty = 0;
  462. if (tsc->data[SC_CRITICALWOUND])
  463. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  464. if (tsc->data[SC_DEATHHURT])
  465. penalty += 20;
  466. if (tsc->data[SC_NORECOVER_STATE])
  467. penalty = 100;
  468. if (penalty > 0)
  469. hp -= hp * penalty / 100;
  470. }
  471. }
  472. #ifdef RENEWAL
  473. // MATK part of the RE heal formula [malufett]
  474. // Note: in this part matk bonuses from items or skills are not applied
  475. switch( skill_id ) {
  476. case BA_APPLEIDUN:
  477. case PR_SANCTUARY:
  478. case NPC_EVILLAND:
  479. break;
  480. default:
  481. {
  482. struct status_data *status = status_get_status_data(src);
  483. int min, max;
  484. min = max = status_base_matk(src, status, status_get_lv(src));
  485. if( status->rhw.matk > 0 ){
  486. int wMatk, variance;
  487. wMatk = status->rhw.matk;
  488. variance = wMatk * status->rhw.wlv / 10;
  489. min += wMatk - variance;
  490. max += wMatk + variance;
  491. }
  492. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  493. min = max;
  494. if( sd && sd->right_weapon.overrefine > 0 ){
  495. min++;
  496. max += sd->right_weapon.overrefine - 1;
  497. }
  498. if(max > min)
  499. hp += min+rnd()%(max-min);
  500. else
  501. hp += min;
  502. }
  503. }
  504. #endif
  505. return hp;
  506. }
  507. /**
  508. * Making Plagiarism and Reproduce check their own function
  509. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  510. * @param sd: Player who will copy the skill
  511. * @param skill_id: Target skill
  512. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  513. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  514. */
  515. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  516. // Only copy skill that player doesn't have or the skill is old clone
  517. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  518. return 0;
  519. // Check if the skill is copyable by class
  520. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  521. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  522. while (1) {
  523. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  524. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  525. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  526. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  527. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  528. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  529. return 0;
  530. }
  531. }
  532. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  533. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  534. return 1;
  535. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  536. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  537. return 2;
  538. return 0;
  539. }
  540. /**
  541. * Check if the skill is ok to cast and when.
  542. * Done before check_condition_begin, requirement
  543. * @param skill_id: Skill ID that casted
  544. * @param sd: Player who casted
  545. * @return true: Skill cannot be used, false: otherwise
  546. * @author [MouseJstr]
  547. */
  548. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  549. {
  550. int16 idx,m;
  551. nullpo_retr(1,sd);
  552. m = sd->bl.m;
  553. idx = skill_get_index(skill_id);
  554. if (idx == 0)
  555. return true; // invalid skill id
  556. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  557. return false; // can do any damn thing they want
  558. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  559. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  560. if (map[m].flag.noskill)
  561. return true;
  562. // Epoque:
  563. // This code will compare the player's attack motion value which is influenced by ASPD before
  564. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  565. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  566. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  567. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  568. {// attempted to cast a skill before the attack motion has finished
  569. return true;
  570. }
  571. if (skill_blockpc_get(sd, skill_id) != -1){
  572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  573. return true;
  574. }
  575. /**
  576. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  577. * 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
  578. */
  579. if( sd->skillitem == skill_id )
  580. return false;
  581. // Check skill restrictions [Celest]
  582. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  583. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  584. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  585. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  586. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  587. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  588. return true;
  589. }
  590. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  591. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  592. switch (skill_id) {
  593. case AL_WARP:
  594. case RETURN_TO_ELDICASTES:
  595. case ALL_GUARDIAN_RECALL:
  596. case ECLAGE_RECALL:
  597. if(map[m].flag.nowarp) {
  598. clif_skill_teleportmessage(sd,0);
  599. return true;
  600. }
  601. return false;
  602. case AL_TELEPORT:
  603. case SC_FATALMENACE:
  604. case SC_DIMENSIONDOOR:
  605. case ALL_ODINS_RECALL:
  606. if(map[m].flag.noteleport) {
  607. clif_skill_teleportmessage(sd,0);
  608. return true;
  609. }
  610. return false; // gonna be checked in 'skill_castend_nodamage_id'
  611. case WE_CALLPARTNER:
  612. case WE_CALLPARENT:
  613. case WE_CALLBABY:
  614. if (map[m].flag.nomemo) {
  615. clif_skill_teleportmessage(sd,1);
  616. return true;
  617. }
  618. break;
  619. case MC_VENDING:
  620. case ALL_BUYING_STORE:
  621. if( map[sd->bl.m].flag.novending ) {
  622. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  623. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  624. return true;
  625. }
  626. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  627. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  629. return true;
  630. }
  631. if( npc_isnear(&sd->bl) ) {
  632. // uncomment to send msg_txt.
  633. //char output[150];
  634. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  635. //clif_displaymessage(sd->fd, output);
  636. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  637. return true;
  638. }
  639. case MC_IDENTIFY:
  640. return false; // always allowed
  641. case WZ_ICEWALL:
  642. // noicewall flag [Valaris]
  643. if (map[m].flag.noicewall) {
  644. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  645. return true;
  646. }
  647. break;
  648. case GC_DARKILLUSION:
  649. if( map_flag_gvg(m) ) {
  650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  651. return true;
  652. }
  653. break;
  654. case GD_EMERGENCYCALL:
  655. case GD_ITEMEMERGENCYCALL:
  656. if (
  657. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  658. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  659. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  660. ) {
  661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  662. return true;
  663. }
  664. break;
  665. case WM_SIRCLEOFNATURE:
  666. case WM_SOUND_OF_DESTRUCTION:
  667. case WM_LULLABY_DEEPSLEEP:
  668. case WM_SATURDAY_NIGHT_FEVER:
  669. if( !map_flag_vs(m) ) {
  670. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  671. return true;
  672. }
  673. break;
  674. }
  675. return false;
  676. }
  677. /**
  678. * Check if the homunculus skill is ok to be processed
  679. * After checking from Homunculus side, also check the master condition
  680. * @param skill_id: Skill ID that casted
  681. * @param hd: Homunculus who casted
  682. * @return true: Skill cannot be used, false: otherwise
  683. */
  684. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  685. {
  686. uint16 idx = skill_get_index(skill_id);
  687. nullpo_retr(1,hd);
  688. if (idx == 0)
  689. return true; // invalid skill id
  690. if (hd->blockskill[idx] > 0)
  691. return true;
  692. switch(skill_id) {
  693. case MH_LIGHT_OF_REGENE: //must be cordial
  694. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  695. if (hd->master)
  696. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  697. return true;
  698. }
  699. break;
  700. case MH_GOLDENE_FERSE: //cant be used with angriff
  701. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  702. break;
  703. case MH_ANGRIFFS_MODUS:
  704. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  705. break;
  706. case MH_TINDER_BREAKER: //must be in grappling mode
  707. if(!&hd->sc
  708. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  709. || !hd->homunculus.spiritball) return true;
  710. break;
  711. case MH_SONIC_CRAW: //must be in fighting mode
  712. if(!&hd->sc
  713. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  714. || !hd->homunculus.spiritball) return true;
  715. break;
  716. case MH_SILVERVEIN_RUSH:
  717. if(!&hd->sc
  718. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  719. || hd->homunculus.spiritball < 2) return true;
  720. break;
  721. case MH_MIDNIGHT_FRENZY:
  722. if(!&hd->sc
  723. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  724. || !hd->homunculus.spiritball) return true;
  725. break;
  726. case MH_CBC:
  727. if(!&hd->sc
  728. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  729. || hd->homunculus.spiritball < 2) return true;
  730. break;
  731. case MH_EQC:
  732. if(!&hd->sc
  733. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  734. || hd->homunculus.spiritball < 3) return true;
  735. break;
  736. }
  737. //Use master's criteria.
  738. return skill_isNotOk(skill_id, hd->master);
  739. }
  740. /**
  741. * Check if the mercenary skill is ok to be processed
  742. * After checking from Homunculus side, also check the master condition
  743. * @param skill_id: Skill ID that casted
  744. * @param md: Mercenary who casted
  745. * @return true: Skill cannot be used, false: otherwise
  746. */
  747. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  748. {
  749. uint16 idx = skill_get_index(skill_id);
  750. nullpo_retr(1, md);
  751. if (!idx)
  752. return true; // Invalid Skill ID
  753. if (md->blockskill[idx] > 0)
  754. return true;
  755. return skill_isNotOk(skill_id, md->master);
  756. }
  757. /**
  758. * Check if the skill can be casted near NPC or not
  759. * @param src Object who casted
  760. * @param skill_id Skill ID that casted
  761. * @param skill_lv Skill Lv
  762. * @param pos_x Position x of the target
  763. * @param pos_y Position y of the target
  764. * @return true: Skill cannot be used, false: otherwise
  765. * @author [Cydh]
  766. */
  767. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  768. int inf;
  769. if (!src || !skill_get_index(skill_id))
  770. return false;
  771. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  772. return false;
  773. inf = skill_get_inf(skill_id);
  774. //if self skill
  775. if (inf&INF_SELF_SKILL) {
  776. pos_x = src->x;
  777. pos_y = src->y;
  778. }
  779. if (pos_x <= 0) pos_x = src->x;
  780. if (pos_y <= 0) pos_y = src->y;
  781. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  782. }
  783. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  784. {
  785. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  786. uint8 dir;
  787. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  788. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  789. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  790. }
  791. nullpo_retr(NULL, src);
  792. //Monsters sometimes deploy more units on level 10
  793. if (src->type == BL_MOB && skill_lv >= 10) {
  794. if (skill_id == WZ_WATERBALL)
  795. pos = 4; //9x9 Area
  796. }
  797. if (pos != -1) // simple single-definition layout
  798. return &skill_unit_layout[pos];
  799. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  800. if (skill_id == MG_FIREWALL)
  801. return &skill_unit_layout [firewall_unit_pos + dir];
  802. else if (skill_id == WZ_ICEWALL)
  803. return &skill_unit_layout [icewall_unit_pos + dir];
  804. else if( skill_id == WL_EARTHSTRAIN )
  805. return &skill_unit_layout [earthstrain_unit_pos + dir];
  806. else if( skill_id == RL_FIRE_RAIN )
  807. return &skill_unit_layout[firerain_unit_pos + dir];
  808. else if( skill_id == GN_WALLOFTHORN )
  809. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  810. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  811. return &skill_unit_layout[0]; // default 1x1 layout
  812. }
  813. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  814. {
  815. if( skill_id == LG_OVERBRAND )
  816. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  817. else if( skill_id == LG_OVERBRAND_BRANDISH )
  818. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  819. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  820. return &skill_nounit_layout[0];
  821. }
  822. /*==========================================
  823. * Add effect to skill when hit succesfully target
  824. *------------------------------------------*/
  825. 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, unsigned int tick)
  826. {
  827. struct map_session_data *sd, *dstsd;
  828. struct mob_data *md, *dstmd;
  829. struct status_data *sstatus, *tstatus;
  830. struct status_change *sc, *tsc;
  831. enum sc_type status;
  832. int skill;
  833. int rate;
  834. int chorusbonus = 0;
  835. nullpo_ret(src);
  836. nullpo_ret(bl);
  837. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  838. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  839. return 0;
  840. sd = BL_CAST(BL_PC, src);
  841. md = BL_CAST(BL_MOB, src);
  842. dstsd = BL_CAST(BL_PC, bl);
  843. dstmd = BL_CAST(BL_MOB, bl);
  844. sc = status_get_sc(src);
  845. tsc = status_get_sc(bl);
  846. sstatus = status_get_status_data(src);
  847. tstatus = status_get_status_data(bl);
  848. if (!tsc) //skill additional effect is about adding effects to the target...
  849. //So if the target can't be inflicted with statuses, this is pointless.
  850. return 0;
  851. // Minstrel/Wanderer number check for chorus skills.
  852. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  853. if( sd && sd->status.party_id ) {
  854. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  855. if( chorusbonus > 7 )
  856. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  857. else if( chorusbonus > 2 )
  858. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  859. }
  860. if( sd )
  861. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  862. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  863. // Trigger status effects
  864. enum sc_type type;
  865. uint8 i;
  866. unsigned int time = 0;
  867. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  868. rate = sd->addeff[i].rate;
  869. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  870. rate += sd->addeff[i].arrow_rate;
  871. if( !rate )
  872. continue;
  873. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  874. // Trigger has attack type consideration.
  875. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  876. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  877. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) )
  878. ;
  879. else
  880. continue;
  881. }
  882. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  883. // Trigger has range consideration.
  884. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  885. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  886. continue; //Range Failed.
  887. }
  888. type = sd->addeff[i].sc;
  889. time = sd->addeff[i].duration;
  890. if (sd->addeff[i].flag&ATF_TARGET)
  891. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  892. if (sd->addeff[i].flag&ATF_SELF)
  893. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  894. }
  895. }
  896. if( skill_id ) {
  897. // Trigger status effects on skills
  898. enum sc_type type;
  899. uint8 i;
  900. unsigned int time = 0;
  901. for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) {
  902. if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate )
  903. continue;
  904. type = sd->addeff_onskill[i].sc;
  905. time = sd->addeff[i].duration;
  906. if( sd->addeff_onskill[i].target&ATF_TARGET )
  907. status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  908. if( sd->addeff_onskill[i].target&ATF_SELF )
  909. status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE);
  910. }
  911. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  912. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  913. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  914. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  915. clif_emotion(bl,E_OMG);
  916. }
  917. }
  918. }
  919. if( dmg_lv < ATK_DEF ) // no damage, return;
  920. return 0;
  921. switch(skill_id) {
  922. case 0:
  923. { // Normal attacks (no skill used)
  924. if( attack_type&BF_SKILL )
  925. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  926. if(sd) {
  927. // Automatic trigger of Blitz Beat
  928. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  929. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  930. rate=(sd->status.job_level+9)/10;
  931. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  932. }
  933. // Automatic trigger of Warg Strike [Jobbie]
  934. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  935. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  936. // Gank
  937. if(dstmd && sd->status.weapon != W_BOW &&
  938. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  939. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  940. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  941. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  942. else
  943. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  944. }
  945. // Chance to trigger Taekwon kicks [Dralnu]
  946. if(sc && !sc->data[SC_COMBO]) {
  947. if(sc->data[SC_READYSTORM] &&
  948. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  949. bl->id, 2, 0,
  950. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  951. ; //Stance triggered
  952. else if(sc->data[SC_READYDOWN] &&
  953. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  954. bl->id, 2, 0,
  955. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  956. ; //Stance triggered
  957. else if(sc->data[SC_READYTURN] &&
  958. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  959. bl->id, 2, 0,
  960. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  961. ; //Stance triggered
  962. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  963. rate = 20;
  964. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  965. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  966. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  967. }
  968. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  969. bl->id, 2, 0,
  970. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  971. ; //Stance triggered
  972. }
  973. }
  974. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  975. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  976. }
  977. if (sc) {
  978. struct status_change_entry *sce;
  979. // Enchant Poison gives a chance to poison attacked enemies
  980. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  981. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  982. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  983. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  984. if((sce=sc->data[SC_EDP]))
  985. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  986. skill_get_time2(ASC_EDP,sce->val1));
  987. }
  988. }
  989. break;
  990. case SM_BASH:
  991. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  992. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  993. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  994. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  995. }
  996. break;
  997. case MER_CRASH:
  998. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  999. break;
  1000. case AS_VENOMKNIFE:
  1001. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1002. skill_lv = pc_checkskill(sd, TF_POISON);
  1003. case TF_POISON:
  1004. case AS_SPLASHER:
  1005. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1006. && sd && skill_id==TF_POISON
  1007. )
  1008. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1009. break;
  1010. case AS_SONICBLOW:
  1011. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1012. break;
  1013. case WZ_FIREPILLAR:
  1014. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1015. break;
  1016. case MG_FROSTDIVER:
  1017. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1018. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1019. break;
  1020. case WZ_FROSTNOVA:
  1021. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1022. break;
  1023. case WZ_STORMGUST:
  1024. // Storm Gust counter was dropped in renewal
  1025. #ifdef RENEWAL
  1026. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1027. #else
  1028. //On third hit, there is a 150% to freeze the target
  1029. if(tsc->sg_counter >= 3 &&
  1030. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1031. tsc->sg_counter = 0;
  1032. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1033. else if( tsc->sg_counter > 250 )
  1034. tsc->sg_counter = 0;
  1035. #endif
  1036. break;
  1037. case WZ_METEOR:
  1038. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1039. break;
  1040. case WZ_VERMILION:
  1041. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1042. break;
  1043. case HT_FREEZINGTRAP:
  1044. case MA_FREEZINGTRAP:
  1045. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  1046. break;
  1047. case HT_FLASHER:
  1048. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1049. break;
  1050. case HT_LANDMINE:
  1051. case MA_LANDMINE:
  1052. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  1053. break;
  1054. case HT_SHOCKWAVE:
  1055. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1056. break;
  1057. case HT_SANDMAN:
  1058. case MA_SANDMAN:
  1059. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1060. break;
  1061. case TF_SPRINKLESAND:
  1062. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1063. break;
  1064. case TF_THROWSTONE:
  1065. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1066. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1067. break;
  1068. case NPC_DARKCROSS:
  1069. case CR_HOLYCROSS:
  1070. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1071. break;
  1072. case CR_GRANDCROSS:
  1073. case NPC_GRANDDARKNESS:
  1074. //Chance to cause blind status vs demon and undead element, but not against players
  1075. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1076. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1077. attack_type |= BF_WEAPON;
  1078. break;
  1079. case AM_ACIDTERROR:
  1080. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1081. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1082. clif_emotion(bl,E_OMG);
  1083. break;
  1084. case AM_DEMONSTRATION:
  1085. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1086. break;
  1087. case CR_SHIELDCHARGE:
  1088. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1089. break;
  1090. case PA_PRESSURE:
  1091. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1092. //Fall through
  1093. case HW_GRAVITATION:
  1094. //Pressure and Gravitation can trigger physical autospells
  1095. attack_type |= BF_NORMAL;
  1096. attack_type |= BF_WEAPON;
  1097. break;
  1098. case RG_RAID:
  1099. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1100. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1101. #ifdef RENEWAL
  1102. sc_start(src,bl,SC_RAID,100,7,5000);
  1103. break;
  1104. case RG_BACKSTAP:
  1105. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1106. #endif
  1107. break;
  1108. case BA_FROSTJOKER:
  1109. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1110. break;
  1111. case DC_SCREAM:
  1112. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1113. break;
  1114. case BD_LULLABY:
  1115. 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
  1116. break;
  1117. case DC_UGLYDANCE:
  1118. rate = 5+5*skill_lv;
  1119. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1120. rate += 5+skill;
  1121. status_zap(bl, 0, rate);
  1122. break;
  1123. case SL_STUN:
  1124. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1125. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1126. break;
  1127. case NPC_PETRIFYATTACK:
  1128. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1129. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1130. skill_get_time2(skill_id,skill_lv));
  1131. break;
  1132. case NPC_CURSEATTACK:
  1133. case NPC_SLEEPATTACK:
  1134. case NPC_BLINDATTACK:
  1135. case NPC_POISON:
  1136. case NPC_SILENCEATTACK:
  1137. case NPC_STUNATTACK:
  1138. case NPC_HELLPOWER:
  1139. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1140. break;
  1141. case NPC_ACIDBREATH:
  1142. case NPC_ICEBREATH:
  1143. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1144. break;
  1145. case NPC_BLEEDING:
  1146. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1147. break;
  1148. case NPC_MENTALBREAKER:
  1149. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1150. //equal to Matk*skLevel.
  1151. rate = sstatus->matk_min;
  1152. if (rate < sstatus->matk_max)
  1153. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1154. rate*=skill_lv;
  1155. status_zap(bl, 0, rate);
  1156. break;
  1157. }
  1158. // Equipment breaking monster skills [Celest]
  1159. case NPC_WEAPONBRAKER:
  1160. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1161. break;
  1162. case NPC_ARMORBRAKE:
  1163. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1164. break;
  1165. case NPC_HELMBRAKE:
  1166. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1167. break;
  1168. case NPC_SHIELDBRAKE:
  1169. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1170. break;
  1171. case CH_TIGERFIST:
  1172. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1173. break;
  1174. case LK_SPIRALPIERCE:
  1175. case ML_SPIRALPIERCE:
  1176. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1177. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1178. break;
  1179. case ST_REJECTSWORD:
  1180. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1181. break;
  1182. case PF_FOGWALL:
  1183. if (src != bl && !tsc->data[SC_DELUGE])
  1184. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1185. break;
  1186. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1187. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1188. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1189. break;
  1190. case LK_JOINTBEAT:
  1191. status = status_skill2sc(skill_id);
  1192. if (tsc->jb_flag) {
  1193. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1194. tsc->jb_flag = 0;
  1195. }
  1196. break;
  1197. case ASC_METEORASSAULT:
  1198. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1199. switch(rnd()%3) {
  1200. case 0:
  1201. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1202. break;
  1203. case 1:
  1204. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1205. break;
  1206. default:
  1207. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1208. }
  1209. break;
  1210. case HW_NAPALMVULCAN:
  1211. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1212. break;
  1213. case WS_CARTTERMINATION: // Cart termination
  1214. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1215. break;
  1216. case CR_ACIDDEMONSTRATION:
  1217. case GN_FIRE_EXPANSION_ACID:
  1218. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1219. break;
  1220. case TK_DOWNKICK:
  1221. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1222. break;
  1223. case TK_JUMPKICK:
  1224. // debuff the following statuses
  1225. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1226. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1227. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1228. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1229. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1230. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1231. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1232. }
  1233. break;
  1234. case TK_TURNKICK:
  1235. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1236. if(attack_type&BF_MISC) //70% base stun chance...
  1237. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1238. break;
  1239. case GS_BULLSEYE: //0.1% coma rate.
  1240. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1241. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1242. break;
  1243. case GS_PIERCINGSHOT:
  1244. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1245. break;
  1246. case NJ_HYOUSYOURAKU:
  1247. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1248. break;
  1249. case GS_FLING:
  1250. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1251. break;
  1252. case GS_DISARM:
  1253. rate = 3*skill_lv;
  1254. if (sstatus->dex > tstatus->dex)
  1255. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1256. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1257. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1258. break;
  1259. case NPC_EVILLAND:
  1260. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1261. break;
  1262. case NPC_HELLJUDGEMENT:
  1263. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1264. break;
  1265. case NPC_CRITICALWOUND:
  1266. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1267. break;
  1268. case RK_WINDCUTTER:
  1269. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case RK_DRAGONBREATH:
  1272. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1273. break;
  1274. case RK_DRAGONBREATH_WATER:
  1275. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1276. break;
  1277. case AB_ADORAMUS:
  1278. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1279. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1280. break;
  1281. case WL_CRIMSONROCK:
  1282. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1283. break;
  1284. case WL_COMET:
  1285. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1286. break;
  1287. case WL_EARTHSTRAIN:
  1288. {
  1289. uint16 i;
  1290. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1291. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1292. break;
  1293. for (i = 0; i < skill_lv; i++)
  1294. skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1295. }
  1296. break;
  1297. case WL_JACKFROST:
  1298. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1299. break;
  1300. case RA_WUGBITE: {
  1301. 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);
  1302. if (wug_rate < 50)
  1303. wug_rate = 50;
  1304. 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))) );
  1305. }
  1306. break;
  1307. case RA_SENSITIVEKEEN:
  1308. if( rnd()%100 < 8 * skill_lv )
  1309. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1310. break;
  1311. case RA_FIRINGTRAP:
  1312. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1313. break;
  1314. case RA_ICEBOUNDTRAP:
  1315. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1316. break;
  1317. case NC_PILEBUNKER:
  1318. if( rnd()%100 < 25 + 15*skill_lv ) {
  1319. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1320. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1321. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1322. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1323. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1324. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1325. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1326. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1327. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1328. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1329. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1330. }
  1331. break;
  1332. case NC_FLAMELAUNCHER:
  1333. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1334. break;
  1335. case NC_COLDSLOWER:
  1336. // Status chances are applied officially through a check
  1337. // The skill first trys to give the frozen status to targets that are hit
  1338. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1339. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1340. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1341. break;
  1342. case NC_POWERSWING:
  1343. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1344. if( rnd()%100 < 5*skill_lv )
  1345. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1346. break;
  1347. case GC_WEAPONCRUSH:
  1348. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1349. break;
  1350. case LG_SHIELDPRESS:
  1351. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1352. break;
  1353. case LG_PINPOINTATTACK:
  1354. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1355. switch( skill_lv ) {
  1356. case 1:
  1357. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1358. break;
  1359. case 2:
  1360. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1361. break;
  1362. case 3:
  1363. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1364. break;
  1365. case 4:
  1366. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1367. break;
  1368. case 5:
  1369. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1370. break;
  1371. }
  1372. break;
  1373. case LG_MOONSLASHER:
  1374. rate = 32 + 8 * skill_lv;
  1375. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1376. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1377. else if( dstmd && !is_boss(bl) )
  1378. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1379. break;
  1380. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1381. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1382. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1383. break;
  1384. case LG_EARTHDRIVE:
  1385. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1386. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1387. break;
  1388. case LG_HESPERUSLIT:
  1389. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1390. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1391. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1392. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1393. break;
  1394. case SR_DRAGONCOMBO:
  1395. case SR_FLASHCOMBO_ATK_STEP1:
  1396. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(SR_DRAGONCOMBO, skill_lv));
  1397. break;
  1398. case SR_FALLENEMPIRE:
  1399. case SR_FLASHCOMBO_ATK_STEP2:
  1400. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(SR_FALLENEMPIRE, skill_lv));
  1401. break;
  1402. case SR_WINDMILL:
  1403. if( dstsd )
  1404. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1405. else if( dstmd && !is_boss(bl) )
  1406. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1407. break;
  1408. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1409. 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));
  1410. break;
  1411. case SR_EARTHSHAKER:
  1412. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1413. break;
  1414. case SR_HOWLINGOFLION:
  1415. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1416. break;
  1417. case WM_SOUND_OF_DESTRUCTION:
  1418. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1419. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1420. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1421. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1422. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1423. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1424. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1425. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1426. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1427. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1428. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1429. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1430. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1431. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1432. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1433. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1434. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1435. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1436. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1437. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1438. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1439. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1440. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1441. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1442. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1443. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1444. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1445. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1446. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1447. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1448. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1449. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1450. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1451. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1452. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1453. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1454. }
  1455. break;
  1456. case SO_EARTHGRAVE:
  1457. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1458. break;
  1459. case SO_DIAMONDDUST:
  1460. rate = 5 + 5 * skill_lv;
  1461. if( sc && sc->data[SC_COOLER_OPTION] )
  1462. rate += (sd ? sd->status.job_level / 5 : 0);
  1463. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1464. break;
  1465. case SO_VARETYR_SPEAR:
  1466. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1467. break;
  1468. case GN_SLINGITEM_RANGEMELEEATK:
  1469. if( sd ) {
  1470. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1471. case ITEMID_COCONUT_BOMB:
  1472. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1473. 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);
  1474. break;
  1475. case ITEMID_MELON_BOMB:
  1476. 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);
  1477. break;
  1478. case ITEMID_BANANA_BOMB:
  1479. 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, 1000 * sd->status.job_level / 4);
  1480. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1481. break;
  1482. }
  1483. sd->itemid = -1;
  1484. }
  1485. break;
  1486. case GN_HELLS_PLANT_ATK:
  1487. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1488. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1489. break;
  1490. case EL_WIND_SLASH: // Non confirmed rate.
  1491. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1492. break;
  1493. case EL_STONE_HAMMER:
  1494. rate = 10 * skill_lv;
  1495. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1496. break;
  1497. case EL_ROCK_CRUSHER:
  1498. case EL_ROCK_CRUSHER_ATK:
  1499. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1500. break;
  1501. case EL_TYPOON_MIS:
  1502. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1503. break;
  1504. case KO_JYUMONJIKIRI:
  1505. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1506. break;
  1507. case KO_SETSUDAN:
  1508. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1509. break;
  1510. case KO_MAKIBISHI:
  1511. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1512. break;
  1513. case MH_LAVA_SLIDE:
  1514. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1515. break;
  1516. case MH_STAHL_HORN:
  1517. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1518. break;
  1519. case MH_NEEDLE_OF_PARALYZE:
  1520. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1521. break;
  1522. case MH_SILVERVEIN_RUSH:
  1523. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1524. break;
  1525. case MH_MIDNIGHT_FRENZY:
  1526. {
  1527. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1528. int spiritball = (hd?hd->homunculus.spiritball:1);
  1529. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1530. }
  1531. break;
  1532. case MH_XENO_SLASHER:
  1533. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1534. break;
  1535. case WL_HELLINFERNO:
  1536. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1537. break;
  1538. case NC_MAGMA_ERUPTION:
  1539. if (attack_type&BF_WEAPON) // Stun effect from 'slam'
  1540. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv));
  1541. if (attack_type&BF_MISC) // Burning effect from 'eruption'
  1542. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1543. break;
  1544. case GC_DARKCROW:
  1545. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1546. break;
  1547. case GN_ILLUSIONDOPING:
  1548. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1549. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1550. break;
  1551. case RL_MASS_SPIRAL:
  1552. sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom)
  1553. break;
  1554. case RL_SLUGSHOT:
  1555. if (bl->type != BL_PC)
  1556. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1557. break;
  1558. case RL_BANISHING_BUSTER: {
  1559. uint16 i, n = skill_lv;
  1560. if (!tsc || !tsc->count)
  1561. break;
  1562. if (status_isimmune(bl))
  1563. break;
  1564. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1565. if (sd)
  1566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1567. break;
  1568. }
  1569. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1570. if (!tsc->data[i])
  1571. continue;
  1572. switch (i) {
  1573. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1574. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1575. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1576. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1577. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1578. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1579. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1580. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1581. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1582. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1583. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1584. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1585. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1586. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1587. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1588. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1589. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1590. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1591. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1592. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1593. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1594. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1595. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1596. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1597. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1598. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1599. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1600. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1601. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1602. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1603. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1604. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1605. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1606. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1607. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1608. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1609. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1610. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1611. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1612. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1613. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1614. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1615. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1616. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1617. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1618. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1619. #ifdef RENEWAL
  1620. case SC_EXTREMITYFIST2:
  1621. #endif
  1622. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1623. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1624. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1625. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1626. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1627. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1628. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1629. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1630. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1631. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1632. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1633. continue;
  1634. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1635. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1636. case SC_FORTUNE: case SC_SERVICE4U:
  1637. if(tsc->data[i]->val4==0)
  1638. continue; //if in song-area don't end it
  1639. break;
  1640. case SC_ASSUMPTIO:
  1641. if( bl->type == BL_MOB )
  1642. continue;
  1643. break;
  1644. }
  1645. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1646. tsc->data[i]->val2 = 0;
  1647. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1648. n--;
  1649. }
  1650. //Remove bonus_script by Banishing Buster
  1651. if (dstsd)
  1652. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1653. }
  1654. break;
  1655. case RL_S_STORM:
  1656. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1657. {
  1658. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1659. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1660. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1661. BCT_ENEMY);
  1662. }
  1663. break;
  1664. case RL_AM_BLAST:
  1665. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1666. break;
  1667. case RL_HAMMER_OF_GOD:
  1668. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1669. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1670. break;
  1671. } //end switch skill_id
  1672. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1673. { //Pass heritage to Master for status causing effects. [Skotlex]
  1674. sd = map_id2sd(md->master_id);
  1675. src = sd?&sd->bl:src;
  1676. }
  1677. // Coma
  1678. if (sd && sd->special_state.bonus_coma && (!md || !mob_is_gvg(md) || !mob_is_battleground(md))) {
  1679. rate = 0;
  1680. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1681. if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) {
  1682. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1683. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1684. }
  1685. if (attack_type&BF_WEAPON) {
  1686. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1687. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1688. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1689. }
  1690. if (rate > 0)
  1691. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1692. }
  1693. if( attack_type&BF_WEAPON )
  1694. { // Breaking Equipment
  1695. if( sd && battle_config.equip_self_break_rate )
  1696. { // Self weapon breaking
  1697. rate = battle_config.equip_natural_break_rate;
  1698. if( sc )
  1699. {
  1700. if(sc->data[SC_GIANTGROWTH])
  1701. rate += 10;
  1702. if(sc->data[SC_OVERTHRUST])
  1703. rate += 10;
  1704. if(sc->data[SC_MAXOVERTHRUST])
  1705. rate += 10;
  1706. }
  1707. if( rate )
  1708. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1709. }
  1710. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1711. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1712. // Target weapon breaking
  1713. rate = 0;
  1714. if( sd )
  1715. rate += sd->bonus.break_weapon_rate;
  1716. if( sc && sc->data[SC_MELTDOWN] )
  1717. rate += sc->data[SC_MELTDOWN]->val2;
  1718. if( rate )
  1719. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1720. // Target armor breaking
  1721. rate = 0;
  1722. if( sd )
  1723. rate += sd->bonus.break_armor_rate;
  1724. if( sc && sc->data[SC_MELTDOWN] )
  1725. rate += sc->data[SC_MELTDOWN]->val3;
  1726. if( rate )
  1727. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1728. }
  1729. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1730. if (sd->def_set_race[tstatus->race].rate)
  1731. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1732. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1733. if (sd->def_set_race[tstatus->race].rate)
  1734. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1735. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1736. if (sd->norecover_state_race[tstatus->race].rate)
  1737. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1738. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1739. }
  1740. }
  1741. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1742. struct unit_data *ud = unit_bl2ud(src);
  1743. if( sc->data[SC_WILD_STORM_OPTION] )
  1744. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1745. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1746. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1747. else if( sc->data[SC_TROPIC_OPTION] )
  1748. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1749. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1750. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1751. else
  1752. skill = 0;
  1753. if ( rnd()%100 < 25 && skill ){
  1754. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1755. if (ud) {
  1756. rate = skill_delayfix(src, skill, skill_lv);
  1757. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1758. ud->canact_tick = tick+rate;
  1759. if ( battle_config.display_status_timers )
  1760. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1761. }
  1762. }
  1763. }
  1764. }
  1765. // Autospell when attacking
  1766. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1767. {
  1768. struct block_list *tbl;
  1769. struct unit_data *ud;
  1770. int i, autospl_skill_lv, type;
  1771. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1772. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1773. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1774. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1775. continue; // one or more trigger conditions were not fulfilled
  1776. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1777. sd->state.autocast = 1;
  1778. if ( skill_isNotOk(skill, sd) ) {
  1779. sd->state.autocast = 0;
  1780. continue;
  1781. }
  1782. sd->state.autocast = 0;
  1783. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1784. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1785. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1786. if (rnd()%1000 >= rate)
  1787. continue;
  1788. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1789. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1790. int maxcount = 0;
  1791. if( !(BL_PC&battle_config.skill_reiteration) &&
  1792. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1793. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1794. )
  1795. continue;
  1796. if( BL_PC&battle_config.skill_nofootset &&
  1797. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1798. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1799. )
  1800. continue;
  1801. if( BL_PC&battle_config.land_skill_limit &&
  1802. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1803. ) {
  1804. int v;
  1805. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1806. if(sd->ud.skillunit[v]->skill_id == skill)
  1807. maxcount--;
  1808. }
  1809. if( maxcount == 0 )
  1810. continue;
  1811. }
  1812. }
  1813. if( battle_config.autospell_check_range &&
  1814. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1815. continue;
  1816. if (skill == AS_SONICBLOW)
  1817. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1818. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1819. type = CAST_GROUND;
  1820. sd->state.autocast = 1;
  1821. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1822. skill_toggle_magicpower(src, skill);
  1823. switch (type) {
  1824. case CAST_GROUND:
  1825. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1826. break;
  1827. case CAST_NODAMAGE:
  1828. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1829. break;
  1830. case CAST_DAMAGE:
  1831. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1832. break;
  1833. }
  1834. sd->state.autocast = 0;
  1835. //Set canact delay. [Skotlex]
  1836. ud = unit_bl2ud(src);
  1837. if (ud) {
  1838. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1839. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1840. ud->canact_tick = tick+rate;
  1841. if ( battle_config.display_status_timers && sd )
  1842. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1843. }
  1844. }
  1845. }
  1846. }
  1847. //Autobonus when attacking
  1848. if( sd && sd->autobonus[0].rate )
  1849. {
  1850. int i;
  1851. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1852. {
  1853. if( rnd()%1000 >= sd->autobonus[i].rate )
  1854. continue;
  1855. if( sd->autobonus[i].active != INVALID_TIMER )
  1856. continue;
  1857. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1858. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1859. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1860. continue; // one or more trigger conditions were not fulfilled
  1861. pc_exeautobonus(sd,&sd->autobonus[i]);
  1862. }
  1863. }
  1864. //Polymorph
  1865. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1866. dstmd && !(tstatus->mode&MD_BOSS) &&
  1867. (rnd()%10000 < sd->bonus.classchange))
  1868. {
  1869. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0);
  1870. if (class_ != 0 && mobdb_checkid(class_))
  1871. mob_class_change(dstmd,class_);
  1872. }
  1873. return 0;
  1874. }
  1875. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1876. uint8 i;
  1877. struct block_list *tbl;
  1878. if( sd == NULL || !skill_id )
  1879. return 0;
  1880. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1881. int skill, skill_lv, type;
  1882. if( sd->autospell3[i].flag != skill_id )
  1883. continue;
  1884. if( sd->autospell3[i].lock )
  1885. continue; // autospell already being executed
  1886. skill = sd->autospell3[i].id;
  1887. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1888. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  1889. sd->state.autocast = 0;
  1890. continue;
  1891. }
  1892. sd->state.autocast = 0;
  1893. if( skill >= 0 && bl == NULL )
  1894. continue; // No target
  1895. if( rnd()%1000 >= sd->autospell3[i].rate )
  1896. continue;
  1897. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1898. if( skill < 0 ) {
  1899. tbl = &sd->bl;
  1900. skill *= -1;
  1901. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1902. }
  1903. else
  1904. tbl = bl;
  1905. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1906. int maxcount = 0;
  1907. if( !(BL_PC&battle_config.skill_reiteration) &&
  1908. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1909. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1910. continue;
  1911. if( BL_PC&battle_config.skill_nofootset &&
  1912. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1913. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1914. continue;
  1915. if( BL_PC&battle_config.land_skill_limit &&
  1916. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1917. {
  1918. int v;
  1919. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1920. if(sd->ud.skillunit[v]->skill_id == skill)
  1921. maxcount--;
  1922. }
  1923. if( maxcount == 0 )
  1924. continue;
  1925. }
  1926. }
  1927. if( battle_config.autospell_check_range &&
  1928. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1929. continue;
  1930. sd->state.autocast = 1;
  1931. sd->autospell3[i].lock = true;
  1932. skill_consume_requirement(sd,skill,skill_lv,1);
  1933. switch( type ) {
  1934. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1935. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1936. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1937. }
  1938. sd->autospell3[i].lock = false;
  1939. sd->state.autocast = 0;
  1940. }
  1941. if( sd && sd->autobonus3[0].rate ) {
  1942. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1943. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1944. continue;
  1945. if( sd->autobonus3[i].active != INVALID_TIMER )
  1946. continue;
  1947. if( sd->autobonus3[i].atk_type != skill_id )
  1948. continue;
  1949. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1950. }
  1951. }
  1952. return 1;
  1953. }
  1954. /* Splitted off from skill_additional_effect, which is never called when the
  1955. * attack skill kills the enemy. Place in this function counter status effects
  1956. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1957. * from cards) that will take effect on the source, not the target. [Skotlex]
  1958. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1959. * type of skills, so not every instance of skill_additional_effect needs a call
  1960. * to this one.
  1961. */
  1962. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1963. {
  1964. int rate;
  1965. struct map_session_data *sd=NULL;
  1966. struct map_session_data *dstsd=NULL;
  1967. nullpo_ret(src);
  1968. nullpo_ret(bl);
  1969. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1970. sd = BL_CAST(BL_PC, src);
  1971. dstsd = BL_CAST(BL_PC, bl);
  1972. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  1973. enum sc_type type;
  1974. uint8 i;
  1975. unsigned int time = 0;
  1976. for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) {
  1977. rate = dstsd->addeff_atked[i].rate;
  1978. if (attack_type&BF_LONG)
  1979. rate += dstsd->addeff_atked[i].arrow_rate;
  1980. if (!rate)
  1981. continue;
  1982. if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  1983. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1984. (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1985. continue; //Range Failed.
  1986. }
  1987. type = dstsd->addeff_atked[i].sc;
  1988. time = dstsd->addeff_atked[i].duration;
  1989. if (dstsd->addeff_atked[i].flag&ATF_TARGET)
  1990. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1991. if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl))
  1992. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1993. }
  1994. }
  1995. switch(skill_id) {
  1996. case MO_EXTREMITYFIST:
  1997. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1998. break;
  1999. case GS_FULLBUSTER:
  2000. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2001. break;
  2002. case HFLI_SBR44: //[orn]
  2003. case HVAN_EXPLOSION:
  2004. if(src->type == BL_HOM){
  2005. TBL_HOM *hd = (TBL_HOM*)src;
  2006. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2007. if (hd->master)
  2008. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2009. }
  2010. break;
  2011. case CR_GRANDCROSS:
  2012. case NPC_GRANDDARKNESS:
  2013. attack_type |= BF_WEAPON;
  2014. break;
  2015. case LG_HESPERUSLIT:
  2016. {
  2017. struct status_change *sc = status_get_sc(src);
  2018. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2019. char i;
  2020. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2021. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2022. }
  2023. }
  2024. break;
  2025. }
  2026. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2027. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  2028. 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);
  2029. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2030. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2031. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2032. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2033. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2034. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2035. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2036. }
  2037. if( sd && status_isdead(bl) ) {
  2038. int sp = 0, hp = 0;
  2039. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2040. sp += sd->bonus.sp_gain_value;
  2041. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2042. hp += sd->bonus.hp_gain_value;
  2043. }
  2044. if( attack_type&BF_MAGIC ) {
  2045. sp += sd->bonus.magic_sp_gain_value;
  2046. hp += sd->bonus.magic_hp_gain_value;
  2047. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2048. struct status_change *sc = NULL;
  2049. if( ( sc = status_get_sc(src) ) ) {
  2050. if(sc->data[SC_SPIRIT] &&
  2051. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2052. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2053. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2054. }
  2055. }
  2056. }
  2057. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2058. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2059. }
  2060. }
  2061. // Trigger counter-spells to retaliate against damage causing skills.
  2062. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  2063. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  2064. {
  2065. struct block_list *tbl;
  2066. struct unit_data *ud;
  2067. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2068. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  2069. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  2070. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  2071. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  2072. continue; // one or more trigger conditions were not fulfilled
  2073. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  2074. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  2075. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2076. autospl_rate = dstsd->autospell2[i].rate;
  2077. //Physical range attacks only trigger autospells half of the time
  2078. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2079. autospl_rate>>=1;
  2080. dstsd->state.autocast = 1;
  2081. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2082. dstsd->state.autocast = 0;
  2083. continue;
  2084. }
  2085. dstsd->state.autocast = 0;
  2086. if (rnd()%1000 >= autospl_rate)
  2087. continue;
  2088. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  2089. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  2090. int maxcount = 0;
  2091. if( !(BL_PC&battle_config.skill_reiteration) &&
  2092. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  2093. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  2094. )
  2095. continue;
  2096. if( BL_PC&battle_config.skill_nofootset &&
  2097. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2098. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2099. )
  2100. continue;
  2101. if( BL_PC&battle_config.land_skill_limit &&
  2102. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2103. ) {
  2104. int v;
  2105. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2106. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2107. maxcount--;
  2108. }
  2109. if( maxcount == 0 ) {
  2110. continue;
  2111. }
  2112. }
  2113. }
  2114. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  2115. continue;
  2116. dstsd->state.autocast = 1;
  2117. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2118. switch (type) {
  2119. case CAST_GROUND:
  2120. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2121. break;
  2122. case CAST_NODAMAGE:
  2123. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2124. break;
  2125. case CAST_DAMAGE:
  2126. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2127. break;
  2128. }
  2129. dstsd->state.autocast = 0;
  2130. //Set canact delay. [Skotlex]
  2131. ud = unit_bl2ud(bl);
  2132. if (ud) {
  2133. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2134. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2135. ud->canact_tick = tick+autospl_rate;
  2136. if ( battle_config.display_status_timers && dstsd )
  2137. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2138. }
  2139. }
  2140. }
  2141. }
  2142. //Autobonus when attacked
  2143. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2144. int i;
  2145. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2146. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2147. continue;
  2148. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2149. continue;
  2150. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2151. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2152. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2153. continue; // one or more trigger conditions were not fulfilled
  2154. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2155. }
  2156. }
  2157. return 0;
  2158. }
  2159. /*=========================================================================
  2160. Breaks equipment. On-non players causes the corresponding strip effect.
  2161. - rate goes from 0 to 10000 (100.00%)
  2162. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2163. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2164. --------------------------------------------------------------------------*/
  2165. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2166. {
  2167. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2168. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2169. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2170. struct status_change *sc = status_get_sc(bl);
  2171. int i;
  2172. TBL_PC *sd;
  2173. sd = BL_CAST(BL_PC, bl);
  2174. if (sc && !sc->count)
  2175. sc = NULL;
  2176. if (sd) {
  2177. if (sd->bonus.unbreakable_equip)
  2178. where &= ~sd->bonus.unbreakable_equip;
  2179. if (sd->bonus.unbreakable)
  2180. rate -= rate*sd->bonus.unbreakable/100;
  2181. if (where&EQP_WEAPON) {
  2182. switch (sd->status.weapon) {
  2183. case W_FIST: //Bare fists should not break :P
  2184. case W_1HAXE:
  2185. case W_2HAXE:
  2186. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2187. case W_2HMACE:
  2188. case W_STAFF:
  2189. case W_2HSTAFF:
  2190. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2191. case W_HUUMA:
  2192. where &= ~EQP_WEAPON;
  2193. }
  2194. }
  2195. }
  2196. if (flag&BCT_ENEMY) {
  2197. if (battle_config.equip_skill_break_rate != 100)
  2198. rate = rate*battle_config.equip_skill_break_rate/100;
  2199. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2200. if (battle_config.equip_self_break_rate != 100)
  2201. rate = rate*battle_config.equip_self_break_rate/100;
  2202. }
  2203. for (i = 0; i < 4; i++) {
  2204. if (where&where_list[i]) {
  2205. if (sc && sc->count && sc->data[scdef[i]])
  2206. where&=~where_list[i];
  2207. else if (rnd()%10000 >= rate)
  2208. where&=~where_list[i];
  2209. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2210. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2211. }
  2212. }
  2213. if (!where) //Nothing to break.
  2214. return 0;
  2215. if (sd) {
  2216. for (i = 0; i < EQI_MAX; i++) {
  2217. short j = sd->equip_index[i];
  2218. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2219. continue;
  2220. switch(i) {
  2221. case EQI_HEAD_TOP: //Upper Head
  2222. flag = (where&EQP_HELM);
  2223. break;
  2224. case EQI_ARMOR: //Body
  2225. flag = (where&EQP_ARMOR);
  2226. break;
  2227. case EQI_HAND_R: //Left/Right hands
  2228. case EQI_HAND_L:
  2229. flag = (
  2230. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2231. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2232. break;
  2233. case EQI_SHOES:
  2234. flag = (where&EQP_SHOES);
  2235. break;
  2236. case EQI_GARMENT:
  2237. flag = (where&EQP_GARMENT);
  2238. break;
  2239. default:
  2240. continue;
  2241. }
  2242. if (flag) {
  2243. sd->status.inventory[j].attribute = 1;
  2244. pc_unequipitem(sd, j, 3);
  2245. }
  2246. }
  2247. clif_equiplist(sd);
  2248. }
  2249. return where; //Return list of pieces broken.
  2250. }
  2251. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2252. {
  2253. struct status_change *sc;
  2254. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2255. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2256. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2257. int i;
  2258. if (rnd()%100 >= rate)
  2259. return 0;
  2260. sc = status_get_sc(bl);
  2261. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2262. return 0;
  2263. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2264. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2265. where&=~pos[i];
  2266. }
  2267. if (!where) return 0;
  2268. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2269. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2270. where&=~pos[i];
  2271. }
  2272. return where?1:0;
  2273. }
  2274. /* Stores temporary values.
  2275. * Common usages:
  2276. * [0] holds number of targets in area
  2277. * [1] holds the id of the original target
  2278. * [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)
  2279. */
  2280. static int skill_area_temp[8];
  2281. static int64 skill_area_temp_i64[1];
  2282. /**
  2283. Used to knock back players, monsters, traps, etc
  2284. * @param src Object that give knock back
  2285. * @param target Object that receive knock back
  2286. * @param count Number of knock back cell requested
  2287. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2288. * @param flag
  2289. 0x01 - position update packets must not be sent;
  2290. 0x02 - ignores players' special_state.no_knockback;
  2291. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2292. 0x04 - at WOE/BG map;
  2293. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2294. 0x10 - if target has 'special_state.no_knockback';
  2295. 0x20 - if target is in Basilica area;
  2296. * @return Number of knocked back cells done
  2297. */
  2298. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2299. {
  2300. int dx = 0, dy = 0;
  2301. uint8 reason = 0, checkflag = 0;
  2302. nullpo_ret(src);
  2303. nullpo_ret(target);
  2304. if (!count)
  2305. return count; // Actual knockback distance is 0.
  2306. // Create flag needed in unit_blown_immune
  2307. if(src != target)
  2308. checkflag |= 0x1; // Offensive
  2309. if(!(flag&0x2))
  2310. checkflag |= 0x2; // Knockback type
  2311. if(is_boss(src))
  2312. checkflag |= 0x4; // Boss attack
  2313. // Get reason and check for flags
  2314. reason = unit_blown_immune(target, checkflag);
  2315. switch(reason) {
  2316. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2317. case 2: return count; // Emperium can't be knocked back
  2318. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2319. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2320. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2321. case 6: return count; // Trap cannot be knocked back
  2322. }
  2323. if (dir == -1) // <optimized>: do the computation here instead of outside
  2324. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2325. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2326. dx = -dirx[dir];
  2327. dy = -diry[dir];
  2328. }
  2329. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2330. }
  2331. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2332. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2333. // In case of success returns type of reflection, otherwise 0
  2334. // 1 - Regular reflection (Maya)
  2335. // 2 - SL_KAITE reflection
  2336. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2337. {
  2338. struct status_change *sc = status_get_sc(bl);
  2339. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2340. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2341. return 0;
  2342. // item-based reflection
  2343. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2344. return 1;
  2345. if( is_boss(src) )
  2346. return 0;
  2347. // status-based reflection
  2348. if( !sc || sc->count == 0 )
  2349. return 0;
  2350. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2351. return 1;
  2352. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2353. {// Kaite only works against non-players if they are low-level.
  2354. clif_specialeffect(bl, 438, AREA);
  2355. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2356. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2357. return 2;
  2358. }
  2359. return 0;
  2360. }
  2361. /**
  2362. * Checks whether a skill can be used in combos or not
  2363. * @param skill_id: Target skill
  2364. * @return true: Skill is a combo, false: otherwise
  2365. * @author Panikon
  2366. */
  2367. bool skill_is_combo(uint16 skill_id) {
  2368. switch(skill_id) {
  2369. case MO_CHAINCOMBO:
  2370. case MO_COMBOFINISH:
  2371. case CH_TIGERFIST:
  2372. case CH_CHAINCRUSH:
  2373. case MO_EXTREMITYFIST:
  2374. case TK_TURNKICK:
  2375. case TK_STORMKICK:
  2376. case TK_DOWNKICK:
  2377. case TK_COUNTER:
  2378. case TK_JUMPKICK:
  2379. case HT_POWER:
  2380. case GC_COUNTERSLASH:
  2381. case GC_WEAPONCRUSH:
  2382. case SR_FALLENEMPIRE:
  2383. case SR_DRAGONCOMBO:
  2384. case SR_TIGERCANNON:
  2385. case SR_GATEOFHELL:
  2386. return true;
  2387. }
  2388. return false;
  2389. }
  2390. /*
  2391. * Combo handler, start stop combo status
  2392. */
  2393. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2394. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2395. switch (skill_id) {
  2396. case MH_MIDNIGHT_FRENZY:
  2397. case MH_EQC:
  2398. {
  2399. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2400. short idx = hom_skill_get_index(skill_id2);
  2401. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2402. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2403. if (idx == -1)
  2404. break;
  2405. sd = hd->master;
  2406. hd->homunculus.hskill[idx].flag= flag;
  2407. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2408. }
  2409. break;
  2410. case MO_COMBOFINISH:
  2411. case CH_TIGERFIST:
  2412. case CH_CHAINCRUSH:
  2413. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2414. break;
  2415. case TK_JUMPKICK:
  2416. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2417. break;
  2418. case MO_TRIPLEATTACK:
  2419. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2420. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2421. break;
  2422. case SR_FALLENEMPIRE:
  2423. if (sd){
  2424. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2425. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2426. }
  2427. break;
  2428. }
  2429. }
  2430. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2431. unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2432. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2433. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2434. struct status_change_entry *sce;
  2435. TBL_PC *sd = BL_CAST(BL_PC,src);
  2436. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2437. struct status_change *sc = status_get_sc(src);
  2438. if(sc == NULL) return;
  2439. //End previous combo state after skill is invoked
  2440. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2441. switch (skill_id) {
  2442. case TK_TURNKICK:
  2443. case TK_STORMKICK:
  2444. case TK_DOWNKICK:
  2445. case TK_COUNTER:
  2446. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2447. sce->val1 = skill_id; //Update combo-skill
  2448. sce->val3 = skill_id;
  2449. if( sce->timer != INVALID_TIMER )
  2450. delete_timer(sce->timer, status_change_timer);
  2451. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2452. break;
  2453. }
  2454. unit_cancel_combo(src); // Cancel combo wait
  2455. break;
  2456. default:
  2457. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2458. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2459. }
  2460. }
  2461. //start new combo
  2462. if(sd){ //player only
  2463. switch(skill_id) {
  2464. case MO_TRIPLEATTACK:
  2465. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2466. duration = 1;
  2467. break;
  2468. case MO_CHAINCOMBO:
  2469. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2470. duration = 1;
  2471. break;
  2472. case MO_COMBOFINISH:
  2473. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2474. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2475. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2476. duration = 1;
  2477. case CH_TIGERFIST:
  2478. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2479. duration = 1;
  2480. case CH_CHAINCRUSH:
  2481. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2482. duration = 1;
  2483. break;
  2484. case AC_DOUBLE:
  2485. if( pc_checkskill(sd, HT_POWER)) {
  2486. duration = 2000;
  2487. nodelay = 1; //Neither gives walk nor attack delay
  2488. target_id = 0; //Does not need to be used on previous target
  2489. }
  2490. break;
  2491. case SR_DRAGONCOMBO:
  2492. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2493. duration = 1;
  2494. break;
  2495. case SR_FALLENEMPIRE:
  2496. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2497. duration = 1;
  2498. break;
  2499. }
  2500. }
  2501. else { //other
  2502. switch(skill_id) {
  2503. case MH_TINDER_BREAKER:
  2504. case MH_CBC:
  2505. case MH_SONIC_CRAW:
  2506. case MH_SILVERVEIN_RUSH:
  2507. if(hd->homunculus.spiritball > 0) duration = 2000;
  2508. nodelay = 1;
  2509. break;
  2510. case MH_EQC:
  2511. case MH_MIDNIGHT_FRENZY:
  2512. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2513. nodelay = 1;
  2514. break;
  2515. }
  2516. }
  2517. if (duration) { //Possible to chain
  2518. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2519. duration = umax(status_get_amotion(src),duration); //Never less than aMotion
  2520. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2521. clif_combo_delay(src, duration);
  2522. }
  2523. }
  2524. /**
  2525. * Copy skill by Plagiarism or Reproduce
  2526. * @param src: The caster
  2527. * @param bl: The target
  2528. * @param skill_id: Skill that casted
  2529. * @param skill_lv: Skill level of the casted skill
  2530. */
  2531. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2532. {
  2533. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2534. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2535. return;
  2536. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2537. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2538. return;
  2539. else {
  2540. uint16 idx;
  2541. unsigned char lv;
  2542. skill_id = skill_dummy2skill_id(skill_id);
  2543. //Use skill index, avoiding out-of-bound array [Cydh]
  2544. if (!(idx = skill_get_index(skill_id)))
  2545. return;
  2546. switch (skill_isCopyable(tsd,idx)) {
  2547. case 1: //Copied by Plagiarism
  2548. {
  2549. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2550. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2551. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2552. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2553. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2554. }
  2555. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2556. tsd->cloneskill_idx = idx;
  2557. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2558. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2559. }
  2560. break;
  2561. case 2: //Copied by Reproduce
  2562. {
  2563. struct status_change *tsc = status_get_sc(bl);
  2564. //Already did SC check
  2565. //Skill level copied depends on Reproduce skill that used
  2566. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2567. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2568. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2569. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2570. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2571. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2572. }
  2573. //Level dependent and limitation.
  2574. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2575. lv = min(lv,skill_get_max(skill_id));
  2576. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2577. lv = min(lv,skill_lv);
  2578. tsd->reproduceskill_idx = idx;
  2579. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2580. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2581. }
  2582. break;
  2583. default: return;
  2584. }
  2585. tsd->status.skill[idx].id = skill_id;
  2586. tsd->status.skill[idx].lv = lv;
  2587. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2588. clif_addskill(tsd,skill_id);
  2589. }
  2590. }
  2591. /**
  2592. * Knockback the target on skill_attack
  2593. * @param src is the master behind the attack
  2594. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2595. * @param target is the target to be attacked.
  2596. * @param blewcount
  2597. * @param skill_id
  2598. * @param skill_lv
  2599. * @param damage
  2600. * @param tick
  2601. * @param flag can hold a bunch of information:
  2602. */
  2603. 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, unsigned int tick, int flag) {
  2604. int8 dir = -1; // Default direction
  2605. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2606. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2607. if (!blewcount || target == dsrc || status_isdead(target))
  2608. return;
  2609. // Skill specific direction
  2610. switch (skill_id) {
  2611. case MG_FIREWALL:
  2612. case PR_SANCTUARY:
  2613. case GN_WALLOFTHORN:
  2614. case EL_FIRE_MANTLE:
  2615. dir = unit_getdir(target); // Backwards
  2616. break;
  2617. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2618. case WZ_STORMGUST:
  2619. if(!battle_config.stormgust_knockback)
  2620. dir = rnd()%8;
  2621. break;
  2622. case WL_CRIMSONROCK:
  2623. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2624. break;
  2625. case MC_CARTREVOLUTION:
  2626. if (battle_config.cart_revo_knockback)
  2627. dir = 6; // Official servers push target to the West
  2628. break;
  2629. case AC_SHOWER:
  2630. if (!battle_config.arrow_shower_knockback)
  2631. dir = map_calc_dir(target, src->x, src->y);
  2632. break;
  2633. }
  2634. // Blown-specific handling
  2635. switch( skill_id ) {
  2636. case LG_OVERBRAND_BRANDISH:
  2637. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2638. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2639. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2640. break;
  2641. case SR_KNUCKLEARROW:
  2642. {
  2643. short x = target->x, y = target->y;
  2644. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2645. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2646. // (bugreport:9096)
  2647. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2648. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2649. dir_ka = -1;
  2650. // Move attacker to the target position after knocked back
  2651. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2652. clif_blown(src);
  2653. }
  2654. break;
  2655. case RL_R_TRIP:
  2656. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2657. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2658. break;
  2659. case RL_SLUGSHOT:
  2660. skill_blown(dsrc,target,blewcount,dir, 0);
  2661. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2662. break;
  2663. default:
  2664. skill_blown(dsrc,target,blewcount,dir, 0);
  2665. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2666. TBL_SKILL *su = (TBL_SKILL*)target;
  2667. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2668. skill_blown(src, target, 3, -1, 0);
  2669. }
  2670. break;
  2671. }
  2672. clif_fixpos(target);
  2673. }
  2674. /*
  2675. * =========================================================================
  2676. * Does a skill attack with the given properties.
  2677. * @param src is the master behind the attack (player/mob/pet)
  2678. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2679. * @param bl is the target to be attacked.
  2680. * @param flag can hold a bunch of information:
  2681. * flag&1
  2682. * flag&2 - Disable re-triggered by double casting
  2683. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2684. * flag&8 - Force assume the target is not as is_infinite_defense() on in battle_calc_attack() first.
  2685. * Once it's done, store the damage to skill_area_temp_i64[0] then re-calcuate for real against 'plant'.
  2686. *
  2687. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2688. * (usually holds number of targets, or just 1 for simple splash attacks)
  2689. *
  2690. * flag&0xF000 - Values from enum e_skill_display
  2691. * flag&0x3F0000 - Values from enum e_battle_check_target
  2692. *
  2693. * flag&0x1000000 - Return 0 if damage was reflected
  2694. *-------------------------------------------------------------------------*/
  2695. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2696. {
  2697. struct Damage dmg;
  2698. struct status_data *sstatus, *tstatus;
  2699. struct status_change *sc, *tsc;
  2700. struct map_session_data *sd, *tsd;
  2701. int64 damage;
  2702. int8 rmdamage = 0;//magic reflected
  2703. int type;
  2704. bool shadow_flag = false;
  2705. bool additional_effects = true;
  2706. if(skill_id > 0 && !skill_lv)
  2707. return 0;
  2708. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2709. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2710. nullpo_ret(bl); //Target to be attacked.
  2711. if (src != dsrc) {
  2712. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2713. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2714. return 0;
  2715. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2716. //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]
  2717. if (!status_check_skilluse(src, bl, skill_id, 2))
  2718. return 0;
  2719. }
  2720. sd = BL_CAST(BL_PC, src);
  2721. tsd = BL_CAST(BL_PC, bl);
  2722. sstatus = status_get_status_data(src);
  2723. tstatus = status_get_status_data(bl);
  2724. sc= status_get_sc(src);
  2725. tsc= status_get_sc(bl);
  2726. if (tsc && !tsc->count)
  2727. tsc = NULL; //Don't need it.
  2728. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2729. if (tsc && tsc->data[SC_TRICKDEAD])
  2730. return 0;
  2731. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2732. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2733. return 0;
  2734. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2735. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2736. // Adjusted to the new system [Skotlex]
  2737. if( src->type == BL_PET ) { // [Valaris]
  2738. struct pet_data *pd = (TBL_PET*)src;
  2739. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2740. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2741. int element = skill_get_ele(skill_id, skill_lv);
  2742. /*if (skill_id == -1) Does it ever worked?
  2743. element = sstatus->rhw.ele;*/
  2744. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2745. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2746. else
  2747. dmg.damage = pd->a_skill->damage; // Fixed damage
  2748. }
  2749. else
  2750. dmg.damage = 1*pd->a_skill->div_;
  2751. dmg.damage2 = 0;
  2752. dmg.div_= pd->a_skill->div_;
  2753. }
  2754. }
  2755. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2756. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2757. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2758. { //Magic reflection, switch caster/target
  2759. struct block_list *tbl = bl;
  2760. rmdamage = 1;
  2761. bl = src;
  2762. src = tbl;
  2763. dsrc = tbl;
  2764. sd = BL_CAST(BL_PC, src);
  2765. tsd = BL_CAST(BL_PC, bl);
  2766. tsc = status_get_sc(bl);
  2767. if (tsc && !tsc->count)
  2768. tsc = NULL; //Don't need it.
  2769. /* bugreport:2564 flag&2 disables double casting trigger */
  2770. flag |= 2;
  2771. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2772. flag |= 4;
  2773. //Spirit of Wizard blocks Kaite's reflection
  2774. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2775. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2776. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2777. if (type >= 0) {
  2778. if ( tsd )
  2779. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2780. dmg.damage = dmg.damage2 = 0;
  2781. dmg.dmg_lv = ATK_MISS;
  2782. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2783. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2784. }
  2785. } else if( type != 2 ) /* Kaite bypasses */
  2786. additional_effects = false;
  2787. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2788. #if MAGIC_REFLECTION_TYPE
  2789. #ifdef RENEWAL
  2790. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2791. #else
  2792. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2793. // regardless of caster's equipment (Aegis 11.1)
  2794. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2795. #endif
  2796. short s_ele = skill_get_ele(skill_id, skill_lv);
  2797. if (s_ele == -1) // the skill takes the weapon's element
  2798. s_ele = sstatus->rhw.ele;
  2799. else if (s_ele == -2) //Use status element
  2800. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2801. else if( s_ele == -3 ) //Use random element
  2802. s_ele = rnd()%ELE_ALL;
  2803. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2804. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2805. struct status_data *status = status_get_status_data(bl);
  2806. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2807. per /=20; //Uses 20% SP intervals.
  2808. //SP Cost: 1% + 0.5% per every 20% SP
  2809. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2810. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2811. //Reduction: 6% + 6% every 20%
  2812. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2813. }
  2814. }
  2815. #endif
  2816. }
  2817. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2818. int sp = skill_get_sp(skill_id,skill_lv);
  2819. dmg.damage = dmg.damage2 = 0;
  2820. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2821. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2822. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2823. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2824. status_heal(bl, 0, sp, 2);
  2825. }
  2826. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2827. dmg.damage = dmg.damage2 = 0;
  2828. dmg.dmg_lv = ATK_MISS;
  2829. }
  2830. }
  2831. damage = dmg.damage + dmg.damage2;
  2832. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2833. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2834. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2835. damage = 1;
  2836. if (flag&8) {
  2837. skill_area_temp_i64[0] = damage;
  2838. if (is_infinite_defense(bl, dmg.flag)) {
  2839. dmg = battle_calc_attack_plant(dmg, src, bl, skill_id, skill_lv);
  2840. damage = dmg.damage + dmg.damage2;
  2841. }
  2842. }
  2843. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2844. struct block_list *nbl;
  2845. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2846. if( nbl ){ // Only one target is chosen.
  2847. damage = damage / 2; // Deflect half of the damage to a target nearby
  2848. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2849. }
  2850. }
  2851. //Skill hit type
  2852. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2853. switch( skill_id ) {
  2854. case SC_TRIANGLESHOT:
  2855. if( rnd()%100 > (1 + skill_lv) )
  2856. dmg.blewcount = 0;
  2857. break;
  2858. default:
  2859. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2860. dmg.blewcount = 0; //only pushback when it hit for other
  2861. break;
  2862. }
  2863. switch( skill_id ) {
  2864. case CR_GRANDCROSS:
  2865. case NPC_GRANDDARKNESS:
  2866. if( battle_config.gx_disptype)
  2867. dsrc = src;
  2868. if( src == bl)
  2869. type = 4;
  2870. else
  2871. flag|= SD_ANIMATION;
  2872. break;
  2873. case NJ_TATAMIGAESHI: //For correct knockback.
  2874. dsrc = src;
  2875. flag|= SD_ANIMATION;
  2876. break;
  2877. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2878. int level;
  2879. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2880. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2881. }
  2882. break;
  2883. case SL_STIN:
  2884. case SL_STUN:
  2885. if (skill_lv >= 7) {
  2886. struct status_change *sc_cur = status_get_sc(src);
  2887. if (sc_cur && !sc_cur->data[SC_SMA])
  2888. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2889. }
  2890. break;
  2891. case GS_FULLBUSTER:
  2892. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2893. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2894. break;
  2895. }
  2896. //combo handling
  2897. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2898. //Display damage.
  2899. switch( skill_id ) {
  2900. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2901. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2902. break;
  2903. //Skills that need be passed as a normal attack for the client to display correctly.
  2904. case HVAN_EXPLOSION:
  2905. case NPC_SELFDESTRUCTION:
  2906. if(src->type == BL_PC)
  2907. dmg.blewcount = 10;
  2908. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2909. // fall through
  2910. case KN_AUTOCOUNTER:
  2911. case NPC_CRITICALSLASH:
  2912. case TF_DOUBLE:
  2913. case GS_CHAINACTION:
  2914. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2915. break;
  2916. case AS_SPLASHER:
  2917. if( flag&SD_ANIMATION ) // the surrounding targets
  2918. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2919. else // the central target doesn't display an animation
  2920. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2921. break;
  2922. case GN_SPORE_EXPLOSION:
  2923. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5);
  2924. break;
  2925. case WL_HELLINFERNO:
  2926. case SR_EARTHSHAKER:
  2927. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2928. break;
  2929. case WL_SOULEXPANSION:
  2930. case WL_COMET:
  2931. case KO_MUCHANAGE:
  2932. case NJ_HUUMA:
  2933. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2934. break;
  2935. case WL_CHAINLIGHTNING_ATK:
  2936. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,6);
  2937. break;
  2938. case LG_OVERBRAND:
  2939. case LG_OVERBRAND_BRANDISH:
  2940. dmg.amotion = status_get_amotion(src) * 2;
  2941. case LG_OVERBRAND_PLUSATK:
  2942. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2943. break;
  2944. case EL_FIRE_BOMB:
  2945. case EL_FIRE_BOMB_ATK:
  2946. case EL_FIRE_WAVE:
  2947. case EL_FIRE_WAVE_ATK:
  2948. case EL_FIRE_MANTLE:
  2949. case EL_CIRCLE_OF_FIRE:
  2950. case EL_FIRE_ARROW:
  2951. case EL_ICE_NEEDLE:
  2952. case EL_WATER_SCREW:
  2953. case EL_WATER_SCREW_ATK:
  2954. case EL_WIND_SLASH:
  2955. case EL_TIDAL_WEAPON:
  2956. case EL_ROCK_CRUSHER:
  2957. case EL_ROCK_CRUSHER_ATK:
  2958. case EL_HURRICANE:
  2959. case EL_HURRICANE_ATK:
  2960. case KO_BAKURETSU:
  2961. case GN_CRAZYWEED_ATK:
  2962. case NC_MAGMA_ERUPTION:
  2963. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2964. break;
  2965. case GN_FIRE_EXPANSION_ACID:
  2966. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2967. break;
  2968. case GN_SLINGITEM_RANGEMELEEATK:
  2969. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2970. break;
  2971. case EL_STONE_RAIN:
  2972. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2973. break;
  2974. case WM_SEVERE_RAINSTORM_MELEE:
  2975. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2976. break;
  2977. case WM_REVERBERATION_MELEE:
  2978. case WM_REVERBERATION_MAGIC:
  2979. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2980. break;
  2981. case WZ_SIGHTBLASTER:
  2982. case HT_CLAYMORETRAP:
  2983. case HT_BLASTMINE:
  2984. case HT_FLASHER:
  2985. case HT_FREEZINGTRAP:
  2986. case RA_CLUSTERBOMB:
  2987. case RA_FIRINGTRAP:
  2988. case RA_ICEBOUNDTRAP:
  2989. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, 5);
  2990. if( dsrc != src ) // avoid damage display redundancy
  2991. break;
  2992. case HT_LANDMINE:
  2993. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2994. break;
  2995. case RL_R_TRIP_PLUSATK:
  2996. case RL_BANISHING_BUSTER:
  2997. case RL_S_STORM:
  2998. case RL_SLUGSHOT:
  2999. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  3000. break;
  3001. case WZ_WATERBALL:
  3002. if (damage > 0)
  3003. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, type);
  3004. break;
  3005. case AB_DUPLELIGHT_MELEE:
  3006. case AB_DUPLELIGHT_MAGIC:
  3007. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3008. default:
  3009. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3010. type = 5;
  3011. if( bl->type == BL_SKILL ){
  3012. TBL_SKILL *su = (TBL_SKILL*)bl;
  3013. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  3014. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  3015. }
  3016. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  3017. break;
  3018. }
  3019. map_freeblock_lock();
  3020. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  3021. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3022. skill_do_copy(src,bl,skill_id,skill_lv);
  3023. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3024. { //Skills with can't walk delay also stop normal attacking for that
  3025. //duration when the attack connects. [Skotlex]
  3026. struct unit_data *ud = unit_bl2ud(src);
  3027. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3028. ud->attackabletime = tick + type;
  3029. }
  3030. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3031. // Instant damage
  3032. if( !dmg.amotion ) {
  3033. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION) && !shadow_flag )
  3034. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3035. if( !status_isdead(bl) && additional_effects )
  3036. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3037. if( damage > 0 ) //Counter status effects [Skotlex]
  3038. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3039. }
  3040. // Blow!
  3041. if (!(flag&4))
  3042. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3043. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3044. if( dmg.amotion ) {
  3045. if( shadow_flag ) {
  3046. if( !status_isdead(bl) && additional_effects )
  3047. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3048. if( dmg.flag > ATK_BLOCK )
  3049. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3050. } else
  3051. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  3052. }
  3053. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION) {
  3054. if (tsc->data[SC_DEVOTION]) {
  3055. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3056. struct block_list *d_bl = map_id2bl(sce->val1);
  3057. if (d_bl && (
  3058. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3059. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3060. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3061. {
  3062. if (!rmdamage) {
  3063. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3064. status_fix_damage(NULL, d_bl, damage, 0);
  3065. } else {
  3066. bool isDevotRdamage = false;
  3067. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3068. isDevotRdamage = true;
  3069. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3070. // This check is only for magical skill.
  3071. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3072. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  3073. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3074. }
  3075. } else {
  3076. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3077. if (!dmg.amotion)
  3078. status_fix_damage(src, bl, damage, dmg.dmotion);
  3079. }
  3080. }
  3081. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3082. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3083. struct block_list *e_bl = map_id2bl(sce->val1);
  3084. if (e_bl) {
  3085. if (!rmdamage) {
  3086. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3087. status_fix_damage(NULL, e_bl, damage, 0);
  3088. } else {
  3089. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3090. status_fix_damage(bl, bl, damage, 0);
  3091. }
  3092. }
  3093. }
  3094. }
  3095. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  3096. if( skill_id == RG_INTIMIDATE ) {
  3097. int rate = 50 + skill_lv * 5;
  3098. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3099. if(rnd()%100 < rate)
  3100. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3101. } else if( skill_id == SC_FATALMENACE )
  3102. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3103. }
  3104. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3105. dmg.flag |= BF_WEAPON;
  3106. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3107. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3108. {
  3109. if (battle_config.left_cardfix_to_right)
  3110. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3111. else
  3112. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_, is_infinite_defense(bl,dmg.flag));
  3113. }
  3114. if( damage > 0 ) { // Post-damage effects
  3115. switch( skill_id ) {
  3116. case GC_VENOMPRESSURE: {
  3117. struct status_change *ssc = status_get_sc(src);
  3118. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3119. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3120. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3122. }
  3123. }
  3124. break;
  3125. case WM_METALICSOUND:
  3126. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3127. break;
  3128. }
  3129. if( sd )
  3130. skill_onskillusage(sd, bl, skill_id, tick);
  3131. }
  3132. if (!(flag&2) &&
  3133. (
  3134. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3135. ) &&
  3136. (tsc = status_get_sc(src)) &&
  3137. tsc->data[SC_DOUBLECAST] &&
  3138. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3139. {
  3140. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3141. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3142. }
  3143. map_freeblock_unlock();
  3144. if ((flag&0x1000000) && rmdamage == 1)
  3145. return 0; //Should return 0 when damage was reflected
  3146. return damage;
  3147. }
  3148. /*==========================================
  3149. * Sub function for recursive skill call.
  3150. * Checking bl battle flag and display damage
  3151. * then call func with source,target,skill_id,skill_lv,tick,flag
  3152. *------------------------------------------*/
  3153. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3154. int skill_area_sub(struct block_list *bl, va_list ap)
  3155. {
  3156. struct block_list *src;
  3157. uint16 skill_id,skill_lv;
  3158. int flag;
  3159. unsigned int tick;
  3160. SkillFunc func;
  3161. nullpo_ret(bl);
  3162. src = va_arg(ap,struct block_list *);
  3163. skill_id = va_arg(ap,int);
  3164. skill_lv = va_arg(ap,int);
  3165. tick = va_arg(ap,unsigned int);
  3166. flag = va_arg(ap,int);
  3167. func = va_arg(ap,SkillFunc);
  3168. if (flag&BCT_WOS && src == bl)
  3169. return 0;
  3170. if(battle_check_target(src,bl,flag) > 0) {
  3171. // several splash skills need this initial dummy packet to display correctly
  3172. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3173. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3174. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3175. skill_area_temp[2]++;
  3176. return func(src,bl,skill_id,skill_lv,tick,flag);
  3177. }
  3178. return 0;
  3179. }
  3180. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3181. {
  3182. struct skill_unit *unit;
  3183. uint16 skill_id,g_skill_id;
  3184. unit = (struct skill_unit *)bl;
  3185. if(bl->prev == NULL || bl->type != BL_SKILL)
  3186. return 0;
  3187. if(!unit->alive)
  3188. return 0;
  3189. skill_id = va_arg(ap,int);
  3190. g_skill_id = unit->group->skill_id;
  3191. switch (skill_id) {
  3192. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3193. if(g_skill_id == SA_LANDPROTECTOR)
  3194. break;
  3195. //Fall through
  3196. case MH_STEINWAND:
  3197. case MG_SAFETYWALL:
  3198. case SC_MAELSTROM:
  3199. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3200. return 0;
  3201. break;
  3202. case AL_WARP:
  3203. case HT_SKIDTRAP:
  3204. case MA_SKIDTRAP:
  3205. case HT_LANDMINE:
  3206. case MA_LANDMINE:
  3207. case HT_ANKLESNARE:
  3208. case HT_SHOCKWAVE:
  3209. case HT_SANDMAN:
  3210. case MA_SANDMAN:
  3211. case HT_FLASHER:
  3212. case HT_FREEZINGTRAP:
  3213. case MA_FREEZINGTRAP:
  3214. case HT_BLASTMINE:
  3215. case HT_CLAYMORETRAP:
  3216. case HT_TALKIEBOX:
  3217. case HP_BASILICA:
  3218. case RA_ELECTRICSHOCKER:
  3219. case RA_CLUSTERBOMB:
  3220. case RA_MAGENTATRAP:
  3221. case RA_COBALTTRAP:
  3222. case RA_MAIZETRAP:
  3223. case RA_VERDURETRAP:
  3224. case RA_FIRINGTRAP:
  3225. case RA_ICEBOUNDTRAP:
  3226. case SC_DIMENSIONDOOR:
  3227. case SC_BLOODYLUST:
  3228. case WM_REVERBERATION:
  3229. case GN_THORNS_TRAP:
  3230. case GN_HELLS_PLANT:
  3231. case RL_B_TRAP:
  3232. case SC_ESCAPE:
  3233. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3234. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3235. return 0;
  3236. break;
  3237. default: //Avoid stacking with same kind of trap. [Skotlex]
  3238. if (g_skill_id != skill_id)
  3239. return 0;
  3240. break;
  3241. }
  3242. return 1;
  3243. }
  3244. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3245. {
  3246. //Non players do not check for the skill's splash-trigger area.
  3247. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3248. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3249. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3250. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3251. return 0;
  3252. }
  3253. range += layout_type;
  3254. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3255. }
  3256. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3257. {
  3258. uint16 skill_id;
  3259. if(bl->prev == NULL)
  3260. return 0;
  3261. skill_id = va_arg(ap,int);
  3262. if( status_isdead(bl) && skill_id != AL_WARP )
  3263. return 0;
  3264. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3265. return 0;
  3266. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3267. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3268. return 1;
  3269. }
  3270. /**
  3271. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3272. * @param bl Object that casted skill
  3273. * @param x Position x of the target
  3274. * @param y Position y of the target
  3275. * @param skill_id The casted skill
  3276. * @param skill_lv The skill Lv
  3277. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3278. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3279. */
  3280. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3281. {
  3282. int range = 0, type;
  3283. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3284. if (isNearNPC)
  3285. range = skill_get_splash(skill_id,skill_lv);
  3286. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3287. if (!isNearNPC || !range) {
  3288. switch (skill_id) { // to be expanded later
  3289. case WZ_ICEWALL:
  3290. range = 2;
  3291. break;
  3292. case SC_MANHOLE:
  3293. case GN_HELLS_PLANT:
  3294. range = 0;
  3295. break;
  3296. default: {
  3297. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3298. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3299. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3300. return 0;
  3301. }
  3302. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3303. }
  3304. break;
  3305. }
  3306. }
  3307. //Check the additional range [Cydh]
  3308. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3309. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3310. if (!isNearNPC) { //Doesn't check the NPC range
  3311. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3312. if (bl->type == BL_PC)
  3313. type = BL_CHAR;
  3314. else
  3315. type = BL_PC;
  3316. } else
  3317. type = BL_NPC;
  3318. return (!isNearNPC) ?
  3319. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3320. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3321. //isNearNPC is used to check range from NPC
  3322. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3323. }
  3324. /*==========================================
  3325. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3326. * Flag:
  3327. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3328. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3329. *------------------------------------------*/
  3330. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3331. {
  3332. struct status_data *status;
  3333. struct map_session_data *sd = NULL;
  3334. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3335. uint16 idx;
  3336. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3337. nullpo_ret(bl);
  3338. switch( bl->type )
  3339. {
  3340. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3341. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3342. }
  3343. status = status_get_status_data(bl);
  3344. if( (idx = skill_get_index(skill)) == 0 )
  3345. return 0;
  3346. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3347. // Requirements
  3348. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3349. {
  3350. itemid[i] = skill_db[idx]->require.itemid[i];
  3351. amount[i] = skill_db[idx]->require.amount[i];
  3352. }
  3353. hp = skill_db[idx]->require.hp[lv-1];
  3354. sp = skill_db[idx]->require.sp[lv-1];
  3355. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3356. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3357. state = skill_db[idx]->require.state;
  3358. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3359. hp += (status->max_hp * mhp) / 100;
  3360. if( hp_rate > 0 )
  3361. hp += (status->hp * hp_rate) / 100;
  3362. else
  3363. hp += (status->max_hp * (-hp_rate)) / 100;
  3364. if( sp_rate > 0 )
  3365. sp += (status->sp * sp_rate) / 100;
  3366. else
  3367. sp += (status->max_sp * (-sp_rate)) / 100;
  3368. if( bl->type == BL_HOM )
  3369. { // Intimacy Requeriments
  3370. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3371. switch( skill )
  3372. {
  3373. case HFLI_SBR44:
  3374. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3375. return 0;
  3376. break;
  3377. case HVAN_EXPLOSION:
  3378. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3379. return 0;
  3380. break;
  3381. }
  3382. }
  3383. if( !(type&2) )
  3384. {
  3385. if( hp > 0 && status->hp <= (unsigned int)hp )
  3386. {
  3387. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3388. return 0;
  3389. }
  3390. if( sp > 0 && status->sp <= (unsigned int)sp )
  3391. {
  3392. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3393. return 0;
  3394. }
  3395. }
  3396. if( !type )
  3397. switch( state )
  3398. {
  3399. case ST_MOVE_ENABLE:
  3400. if( !unit_can_move(bl) )
  3401. {
  3402. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3403. return 0;
  3404. }
  3405. break;
  3406. }
  3407. if( !(type&1) )
  3408. return 1;
  3409. // Check item existences
  3410. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3411. {
  3412. index[i] = -1;
  3413. if( itemid[i] < 1 ) continue; // No item
  3414. index[i] = pc_search_inventory(sd, itemid[i]);
  3415. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3416. {
  3417. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3418. return 0;
  3419. }
  3420. }
  3421. // Consume items
  3422. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3423. {
  3424. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3425. }
  3426. if( type&2 )
  3427. return 1;
  3428. if( sp || hp )
  3429. status_zap(bl, hp, sp);
  3430. return 1;
  3431. }
  3432. /*==========================================
  3433. *
  3434. *------------------------------------------*/
  3435. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3436. {
  3437. switch (skill_id) {
  3438. case RL_QD_SHOT:
  3439. {
  3440. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3441. struct unit_data *ud = unit_bl2ud(src);
  3442. if (ud && ud->target == target->id)
  3443. return 1;
  3444. }
  3445. }
  3446. case RL_D_TAIL:
  3447. case RL_HAMMER_OF_GOD:
  3448. if (src->type != BL_PC)
  3449. return 0;
  3450. {
  3451. struct status_change *tsc = status_get_sc(target);
  3452. // Only counts marked target with SC_C_MARKER by caster
  3453. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3454. return 0;
  3455. }
  3456. break;
  3457. }
  3458. return 1;
  3459. }
  3460. /*==========================================
  3461. *
  3462. *------------------------------------------*/
  3463. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3464. {
  3465. struct block_list *src = map_id2bl(id),*target;
  3466. struct unit_data *ud = unit_bl2ud(src);
  3467. struct skill_timerskill *skl;
  3468. struct skill_unit *unit = NULL;
  3469. int range;
  3470. nullpo_ret(src);
  3471. nullpo_ret(ud);
  3472. skl = ud->skilltimerskill[data];
  3473. nullpo_ret(skl);
  3474. ud->skilltimerskill[data] = NULL;
  3475. do {
  3476. if(src->prev == NULL)
  3477. break; // Source not on Map
  3478. if(skl->target_id) {
  3479. target = map_id2bl(skl->target_id);
  3480. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3481. target = src; //Required since it has to warp.
  3482. if(target == NULL)
  3483. break; // Target offline?
  3484. if(target->prev == NULL)
  3485. break; // Target not on Map
  3486. if(src->m != target->m)
  3487. break; // Different Maps
  3488. if(status_isdead(src)) {
  3489. switch(skl->skill_id) {
  3490. case WL_CHAINLIGHTNING_ATK:
  3491. case WL_TETRAVORTEX_FIRE:
  3492. case WL_TETRAVORTEX_WATER:
  3493. case WL_TETRAVORTEX_WIND:
  3494. case WL_TETRAVORTEX_GROUND:
  3495. // For SR_FLASHCOMBO
  3496. case SR_FLASHCOMBO_ATK_STEP1:
  3497. case SR_FLASHCOMBO_ATK_STEP2:
  3498. case SR_FLASHCOMBO_ATK_STEP3:
  3499. case SR_FLASHCOMBO_ATK_STEP4:
  3500. break; // Exceptions
  3501. default:
  3502. continue; // Caster is Dead
  3503. }
  3504. }
  3505. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3506. break;
  3507. switch(skl->skill_id) {
  3508. case KN_AUTOCOUNTER:
  3509. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3510. break;
  3511. case RG_INTIMIDATE:
  3512. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3513. short x,y;
  3514. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3515. if (target != src && !status_isdead(target))
  3516. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3517. }
  3518. break;
  3519. case BA_FROSTJOKER:
  3520. case DC_SCREAM:
  3521. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3522. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3523. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3524. break;
  3525. case NPC_EARTHQUAKE:
  3526. if( skl->type > 1 )
  3527. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3528. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3529. skill_area_temp[1] = src->id;
  3530. skill_area_temp[2] = 0;
  3531. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3532. break;
  3533. case WZ_WATERBALL:
  3534. {
  3535. //Get the next waterball cell to consume
  3536. struct s_skill_unit_layout *layout;
  3537. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3538. for (int i = skl->type; i >= 0 && i < layout->count; i++) {
  3539. int ux = skl->x + layout->dx[i];
  3540. int uy = skl->y + layout->dy[i];
  3541. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3542. if (unit)
  3543. break;
  3544. }
  3545. } // Fall through
  3546. case WZ_JUPITEL:
  3547. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3548. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH)) {
  3549. // Apply canact delay here to prevent hacks (unlimited casting)
  3550. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3551. if (!skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag) && skl->type > 1) {
  3552. // If skill doesn't deal damage, no new timer is created
  3553. unit = NULL;
  3554. }
  3555. }
  3556. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3557. if(skl->type > 0)
  3558. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3559. skill_delunit(unit); // Consume unit for next waterball
  3560. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3561. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3562. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3563. } else {
  3564. struct status_change *sc = status_get_sc(src);
  3565. if(sc) {
  3566. if(sc->data[SC_SPIRIT] &&
  3567. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3568. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3569. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3570. }
  3571. }
  3572. break;
  3573. case WL_CHAINLIGHTNING_ATK: {
  3574. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3575. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3576. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3577. { // Remaining Chains Hit
  3578. struct block_list *nbl = NULL; // Next Target of Chain
  3579. 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.
  3580. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3581. if( nbl == NULL )
  3582. skl->x++;
  3583. else
  3584. skl->x = 0;
  3585. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3586. }
  3587. }
  3588. break;
  3589. case WL_TETRAVORTEX_FIRE:
  3590. case WL_TETRAVORTEX_WATER:
  3591. case WL_TETRAVORTEX_WIND:
  3592. case WL_TETRAVORTEX_GROUND:
  3593. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3594. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3595. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3596. if (skl->type >= 3) { // Final Hit
  3597. if (!status_isdead(target)) { // Final Status Effect
  3598. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3599. applyeffects[4] = { 0, 0, 0, 0 },
  3600. i, j = 0, k = 0;
  3601. for(i = 1; i <= 8; i = i + i) {
  3602. if (skl->x&i) {
  3603. applyeffects[j] = effects[k];
  3604. j++;
  3605. }
  3606. k++;
  3607. }
  3608. if (j) {
  3609. i = applyeffects[rnd()%j];
  3610. status_change_start(src, target, i, 10000, skl->skill_lv,
  3611. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3612. (i == SC_BURNING ? src->id : 0), 0,
  3613. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3614. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3615. }
  3616. }
  3617. }
  3618. break;
  3619. case WM_REVERBERATION_MELEE:
  3620. case WM_REVERBERATION_MAGIC:
  3621. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3622. break;
  3623. case SC_FATALMENACE:
  3624. if( src == target ) // Casters Part
  3625. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3626. else { // Target's Part
  3627. short x = skl->x, y = skl->y;
  3628. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3629. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3630. }
  3631. break;
  3632. case LG_MOONSLASHER:
  3633. case SR_WINDMILL:
  3634. if( target->type == BL_PC ) {
  3635. struct map_session_data *tsd = NULL;
  3636. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3637. pc_setsit(tsd);
  3638. skill_sit(tsd, 1);
  3639. clif_sitting(&tsd->bl);
  3640. }
  3641. }
  3642. break;
  3643. case SR_KNUCKLEARROW:
  3644. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3645. break;
  3646. case GN_SPORE_EXPLOSION:
  3647. clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL);
  3648. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3649. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3650. break;
  3651. case CH_PALMSTRIKE:
  3652. {
  3653. struct status_change* tsc = status_get_sc(target);
  3654. struct status_change* sc = status_get_sc(src);
  3655. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3656. ( sc && sc->option&OPTION_HIDE ) ){
  3657. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3658. break;
  3659. }
  3660. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3661. break;
  3662. }
  3663. // For SR_FLASHCOMBO
  3664. case SR_FLASHCOMBO_ATK_STEP1:
  3665. case SR_FLASHCOMBO_ATK_STEP2:
  3666. case SR_FLASHCOMBO_ATK_STEP3:
  3667. case SR_FLASHCOMBO_ATK_STEP4:
  3668. if( src->type == BL_PC ) {
  3669. const int use_skill_lv[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  3670. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3671. break;
  3672. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), use_skill_lv[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]), tick, 0);
  3673. }
  3674. break;
  3675. case RL_SLUGSHOT:
  3676. if (target->type == BL_PC)
  3677. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3678. break;
  3679. default:
  3680. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3681. break;
  3682. }
  3683. }
  3684. else {
  3685. if(src->m != skl->map)
  3686. break;
  3687. switch( skl->skill_id )
  3688. {
  3689. case WZ_METEOR:
  3690. if( skl->type >= 0 )
  3691. {
  3692. int x = skl->type>>16, y = skl->type&0xFFFF;
  3693. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3694. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3695. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3696. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3697. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3698. }
  3699. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3700. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3701. break;
  3702. case GN_CRAZYWEED_ATK:
  3703. {
  3704. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3705. 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);
  3706. }
  3707. case WL_EARTHSTRAIN:
  3708. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3709. break;
  3710. case LG_OVERBRAND_BRANDISH: {
  3711. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3712. int x = src->x, y = src->y;
  3713. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3714. for( i = 0; i < layout->count; i++ )
  3715. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3716. }
  3717. break;
  3718. case RL_FIRE_RAIN: {
  3719. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3720. 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);
  3721. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3722. }
  3723. break;
  3724. case RL_FALLEN_ANGEL:
  3725. {
  3726. struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL;
  3727. if (sd) {
  3728. if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv))
  3729. break;
  3730. sd->state.autocast = 1;
  3731. }
  3732. skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag);
  3733. if (sd) {
  3734. battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv);
  3735. sd->state.autocast = 0;
  3736. }
  3737. }
  3738. break;
  3739. case NC_MAGMA_ERUPTION:
  3740. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3741. break;
  3742. }
  3743. }
  3744. } while (0);
  3745. //Free skl now that it is no longer needed.
  3746. ers_free(skill_timer_ers, skl);
  3747. return 0;
  3748. }
  3749. /*==========================================
  3750. *
  3751. *------------------------------------------*/
  3752. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3753. {
  3754. int i;
  3755. struct unit_data *ud;
  3756. nullpo_retr(1, src);
  3757. if (src->prev == NULL)
  3758. return 0;
  3759. ud = unit_bl2ud(src);
  3760. nullpo_retr(1, ud);
  3761. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3762. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3763. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3764. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3765. ud->skilltimerskill[i]->src_id = src->id;
  3766. ud->skilltimerskill[i]->target_id = target;
  3767. ud->skilltimerskill[i]->skill_id = skill_id;
  3768. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3769. ud->skilltimerskill[i]->map = src->m;
  3770. ud->skilltimerskill[i]->x = x;
  3771. ud->skilltimerskill[i]->y = y;
  3772. ud->skilltimerskill[i]->type = type;
  3773. ud->skilltimerskill[i]->flag = flag;
  3774. return 0;
  3775. }
  3776. /*==========================================
  3777. *
  3778. *------------------------------------------*/
  3779. int skill_cleartimerskill (struct block_list *src)
  3780. {
  3781. int i;
  3782. struct unit_data *ud;
  3783. nullpo_ret(src);
  3784. ud = unit_bl2ud(src);
  3785. nullpo_ret(ud);
  3786. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3787. if(ud->skilltimerskill[i]) {
  3788. switch(ud->skilltimerskill[i]->skill_id) {
  3789. case WL_TETRAVORTEX_FIRE:
  3790. case WL_TETRAVORTEX_WATER:
  3791. case WL_TETRAVORTEX_WIND:
  3792. case WL_TETRAVORTEX_GROUND:
  3793. // For SR_FLASHCOMBO
  3794. case SR_FLASHCOMBO_ATK_STEP1:
  3795. case SR_FLASHCOMBO_ATK_STEP2:
  3796. case SR_FLASHCOMBO_ATK_STEP3:
  3797. case SR_FLASHCOMBO_ATK_STEP4:
  3798. continue;
  3799. }
  3800. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3801. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3802. ud->skilltimerskill[i]=NULL;
  3803. }
  3804. }
  3805. return 1;
  3806. }
  3807. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3808. struct skill_unit *su = (TBL_SKILL*)bl;
  3809. struct skill_unit_group *sg = NULL;
  3810. nullpo_ret(su);
  3811. if (bl->type != BL_SKILL)
  3812. return 0;
  3813. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3814. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3815. su->limit = DIFF_TICK(gettick(), sg->tick);
  3816. sg->unit_id = UNT_USED_TRAPS;
  3817. }
  3818. return 1;
  3819. }
  3820. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3821. {
  3822. TBL_SKILL *su = (TBL_SKILL*)bl;
  3823. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3824. { //Reveal trap.
  3825. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3826. //clif_changetraplook(bl, su->group->unit_id);
  3827. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3828. return 1;
  3829. }
  3830. return 0;
  3831. }
  3832. /*==========================================
  3833. *
  3834. *
  3835. *------------------------------------------*/
  3836. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3837. {
  3838. struct map_session_data *sd = NULL;
  3839. struct status_data *tstatus;
  3840. struct status_change *sc, *tsc;
  3841. if (skill_id > 0 && !skill_lv) return 0;
  3842. nullpo_retr(1, src);
  3843. nullpo_retr(1, bl);
  3844. if (src->m != bl->m)
  3845. return 1;
  3846. if (bl->prev == NULL)
  3847. return 1;
  3848. sd = BL_CAST(BL_PC, src);
  3849. if (status_isdead(bl))
  3850. return 1;
  3851. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3852. { //GTB makes all targetted magic display miss with a single bolt.
  3853. sc_type sct = status_skill2sc(skill_id);
  3854. if(sct != SC_NONE)
  3855. status_change_end(bl, sct, INVALID_TIMER);
  3856. 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));
  3857. return 1;
  3858. }
  3859. sc = status_get_sc(src);
  3860. tsc = status_get_sc(bl);
  3861. if (sc && !sc->count)
  3862. sc = NULL; //Unneeded
  3863. if (tsc && !tsc->count)
  3864. tsc = NULL;
  3865. tstatus = status_get_status_data(bl);
  3866. map_freeblock_lock();
  3867. switch(skill_id) {
  3868. case MER_CRASH:
  3869. case SM_BASH:
  3870. case MS_BASH:
  3871. case MC_MAMMONITE:
  3872. case TF_DOUBLE:
  3873. case AC_DOUBLE:
  3874. case MA_DOUBLE:
  3875. case AS_SONICBLOW:
  3876. case KN_PIERCE:
  3877. case ML_PIERCE:
  3878. case KN_SPEARBOOMERANG:
  3879. case TF_POISON:
  3880. case TF_SPRINKLESAND:
  3881. case AC_CHARGEARROW:
  3882. case MA_CHARGEARROW:
  3883. case RG_INTIMIDATE:
  3884. case AM_ACIDTERROR:
  3885. case BA_MUSICALSTRIKE:
  3886. case DC_THROWARROW:
  3887. case BA_DISSONANCE:
  3888. case CR_HOLYCROSS:
  3889. case NPC_DARKCROSS:
  3890. case CR_SHIELDCHARGE:
  3891. case CR_SHIELDBOOMERANG:
  3892. case NPC_PIERCINGATT:
  3893. case NPC_MENTALBREAKER:
  3894. case NPC_RANGEATTACK:
  3895. case NPC_CRITICALSLASH:
  3896. case NPC_COMBOATTACK:
  3897. case NPC_GUIDEDATTACK:
  3898. case NPC_POISON:
  3899. case NPC_RANDOMATTACK:
  3900. case NPC_WATERATTACK:
  3901. case NPC_GROUNDATTACK:
  3902. case NPC_FIREATTACK:
  3903. case NPC_WINDATTACK:
  3904. case NPC_POISONATTACK:
  3905. case NPC_HOLYATTACK:
  3906. case NPC_DARKNESSATTACK:
  3907. case NPC_TELEKINESISATTACK:
  3908. case NPC_UNDEADATTACK:
  3909. case NPC_ARMORBRAKE:
  3910. case NPC_WEAPONBRAKER:
  3911. case NPC_HELMBRAKE:
  3912. case NPC_SHIELDBRAKE:
  3913. case NPC_BLINDATTACK:
  3914. case NPC_SILENCEATTACK:
  3915. case NPC_STUNATTACK:
  3916. case NPC_PETRIFYATTACK:
  3917. case NPC_CURSEATTACK:
  3918. case NPC_SLEEPATTACK:
  3919. case LK_AURABLADE:
  3920. case LK_SPIRALPIERCE:
  3921. case ML_SPIRALPIERCE:
  3922. case LK_HEADCRUSH:
  3923. case CG_ARROWVULCAN:
  3924. case HW_MAGICCRASHER:
  3925. case ITM_TOMAHAWK:
  3926. case CH_CHAINCRUSH:
  3927. case CH_TIGERFIST:
  3928. case PA_SHIELDCHAIN: // Shield Chain
  3929. case PA_SACRIFICE:
  3930. case WS_CARTTERMINATION: // Cart Termination
  3931. case AS_VENOMKNIFE:
  3932. case HT_PHANTASMIC:
  3933. case TK_DOWNKICK:
  3934. case TK_COUNTER:
  3935. case GS_CHAINACTION:
  3936. case GS_TRIPLEACTION:
  3937. #ifndef RENEWAL
  3938. case GS_MAGICALBULLET:
  3939. #endif
  3940. case GS_TRACKING:
  3941. case GS_PIERCINGSHOT:
  3942. case GS_RAPIDSHOWER:
  3943. case GS_DUST:
  3944. case GS_DISARM: // Added disarm. [Reddozen]
  3945. case GS_FULLBUSTER:
  3946. case NJ_SYURIKEN:
  3947. case NJ_KUNAI:
  3948. #ifndef RENEWAL
  3949. case ASC_BREAKER:
  3950. #endif
  3951. case HFLI_MOON: //[orn]
  3952. case HFLI_SBR44: //[orn]
  3953. case NPC_BLEEDING:
  3954. case NPC_CRITICALWOUND:
  3955. case NPC_HELLPOWER:
  3956. case RK_SONICWAVE:
  3957. case AB_DUPLELIGHT_MELEE:
  3958. case RA_AIMEDBOLT:
  3959. case NC_AXEBOOMERANG:
  3960. case NC_POWERSWING:
  3961. case NC_MAGMA_ERUPTION:
  3962. case GC_CROSSIMPACT:
  3963. case GC_VENOMPRESSURE:
  3964. case SC_TRIANGLESHOT:
  3965. case SC_FEINTBOMB:
  3966. case LG_BANISHINGPOINT:
  3967. case LG_SHIELDPRESS:
  3968. case LG_RAGEBURST:
  3969. case LG_RAYOFGENESIS:
  3970. case LG_HESPERUSLIT:
  3971. case LG_OVERBRAND:
  3972. case LG_OVERBRAND_BRANDISH:
  3973. case SR_FALLENEMPIRE:
  3974. case SR_FLASHCOMBO_ATK_STEP2:
  3975. case SR_CRESCENTELBOW_AUTOSPELL:
  3976. case SR_GATEOFHELL:
  3977. case SR_GENTLETOUCH_QUIET:
  3978. case WM_SEVERE_RAINSTORM_MELEE:
  3979. case WM_GREAT_ECHO:
  3980. case GN_SLINGITEM_RANGEMELEEATK:
  3981. case KO_SETSUDAN:
  3982. case GC_DARKCROW:
  3983. case RL_MASS_SPIRAL:
  3984. case RL_SLUGSHOT:
  3985. case RL_AM_BLAST:
  3986. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3987. break;
  3988. case NC_BOOSTKNUCKLE:
  3989. case NC_PILEBUNKER:
  3990. case NC_COLDSLOWER:
  3991. if (sd)
  3992. pc_overheat(sd, 1);
  3993. case MO_TRIPLEATTACK:
  3994. case RK_WINDCUTTER:
  3995. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3996. break;
  3997. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3998. switch( rnd()%6 ){
  3999. case 0: flag |= BREAK_ANKLE; break;
  4000. case 1: flag |= BREAK_WRIST; break;
  4001. case 2: flag |= BREAK_KNEE; break;
  4002. case 3: flag |= BREAK_SHOULDER; break;
  4003. case 4: flag |= BREAK_WAIST; break;
  4004. case 5: flag |= BREAK_NECK; break;
  4005. }
  4006. //TODO: is there really no cleaner way to do this?
  4007. sc = status_get_sc(bl);
  4008. if (sc) sc->jb_flag = flag;
  4009. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4010. break;
  4011. case MO_COMBOFINISH:
  4012. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4013. { //Becomes a splash attack when Soul Linked.
  4014. map_foreachinrange(skill_area_sub, bl,
  4015. skill_get_splash(skill_id, skill_lv),splash_target(src),
  4016. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4017. skill_castend_damage_id);
  4018. } else
  4019. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4020. break;
  4021. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4023. skill_area_temp[1] = 0;
  4024. map_foreachinrange(skill_attack_area, src,
  4025. skill_get_splash(skill_id, skill_lv), splash_target(src),
  4026. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4027. break;
  4028. case KN_CHARGEATK:
  4029. {
  4030. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4031. unsigned int dist = distance_bl(src, bl);
  4032. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4033. // teleport to target (if not on WoE grounds)
  4034. if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1))
  4035. clif_blown(src);
  4036. // cause damage and knockback if the path to target was a straight one
  4037. if (path) {
  4038. dist = cap_value(dist, 0, 9);
  4039. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  4040. skill_blown(src, bl, dist, dir, 0);
  4041. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4042. // make the caster look in the direction of the target
  4043. unit_setdir(src, (dir+4)%8);
  4044. }
  4045. }
  4046. break;
  4047. case NC_FLAMELAUNCHER:
  4048. if (sd) pc_overheat(sd,1);
  4049. case SN_SHARPSHOOTING:
  4050. case MA_SHARPSHOOTING:
  4051. case NJ_KAMAITACHI:
  4052. case LG_CANNONSPEAR:
  4053. //It won't shoot through walls since on castend there has to be a direct
  4054. //line of sight between caster and target.
  4055. skill_area_temp[1] = bl->id;
  4056. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  4057. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  4058. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  4059. break;
  4060. case NPC_ACIDBREATH:
  4061. case NPC_DARKNESSBREATH:
  4062. case NPC_FIREBREATH:
  4063. case NPC_ICEBREATH:
  4064. case NPC_THUNDERBREATH:
  4065. skill_area_temp[1] = bl->id;
  4066. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  4067. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  4068. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  4069. break;
  4070. case MO_INVESTIGATE:
  4071. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4072. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4073. break;
  4074. case RG_BACKSTAP:
  4075. {
  4076. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4077. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4078. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4079. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4080. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4081. unit_setdir(bl,dir);
  4082. }
  4083. else if (sd)
  4084. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4085. }
  4086. break;
  4087. case MO_FINGEROFFENSIVE:
  4088. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4089. if (battle_config.finger_offensive_type && sd) {
  4090. int i;
  4091. for (i = 1; i < sd->spiritball_old; i++)
  4092. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4093. }
  4094. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4095. break;
  4096. case MO_CHAINCOMBO:
  4097. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4098. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4099. break;
  4100. #ifndef RENEWAL
  4101. case NJ_ISSEN:
  4102. #endif
  4103. case MO_EXTREMITYFIST:
  4104. {
  4105. struct block_list *mbl = bl; // For NJ_ISSEN
  4106. short x, y, i = 2; // Move 2 cells (From target)
  4107. short dir = map_calc_dir(src,bl->x,bl->y);
  4108. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4109. if (skill_id == MO_EXTREMITYFIST) {
  4110. status_set_sp(src, 0, 0);
  4111. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4112. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4113. #ifdef RENEWAL
  4114. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4115. #endif
  4116. } else {
  4117. status_set_hp(src, 1, 0);
  4118. status_change_end(src, SC_NEN, INVALID_TIMER);
  4119. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4120. }
  4121. if (skill_id == MO_EXTREMITYFIST) {
  4122. mbl = src; // For MO_EXTREMITYFIST
  4123. i = 3; // Move 3 cells (From caster)
  4124. }
  4125. if (dir > 0 && dir < 4)
  4126. x = -i;
  4127. else if (dir > 4)
  4128. x = i;
  4129. else
  4130. x = 0;
  4131. if (dir > 2 && dir < 6)
  4132. y = -i;
  4133. else if (dir == 7 || dir < 2)
  4134. y = i;
  4135. else
  4136. y = 0;
  4137. // Ashura Strike still has slide effect in GVG
  4138. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4139. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4140. clif_blown(src);
  4141. clif_spiritball(src);
  4142. }
  4143. }
  4144. break;
  4145. case HT_POWER:
  4146. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4147. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4148. break;
  4149. //Splash attack skills.
  4150. case AS_GRIMTOOTH:
  4151. case MC_CARTREVOLUTION:
  4152. case NPC_SPLASHATTACK:
  4153. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4154. case AS_SPLASHER:
  4155. case HT_BLITZBEAT:
  4156. case AC_SHOWER:
  4157. case MA_SHOWER:
  4158. case MG_NAPALMBEAT:
  4159. case MG_FIREBALL:
  4160. case RG_RAID:
  4161. case HW_NAPALMVULCAN:
  4162. case NJ_HUUMA:
  4163. case NJ_BAKUENRYU:
  4164. case ASC_METEORASSAULT:
  4165. case GS_DESPERADO:
  4166. case GS_SPREADATTACK:
  4167. case NPC_EARTHQUAKE:
  4168. case NPC_PULSESTRIKE:
  4169. case NPC_HELLJUDGEMENT:
  4170. case NPC_VAMPIRE_GIFT:
  4171. case RK_IGNITIONBREAK:
  4172. case AB_JUDEX:
  4173. case WL_SOULEXPANSION:
  4174. case WL_CRIMSONROCK:
  4175. case WL_JACKFROST:
  4176. case RA_ARROWSTORM:
  4177. case RA_WUGDASH:
  4178. case NC_VULCANARM:
  4179. case NC_SELFDESTRUCTION:
  4180. case NC_AXETORNADO:
  4181. case GC_ROLLINGCUTTER:
  4182. case GC_COUNTERSLASH:
  4183. case LG_MOONSLASHER:
  4184. case LG_EARTHDRIVE:
  4185. case SR_RAMPAGEBLASTER:
  4186. case SR_SKYNETBLOW:
  4187. case SR_FLASHCOMBO_ATK_STEP4:
  4188. case SR_WINDMILL:
  4189. case SR_RIDEINLIGHTNING:
  4190. case WM_REVERBERATION_MELEE:
  4191. case WM_REVERBERATION_MAGIC:
  4192. case SO_VARETYR_SPEAR:
  4193. case GN_CART_TORNADO:
  4194. case GN_CARTCANNON:
  4195. case KO_HAPPOKUNAI:
  4196. case KO_HUUMARANKA:
  4197. case KO_MUCHANAGE:
  4198. case KO_BAKURETSU:
  4199. case GN_ILLUSIONDOPING:
  4200. case RL_FIREDANCE:
  4201. case RL_BANISHING_BUSTER:
  4202. case RL_S_STORM:
  4203. case RL_R_TRIP:
  4204. case MH_XENO_SLASHER:
  4205. case NC_ARMSCANNON:
  4206. if( flag&1 ) {//Recursive invocation
  4207. int sflag = skill_area_temp[0] & 0xFFF;
  4208. int heal = 0;
  4209. struct status_change *tsc = status_get_sc(bl);
  4210. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  4211. break; // Under Hovering characters are immune to select trap and ground target skills.
  4212. if( flag&SD_LEVEL )
  4213. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4214. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4215. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4216. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4217. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4218. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4219. status_heal(src,heal,0,0);
  4220. }
  4221. } else {
  4222. int starget = splash_target(src);
  4223. skill_area_temp[0] = 0;
  4224. skill_area_temp[1] = bl->id;
  4225. skill_area_temp[2] = 0;
  4226. switch ( skill_id ) {
  4227. case NJ_BAKUENRYU:
  4228. case LG_EARTHDRIVE:
  4229. case GN_CARTCANNON:
  4230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4231. break;
  4232. case LG_MOONSLASHER:
  4233. case MH_XENO_SLASHER:
  4234. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4235. break;
  4236. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4237. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4238. break;
  4239. case WM_REVERBERATION_MELEE:
  4240. case WM_REVERBERATION_MAGIC:
  4241. skill_area_temp[1] = 0;
  4242. starget = BL_CHAR;
  4243. break;
  4244. case WL_CRIMSONROCK:
  4245. skill_area_temp[4] = bl->x;
  4246. skill_area_temp[5] = bl->y;
  4247. break;
  4248. case NC_VULCANARM:
  4249. case NC_ARMSCANNON:
  4250. if (sd)
  4251. pc_overheat(sd, 1);
  4252. break;
  4253. }
  4254. // if skill damage should be split among targets, count them
  4255. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4256. //special case: Venom Splasher uses a different range for searching than for splashing
  4257. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4258. skill_area_temp[0] = map_foreachinrange(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);
  4259. // recursive invocation of skill_castend_damage_id() with flag|1
  4260. 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);
  4261. if( skill_id == AS_SPLASHER ) {
  4262. map_freeblock_unlock(); // Don't consume a second gemstone.
  4263. return 0;
  4264. }
  4265. }
  4266. break;
  4267. case WL_COMET:
  4268. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4269. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4270. break;
  4271. case SM_MAGNUM:
  4272. case MS_MAGNUM:
  4273. if( flag&1 ) {
  4274. //Damage depends on distance, so add it to flag if it is > 1
  4275. // Cannot hit hidden targets
  4276. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|distance_bl(src, bl));
  4277. }
  4278. break;
  4279. case KN_BRANDISHSPEAR:
  4280. case ML_BRANDISH:
  4281. //Coded apart for it needs the flag passed to the damage calculation.
  4282. if (skill_area_temp[1] != bl->id)
  4283. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4284. else
  4285. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4286. break;
  4287. case KN_BOWLINGBASH:
  4288. case MS_BOWLINGBASH:
  4289. {
  4290. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4291. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4292. c = (skill_lv-(flag&0xFFF)+1)/2;
  4293. // Determine the Bowling Bash area depending on configuration
  4294. if (battle_config.bowling_bash_area == 0) {
  4295. // Gutter line system
  4296. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4297. if(min_x < 0) min_x = 0;
  4298. max_x = min_x + 39;
  4299. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4300. if(min_y < 0) min_y = 0;
  4301. max_y = min_y + 39;
  4302. } else if (battle_config.bowling_bash_area == 1) {
  4303. // Gutter line system without demi gutter bug
  4304. min_x = src->x - (src->x)%40;
  4305. max_x = min_x + 39;
  4306. min_y = src->y - (src->y)%40;
  4307. max_y = min_y + 39;
  4308. } else {
  4309. // Area around caster
  4310. min_x = src->x - battle_config.bowling_bash_area;
  4311. max_x = src->x + battle_config.bowling_bash_area;
  4312. min_y = src->y - battle_config.bowling_bash_area;
  4313. max_y = src->y + battle_config.bowling_bash_area;
  4314. }
  4315. // Initialization, break checks, direction
  4316. if((flag&0xFFF) > 0) {
  4317. // Ignore monsters outside area
  4318. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4319. break;
  4320. // Ignore monsters already in list
  4321. if(idb_exists(bowling_db, bl->id))
  4322. break;
  4323. // Random direction
  4324. dir = rnd()%8;
  4325. } else {
  4326. // Create an empty list of already hit targets
  4327. db_clear(bowling_db);
  4328. // Direction is walkpath
  4329. dir = (unit_getdir(src)+4)%8;
  4330. }
  4331. // Add current target to the list of already hit targets
  4332. idb_put(bowling_db, bl->id, bl);
  4333. // Keep moving target in direction square by square
  4334. tx = bl->x;
  4335. ty = bl->y;
  4336. for(i=0;i<c;i++) {
  4337. // Target coordinates (get changed even if knockback fails)
  4338. tx -= dirx[dir];
  4339. ty -= diry[dir];
  4340. // If target cell is a wall then break
  4341. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4342. break;
  4343. skill_blown(src,bl,1,dir,0);
  4344. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4345. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4346. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4347. (map_foreachinarea(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))) {
  4348. // Recursive call
  4349. map_foreachinarea(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);
  4350. // Self-collision
  4351. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4352. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4353. break;
  4354. }
  4355. }
  4356. // Original hit or chain hit depending on flag
  4357. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4358. }
  4359. break;
  4360. case KN_SPEARSTAB:
  4361. if(flag&1) {
  4362. if (bl->id==skill_area_temp[1])
  4363. break;
  4364. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4365. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4366. } else {
  4367. int x=bl->x,y=bl->y,i,dir;
  4368. dir = map_calc_dir(bl,src->x,src->y);
  4369. skill_area_temp[1] = bl->id;
  4370. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4371. // all the enemies between the caster and the target are hit, as well as the target
  4372. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4373. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4374. for (i=0;i<4;i++) {
  4375. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4376. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4377. x += dirx[dir];
  4378. y += diry[dir];
  4379. }
  4380. }
  4381. break;
  4382. case TK_TURNKICK:
  4383. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4384. {
  4385. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4386. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4387. map_foreachinrange(skill_area_sub,bl,
  4388. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4389. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4390. skill_castend_nodamage_id);
  4391. }
  4392. break;
  4393. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4394. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4395. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4396. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4397. break;
  4398. case PR_TURNUNDEAD:
  4399. case ALL_RESURRECTION:
  4400. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4401. break;
  4402. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4403. break;
  4404. case MG_SOULSTRIKE:
  4405. case NPC_DARKSTRIKE:
  4406. case MG_COLDBOLT:
  4407. case MG_FIREBOLT:
  4408. case MG_LIGHTNINGBOLT:
  4409. case WZ_EARTHSPIKE:
  4410. case AL_HEAL:
  4411. case AL_HOLYLIGHT:
  4412. case NPC_DARKTHUNDER:
  4413. case PR_ASPERSIO:
  4414. case MG_FROSTDIVER:
  4415. case WZ_SIGHTBLASTER:
  4416. case WZ_SIGHTRASHER:
  4417. case NJ_KOUENKA:
  4418. case NJ_HYOUSENSOU:
  4419. case NJ_HUUJIN:
  4420. case AB_ADORAMUS:
  4421. case AB_RENOVATIO:
  4422. case AB_HIGHNESSHEAL:
  4423. case AB_DUPLELIGHT_MAGIC:
  4424. case WM_METALICSOUND:
  4425. case KO_KAIHOU:
  4426. case MH_ERASER_CUTTER:
  4427. case RL_B_TRAP:
  4428. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4429. break;
  4430. case NPC_MAGICALATTACK:
  4431. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4432. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4433. break;
  4434. case HVAN_CAPRICE: //[blackhole89]
  4435. {
  4436. int ran=rnd()%4;
  4437. int sid = 0;
  4438. switch(ran)
  4439. {
  4440. case 0: sid=MG_COLDBOLT; break;
  4441. case 1: sid=MG_FIREBOLT; break;
  4442. case 2: sid=MG_LIGHTNINGBOLT; break;
  4443. case 3: sid=WZ_EARTHSPIKE; break;
  4444. }
  4445. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4446. }
  4447. break;
  4448. case WZ_WATERBALL:
  4449. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4450. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4451. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4452. break;
  4453. case WZ_JUPITEL:
  4454. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4455. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4456. break;
  4457. case PR_BENEDICTIO:
  4458. //Should attack undead and demons. [Skotlex]
  4459. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4460. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4461. break;
  4462. case SL_SMA:
  4463. status_change_end(src, SC_SMA, INVALID_TIMER);
  4464. case SL_STIN:
  4465. case SL_STUN:
  4466. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4467. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4469. break;
  4470. }
  4471. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4472. break;
  4473. case NPC_DARKBREATH:
  4474. clif_emotion(src,E_AG);
  4475. case SN_FALCONASSAULT:
  4476. case PA_PRESSURE:
  4477. case CR_ACIDDEMONSTRATION:
  4478. case TF_THROWSTONE:
  4479. #ifdef RENEWAL
  4480. case ASC_BREAKER:
  4481. case GS_MAGICALBULLET:
  4482. #endif
  4483. case NPC_SMOKING:
  4484. case GS_FLING:
  4485. case NJ_ZENYNAGE:
  4486. case GN_THORNS_TRAP:
  4487. case GN_HELLS_PLANT_ATK:
  4488. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4489. break;
  4490. #ifdef RENEWAL
  4491. case NJ_ISSEN: {
  4492. short x, y;
  4493. short dir = map_calc_dir(src, bl->x, bl->y);
  4494. // Move 2 cells (From target)
  4495. if (dir > 0 && dir < 4)
  4496. x = -2;
  4497. else if (dir > 4)
  4498. x = 2;
  4499. else
  4500. x = 0;
  4501. if (dir > 2 && dir < 6)
  4502. y = -2;
  4503. else if (dir == 7 || dir < 2)
  4504. y = 2;
  4505. else
  4506. y = 0;
  4507. // Doesn't have slide effect in GVG
  4508. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4509. clif_blown(src);
  4510. clif_spiritball(src);
  4511. }
  4512. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4513. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4514. status_change_end(src, SC_NEN, INVALID_TIMER);
  4515. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4516. }
  4517. break;
  4518. #endif
  4519. case RK_DRAGONBREATH_WATER:
  4520. case RK_DRAGONBREATH: {
  4521. struct status_change *tsc2 = NULL;
  4522. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4523. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4524. } else
  4525. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4526. }
  4527. break;
  4528. case NPC_SELFDESTRUCTION: {
  4529. struct status_change *tsc2 = NULL;
  4530. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4531. break;
  4532. }
  4533. case HVAN_EXPLOSION:
  4534. if (src != bl)
  4535. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4536. break;
  4537. // Celest
  4538. case PF_SOULBURN:
  4539. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4540. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4541. if (skill_lv == 5)
  4542. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4543. status_percent_damage(src, bl, 0, 100, false);
  4544. } else {
  4545. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4546. if (skill_lv == 5)
  4547. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4548. status_percent_damage(src, src, 0, 100, false);
  4549. }
  4550. break;
  4551. case NPC_BLOODDRAIN:
  4552. case NPC_ENERGYDRAIN:
  4553. {
  4554. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4555. src, src, bl, skill_id, skill_lv, tick, flag);
  4556. if (heal > 0){
  4557. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4558. status_heal(src, heal, 0, 0);
  4559. }
  4560. }
  4561. break;
  4562. case GS_BULLSEYE:
  4563. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4564. break;
  4565. case NJ_KASUMIKIRI:
  4566. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4567. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4568. break;
  4569. case NJ_KIRIKAGE:
  4570. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4571. { //You don't move on GVG grounds.
  4572. short x, y;
  4573. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4574. if (unit_movepos(src, x, y, 0, 0)) {
  4575. clif_blown(src);
  4576. }
  4577. }
  4578. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4579. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4580. break;
  4581. case RK_HUNDREDSPEAR:
  4582. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4583. if(rnd()%100 < (10 + 3*skill_lv)) {
  4584. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4585. if( !skill_req )
  4586. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4587. skill_blown(src,bl,6,-1,0);
  4588. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4589. }
  4590. break;
  4591. case RK_PHANTOMTHRUST:
  4592. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4593. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4594. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4595. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4596. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4597. break;
  4598. case RK_STORMBLAST:
  4599. if( flag&1 )
  4600. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4601. else {
  4602. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4603. 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);
  4604. }
  4605. break;
  4606. case GC_DARKILLUSION:
  4607. {
  4608. short x, y;
  4609. short dir = map_calc_dir(src,bl->x,bl->y);
  4610. if( dir > 0 && dir < 4) x = 2;
  4611. else if( dir > 4 ) x = -2;
  4612. else x = 0;
  4613. if( dir > 2 && dir < 6 ) y = 2;
  4614. else if( dir == 7 || dir < 2 ) y = -2;
  4615. else y = 0;
  4616. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4617. clif_blown(src);
  4618. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4619. if( rnd()%100 < 4 * skill_lv )
  4620. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4621. }
  4622. }
  4623. break;
  4624. case GC_WEAPONCRUSH:
  4625. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4626. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4627. else if( sd )
  4628. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4629. break;
  4630. case GC_CROSSRIPPERSLASHER:
  4631. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4633. else
  4634. {
  4635. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4636. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4637. }
  4638. break;
  4639. case GC_PHANTOMMENACE:
  4640. if (flag&1) { // Only Hits Invisible Targets
  4641. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4642. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4643. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4644. }
  4645. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4646. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4647. }
  4648. break;
  4649. case WL_CHAINLIGHTNING:
  4650. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4651. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4652. break;
  4653. case WL_DRAINLIFE:
  4654. {
  4655. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4656. int rate = 70 + 5 * skill_lv;
  4657. heal = heal * (5 + 5 * skill_lv) / 100;
  4658. if( bl->type == BL_SKILL )
  4659. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4660. if( heal && rnd()%100 < rate )
  4661. {
  4662. status_heal(src, heal, 0, 0);
  4663. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4664. }
  4665. }
  4666. break;
  4667. case WL_TETRAVORTEX:
  4668. if( sd && sc ) { // No SC? No spheres
  4669. int spheres[5] = { 0, 0, 0, 0, 0 },
  4670. positions[5] = {-1,-1,-1,-1,-1 },
  4671. i, j = 0, k, subskill = 0;
  4672. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4673. if( sc->data[i] ) {
  4674. spheres[j] = i;
  4675. positions[j] = sc->data[i]->val2;
  4676. j++;
  4677. }
  4678. // Sphere Sort, this time from new to old
  4679. for( i = 0; i <= j - 2; i++ )
  4680. for( k = i + 1; k <= j - 1; k++ )
  4681. if( positions[i] < positions[k] ) {
  4682. swap(positions[i],positions[k]);
  4683. swap(spheres[i],spheres[k]);
  4684. }
  4685. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4686. status_change_end(src, spheres[4], INVALID_TIMER);
  4687. j = 4;
  4688. }
  4689. k = 0;
  4690. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4691. switch( sc->data[spheres[i]]->val1 ) {
  4692. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4693. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4694. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4695. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4696. }
  4697. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4698. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4699. status_change_end(src, spheres[i], INVALID_TIMER);
  4700. }
  4701. }
  4702. break;
  4703. case WL_RELEASE:
  4704. if( sd )
  4705. {
  4706. int i;
  4707. // Priority is to release SpellBook
  4708. if( sc && sc->data[SC_FREEZE_SP] )
  4709. { // SpellBook
  4710. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4711. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4712. int cooldown;
  4713. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4714. if( sc->data[i] ) spell[s++] = i;
  4715. if ( s == 0 )
  4716. break;
  4717. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4718. if(sc->data[i] ){// Now extract the data from the preserved spell
  4719. pres_skill_id = sc->data[i]->val1;
  4720. pres_skill_lv = sc->data[i]->val2;
  4721. point = sc->data[i]->val3;
  4722. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4723. }else //something went wrong :(
  4724. break;
  4725. if( sc->data[SC_FREEZE_SP]->val2 > point )
  4726. sc->data[SC_FREEZE_SP]->val2 -= point;
  4727. else // Last spell to be released
  4728. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  4729. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4730. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4731. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4732. break;
  4733. // Get the requirement for the preserved skill
  4734. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  4735. switch( skill_get_casttype(pres_skill_id) )
  4736. {
  4737. case CAST_GROUND:
  4738. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4739. break;
  4740. case CAST_NODAMAGE:
  4741. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4742. break;
  4743. case CAST_DAMAGE:
  4744. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4745. break;
  4746. }
  4747. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4748. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4749. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4750. if( cooldown )
  4751. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4752. }
  4753. else
  4754. { // Summon Balls
  4755. int j = 0, k;
  4756. int spheres[5] = { 0, 0, 0, 0, 0 },
  4757. positions[5] = {-1,-1,-1,-1,-1 };
  4758. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4759. if( sc && sc->data[i] )
  4760. {
  4761. spheres[j] = i;
  4762. positions[j] = sc->data[i]->val2;
  4763. sc->data[i]->val2--; // Prepares for next position
  4764. j++;
  4765. }
  4766. if( j == 0 )
  4767. { // No Spheres
  4768. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4769. break;
  4770. }
  4771. // Sphere Sort
  4772. for( i = 0; i <= j - 2; i++ )
  4773. for( k = i + 1; k <= j - 1; k++ )
  4774. if( positions[i] > positions[k] )
  4775. {
  4776. swap(positions[i],positions[k]);
  4777. swap(spheres[i],spheres[k]);
  4778. }
  4779. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4780. for( i = 0; i < j; i++ )
  4781. {
  4782. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4783. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4784. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4785. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4786. }
  4787. clif_skill_nodamage(src,bl,skill_id,0,1);
  4788. }
  4789. }
  4790. break;
  4791. case WL_FROSTMISTY:
  4792. // Causes Freezing status through walls.
  4793. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4794. // Doesn't deal damage through non-shootable walls.
  4795. 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)) )
  4796. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4797. break;
  4798. case WL_HELLINFERNO:
  4799. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4800. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4801. break;
  4802. case RA_WUGSTRIKE:
  4803. if( sd && pc_isridingwug(sd) ){
  4804. short x[8]={0,-1,-1,-1,0,1,1,1};
  4805. short y[8]={1,1,0,-1,-1,-1,0,1};
  4806. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4807. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4808. clif_blown(src);
  4809. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4810. }
  4811. break;
  4812. }
  4813. case RA_WUGBITE:
  4814. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4815. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4816. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4817. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4818. break;
  4819. case RA_SENSITIVEKEEN:
  4820. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4821. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  4822. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4823. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4824. }
  4825. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4826. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  4827. } else {
  4828. struct skill_unit *su = NULL;
  4829. struct skill_unit_group* sg;
  4830. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4831. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4832. {
  4833. struct item item_tmp;
  4834. memset(&item_tmp,0,sizeof(item_tmp));
  4835. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4836. item_tmp.identify = 1;
  4837. if( item_tmp.nameid )
  4838. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  4839. }
  4840. skill_delunit(su);
  4841. }
  4842. }
  4843. break;
  4844. case NC_INFRAREDSCAN:
  4845. if( flag&1 ) {
  4846. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4847. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4848. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4849. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  4850. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4851. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4852. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4853. } else {
  4854. 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|SD_SPLASH|1, skill_castend_damage_id);
  4855. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4856. if( sd ) pc_overheat(sd,1);
  4857. }
  4858. break;
  4859. case NC_MAGNETICFIELD:
  4860. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4861. break;
  4862. case SC_FATALMENACE:
  4863. if( flag&1 )
  4864. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4865. else
  4866. {
  4867. short x, y;
  4868. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4869. // Destination area
  4870. skill_area_temp[4] = x;
  4871. skill_area_temp[5] = y;
  4872. 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);
  4873. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4874. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4875. }
  4876. break;
  4877. case LG_PINPOINTATTACK:
  4878. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4879. clif_blown(src);
  4880. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4881. break;
  4882. case LG_SHIELDSPELL:
  4883. if (skill_lv == 1)
  4884. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4885. else if (skill_lv == 2)
  4886. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4887. break;
  4888. case SR_DRAGONCOMBO:
  4889. case SR_FLASHCOMBO_ATK_STEP1:
  4890. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4891. break;
  4892. case SR_KNUCKLEARROW:
  4893. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4894. dir_ka = map_calc_dir(bl, src->x, src->y);
  4895. // Has slide effect even in GVG
  4896. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4897. clif_blown(src);
  4898. if( flag&1 )
  4899. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4900. else
  4901. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4902. break;
  4903. case SR_HOWLINGOFLION:
  4904. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4905. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4906. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4907. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4908. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4909. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4910. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4911. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4912. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4913. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4914. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4915. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4916. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4917. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4918. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4919. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4920. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4921. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4922. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4923. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4924. break;
  4925. case SR_EARTHSHAKER:
  4926. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4927. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4928. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4929. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  4930. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  4931. } else {
  4932. 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|SD_SPLASH|1, skill_castend_damage_id);
  4933. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4934. }
  4935. break;
  4936. case SR_TIGERCANNON:
  4937. case SR_FLASHCOMBO_ATK_STEP3:
  4938. if (flag&1) {
  4939. if (skill_area_temp[3] == skill_id && skill_area_temp_i64[0]) { // Safe check
  4940. if (skill_area_temp[1] != bl->id) {
  4941. int64 dmg = skill_area_temp_i64[0];
  4942. bool infdef = is_infinite_defense(bl, skill_get_type(skill_id));
  4943. if (infdef)
  4944. dmg = 1;
  4945. status_damage(src, bl, dmg, 0, 0, 0);
  4946. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4947. clif_skill_damage(src, bl, tick, status_get_amotion(bl), 0, dmg, 1, skill_id, skill_lv, 6);
  4948. }
  4949. }
  4950. else { // Somehow, we failed
  4951. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4952. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4953. }
  4954. }
  4955. else if (sd) {
  4956. skill_area_temp[1] = bl->id;
  4957. skill_area_temp[3] = skill_id;
  4958. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|8); // Only do attack calculation once
  4959. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4960. 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|SD_SPLASH|1, skill_castend_damage_id);
  4961. }
  4962. break;
  4963. case SO_POISON_BUSTER: {
  4964. struct status_change *tsc2 = status_get_sc(bl);
  4965. if( tsc2 && tsc2->data[SC_POISON] ) {
  4966. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4967. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4968. }
  4969. else if( sd )
  4970. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4971. }
  4972. break;
  4973. case GN_SPORE_EXPLOSION:
  4974. if( flag&1 )
  4975. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4976. else {
  4977. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4978. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4979. }
  4980. break;
  4981. case GN_DEMONIC_FIRE:
  4982. case GN_FIRE_EXPANSION_ACID:
  4983. if (flag&1)
  4984. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4985. break;
  4986. case KO_JYUMONJIKIRI: {
  4987. short x, y;
  4988. short dir = map_calc_dir(src,bl->x,bl->y);
  4989. if (dir > 0 && dir < 4)
  4990. x = 2;
  4991. else if (dir > 4)
  4992. x = -2;
  4993. else
  4994. x = 0;
  4995. if (dir > 2 && dir < 6)
  4996. y = 2;
  4997. else if (dir == 7 || dir < 2)
  4998. y = -2;
  4999. else
  5000. y = 0;
  5001. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5002. clif_blown(src);
  5003. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5004. }
  5005. }
  5006. break;
  5007. case EL_FIRE_BOMB:
  5008. case EL_FIRE_WAVE:
  5009. case EL_WATER_SCREW:
  5010. case EL_HURRICANE:
  5011. case EL_TYPOON_MIS:
  5012. if( flag&1 )
  5013. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5014. else {
  5015. int i = skill_get_splash(skill_id,skill_lv);
  5016. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5017. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5018. if( rnd()%100 < 30 )
  5019. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5020. else
  5021. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5022. }
  5023. break;
  5024. case EL_ROCK_CRUSHER:
  5025. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5026. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5027. if( rnd()%100 < 50 )
  5028. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5029. else
  5030. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5031. break;
  5032. case EL_STONE_RAIN:
  5033. if( flag&1 )
  5034. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5035. else {
  5036. int i = skill_get_splash(skill_id,skill_lv);
  5037. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5038. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5039. if( rnd()%100 < 30 )
  5040. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5041. else
  5042. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5043. }
  5044. break;
  5045. case EL_FIRE_ARROW:
  5046. case EL_ICE_NEEDLE:
  5047. case EL_WIND_SLASH:
  5048. case EL_STONE_HAMMER:
  5049. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5050. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5051. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5052. break;
  5053. case EL_TIDAL_WEAPON:
  5054. if( src->type == BL_ELEM ) {
  5055. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5056. struct status_change *sc2 = status_get_sc(&ele->bl);
  5057. struct status_change *tsc2 = status_get_sc(bl);
  5058. sc_type type = status_skill2sc(skill_id), type2;
  5059. type2 = type-1;
  5060. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5061. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5062. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  5063. elemental_clean_single_effect(ele, skill_id);
  5064. }
  5065. if( rnd()%100 < 50 )
  5066. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5067. else {
  5068. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5069. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5070. }
  5071. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5072. }
  5073. break;
  5074. //recursive homon skill
  5075. case MH_MAGMA_FLOW:
  5076. case MH_HEILIGE_STANGE:
  5077. if(flag&1){
  5078. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5079. break;//chance to not trigger atk for magma
  5080. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5081. }
  5082. else
  5083. 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 | SD_SPLASH | 1, skill_castend_damage_id);
  5084. break;
  5085. case MH_STAHL_HORN:
  5086. case MH_NEEDLE_OF_PARALYZE:
  5087. case MH_SONIC_CRAW:
  5088. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5089. break;
  5090. case MH_MIDNIGHT_FRENZY:
  5091. case MH_SILVERVEIN_RUSH:
  5092. {
  5093. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5094. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5095. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  5096. }
  5097. break;
  5098. case MH_TINDER_BREAKER:
  5099. case MH_CBC:
  5100. case MH_EQC:
  5101. {
  5102. int duration = 0;
  5103. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5104. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5105. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5106. clif_blown(src);
  5107. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5108. }
  5109. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5110. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5111. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  5112. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5113. }
  5114. break;
  5115. case RL_H_MINE:
  5116. if (!(flag&1)) {
  5117. // Direct attack
  5118. if (!sd || !sd->flicker) {
  5119. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5120. 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);
  5121. break;
  5122. }
  5123. // Triggered by RL_FLICKER
  5124. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5125. // Splash damage around it!
  5126. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5127. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5128. flag |= 1; // Don't consume requirement
  5129. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5130. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5131. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5132. }
  5133. }
  5134. else
  5135. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5136. if (sd && sd->flicker)
  5137. flag |= 1; // Don't consume requirement
  5138. break;
  5139. case RL_HAMMER_OF_GOD:
  5140. if (!(flag&1)) {
  5141. if (!sd) {
  5142. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5143. break;
  5144. }
  5145. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5146. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5147. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5148. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5149. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5150. }
  5151. }
  5152. else
  5153. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5154. if ((flag&8))
  5155. flag |= 1;
  5156. break;
  5157. case RL_QD_SHOT:
  5158. case RL_D_TAIL:
  5159. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5160. int sflag = flag;
  5161. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5162. break;
  5163. if (flag&1)
  5164. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5165. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5166. if (sd) {
  5167. if (skill_id != RL_D_TAIL)
  5168. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5169. }
  5170. }
  5171. break;
  5172. case 0:/* no skill - basic/normal attack */
  5173. if(sd) {
  5174. if (flag & 3){
  5175. if (bl->id != skill_area_temp[1])
  5176. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5177. } else {
  5178. skill_area_temp[1] = bl->id;
  5179. map_foreachinrange(skill_area_sub, bl,
  5180. sd->bonus.splash_range, BL_CHAR,
  5181. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5182. skill_castend_damage_id);
  5183. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5184. }
  5185. }
  5186. break;
  5187. default:
  5188. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5189. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5190. 0, abs(skill_get_num(skill_id, skill_lv)),
  5191. skill_id, skill_lv, skill_get_hit(skill_id));
  5192. map_freeblock_unlock();
  5193. return 1;
  5194. }
  5195. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5196. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5197. map_freeblock_unlock();
  5198. if( sd && !(flag&1) )
  5199. {// ensure that the skill last-cast tick is recorded
  5200. tick = gettick();
  5201. switch (skill_id) {
  5202. //These skill don't call skill_attack right away and allow to cast a second spell before the first skill deals damage
  5203. case WZ_JUPITEL:
  5204. case WZ_WATERBALL:
  5205. //Only allow the double-cast trick every 2000ms to prevent hacks
  5206. if (DIFF_TICK(tick, sd->canskill_tick) > 2000) {
  5207. sd->ud.canact_tick = tick;
  5208. sd->canskill_tick = tick-2000+TIMERSKILL_INTERVAL;
  5209. break;
  5210. }
  5211. //Fall through
  5212. default:
  5213. sd->canskill_tick = tick;
  5214. break;
  5215. }
  5216. if( sd->state.arrow_atk )
  5217. {// consume arrow on last invocation to this skill.
  5218. battle_consume_ammo(sd, skill_id, skill_lv);
  5219. }
  5220. // perform skill requirement consumption
  5221. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5222. }
  5223. return 0;
  5224. }
  5225. /**
  5226. * Use no-damage skill from 'src' to 'bl
  5227. * @param src Caster
  5228. * @param bl Target of the skill, bl maybe same with src for self skill
  5229. * @param skill_id
  5230. * @param skill_lv
  5231. * @param tick
  5232. * @param flag Various value, &1: Recursive effect
  5233. **/
  5234. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5235. {
  5236. struct map_session_data *sd, *dstsd;
  5237. struct mob_data *md, *dstmd;
  5238. struct homun_data *hd;
  5239. struct mercenary_data *mer;
  5240. struct status_data *sstatus, *tstatus;
  5241. struct status_change *tsc;
  5242. struct status_change_entry *tsce;
  5243. int chorusbonus = 0;
  5244. int i = 0;
  5245. enum sc_type type;
  5246. if(skill_id > 0 && !skill_lv) return 0; // celest
  5247. nullpo_retr(1, src);
  5248. nullpo_retr(1, bl);
  5249. if (src->m != bl->m)
  5250. return 1;
  5251. sd = BL_CAST(BL_PC, src);
  5252. hd = BL_CAST(BL_HOM, src);
  5253. md = BL_CAST(BL_MOB, src);
  5254. mer = BL_CAST(BL_MER, src);
  5255. dstsd = BL_CAST(BL_PC, bl);
  5256. dstmd = BL_CAST(BL_MOB, bl);
  5257. if(bl->prev == NULL)
  5258. return 1;
  5259. if(status_isdead(src))
  5260. return 1;
  5261. if( src != bl && status_isdead(bl) ) {
  5262. switch( skill_id ) { // Skills that may be cast on dead targets
  5263. case NPC_WIDESOULDRAIN:
  5264. case PR_REDEMPTIO:
  5265. case ALL_RESURRECTION:
  5266. case WM_DEADHILLHERE:
  5267. break;
  5268. default:
  5269. return 1;
  5270. }
  5271. }
  5272. tstatus = status_get_status_data(bl);
  5273. sstatus = status_get_status_data(src);
  5274. // Minstrel/Wanderer number check for chorus skills.
  5275. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5276. if( sd && sd->status.party_id ) {
  5277. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5278. if( chorusbonus > 7 )
  5279. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5280. else if( chorusbonus > 2 )
  5281. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5282. }
  5283. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5284. switch (skill_id) {
  5285. case HLIF_HEAL: //[orn]
  5286. if (bl->type != BL_HOM) {
  5287. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5288. break ;
  5289. }
  5290. case AL_HEAL:
  5291. case ALL_RESURRECTION:
  5292. case PR_ASPERSIO:
  5293. case AB_RENOVATIO:
  5294. case AB_HIGHNESSHEAL:
  5295. //Apparently only player casted skills can be offensive like this.
  5296. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5297. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5298. //Offensive heal does not works on non-enemies. [Skotlex]
  5299. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5300. return 0;
  5301. }
  5302. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5303. }
  5304. break;
  5305. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5306. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5307. case MH_STEINWAND: {
  5308. struct block_list *s_src = battle_get_master(src);
  5309. short ret = 0;
  5310. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5311. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5312. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5313. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5314. if (hd)
  5315. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5316. return ret;
  5317. }
  5318. break;
  5319. default:
  5320. //Skill is actually ground placed.
  5321. if (src == bl && skill_get_unit_id(skill_id,0))
  5322. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5323. }
  5324. type = status_skill2sc(skill_id);
  5325. tsc = status_get_sc(bl);
  5326. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5327. if (src!=bl && type > -1 &&
  5328. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5329. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5330. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5331. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5332. map_freeblock_lock();
  5333. switch(skill_id)
  5334. {
  5335. case HLIF_HEAL: //[orn]
  5336. case AL_HEAL:
  5337. case AB_HIGHNESSHEAL:
  5338. {
  5339. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5340. int heal_get_jobexp;
  5341. if( status_isimmune(bl) ||
  5342. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5343. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5344. heal=0;
  5345. if( tsc && tsc->count ) {
  5346. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5347. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5348. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5349. if (src == bl)
  5350. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5351. else {
  5352. bl = src;
  5353. dstsd = sd;
  5354. }
  5355. }
  5356. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5357. heal = 0; //Needed so that it actually displays 0 when healing.
  5358. }
  5359. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5360. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5361. heal = ~heal + 1;
  5362. heal_get_jobexp = status_heal(bl,heal,0,0);
  5363. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5364. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5365. if (heal_get_jobexp <= 0)
  5366. heal_get_jobexp = 1;
  5367. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5368. }
  5369. }
  5370. break;
  5371. case PR_REDEMPTIO:
  5372. if (sd && !(flag&1)) {
  5373. if (sd->status.party_id == 0) {
  5374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5375. break;
  5376. }
  5377. skill_area_temp[0] = 0;
  5378. party_foreachsamemap(skill_area_sub,
  5379. sd,skill_get_splash(skill_id, skill_lv),
  5380. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5381. skill_castend_nodamage_id);
  5382. if (skill_area_temp[0] == 0) {
  5383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5384. break;
  5385. }
  5386. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5387. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5388. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5389. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5390. clif_updatestatus(sd,SP_BASEEXP);
  5391. clif_updatestatus(sd,SP_JOBEXP);
  5392. }
  5393. status_set_hp(src, 1, 0);
  5394. status_set_sp(src, 0, 0);
  5395. break;
  5396. } else if (status_isdead(bl) && flag&1) { //Revive
  5397. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5398. skill_lv = 3; //Resurrection level 3 is used
  5399. } else //Invalid target, skip resurrection.
  5400. break;
  5401. case ALL_RESURRECTION:
  5402. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5403. { //No reviving in WoE grounds!
  5404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5405. break;
  5406. }
  5407. if (!status_isdead(bl))
  5408. break;
  5409. {
  5410. int per = 0, sper = 0;
  5411. if (tsc && tsc->data[SC_HELLPOWER])
  5412. break;
  5413. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5414. break;
  5415. switch(skill_lv){
  5416. case 1: per=10; break;
  5417. case 2: per=30; break;
  5418. case 3: per=50; break;
  5419. case 4: per=80; break;
  5420. }
  5421. if(dstsd && dstsd->special_state.restart_full_recover)
  5422. per = sper = 100;
  5423. if (status_revive(bl, per, sper))
  5424. {
  5425. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5426. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5427. {
  5428. int exp = 0,jexp = 0;
  5429. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5430. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5431. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5432. if (exp < 1) exp = 1;
  5433. }
  5434. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5435. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5436. if (jexp < 1) jexp = 1;
  5437. }
  5438. if(exp > 0 || jexp > 0)
  5439. pc_gainexp (sd, bl, exp, jexp, false);
  5440. }
  5441. }
  5442. }
  5443. break;
  5444. case AL_DECAGI:
  5445. case MER_DECAGI:
  5446. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5447. 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)));
  5448. break;
  5449. case AL_CRUCIS:
  5450. if (flag&1)
  5451. 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));
  5452. else {
  5453. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5454. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5455. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5456. }
  5457. break;
  5458. case PR_LEXDIVINA:
  5459. case MER_LEXDIVINA:
  5460. if( tsce )
  5461. status_change_end(bl,type, INVALID_TIMER);
  5462. else
  5463. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5464. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5465. break;
  5466. case SA_ABRACADABRA:
  5467. if (!skill_abra_count) {
  5468. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5469. break;
  5470. }
  5471. else {
  5472. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5473. do {
  5474. i = rnd() % MAX_SKILL_ABRA_DB;
  5475. abra_skill_id = skill_abra_db[i].skill_id;
  5476. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5477. } while ( checked++ < checked_max &&
  5478. (abra_skill_id == 0 ||
  5479. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5480. if (!skill_get_index(abra_skill_id))
  5481. break;
  5482. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5483. if( sd )
  5484. {// player-casted
  5485. sd->state.abra_flag = 1;
  5486. sd->skillitem = abra_skill_id;
  5487. sd->skillitemlv = abra_skill_lv;
  5488. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5489. }
  5490. else
  5491. {// mob-casted
  5492. struct unit_data *ud = unit_bl2ud(src);
  5493. int inf = skill_get_inf(abra_skill_id);
  5494. if (!ud) break;
  5495. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5496. if (src->type == BL_PET)
  5497. bl = (struct block_list*)((TBL_PET*)src)->master;
  5498. if (!bl) bl = src;
  5499. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5500. } else { //Assume offensive skills
  5501. int target_id = 0;
  5502. if (ud->target)
  5503. target_id = ud->target;
  5504. else switch (src->type) {
  5505. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5506. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5507. }
  5508. if (!target_id)
  5509. break;
  5510. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5511. bl = map_id2bl(target_id);
  5512. if (!bl) bl = src;
  5513. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5514. } else
  5515. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5516. }
  5517. }
  5518. }
  5519. break;
  5520. case SA_COMA:
  5521. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5522. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5523. break;
  5524. case SA_FULLRECOVERY:
  5525. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5526. if (status_isimmune(bl))
  5527. break;
  5528. status_percent_heal(bl, 100, 100);
  5529. break;
  5530. case NPC_ALLHEAL:
  5531. {
  5532. int heal;
  5533. if( status_isimmune(bl) )
  5534. break;
  5535. heal = status_percent_heal(bl, 100, 0);
  5536. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5537. if( dstmd )
  5538. { // Reset Damage Logs
  5539. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5540. dstmd->tdmg = 0;
  5541. }
  5542. }
  5543. break;
  5544. case SA_SUMMONMONSTER:
  5545. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5546. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5547. break;
  5548. case SA_LEVELUP:
  5549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5550. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5551. break;
  5552. case SA_INSTANTDEATH:
  5553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5554. status_kill(src);
  5555. break;
  5556. case SA_QUESTION:
  5557. clif_emotion(src,E_WHAT);
  5558. case SA_GRAVITY:
  5559. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5560. break;
  5561. case SA_CLASSCHANGE:
  5562. case SA_MONOCELL:
  5563. if (dstmd)
  5564. {
  5565. int class_;
  5566. if ( sd && dstmd->status.mode&MD_BOSS )
  5567. {
  5568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5569. break;
  5570. }
  5571. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0));
  5572. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5573. mob_class_change(dstmd,class_);
  5574. if( tsc && dstmd->status.mode&MD_BOSS )
  5575. {
  5576. 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 };
  5577. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5578. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5579. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5580. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5581. }
  5582. }
  5583. break;
  5584. case SA_DEATH:
  5585. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5586. {
  5587. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5588. break;
  5589. }
  5590. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5591. status_kill(bl);
  5592. break;
  5593. case SA_REVERSEORCISH:
  5594. case ALL_REVERSEORCISH:
  5595. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5596. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5597. break;
  5598. case SA_FORTUNE:
  5599. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5600. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5601. break;
  5602. case SA_TAMINGMONSTER:
  5603. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5604. if (sd && dstmd) {
  5605. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5606. if( i < MAX_PET_DB )
  5607. pet_catch_process1(sd, dstmd->mob_id);
  5608. }
  5609. break;
  5610. case CR_PROVIDENCE:
  5611. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5612. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5614. map_freeblock_unlock();
  5615. return 1;
  5616. }
  5617. }
  5618. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5619. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5620. break;
  5621. case CG_MARIONETTE:
  5622. {
  5623. struct status_change* sc = status_get_sc(src);
  5624. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5625. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5627. map_freeblock_unlock();
  5628. return 1;
  5629. }
  5630. if( sc && tsc )
  5631. {
  5632. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5633. {
  5634. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5635. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5636. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5637. }
  5638. else
  5639. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5640. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5641. {
  5642. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5643. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5644. }
  5645. else
  5646. {
  5647. if( sd )
  5648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5649. map_freeblock_unlock();
  5650. return 1;
  5651. }
  5652. }
  5653. }
  5654. break;
  5655. case RG_CLOSECONFINE:
  5656. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5657. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5658. break;
  5659. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5660. case SA_FROSTWEAPON:
  5661. case SA_LIGHTNINGLOADER:
  5662. case SA_SEISMICWEAPON:
  5663. if (dstsd) {
  5664. if(dstsd->status.weapon == W_FIST ||
  5665. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5666. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5667. dstsd->sc.data[SC_FIREWEAPON] ||
  5668. dstsd->sc.data[SC_WATERWEAPON] ||
  5669. dstsd->sc.data[SC_WINDWEAPON] ||
  5670. dstsd->sc.data[SC_EARTHWEAPON] ||
  5671. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5672. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5673. dstsd->sc.data[SC_ENCPOISON]
  5674. ))
  5675. ) {
  5676. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5677. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5678. break;
  5679. }
  5680. }
  5681. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5682. 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)))) {
  5683. if (sd)
  5684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5685. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5686. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5687. }
  5688. break;
  5689. case PR_ASPERSIO:
  5690. if (sd && dstmd) {
  5691. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5692. break;
  5693. }
  5694. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5695. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5696. break;
  5697. case ITEM_ENCHANTARMS:
  5698. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5699. sc_start2(src,bl,type,100,skill_lv,
  5700. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5701. break;
  5702. case TK_SEVENWIND:
  5703. switch(skill_get_ele(skill_id,skill_lv)) {
  5704. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5705. case ELE_WIND : type = SC_WINDWEAPON; break;
  5706. case ELE_WATER : type = SC_WATERWEAPON; break;
  5707. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5708. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5709. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5710. case ELE_HOLY : type = SC_ASPERSIO; break;
  5711. }
  5712. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5713. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5714. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5715. break;
  5716. case PR_KYRIE:
  5717. case MER_KYRIE:
  5718. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5719. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5720. break;
  5721. //Passive Magnum, should had been casted on yourself.
  5722. case SM_MAGNUM:
  5723. case MS_MAGNUM:
  5724. skill_area_temp[1] = 0;
  5725. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5726. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5727. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5728. // Initiate 20% of your damage becomes fire element.
  5729. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5730. if( sd )
  5731. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5732. else if( bl->type == BL_MER )
  5733. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5734. break;
  5735. case TK_JUMPKICK:
  5736. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5737. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5738. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5739. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5740. clif_blown(src);
  5741. }
  5742. } else
  5743. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5744. break;
  5745. case AL_INCAGI:
  5746. case AL_BLESSING:
  5747. case MER_INCAGI:
  5748. case MER_BLESSING:
  5749. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5750. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5751. break;
  5752. }
  5753. case PR_SLOWPOISON:
  5754. case PR_IMPOSITIO:
  5755. case PR_LEXAETERNA:
  5756. case PR_SUFFRAGIUM:
  5757. case PR_BENEDICTIO:
  5758. case LK_BERSERK:
  5759. case MS_BERSERK:
  5760. case KN_TWOHANDQUICKEN:
  5761. case KN_ONEHAND:
  5762. case MER_QUICKEN:
  5763. case CR_SPEARQUICKEN:
  5764. case CR_REFLECTSHIELD:
  5765. case MS_REFLECTSHIELD:
  5766. case AS_POISONREACT:
  5767. case MC_LOUD:
  5768. case MG_ENERGYCOAT:
  5769. case MO_EXPLOSIONSPIRITS:
  5770. case MO_STEELBODY:
  5771. case MO_BLADESTOP:
  5772. case LK_AURABLADE:
  5773. case LK_PARRYING:
  5774. case MS_PARRYING:
  5775. case LK_CONCENTRATION:
  5776. case WS_CARTBOOST:
  5777. case SN_SIGHT:
  5778. case WS_MELTDOWN:
  5779. case WS_OVERTHRUSTMAX:
  5780. case ST_REJECTSWORD:
  5781. case HW_MAGICPOWER:
  5782. case PF_MEMORIZE:
  5783. case PA_SACRIFICE:
  5784. case ASC_EDP:
  5785. case PF_DOUBLECASTING:
  5786. case SG_SUN_COMFORT:
  5787. case SG_MOON_COMFORT:
  5788. case SG_STAR_COMFORT:
  5789. case NPC_HALLUCINATION:
  5790. case GS_MADNESSCANCEL:
  5791. case GS_ADJUSTMENT:
  5792. case GS_INCREASING:
  5793. case NJ_KASUMIKIRI:
  5794. case NJ_UTSUSEMI:
  5795. case NJ_NEN:
  5796. case NPC_DEFENDER:
  5797. case NPC_MAGICMIRROR:
  5798. case ST_PRESERVE:
  5799. case NPC_INVINCIBLE:
  5800. case NPC_INVINCIBLEOFF:
  5801. case RK_DEATHBOUND:
  5802. case AB_RENOVATIO:
  5803. case AB_EXPIATIO:
  5804. case AB_DUPLELIGHT:
  5805. case AB_SECRAMENT:
  5806. case NC_ACCELERATION:
  5807. case NC_HOVERING:
  5808. case NC_SHAPESHIFT:
  5809. case WL_RECOGNIZEDSPELL:
  5810. case GC_VENOMIMPRESS:
  5811. case SC_DEADLYINFECT:
  5812. case LG_EXEEDBREAK:
  5813. case LG_PRESTIGE:
  5814. case SR_CRESCENTELBOW:
  5815. case SR_LIGHTNINGWALK:
  5816. case GN_CARTBOOST:
  5817. case KO_MEIKYOUSISUI:
  5818. case ALL_ODINS_POWER:
  5819. case ALL_FULL_THROTTLE:
  5820. case RA_UNLIMIT:
  5821. case WL_TELEKINESIS_INTENSE:
  5822. case RL_HEAT_BARREL:
  5823. case RL_P_ALTER:
  5824. case RL_E_CHAIN:
  5825. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5826. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5827. break;
  5828. case KN_AUTOCOUNTER:
  5829. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5830. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5831. break;
  5832. case SO_STRIKING:
  5833. if (sd) {
  5834. int bonus = 8 + 2 * skill_lv;
  5835. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5836. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5837. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5838. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5839. 0
  5840. );
  5841. }
  5842. break;
  5843. case NPC_STOP:
  5844. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5845. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5846. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5847. break;
  5848. case HP_ASSUMPTIO:
  5849. if( sd && dstmd )
  5850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5851. else
  5852. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5853. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5854. break;
  5855. case MG_SIGHT:
  5856. case MER_SIGHT:
  5857. case AL_RUWACH:
  5858. case WZ_SIGHTBLASTER:
  5859. case NPC_WIDESIGHT:
  5860. case NPC_STONESKIN:
  5861. case NPC_ANTIMAGIC:
  5862. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5863. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5864. break;
  5865. case HLIF_AVOID:
  5866. case HAMI_DEFENCE:
  5867. i = skill_get_time(skill_id,skill_lv);
  5868. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5869. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5870. break;
  5871. case NJ_BUNSINJYUTSU:
  5872. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5873. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5874. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5875. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5876. break;
  5877. /* Was modified to only affect targetted char. [Skotlex]
  5878. case HP_ASSUMPTIO:
  5879. if (flag&1)
  5880. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5881. else
  5882. {
  5883. map_foreachinrange(skill_area_sub, bl,
  5884. skill_get_splash(skill_id, skill_lv), BL_PC,
  5885. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5886. skill_castend_nodamage_id);
  5887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5888. }
  5889. break;
  5890. */
  5891. case SM_ENDURE:
  5892. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5893. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5894. break;
  5895. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5896. if (sd && dstsd && dstsd->sc.count) {
  5897. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5898. dstsd->sc.data[SC_WATERWEAPON] ||
  5899. dstsd->sc.data[SC_WINDWEAPON] ||
  5900. dstsd->sc.data[SC_EARTHWEAPON] ||
  5901. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5902. dstsd->sc.data[SC_GHOSTWEAPON]
  5903. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5904. ) {
  5905. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5906. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5907. break;
  5908. }
  5909. }
  5910. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5911. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5912. break;
  5913. case LK_TENSIONRELAX:
  5914. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5915. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5916. skill_get_time(skill_id,skill_lv)));
  5917. break;
  5918. case MC_CHANGECART:
  5919. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5920. break;
  5921. case MC_CARTDECORATE:
  5922. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5923. if( sd ) {
  5924. clif_SelectCart(sd);
  5925. }
  5926. break;
  5927. case TK_MISSION:
  5928. if (sd) {
  5929. int id;
  5930. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5931. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5933. break;
  5934. }
  5935. id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level);
  5936. if (!id) {
  5937. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5938. break;
  5939. }
  5940. sd->mission_mobid = id;
  5941. sd->mission_count = 0;
  5942. pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id);
  5943. clif_mission_info(sd, id, 0);
  5944. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5945. }
  5946. break;
  5947. case AC_CONCENTRATION:
  5948. {
  5949. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5950. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5951. map_foreachinrange( status_change_timer_sub, src,
  5952. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5953. src,NULL,type,tick);
  5954. }
  5955. break;
  5956. case SM_PROVOKE:
  5957. case SM_SELFPROVOKE:
  5958. case MER_PROVOKE:
  5959. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5960. {
  5961. map_freeblock_unlock();
  5962. return 1;
  5963. }
  5964. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5965. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5966. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5967. if( !i )
  5968. {
  5969. if( sd )
  5970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5971. map_freeblock_unlock();
  5972. return 0;
  5973. }
  5974. unit_skillcastcancel(bl, 2);
  5975. if( tsc && tsc->count )
  5976. {
  5977. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5978. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5979. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5980. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5981. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5982. }
  5983. if( dstmd )
  5984. {
  5985. dstmd->state.provoke_flag = src->id;
  5986. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5987. }
  5988. break;
  5989. case ML_DEVOTION:
  5990. case CR_DEVOTION:
  5991. {
  5992. int count, lv;
  5993. if( !dstsd || (!sd && !mer) )
  5994. { // Only players can be devoted
  5995. if( sd )
  5996. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5997. break;
  5998. }
  5999. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6000. lv = -lv;
  6001. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6002. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6003. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6004. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6005. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  6006. {
  6007. if( sd )
  6008. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6009. map_freeblock_unlock();
  6010. return 1;
  6011. }
  6012. i = 0;
  6013. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6014. if( sd )
  6015. { // Player Devoting Player
  6016. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6017. if( i == count )
  6018. {
  6019. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6020. if( i == count )
  6021. { // No free slots, skill Fail
  6022. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6023. map_freeblock_unlock();
  6024. return 1;
  6025. }
  6026. }
  6027. sd->devotion[i] = bl->id;
  6028. }
  6029. else
  6030. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6031. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6032. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  6033. clif_devotion(src, NULL);
  6034. }
  6035. break;
  6036. case MO_CALLSPIRITS:
  6037. if(sd) {
  6038. int limit = skill_lv;
  6039. if( sd->sc.data[SC_RAISINGDRAGON] )
  6040. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6041. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6042. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6043. }
  6044. break;
  6045. case CH_SOULCOLLECT:
  6046. if(sd) {
  6047. int limit = 5;
  6048. if( sd->sc.data[SC_RAISINGDRAGON] )
  6049. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6050. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6051. for (i = 0; i < limit; i++)
  6052. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6053. }
  6054. break;
  6055. case MO_KITRANSLATION:
  6056. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6057. //Require will define how many spiritballs will be transferred
  6058. struct skill_condition require;
  6059. require = skill_get_requirement(sd,skill_id,skill_lv);
  6060. pc_delspiritball(sd,require.spiritball,0);
  6061. for (i = 0; i < require.spiritball; i++)
  6062. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6063. } else {
  6064. if(sd)
  6065. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6066. map_freeblock_unlock();
  6067. return 0;
  6068. }
  6069. break;
  6070. case TK_TURNKICK:
  6071. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6072. if (skill_area_temp[1] != bl->id) {
  6073. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  6074. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6075. }
  6076. break;
  6077. case MO_ABSORBSPIRITS:
  6078. i = 0;
  6079. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)) &&
  6080. ((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]
  6081. if (dstsd->spiritball > 0) {
  6082. i = dstsd->spiritball * 7;
  6083. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6084. }
  6085. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6086. i += dstsd->spiritcharm * 7;
  6087. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6088. }
  6089. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6090. i = 2 * dstmd->level;
  6091. mob_target(dstmd,src,0);
  6092. }
  6093. if (i) status_heal(src, 0, i, 3);
  6094. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6095. break;
  6096. case AC_MAKINGARROW:
  6097. if(sd) {
  6098. clif_arrow_create_list(sd);
  6099. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6100. }
  6101. break;
  6102. case AM_PHARMACY:
  6103. if(sd) {
  6104. clif_skill_produce_mix_list(sd,skill_id,22);
  6105. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6106. }
  6107. break;
  6108. case SA_CREATECON:
  6109. if(sd) {
  6110. clif_elementalconverter_list(sd);
  6111. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6112. }
  6113. break;
  6114. case BS_HAMMERFALL:
  6115. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6116. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6117. break;
  6118. case RG_RAID:
  6119. skill_area_temp[1] = 0;
  6120. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6121. map_foreachinrange(skill_area_sub, bl,
  6122. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6123. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6124. skill_castend_damage_id);
  6125. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6126. break;
  6127. //List of self skills that give damage around caster
  6128. case ASC_METEORASSAULT:
  6129. case GS_SPREADATTACK:
  6130. case RK_STORMBLAST:
  6131. case NC_AXETORNADO:
  6132. case GC_COUNTERSLASH:
  6133. case SR_SKYNETBLOW:
  6134. case SR_FLASHCOMBO_ATK_STEP4:
  6135. case SR_RAMPAGEBLASTER:
  6136. case SR_HOWLINGOFLION:
  6137. case KO_HAPPOKUNAI:
  6138. case RL_FIREDANCE:
  6139. case RL_R_TRIP:
  6140. skill_area_temp[1] = 0;
  6141. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6142. if (battle_config.skill_wall_check)
  6143. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6144. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6145. else
  6146. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6147. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6148. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6149. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6150. break;
  6151. case NC_EMERGENCYCOOL:
  6152. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6153. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6154. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6155. break;
  6156. case SR_WINDMILL:
  6157. case GN_CART_TORNADO:
  6158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6159. case SR_EARTHSHAKER:
  6160. case NC_INFRAREDSCAN:
  6161. case NPC_EARTHQUAKE:
  6162. case NPC_VAMPIRE_GIFT:
  6163. case NPC_HELLJUDGEMENT:
  6164. case NPC_PULSESTRIKE:
  6165. case LG_MOONSLASHER:
  6166. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6167. break;
  6168. case KN_BRANDISHSPEAR:
  6169. case ML_BRANDISH:
  6170. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  6171. break;
  6172. case WZ_SIGHTRASHER:
  6173. //Passive side of the attack.
  6174. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6175. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6176. map_foreachinrange(skill_area_sub,src,
  6177. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6178. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6179. skill_castend_damage_id);
  6180. break;
  6181. case NJ_HYOUSYOURAKU:
  6182. case NJ_RAIGEKISAI:
  6183. case WZ_FROSTNOVA:
  6184. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6185. skill_area_temp[1] = 0;
  6186. map_foreachinrange(skill_attack_area, src,
  6187. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6188. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6189. break;
  6190. case HVAN_EXPLOSION: //[orn]
  6191. case NPC_SELFDESTRUCTION:
  6192. //Self Destruction hits everyone in range (allies+enemies)
  6193. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6194. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6195. BCT_ENEMY:BCT_ALL;
  6196. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6197. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6198. map_foreachinrange(skill_area_sub, bl,
  6199. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6200. src, skill_id, skill_lv, tick, flag|i,
  6201. skill_castend_damage_id);
  6202. if(map_addblock(src))
  6203. return 1;
  6204. status_damage(src, src, sstatus->max_hp,0,0,1);
  6205. break;
  6206. case AL_ANGELUS:
  6207. case PR_MAGNIFICAT:
  6208. case PR_GLORIA:
  6209. case SN_WINDWALK:
  6210. case CASH_BLESSING:
  6211. case CASH_INCAGI:
  6212. case CASH_ASSUMPTIO:
  6213. case WM_FRIGG_SONG:
  6214. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6215. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6216. else if( sd )
  6217. 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);
  6218. break;
  6219. case MER_MAGNIFICAT:
  6220. if( mer != NULL )
  6221. {
  6222. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6223. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6224. 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);
  6225. else if( mer->master && !(flag&1) )
  6226. 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)));
  6227. }
  6228. break;
  6229. case BS_ADRENALINE:
  6230. case BS_ADRENALINE2:
  6231. case BS_WEAPONPERFECT:
  6232. case BS_OVERTHRUST:
  6233. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6234. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6235. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6236. } else if (sd) {
  6237. party_foreachsamemap(skill_area_sub,
  6238. sd,skill_get_splash(skill_id, skill_lv),
  6239. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6240. skill_castend_nodamage_id);
  6241. }
  6242. break;
  6243. case BS_MAXIMIZE:
  6244. case NV_TRICKDEAD:
  6245. case CR_DEFENDER:
  6246. case ML_DEFENDER:
  6247. case CR_AUTOGUARD:
  6248. case ML_AUTOGUARD:
  6249. case TK_READYSTORM:
  6250. case TK_READYDOWN:
  6251. case TK_READYTURN:
  6252. case TK_READYCOUNTER:
  6253. case TK_DODGE:
  6254. case CR_SHRINK:
  6255. case SG_FUSION:
  6256. case GS_GATLINGFEVER:
  6257. if( tsce )
  6258. {
  6259. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6260. map_freeblock_unlock();
  6261. return 0;
  6262. }
  6263. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6264. break;
  6265. case SL_KAITE:
  6266. case SL_KAAHI:
  6267. case SL_KAIZEL:
  6268. case SL_KAUPE:
  6269. if (sd) {
  6270. if (!dstsd || !(
  6271. (&sd->sc && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6272. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6273. dstsd->status.char_id == sd->status.char_id ||
  6274. dstsd->status.char_id == sd->status.partner_id ||
  6275. dstsd->status.char_id == sd->status.child
  6276. )) {
  6277. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6279. break;
  6280. }
  6281. }
  6282. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6283. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6284. break;
  6285. case SM_AUTOBERSERK:
  6286. case MER_AUTOBERSERK:
  6287. if( tsce )
  6288. i = status_change_end(bl, type, INVALID_TIMER);
  6289. else
  6290. i = sc_start(src,bl,type,100,skill_lv,60000);
  6291. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6292. break;
  6293. case TF_HIDING:
  6294. case ST_CHASEWALK:
  6295. case KO_YAMIKUMO:
  6296. if (tsce)
  6297. {
  6298. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6299. map_freeblock_unlock();
  6300. return 0;
  6301. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6302. //Mado Gear cannot hide
  6303. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6304. map_freeblock_unlock();
  6305. return 0;
  6306. }
  6307. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6308. break;
  6309. case TK_RUN:
  6310. if (tsce)
  6311. {
  6312. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6313. map_freeblock_unlock();
  6314. return 0;
  6315. }
  6316. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6317. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6318. clif_walkok(sd); // So aegis has to resend the walk ok.
  6319. break;
  6320. case AS_CLOAKING:
  6321. case GC_CLOAKINGEXCEED:
  6322. case LG_FORCEOFVANGUARD:
  6323. case SC_REPRODUCE:
  6324. case SC_INVISIBILITY:
  6325. case RA_CAMOUFLAGE:
  6326. if (tsce) {
  6327. i = status_change_end(bl, type, INVALID_TIMER);
  6328. if( i )
  6329. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6330. else if( sd )
  6331. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6332. map_freeblock_unlock();
  6333. return 0;
  6334. }
  6335. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6336. if( i )
  6337. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6338. else if( sd )
  6339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6340. break;
  6341. case BD_ADAPTATION:
  6342. if(tsc && tsc->data[SC_DANCING]){
  6343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6344. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6345. }
  6346. break;
  6347. case BA_FROSTJOKER:
  6348. case DC_SCREAM:
  6349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6350. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6351. if (md) {
  6352. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6353. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6354. char temp[70];
  6355. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6356. clif_disp_overhead(&md->bl,temp);
  6357. }
  6358. break;
  6359. case BA_PANGVOICE:
  6360. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6361. break;
  6362. case DC_WINKCHARM:
  6363. if( dstsd )
  6364. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6365. else
  6366. if( dstmd )
  6367. {
  6368. if( status_get_lv(src) > status_get_lv(bl)
  6369. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6370. && !(tstatus->mode&MD_BOSS) )
  6371. 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)));
  6372. else
  6373. {
  6374. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6375. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6376. }
  6377. }
  6378. break;
  6379. case TF_STEAL:
  6380. if(sd) {
  6381. if(pc_steal_item(sd,bl,skill_lv))
  6382. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6383. else
  6384. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6385. }
  6386. break;
  6387. case RG_STEALCOIN:
  6388. if(sd) {
  6389. if(pc_steal_coin(sd,bl))
  6390. {
  6391. dstmd->state.provoke_flag = src->id;
  6392. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6393. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6394. }
  6395. else
  6396. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6397. }
  6398. break;
  6399. case MG_STONECURSE:
  6400. {
  6401. int brate = 0;
  6402. if (tstatus->mode&MD_BOSS) {
  6403. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6404. break;
  6405. }
  6406. if(status_isimmune(bl) || !tsc)
  6407. break;
  6408. if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION])
  6409. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6410. if (tsc && tsc->data[SC_STONE]) {
  6411. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6412. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6413. break;
  6414. }
  6415. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6416. skill_lv, src->id, 0, skill_get_time(skill_id, skill_lv),
  6417. skill_get_time2(skill_id,skill_lv)))
  6418. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6419. else if(sd) {
  6420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6421. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6422. if (skill_lv > 5)
  6423. { // not to consume items
  6424. map_freeblock_unlock();
  6425. return 0;
  6426. }
  6427. }
  6428. }
  6429. break;
  6430. case NV_FIRSTAID:
  6431. clif_skill_nodamage(src,bl,skill_id,5,1);
  6432. status_heal(bl,5,0,0);
  6433. break;
  6434. case AL_CURE:
  6435. if(status_isimmune(bl)) {
  6436. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6437. break;
  6438. }
  6439. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6440. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6441. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6443. break;
  6444. case TF_DETOXIFY:
  6445. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6446. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6447. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6448. break;
  6449. case PR_STRECOVERY:
  6450. if(status_isimmune(bl)) {
  6451. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6452. break;
  6453. }
  6454. if (tsc && tsc->opt1) {
  6455. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6456. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6457. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6458. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6459. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6460. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6461. }
  6462. //Is this equation really right? It looks so... special.
  6463. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6464. {
  6465. status_change_start(src,bl, SC_BLIND,
  6466. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6467. 1,0,0,0,
  6468. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6469. }
  6470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6471. if(dstmd)
  6472. mob_unlocktarget(dstmd,tick);
  6473. break;
  6474. // Mercenary Supportive Skills
  6475. case MER_BENEDICTION:
  6476. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6477. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6479. break;
  6480. case MER_COMPRESS:
  6481. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6483. break;
  6484. case MER_MENTALCURE:
  6485. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6486. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6487. break;
  6488. case MER_RECUPERATE:
  6489. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6490. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6491. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6492. break;
  6493. case MER_REGAIN:
  6494. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6495. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6496. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6497. break;
  6498. case MER_TENDER:
  6499. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6500. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6501. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6502. break;
  6503. case MER_SCAPEGOAT:
  6504. if( mer && mer->master )
  6505. {
  6506. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6507. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6508. }
  6509. break;
  6510. case MER_ESTIMATION:
  6511. if( !mer )
  6512. break;
  6513. sd = mer->master;
  6514. case WZ_ESTIMATION:
  6515. if( sd == NULL )
  6516. break;
  6517. if( dstsd )
  6518. { // Fail on Players
  6519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6520. break;
  6521. }
  6522. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6523. break; // Cannot be Used on Emperium
  6524. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6525. clif_skill_estimation(sd, bl);
  6526. if( skill_id == MER_ESTIMATION )
  6527. sd = NULL;
  6528. break;
  6529. case BS_REPAIRWEAPON:
  6530. if(sd && dstsd)
  6531. clif_item_repair_list(sd,dstsd,skill_lv);
  6532. break;
  6533. case MC_IDENTIFY:
  6534. if(sd) {
  6535. clif_item_identify_list(sd);
  6536. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6537. map_freeblock_unlock();
  6538. return 1;
  6539. }
  6540. else { // consume sp only if succeeded
  6541. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6542. status_zap(src,0,req.sp);
  6543. }
  6544. }
  6545. break;
  6546. // Weapon Refining [Celest]
  6547. case WS_WEAPONREFINE:
  6548. if(sd)
  6549. clif_item_refine_list(sd);
  6550. break;
  6551. case MC_VENDING:
  6552. if(sd)
  6553. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6554. if ( !pc_can_give_items(sd) )
  6555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6556. else {
  6557. sd->state.prevend = 1;
  6558. clif_openvendingreq(sd,2+skill_lv);
  6559. }
  6560. }
  6561. break;
  6562. case AL_TELEPORT:
  6563. case ALL_ODINS_RECALL:
  6564. if(sd)
  6565. {
  6566. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6567. clif_skill_teleportmessage(sd,0);
  6568. break;
  6569. }
  6570. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6571. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6572. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6573. break;
  6574. }
  6575. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6576. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6577. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6578. {
  6579. if( skill_lv == 1 )
  6580. pc_randomwarp(sd,CLR_TELEPORT);
  6581. else
  6582. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6583. break;
  6584. }
  6585. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6586. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6587. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6588. else
  6589. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6590. } else
  6591. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6592. break;
  6593. case NPC_EXPULSION:
  6594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6595. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6596. break;
  6597. case AL_HOLYWATER:
  6598. if(sd) {
  6599. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1))
  6600. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6601. else
  6602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6603. }
  6604. break;
  6605. case TF_PICKSTONE:
  6606. if(sd) {
  6607. unsigned char eflag;
  6608. struct item item_tmp;
  6609. struct block_list tbl;
  6610. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6611. memset(&item_tmp,0,sizeof(item_tmp));
  6612. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6613. item_tmp.nameid = ITEMID_STONE;
  6614. item_tmp.identify = 1;
  6615. tbl.id = 0;
  6616. // Commented because of duplicate animation [Lemongrass]
  6617. // At the moment this displays the pickup animation a second time
  6618. // If this is required in older clients, we need to add a version check here
  6619. //clif_takeitem(&sd->bl,&tbl);
  6620. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6621. if(eflag) {
  6622. clif_additem(sd,0,0,eflag);
  6623. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6624. }
  6625. }
  6626. break;
  6627. case ASC_CDP:
  6628. if(sd) {
  6629. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6630. skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a Poison Bottle.
  6631. }
  6632. break;
  6633. case RG_STRIPWEAPON:
  6634. case RG_STRIPSHIELD:
  6635. case RG_STRIPARMOR:
  6636. case RG_STRIPHELM:
  6637. case ST_FULLSTRIP:
  6638. case GC_WEAPONCRUSH:
  6639. case SC_STRIPACCESSARY: {
  6640. unsigned short location = 0;
  6641. int d = 0;
  6642. //Rate in percent
  6643. if ( skill_id == ST_FULLSTRIP ) {
  6644. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6645. } else if( skill_id == SC_STRIPACCESSARY ) {
  6646. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6647. } else {
  6648. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6649. }
  6650. if (i < 5) i = 5; //Minimum rate 5%
  6651. //Duration in ms
  6652. if( skill_id == GC_WEAPONCRUSH){
  6653. d = skill_get_time(skill_id,skill_lv);
  6654. if(bl->type == BL_PC)
  6655. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6656. else
  6657. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6658. }else
  6659. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6660. if (d < 0) d = 0; //Minimum duration 0ms
  6661. switch (skill_id) {
  6662. case RG_STRIPWEAPON:
  6663. case GC_WEAPONCRUSH:
  6664. location = EQP_WEAPON;
  6665. break;
  6666. case RG_STRIPSHIELD:
  6667. location = EQP_SHIELD;
  6668. break;
  6669. case RG_STRIPARMOR:
  6670. location = EQP_ARMOR;
  6671. break;
  6672. case RG_STRIPHELM:
  6673. location = EQP_HELM;
  6674. break;
  6675. case ST_FULLSTRIP:
  6676. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6677. break;
  6678. case SC_STRIPACCESSARY:
  6679. location = EQP_ACC;
  6680. break;
  6681. }
  6682. //Special message when trying to use strip on FCP [Jobbie]
  6683. 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])
  6684. {
  6685. clif_gospel_info(sd, 0x28);
  6686. break;
  6687. }
  6688. //Attempts to strip at rate i and duration d
  6689. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6690. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6691. //Nothing stripped.
  6692. if( sd && !i )
  6693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6694. break;
  6695. }
  6696. case AM_BERSERKPITCHER:
  6697. case AM_POTIONPITCHER:
  6698. {
  6699. int j,hp = 0,sp = 0;
  6700. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6701. map_freeblock_unlock();
  6702. return 1;
  6703. }
  6704. if( sd ) {
  6705. int x,bonus=100;
  6706. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6707. x = skill_lv%11 - 1;
  6708. j = pc_search_inventory(sd, require.itemid[x]);
  6709. if (j < 0 || require.itemid[x] <= 0) {
  6710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6711. map_freeblock_unlock();
  6712. return 1;
  6713. }
  6714. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6716. map_freeblock_unlock();
  6717. return 1;
  6718. }
  6719. if( skill_id == AM_BERSERKPITCHER ) {
  6720. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6721. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6722. map_freeblock_unlock();
  6723. return 1;
  6724. }
  6725. }
  6726. potion_flag = 1;
  6727. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6728. potion_target = bl->id;
  6729. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6730. potion_flag = potion_target = 0;
  6731. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6732. bonus += sd->status.base_level;
  6733. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6734. hp = tstatus->max_hp * potion_per_hp / 100;
  6735. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6736. if( dstsd ) {
  6737. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6738. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6739. }
  6740. } else {
  6741. if( potion_hp > 0 ) {
  6742. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6743. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6744. if( dstsd )
  6745. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6746. }
  6747. if( potion_sp > 0 ) {
  6748. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6749. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6750. if( dstsd )
  6751. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6752. }
  6753. }
  6754. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6755. hp += hp * bonus / 100;
  6756. sp += sp * bonus / 100;
  6757. }
  6758. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6759. hp += hp * j / 100;
  6760. sp += sp * j / 100;
  6761. }
  6762. } else {
  6763. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6764. switch (skill_lv) {
  6765. case 1: hp = 45; break;
  6766. case 2: hp = 105; break;
  6767. case 3: hp = 175; break;
  6768. default: hp = 325; break;
  6769. }
  6770. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6771. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6772. if( dstsd )
  6773. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6774. }
  6775. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6776. hp += hp * j / 100;
  6777. sp += sp * j / 100;
  6778. }
  6779. if (tsc && tsc->count) {
  6780. uint8 penalty = 0;
  6781. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6782. hp += hp / 10;
  6783. sp += sp / 10;
  6784. }
  6785. if (tsc->data[SC_CRITICALWOUND])
  6786. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  6787. if (tsc->data[SC_DEATHHURT])
  6788. penalty += 20;
  6789. if (tsc->data[SC_NORECOVER_STATE])
  6790. penalty = 100;
  6791. if (penalty > 0) {
  6792. hp -= hp * penalty / 100;
  6793. sp -= sp * penalty / 100;
  6794. }
  6795. }
  6796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6797. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6798. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6799. if( sp > 0 )
  6800. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6801. if (tsc) {
  6802. #ifdef RENEWAL
  6803. if (tsc->data[SC_EXTREMITYFIST2])
  6804. sp = 0;
  6805. #endif
  6806. if (tsc->data[SC_NORECOVER_STATE]) {
  6807. hp = 0;
  6808. sp = 0;
  6809. }
  6810. }
  6811. status_heal(bl,hp,sp,0);
  6812. }
  6813. break;
  6814. case AM_CP_WEAPON:
  6815. case AM_CP_SHIELD:
  6816. case AM_CP_ARMOR:
  6817. case AM_CP_HELM:
  6818. {
  6819. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6820. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6821. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6822. map_freeblock_unlock(); // Don't consume item requirements
  6823. return 0;
  6824. }
  6825. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6826. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6827. }
  6828. break;
  6829. case AM_TWILIGHT1:
  6830. if (sd) {
  6831. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6832. //Prepare 200 White Potions.
  6833. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  6834. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6835. }
  6836. break;
  6837. case AM_TWILIGHT2:
  6838. if (sd) {
  6839. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6840. //Prepare 200 Slim White Potions.
  6841. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  6842. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6843. }
  6844. break;
  6845. case AM_TWILIGHT3:
  6846. if (sd) {
  6847. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6848. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  6849. if( ebottle >= 0 )
  6850. ebottle = sd->status.inventory[ebottle].amount;
  6851. //check if you can produce all three, if not, then fail:
  6852. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  6853. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  6854. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  6855. || ebottle < 200 //200 empty bottle are required at total.
  6856. ) {
  6857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6858. break;
  6859. }
  6860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6861. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  6862. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  6863. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  6864. }
  6865. break;
  6866. case SA_DISPELL:
  6867. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6868. {
  6869. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6870. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6871. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6872. || rnd()%100 >= 50+10*skill_lv
  6873. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6874. {
  6875. if (sd)
  6876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6877. break;
  6878. }
  6879. if(status_isimmune(bl))
  6880. break;
  6881. //Remove bonus_script by Dispell
  6882. if (dstsd)
  6883. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6884. if(!tsc || !tsc->count)
  6885. break;
  6886. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6888. break;
  6889. }
  6890. for(i=0;i<SC_MAX;i++) {
  6891. if (!tsc->data[i])
  6892. continue;
  6893. switch (i) {
  6894. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6895. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6896. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6897. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6898. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6899. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6900. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6901. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  6902. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  6903. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6904. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6905. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6906. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6907. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6908. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6909. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6910. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6911. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6912. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6913. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6914. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6915. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6916. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6917. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6918. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6919. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6920. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6921. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6922. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6923. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6924. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6925. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6926. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6927. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6928. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  6929. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  6930. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  6931. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  6932. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  6933. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  6934. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  6935. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6936. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6937. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  6938. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  6939. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  6940. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  6941. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  6942. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  6943. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  6944. #ifdef RENEWAL
  6945. case SC_EXTREMITYFIST2:
  6946. #endif
  6947. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  6948. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  6949. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  6950. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  6951. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  6952. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  6953. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  6954. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  6955. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  6956. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  6957. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  6958. continue;
  6959. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6960. case SC_WHISTLE:
  6961. case SC_ASSNCROS:
  6962. case SC_POEMBRAGI:
  6963. case SC_APPLEIDUN:
  6964. case SC_HUMMING:
  6965. case SC_DONTFORGETME:
  6966. case SC_FORTUNE:
  6967. case SC_SERVICE4U:
  6968. if(tsc->data[i]->val4==0)
  6969. continue; //if in song-area don't end it
  6970. break;
  6971. case SC_ASSUMPTIO:
  6972. if( bl->type == BL_MOB )
  6973. continue;
  6974. break;
  6975. }
  6976. 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.
  6977. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6978. }
  6979. break;
  6980. }
  6981. //Affect all targets on splash area.
  6982. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6983. src, skill_id, skill_lv, tick, flag|1,
  6984. skill_castend_damage_id);
  6985. break;
  6986. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6987. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6988. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2);
  6989. break;
  6990. case TK_HIGHJUMP:
  6991. {
  6992. int x,y, dir = unit_getdir(src);
  6993. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6994. if( map[src->m].flag.noteleport &&
  6995. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6996. ) {
  6997. x = src->x;
  6998. y = src->y;
  6999. } else {
  7000. x = src->x + dirx[dir]*skill_lv*2;
  7001. y = src->y + diry[dir]*skill_lv*2;
  7002. }
  7003. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7004. 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))
  7005. clif_blown(src);
  7006. }
  7007. break;
  7008. case SA_CASTCANCEL:
  7009. case SO_SPELLFIST:
  7010. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7011. unit_skillcastcancel(src,1);
  7012. if(sd) {
  7013. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7014. if( skill_id == SO_SPELLFIST ){
  7015. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7016. sd->skill_id_old = sd->skill_lv_old = 0;
  7017. break;
  7018. }
  7019. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7020. if(sp < 0) sp = 0;
  7021. status_zap(src, 0, sp);
  7022. }
  7023. break;
  7024. case SA_SPELLBREAKER:
  7025. {
  7026. int sp;
  7027. if(tsc && tsc->data[SC_MAGICROD]) {
  7028. sp = skill_get_sp(skill_id,skill_lv);
  7029. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7030. if(sp < 1) sp = 1;
  7031. status_heal(bl,0,sp,2);
  7032. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7033. } else {
  7034. struct unit_data *ud = unit_bl2ud(bl);
  7035. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7036. if (!ud || ud->skilltimer == INVALID_TIMER)
  7037. break; //Nothing to cancel.
  7038. bl_skill_id = ud->skill_id;
  7039. bl_skill_lv = ud->skill_lv;
  7040. if (tstatus->mode & MD_BOSS)
  7041. { //Only 10% success chance against bosses. [Skotlex]
  7042. if (rnd()%100 < 90)
  7043. {
  7044. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7045. break;
  7046. }
  7047. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7048. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7050. unit_skillcastcancel(bl,0);
  7051. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7052. status_zap(bl, hp, sp);
  7053. if (hp && skill_lv >= 5)
  7054. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7055. else
  7056. hp = 0;
  7057. if (sp) //Recover some of the SP used
  7058. sp = sp*(25*(skill_lv-1))/100;
  7059. if(hp || sp)
  7060. status_heal(src, hp, sp, 2);
  7061. }
  7062. }
  7063. break;
  7064. case SA_MAGICROD:
  7065. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7066. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7067. break;
  7068. case SA_AUTOSPELL:
  7069. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7070. if(sd)
  7071. clif_autospell(sd,skill_lv);
  7072. else {
  7073. int maxlv=1,spellid=0;
  7074. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7075. if(skill_lv >= 10) {
  7076. spellid = MG_FROSTDIVER;
  7077. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7078. // maxlv = 10;
  7079. // else
  7080. maxlv = skill_lv - 9;
  7081. }
  7082. else if(skill_lv >=8) {
  7083. spellid = MG_FIREBALL;
  7084. maxlv = skill_lv - 7;
  7085. }
  7086. else if(skill_lv >=5) {
  7087. spellid = MG_SOULSTRIKE;
  7088. maxlv = skill_lv - 4;
  7089. }
  7090. else if(skill_lv >=2) {
  7091. int i_rnd = rnd()%3;
  7092. spellid = spellarray[i_rnd];
  7093. maxlv = skill_lv - 1;
  7094. }
  7095. else if(skill_lv > 0) {
  7096. spellid = MG_NAPALMBEAT;
  7097. maxlv = 3;
  7098. }
  7099. if(spellid > 0)
  7100. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7101. skill_get_time(SA_AUTOSPELL,skill_lv));
  7102. }
  7103. break;
  7104. case BS_GREED:
  7105. if(sd){
  7106. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7107. map_foreachinrange(skill_greed,bl,
  7108. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7109. }
  7110. break;
  7111. case SA_ELEMENTWATER:
  7112. case SA_ELEMENTFIRE:
  7113. case SA_ELEMENTGROUND:
  7114. case SA_ELEMENTWIND:
  7115. if(sd && !dstmd) //Only works on monsters.
  7116. break;
  7117. if(tstatus->mode&MD_BOSS)
  7118. break;
  7119. case NPC_ATTRICHANGE:
  7120. case NPC_CHANGEWATER:
  7121. case NPC_CHANGEGROUND:
  7122. case NPC_CHANGEFIRE:
  7123. case NPC_CHANGEWIND:
  7124. case NPC_CHANGEPOISON:
  7125. case NPC_CHANGEHOLY:
  7126. case NPC_CHANGEDARKNESS:
  7127. case NPC_CHANGETELEKINESIS:
  7128. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7129. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7130. skill_get_time(skill_id, skill_lv)));
  7131. break;
  7132. case NPC_CHANGEUNDEAD:
  7133. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7134. //TO-DO This is ugly, fix it
  7135. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7136. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7137. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7138. skill_get_time(skill_id, skill_lv)));
  7139. break;
  7140. case NPC_PROVOCATION:
  7141. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7142. if (md) mob_unlocktarget(md, tick);
  7143. break;
  7144. case NPC_KEEPING:
  7145. case NPC_BARRIER:
  7146. {
  7147. int skill_time = skill_get_time(skill_id,skill_lv);
  7148. struct unit_data *ud = unit_bl2ud(bl);
  7149. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7150. sc_start(src,bl,type,100,skill_lv,skill_time))
  7151. && ud) { //Disable attacking/acting/moving for skill's duration.
  7152. ud->attackabletime =
  7153. ud->canact_tick =
  7154. ud->canmove_tick = tick + skill_time;
  7155. }
  7156. }
  7157. break;
  7158. case NPC_REBIRTH:
  7159. if( md && md->state.rebirth )
  7160. break; // only works once
  7161. sc_start(src,bl,type,100,skill_lv,-1);
  7162. break;
  7163. case NPC_DARKBLESSING:
  7164. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7165. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7166. break;
  7167. case NPC_LICK:
  7168. status_zap(bl, 0, 100);
  7169. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7170. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7171. break;
  7172. case NPC_SUICIDE:
  7173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7174. status_kill(src); //When suiciding, neither exp nor drops is given.
  7175. break;
  7176. case NPC_SUMMONSLAVE:
  7177. case NPC_SUMMONMONSTER:
  7178. if(md && md->skill_idx >= 0)
  7179. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7180. break;
  7181. case NPC_CALLSLAVE:
  7182. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7183. break;
  7184. case NPC_RANDOMMOVE:
  7185. if (md) {
  7186. md->next_walktime = tick - 1;
  7187. mob_randomwalk(md,tick);
  7188. }
  7189. break;
  7190. case NPC_SPEEDUP:
  7191. {
  7192. // or does it increase casting rate? just a guess xD
  7193. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7194. if (i_type > SC_ASPDPOTION3)
  7195. i_type = SC_ASPDPOTION3;
  7196. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7197. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7198. }
  7199. break;
  7200. case NPC_REVENGE:
  7201. // not really needed... but adding here anyway ^^
  7202. if (md && md->master_id > 0) {
  7203. struct block_list *mbl, *tbl;
  7204. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7205. (tbl = battle_gettargeted(mbl)) == NULL)
  7206. break;
  7207. md->state.provoke_flag = tbl->id;
  7208. mob_target(md, tbl, sstatus->rhw.range);
  7209. }
  7210. break;
  7211. case NPC_RUN:
  7212. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7213. mob_unlocktarget(md, tick);
  7214. break;
  7215. case NPC_TRANSFORMATION:
  7216. case NPC_METAMORPHOSIS:
  7217. if(md && md->skill_idx >= 0) {
  7218. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7219. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7220. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7221. if (class_) mob_class_change(md, class_);
  7222. }
  7223. break;
  7224. case NPC_EMOTION_ON:
  7225. case NPC_EMOTION:
  7226. //val[0] is the emotion to use.
  7227. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7228. //val[1] 'sets' the mode
  7229. //val[2] adds to the current mode
  7230. //val[3] removes from the current mode
  7231. //val[4] if set, asks to delete the previous mode change.
  7232. if(md && md->skill_idx >= 0 && tsc)
  7233. {
  7234. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7235. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7236. status_change_end(bl, type, INVALID_TIMER);
  7237. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7238. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7239. mob_unlocktarget(md,tick);
  7240. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7241. sc_start4(src,src, type, 100, skill_lv,
  7242. md->db->skill[md->skill_idx].val[1],
  7243. md->db->skill[md->skill_idx].val[2],
  7244. md->db->skill[md->skill_idx].val[3],
  7245. skill_get_time(skill_id, skill_lv));
  7246. }
  7247. break;
  7248. case NPC_POWERUP:
  7249. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7250. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7251. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7252. break;
  7253. case NPC_AGIUP:
  7254. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7255. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7256. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7257. break;
  7258. case NPC_INVISIBLE:
  7259. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7260. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7261. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7262. break;
  7263. case NPC_SIEGEMODE:
  7264. // not sure what it does
  7265. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7266. break;
  7267. case WE_MALE:
  7268. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7269. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7270. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7271. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7272. }
  7273. break;
  7274. case WE_FEMALE:
  7275. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7276. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7277. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7278. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7279. }
  7280. break;
  7281. // parent-baby skills
  7282. case WE_BABY:
  7283. if(sd){
  7284. struct map_session_data *f_sd = pc_get_father(sd);
  7285. struct map_session_data *m_sd = pc_get_mother(sd);
  7286. if( (!f_sd && !m_sd) // if neither was found
  7287. || (sd->status.party_id != 0 && //not in same party
  7288. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7289. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7290. ))
  7291. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7292. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7293. ) {
  7294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7295. map_freeblock_unlock();
  7296. return 0;
  7297. }
  7298. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7299. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7300. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7301. }
  7302. break;
  7303. case PF_HPCONVERSION:
  7304. {
  7305. int hp, sp;
  7306. hp = sstatus->max_hp/10;
  7307. sp = hp * 10 * skill_lv / 100;
  7308. if (!status_charge(src,hp,0)) {
  7309. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7310. break;
  7311. }
  7312. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7313. status_heal(bl,0,sp,2);
  7314. }
  7315. break;
  7316. case MA_REMOVETRAP:
  7317. case HT_REMOVETRAP:
  7318. {
  7319. struct skill_unit* su;
  7320. struct skill_unit_group* sg = NULL;
  7321. su = BL_CAST(BL_SKILL, bl);
  7322. // Mercenaries can remove any trap
  7323. // Players can only remove their own traps or traps on Vs maps.
  7324. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7325. {
  7326. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7327. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7328. { // prevent picking up expired traps
  7329. if( battle_config.skill_removetrap_type )
  7330. { // get back all items used to deploy the trap
  7331. for( i = 0; i < 10; i++ )
  7332. {
  7333. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7334. {
  7335. int flag2;
  7336. struct item item_tmp;
  7337. memset(&item_tmp,0,sizeof(item_tmp));
  7338. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7339. item_tmp.identify = 1;
  7340. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7341. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7342. clif_additem(sd,0,0,flag2);
  7343. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7344. }
  7345. }
  7346. }
  7347. }
  7348. else
  7349. { // get back 1 trap
  7350. struct item item_tmp;
  7351. memset(&item_tmp,0,sizeof(item_tmp));
  7352. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7353. item_tmp.identify = 1;
  7354. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7355. {
  7356. clif_additem(sd,0,0,flag);
  7357. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7358. }
  7359. }
  7360. }
  7361. skill_delunit(su);
  7362. }else if(sd)
  7363. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7364. }
  7365. break;
  7366. case HT_SPRINGTRAP:
  7367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7368. {
  7369. struct skill_unit *su=NULL;
  7370. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7371. switch(su->group->unit_id){
  7372. case UNT_ANKLESNARE: // ankle snare
  7373. if (su->group->val2 != 0)
  7374. // if it is already trapping something don't spring it,
  7375. // remove trap should be used instead
  7376. break;
  7377. // otherwise fallthrough to below
  7378. case UNT_BLASTMINE:
  7379. case UNT_SKIDTRAP:
  7380. case UNT_LANDMINE:
  7381. case UNT_SHOCKWAVE:
  7382. case UNT_SANDMAN:
  7383. case UNT_FLASHER:
  7384. case UNT_FREEZINGTRAP:
  7385. case UNT_CLAYMORETRAP:
  7386. case UNT_TALKIEBOX:
  7387. su->group->unit_id = UNT_USED_TRAPS;
  7388. clif_changetraplook(bl, UNT_USED_TRAPS);
  7389. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7390. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7391. }
  7392. }
  7393. }
  7394. break;
  7395. case BD_ENCORE:
  7396. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7397. if(sd)
  7398. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7399. break;
  7400. case AS_SPLASHER:
  7401. if(tstatus->mode&MD_BOSS
  7402. // Renewal dropped the 3/4 hp requirement
  7403. #ifndef RENEWAL
  7404. || tstatus-> hp > tstatus->max_hp*3/4
  7405. #endif
  7406. ) {
  7407. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7408. map_freeblock_unlock();
  7409. return 1;
  7410. }
  7411. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7412. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7413. #ifndef RENEWAL
  7414. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7415. #endif
  7416. break;
  7417. case PF_MINDBREAKER:
  7418. {
  7419. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7420. {
  7421. map_freeblock_unlock();
  7422. return 1;
  7423. }
  7424. if (tsce)
  7425. { //HelloKitty2 (?) explained that this silently fails when target is
  7426. //already inflicted. [Skotlex]
  7427. map_freeblock_unlock();
  7428. return 1;
  7429. }
  7430. //Has a 55% + skill_lv*5% success chance.
  7431. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7432. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7433. {
  7434. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7435. map_freeblock_unlock();
  7436. return 0;
  7437. }
  7438. unit_skillcastcancel(bl,0);
  7439. if(tsc && tsc->count){
  7440. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7441. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7442. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7443. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7444. }
  7445. if(dstmd)
  7446. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7447. }
  7448. break;
  7449. case PF_SOULCHANGE:
  7450. {
  7451. unsigned int sp1 = 0, sp2 = 0;
  7452. if (dstmd) {
  7453. if (dstmd->state.soul_change_flag) {
  7454. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7455. break;
  7456. }
  7457. dstmd->state.soul_change_flag = 1;
  7458. sp2 = sstatus->max_sp * 3 /100;
  7459. status_heal(src, 0, sp2, 2);
  7460. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7461. break;
  7462. }
  7463. sp1 = sstatus->sp;
  7464. sp2 = tstatus->sp;
  7465. #ifdef RENEWAL
  7466. sp1 = sp1 / 2;
  7467. sp2 = sp2 / 2;
  7468. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7469. sp1 = tstatus->sp;
  7470. #endif
  7471. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7472. sp1 = tstatus->sp;
  7473. status_set_sp(src, sp2, 3);
  7474. status_set_sp(bl, sp1, 3);
  7475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7476. }
  7477. break;
  7478. // Slim Pitcher
  7479. case CR_SLIMPITCHER:
  7480. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7481. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARDIAN_STONE2)) )
  7482. break;
  7483. if (potion_hp || potion_sp) {
  7484. int hp = potion_hp, sp = potion_sp;
  7485. hp = hp * (100 + (tstatus->vit<<1))/100;
  7486. sp = sp * (100 + (tstatus->int_<<1))/100;
  7487. if (dstsd) {
  7488. if (hp)
  7489. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7490. if (sp)
  7491. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7492. }
  7493. if (tsc && tsc->count) {
  7494. uint8 penalty = 0;
  7495. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7496. hp += hp / 10;
  7497. sp += sp / 10;
  7498. }
  7499. if (tsc->data[SC_CRITICALWOUND])
  7500. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7501. if (tsc->data[SC_DEATHHURT])
  7502. penalty += 20;
  7503. if (tsc->data[SC_NORECOVER_STATE])
  7504. penalty = 100;
  7505. if (penalty > 0) {
  7506. hp -= hp * penalty / 100;
  7507. sp -= sp * penalty / 100;
  7508. }
  7509. }
  7510. if(hp > 0)
  7511. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7512. if(sp > 0)
  7513. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7514. status_heal(bl,hp,sp,0);
  7515. }
  7516. break;
  7517. // Full Chemical Protection
  7518. case CR_FULLPROTECTION:
  7519. {
  7520. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7521. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7522. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7523. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7524. continue;
  7525. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7526. s++;
  7527. }
  7528. if( sd && !s ){
  7529. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7530. map_freeblock_unlock(); // Don't consume item requirements
  7531. return 0;
  7532. }
  7533. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7534. }
  7535. break;
  7536. case RG_CLEANER: //AppleGirl
  7537. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7538. break;
  7539. case CG_LONGINGFREEDOM:
  7540. {
  7541. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7542. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7543. {
  7544. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7545. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7546. }
  7547. }
  7548. break;
  7549. case CG_TAROTCARD:
  7550. {
  7551. int count = -1;
  7552. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7553. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7554. if( sd )
  7555. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7556. map_freeblock_unlock();
  7557. return 0;
  7558. }
  7559. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7560. do {
  7561. int eff = rnd() % 14;
  7562. clif_specialeffect(bl, 523 + eff, AREA);
  7563. switch (eff)
  7564. {
  7565. case 0: // heals SP to 0
  7566. status_percent_damage(src, bl, 0, 100, false);
  7567. break;
  7568. case 1: // matk halved
  7569. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7570. break;
  7571. case 2: // all buffs removed
  7572. status_change_clear_buffs(bl,1);
  7573. break;
  7574. case 3: // 1000 damage, random armor destroyed
  7575. {
  7576. status_fix_damage(src, bl, 1000, 0);
  7577. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7578. if( !status_isdead(bl) ) {
  7579. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7580. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7581. }
  7582. }
  7583. break;
  7584. case 4: // atk halved
  7585. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7586. break;
  7587. case 5: // 2000HP heal, random teleported
  7588. status_heal(src, 2000, 0, 0);
  7589. if( !map_flag_vs(bl->m) )
  7590. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7591. break;
  7592. case 6: // random 2 other effects
  7593. if (count == -1)
  7594. count = 3;
  7595. else
  7596. count++; //Should not retrigger this one.
  7597. break;
  7598. case 7: // stop freeze or stoned
  7599. {
  7600. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7601. uint8 rand_eff = rnd()%3;
  7602. sc_start2(src,bl,sc[rand_eff],100,skill_lv,(rand_eff == 2 ? src->id : 0),skill_get_time2(skill_id,skill_lv));
  7603. }
  7604. break;
  7605. case 8: // curse coma and poison
  7606. status_change_start(src, bl, SC_COMA, 100, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7607. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7608. sc_start2(src,bl,SC_POISON,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7609. break;
  7610. case 9: // confusion
  7611. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7612. break;
  7613. case 10: // 6666 damage, atk matk halved, cursed
  7614. status_fix_damage(src, bl, 6666, 0);
  7615. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7616. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7617. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7618. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7619. break;
  7620. case 11: // 4444 damage
  7621. status_fix_damage(src, bl, 4444, 0);
  7622. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7623. break;
  7624. case 12: // stun
  7625. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7626. break;
  7627. case 13: // atk,matk,hit,flee,def reduced
  7628. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7629. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7630. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7631. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7632. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7633. break;
  7634. default:
  7635. break;
  7636. }
  7637. } while ((--count) > 0);
  7638. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7639. }
  7640. break;
  7641. case SL_ALCHEMIST:
  7642. case SL_ASSASIN:
  7643. case SL_BARDDANCER:
  7644. case SL_BLACKSMITH:
  7645. case SL_CRUSADER:
  7646. case SL_HUNTER:
  7647. case SL_KNIGHT:
  7648. case SL_MONK:
  7649. case SL_PRIEST:
  7650. case SL_ROGUE:
  7651. case SL_SAGE:
  7652. case SL_SOULLINKER:
  7653. case SL_STAR:
  7654. case SL_SUPERNOVICE:
  7655. case SL_WIZARD:
  7656. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7657. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7659. break;
  7660. }
  7661. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7662. { //Erase death count 1% of the casts
  7663. dstsd->die_counter = 0;
  7664. pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0);
  7665. clif_specialeffect(bl, 0x152, AREA);
  7666. //SC_SPIRIT invokes status_calc_pc for us.
  7667. }
  7668. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7669. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7670. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7671. break;
  7672. case SL_HIGH:
  7673. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7674. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7675. break;
  7676. }
  7677. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7678. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7679. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7680. break;
  7681. case SL_SWOO:
  7682. if (tsce) {
  7683. if(sd)
  7684. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7685. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7686. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7687. break;
  7688. }
  7689. case SL_SKA: // [marquis007]
  7690. case SL_SKE:
  7691. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7693. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7694. break;
  7695. }
  7696. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7697. if (skill_id == SL_SKE)
  7698. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7699. break;
  7700. // New guild skills [Celest]
  7701. case GD_BATTLEORDER:
  7702. if(flag&1) {
  7703. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7704. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7705. } else if (status_get_guild_id(src)) {
  7706. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7707. map_foreachinrange(skill_area_sub, src,
  7708. skill_get_splash(skill_id, skill_lv), BL_PC,
  7709. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7710. skill_castend_nodamage_id);
  7711. if (sd)
  7712. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7713. }
  7714. break;
  7715. case GD_REGENERATION:
  7716. if(flag&1) {
  7717. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7718. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7719. } else if (status_get_guild_id(src)) {
  7720. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7721. map_foreachinrange(skill_area_sub, src,
  7722. skill_get_splash(skill_id, skill_lv), BL_PC,
  7723. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7724. skill_castend_nodamage_id);
  7725. if (sd)
  7726. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7727. }
  7728. break;
  7729. case GD_RESTORE:
  7730. if(flag&1) {
  7731. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7732. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7733. } else if (status_get_guild_id(src)) {
  7734. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7735. map_foreachinrange(skill_area_sub, src,
  7736. skill_get_splash(skill_id, skill_lv), BL_PC,
  7737. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7738. skill_castend_nodamage_id);
  7739. if (sd)
  7740. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7741. }
  7742. break;
  7743. case GD_EMERGENCYCALL:
  7744. case GD_ITEMEMERGENCYCALL:
  7745. {
  7746. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7747. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7748. uint8 j = 0, calls = 0, called = 0;
  7749. struct guild *g;
  7750. // i don't know if it actually summons in a circle, but oh well. ;P
  7751. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7752. if (!g)
  7753. break;
  7754. if (skill_id == GD_ITEMEMERGENCYCALL)
  7755. switch (skill_lv) {
  7756. case 1: calls = 7; break;
  7757. case 2: calls = 12; break;
  7758. case 3: calls = 20; break;
  7759. default: calls = 0; break;
  7760. }
  7761. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7762. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7763. if (j > 8)
  7764. j = 0;
  7765. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7766. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7767. continue;
  7768. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7769. dx[j] = dy[j] = 0;
  7770. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7771. called++;
  7772. }
  7773. }
  7774. if (sd)
  7775. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7776. }
  7777. break;
  7778. case SG_FEEL:
  7779. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7780. if (sd) {
  7781. if(!sd->feel_map[skill_lv-1].index)
  7782. clif_feel_req(sd->fd,sd, skill_lv);
  7783. else
  7784. clif_feel_info(sd, skill_lv-1, 1);
  7785. }
  7786. break;
  7787. case SG_HATE:
  7788. if (sd) {
  7789. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7790. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7791. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7792. }
  7793. break;
  7794. case GS_GLITTERING:
  7795. if(sd) {
  7796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7797. if(rnd()%100 < (20+10*skill_lv))
  7798. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7799. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7800. pc_delspiritball(sd,1,0);
  7801. }
  7802. break;
  7803. case GS_CRACKER:
  7804. /* per official standards, this skill works on players and mobs. */
  7805. if (sd && (dstsd || dstmd))
  7806. {
  7807. i =65 -5*distance_bl(src,bl); //Base rate
  7808. if (i < 30) i = 30;
  7809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7810. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7811. }
  7812. break;
  7813. case AM_CALLHOMUN: //[orn]
  7814. if (sd && !hom_call(sd))
  7815. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7816. break;
  7817. case AM_REST:
  7818. if (sd) {
  7819. if (hom_vaporize(sd,HOM_ST_REST))
  7820. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7821. else
  7822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7823. }
  7824. break;
  7825. case HAMI_CASTLE: //[orn]
  7826. if (src != bl && rnd()%100 < 20 * skill_lv) {
  7827. int x = src->x, y = src->y;
  7828. if (hd)
  7829. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7830. // Move source
  7831. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7832. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7833. clif_blown(src);
  7834. // Move target
  7835. if (unit_movepos(bl,x,y,0,0)) {
  7836. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  7837. clif_blown(bl);
  7838. }
  7839. map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  7840. }
  7841. }
  7842. else if (hd && hd->master) // Failed
  7843. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7844. else if (sd)
  7845. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7846. break;
  7847. case HVAN_CHAOTIC: //[orn]
  7848. {
  7849. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7850. int r = rnd()%100;
  7851. i = (skill_lv-1)%5;
  7852. if(r<per[i][0]) //Self
  7853. bl = src;
  7854. else if(r<per[i][1]) //Master
  7855. bl = battle_get_master(src);
  7856. else //Enemy
  7857. bl = map_id2bl(battle_gettarget(src));
  7858. if (!bl) bl = src;
  7859. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7860. //Eh? why double skill packet?
  7861. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7862. clif_skill_nodamage(src,bl,skill_id,i,1);
  7863. status_heal(bl, i, 0, 0);
  7864. }
  7865. break;
  7866. //Homun single-target support skills [orn]
  7867. case HAMI_BLOODLUST:
  7868. case HFLI_FLEET:
  7869. case HFLI_SPEED:
  7870. case HLIF_CHANGE:
  7871. case MH_ANGRIFFS_MODUS:
  7872. case MH_GOLDENE_FERSE:
  7873. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7874. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7875. if (hd)
  7876. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7877. break;
  7878. case NPC_DRAGONFEAR:
  7879. if (flag&1) {
  7880. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7881. int j;
  7882. j = i = rnd()%ARRAYLENGTH(sc);
  7883. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7884. i++;
  7885. if ( i == ARRAYLENGTH(sc) )
  7886. i = 0;
  7887. if (i == j)
  7888. break;
  7889. }
  7890. break;
  7891. }
  7892. case NPC_WIDEBLEEDING:
  7893. case NPC_WIDECONFUSE:
  7894. case NPC_WIDECURSE:
  7895. case NPC_WIDEFREEZE:
  7896. case NPC_WIDESLEEP:
  7897. case NPC_WIDESILENCE:
  7898. case NPC_WIDESTONE:
  7899. case NPC_WIDESTUN:
  7900. case NPC_SLOWCAST:
  7901. case NPC_WIDEHELLDIGNITY:
  7902. case NPC_WIDEHEALTHFEAR:
  7903. case NPC_WIDEBODYBURNNING:
  7904. case NPC_WIDEFROSTMISTY:
  7905. case NPC_WIDECOLD:
  7906. case NPC_WIDE_DEEP_SLEEP:
  7907. case NPC_WIDESIREN:
  7908. if (flag&1){
  7909. switch ( type ) {
  7910. case SC_BURNING:
  7911. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7912. break;
  7913. case SC_VOICEOFSIREN:
  7914. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7915. break;
  7916. default:
  7917. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7918. }
  7919. }
  7920. else {
  7921. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7922. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7923. map_foreachinrange(skill_area_sub, bl,
  7924. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7925. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7926. skill_castend_nodamage_id);
  7927. }
  7928. break;
  7929. case NPC_WIDESOULDRAIN:
  7930. if (flag&1)
  7931. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7932. else {
  7933. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7934. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7935. map_foreachinrange(skill_area_sub, bl,
  7936. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7937. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7938. skill_castend_nodamage_id);
  7939. }
  7940. break;
  7941. case ALL_PARTYFLEE:
  7942. if( sd && !(flag&1) ) {
  7943. if( !sd->status.party_id ) {
  7944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7945. break;
  7946. }
  7947. 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);
  7948. } else
  7949. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7950. break;
  7951. case NPC_TALK:
  7952. case ALL_WEWISH:
  7953. case ALL_CATCRY:
  7954. case ALL_DREAM_SUMMERNIGHT:
  7955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7956. break;
  7957. case ALL_BUYING_STORE:
  7958. if( sd )
  7959. {// players only, skill allows 5 buying slots
  7960. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7961. }
  7962. break;
  7963. case RK_ENCHANTBLADE:
  7964. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7965. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7966. break;
  7967. case RK_DRAGONHOWLING:
  7968. if( flag&1)
  7969. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7970. else
  7971. {
  7972. skill_area_temp[2] = 0;
  7973. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7974. map_foreachinrange(skill_area_sub, src,
  7975. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7976. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7977. skill_castend_nodamage_id);
  7978. }
  7979. break;
  7980. case RK_IGNITIONBREAK:
  7981. case LG_EARTHDRIVE:
  7982. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7983. i = skill_get_splash(skill_id,skill_lv);
  7984. if( skill_id == LG_EARTHDRIVE ) {
  7985. int dummy = 1;
  7986. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7987. }
  7988. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7989. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7990. break;
  7991. case RK_STONEHARDSKIN:
  7992. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7993. {
  7994. int heal = sstatus->hp / 5; // 20% HP
  7995. if( status_charge(bl,heal,0) )
  7996. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7997. else
  7998. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7999. }
  8000. break;
  8001. case RK_REFRESH:
  8002. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  8003. {
  8004. int heal = status_get_max_hp(bl) * 25 / 100;
  8005. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8006. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8007. status_heal(bl,heal,0,1);
  8008. status_change_clear_buffs(bl,4);
  8009. }
  8010. break;
  8011. case RK_MILLENNIUMSHIELD:
  8012. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  8013. {
  8014. int8 rate = rnd()%100;
  8015. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  8016. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  8017. clif_millenniumshield(bl,shields);
  8018. clif_skill_nodamage(src,bl,skill_id,1,1);
  8019. }
  8020. break;
  8021. case RK_GIANTGROWTH:
  8022. case RK_VITALITYACTIVATION:
  8023. case RK_ABUNDANCE:
  8024. case RK_CRUSHSTRIKE:
  8025. if( sd )
  8026. {
  8027. int lv = 1; // RK_GIANTGROWTH
  8028. if( skill_id == RK_VITALITYACTIVATION )
  8029. lv = 2;
  8030. else if( skill_id == RK_ABUNDANCE )
  8031. lv = 6;
  8032. else if( skill_id == RK_CRUSHSTRIKE )
  8033. lv = 7;
  8034. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  8035. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8036. }
  8037. break;
  8038. case RK_FIGHTINGSPIRIT: {
  8039. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  8040. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8041. if( flag&1 ) {
  8042. if( skill_area_temp[1] == bl->id )
  8043. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8044. else
  8045. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8046. } else {
  8047. if( sd && sd->status.party_id ) {
  8048. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8049. skill_area_temp[1] = src->id;
  8050. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  8051. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8052. 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);
  8053. }
  8054. else
  8055. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8056. clif_skill_nodamage(src,bl,skill_id,1,1);
  8057. }
  8058. }
  8059. break;
  8060. case RK_LUXANIMA:
  8061. if( !sd || !sd->status.party_id || flag&1 ) {
  8062. if( src == bl ) break;
  8063. while( skill_area_temp[5] >= 0x10 ) {
  8064. type = SC_NONE;
  8065. i = 0;
  8066. if( skill_area_temp[5]&0x10 ) {
  8067. if( dstsd ) {
  8068. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  8069. clif_millenniumshield(bl,i);
  8070. skill_area_temp[5] &= ~0x10;
  8071. type = SC_MILLENNIUMSHIELD;
  8072. }
  8073. } else if( skill_area_temp[5]&0x20 ) {
  8074. i = status_get_max_hp(bl) * 25 / 100;
  8075. status_change_clear_buffs(bl,4);
  8076. skill_area_temp[5] &= ~0x20;
  8077. status_heal(bl,i,0,1);
  8078. type = SC_REFRESH;
  8079. } else if( skill_area_temp[5]&0x40 ) {
  8080. skill_area_temp[5] &= ~0x40;
  8081. type = SC_GIANTGROWTH;
  8082. } else if( skill_area_temp[5]&0x80 ) {
  8083. if( dstsd ) {
  8084. i = sstatus->hp / 5;
  8085. if( status_charge(bl,i,0) )
  8086. type = SC_STONEHARDSKIN;
  8087. skill_area_temp[5] &= ~0x80;
  8088. }
  8089. } else if( skill_area_temp[5]&0x100 ) {
  8090. skill_area_temp[5] &= ~0x100;
  8091. type = SC_VITALITYACTIVATION;
  8092. } else if( skill_area_temp[5]&0x200 ) {
  8093. skill_area_temp[5] &= ~0x200;
  8094. type = SC_ABUNDANCE;
  8095. }
  8096. if( type > SC_NONE )
  8097. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  8098. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  8099. } //end while
  8100. } else if( sd ) {
  8101. if( tsc && tsc->count ) {
  8102. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  8103. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  8104. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  8105. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  8106. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  8107. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  8108. }
  8109. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8110. 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);
  8111. }
  8112. break;
  8113. case GC_ROLLINGCUTTER:
  8114. {
  8115. short count = 1;
  8116. skill_area_temp[2] = 0;
  8117. 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);
  8118. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8119. { // Every time the skill is casted the status change is reseted adding a counter.
  8120. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8121. if( count > 10 )
  8122. count = 10; // Max coounter
  8123. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8124. }
  8125. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8126. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8127. }
  8128. break;
  8129. case GC_WEAPONBLOCKING:
  8130. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8131. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8132. else
  8133. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8134. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8135. break;
  8136. case GC_CREATENEWPOISON:
  8137. if( sd )
  8138. {
  8139. clif_skill_produce_mix_list(sd,skill_id,25);
  8140. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8141. }
  8142. break;
  8143. case GC_POISONINGWEAPON:
  8144. if( sd ) {
  8145. clif_poison_list(sd,skill_lv);
  8146. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8147. }
  8148. break;
  8149. case GC_ANTIDOTE:
  8150. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8151. if( tsc )
  8152. {
  8153. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8154. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8155. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8156. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8157. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8158. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8159. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8160. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8161. }
  8162. break;
  8163. case GC_PHANTOMMENACE:
  8164. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8165. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8166. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8167. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8168. break;
  8169. case GC_HALLUCINATIONWALK:
  8170. {
  8171. int heal = status_get_max_hp(bl) / 10;
  8172. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8173. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8174. break;
  8175. }
  8176. if( !status_charge(bl,heal,0) )
  8177. {
  8178. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8179. break;
  8180. }
  8181. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8182. }
  8183. break;
  8184. case AB_ANCILLA:
  8185. if( sd ) {
  8186. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8187. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8188. }
  8189. break;
  8190. case AB_CLEMENTIA:
  8191. case AB_CANTO:
  8192. {
  8193. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8194. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8195. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8196. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8197. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8198. else if( sd )
  8199. 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);
  8200. }
  8201. break;
  8202. case AB_PRAEFATIO:
  8203. if( !sd || sd->status.party_id == 0 || flag&1 )
  8204. 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)));
  8205. else if( sd )
  8206. 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);
  8207. break;
  8208. case AB_CHEAL:
  8209. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8210. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8211. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8212. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8213. if( partycount > 1 )
  8214. i += (i / 100) * (partycount * 10) / 4;
  8215. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8216. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8217. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8218. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8219. i = ~i + 1;
  8220. status_heal(bl, i, 0, 0);
  8221. }
  8222. } else if( sd )
  8223. 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);
  8224. break;
  8225. case AB_ORATIO:
  8226. if( flag&1 )
  8227. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8228. else {
  8229. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8230. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8231. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8232. }
  8233. break;
  8234. case AB_LAUDAAGNUS:
  8235. if( flag&1 || !sd || !sd->status.party_id ) {
  8236. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8237. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8238. // Success Chance: (40 + 10 * Skill Level) %
  8239. if( rnd()%100 > 40+10*skill_lv ) break;
  8240. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8241. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8242. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8243. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8244. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8245. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8246. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8247. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8248. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8249. } else if( sd )
  8250. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8251. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8252. break;
  8253. case AB_LAUDARAMUS:
  8254. if( flag&1 || !sd || !sd->status.party_id ) {
  8255. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8256. // Success Chance: (40 + 10 * Skill Level) %
  8257. if( rnd()%100 > 40+10*skill_lv ) break;
  8258. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8259. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8260. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8261. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8262. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8263. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8264. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8265. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8266. } else if( sd )
  8267. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8268. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8269. break;
  8270. case AB_CLEARANCE:
  8271. 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]
  8272. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8273. break;
  8274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8275. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8276. if (sd)
  8277. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8278. break;
  8279. }
  8280. if(status_isimmune(bl))
  8281. break;
  8282. //Remove bonus_script by Clearance
  8283. if (dstsd)
  8284. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8285. if(!tsc || !tsc->count)
  8286. break;
  8287. for( i = 0; i < SC_MAX; i++ ) {
  8288. if (!tsc->data[i])
  8289. continue;
  8290. switch (i) {
  8291. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8292. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8293. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8294. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8295. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8296. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8297. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8298. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8299. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8300. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8301. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8302. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8303. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8304. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8305. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8306. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8307. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8308. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8309. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8310. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8311. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8312. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8313. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8314. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8315. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8316. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8317. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8318. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8319. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8320. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8321. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8322. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8323. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8324. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8325. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8326. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8327. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8328. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8329. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8330. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8331. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8332. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8333. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8334. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8335. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8336. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8337. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8338. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8339. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8340. #ifdef RENEWAL
  8341. case SC_EXTREMITYFIST2:
  8342. #endif
  8343. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8344. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8345. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8346. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8347. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8348. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8349. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8350. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8351. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8352. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8353. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8354. continue;
  8355. case SC_ASSUMPTIO:
  8356. if( bl->type == BL_MOB )
  8357. continue;
  8358. break;
  8359. }
  8360. 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.
  8361. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8362. }
  8363. break;
  8364. }
  8365. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8366. break;
  8367. case AB_SILENTIUM:
  8368. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8369. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8370. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8371. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8372. break;
  8373. case WL_STASIS:
  8374. if( flag&1 )
  8375. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8376. else
  8377. {
  8378. if (battle_config.skill_wall_check)
  8379. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8380. else
  8381. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8382. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8383. }
  8384. break;
  8385. case AB_OFFERTORIUM:{
  8386. struct status_change *sc = status_get_sc(src);
  8387. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8388. if( sc ) {
  8389. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8390. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8391. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8392. }
  8393. }
  8394. }
  8395. break;
  8396. case WL_WHITEIMPRISON:
  8397. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8398. {
  8399. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8400. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8401. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8402. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8403. if( sd )
  8404. skill_blockpc_start(sd,skill_id,4000);
  8405. if( !(tsc && tsc->data[type]) ){
  8406. 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));
  8407. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8408. if( !i )
  8409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8410. }
  8411. }else
  8412. if( sd )
  8413. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8414. break;
  8415. case WL_FROSTMISTY:
  8416. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8417. 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,skill_castend_damage_id);
  8418. break;
  8419. case WL_JACKFROST:
  8420. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8421. if (battle_config.skill_wall_check)
  8422. map_foreachinshootrange(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);
  8423. else
  8424. 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);
  8425. break;
  8426. case WL_MARSHOFABYSS:
  8427. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8428. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8429. skill_get_time(skill_id, skill_lv)));
  8430. break;
  8431. case WL_SIENNAEXECRATE:
  8432. if( status_isimmune(bl) || !tsc )
  8433. break;
  8434. if( flag&1 ) {
  8435. if( bl->id == skill_area_temp[1] )
  8436. break; // Already work on this target
  8437. if( tsc && tsc->data[SC_STONE] )
  8438. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8439. else
  8440. status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8441. } else {
  8442. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8443. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8444. if( rnd()%100 < rate ) { // Success on First Target
  8445. if( !tsc->data[SC_STONE] )
  8446. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,src->id,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8447. else {
  8448. rate = 1;
  8449. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8450. }
  8451. if( rate ) {
  8452. skill_area_temp[1] = bl->id;
  8453. 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);
  8454. }
  8455. // Doesn't send failure packet if it fails on defense.
  8456. }
  8457. else if( sd ) // Failure on Rate
  8458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8459. }
  8460. break;
  8461. case WL_SUMMONFB:
  8462. case WL_SUMMONBL:
  8463. case WL_SUMMONWB:
  8464. case WL_SUMMONSTONE:
  8465. {
  8466. short element = 0, sctype = 0, pos = -1;
  8467. struct status_change *sc = status_get_sc(src);
  8468. if( !sc )
  8469. break;
  8470. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8471. if( !sctype && !sc->data[i] )
  8472. sctype = i; // Take the free SC
  8473. if( sc->data[i] )
  8474. pos = max(sc->data[i]->val2,pos);
  8475. }
  8476. if( !sctype ) {
  8477. if( sd ) // No free slots to put SC
  8478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8479. break;
  8480. }
  8481. pos++; // Used in val2 for SC. Indicates the order of this ball
  8482. switch( skill_id ) { // Set val1. The SC element for this ball
  8483. case WL_SUMMONFB: element = WLS_FIRE; break;
  8484. case WL_SUMMONBL: element = WLS_WIND; break;
  8485. case WL_SUMMONWB: element = WLS_WATER; break;
  8486. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8487. }
  8488. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8489. clif_skill_nodamage(src,bl,skill_id,0,0);
  8490. }
  8491. break;
  8492. case WL_READING_SB:
  8493. if( sd ) {
  8494. struct status_change *sc = status_get_sc(bl);
  8495. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8496. if( sc && !sc->data[i] )
  8497. break;
  8498. if( i == SC_MAXSPELLBOOK ) {
  8499. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8500. break;
  8501. }
  8502. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8503. clif_spellbook_list(sd);
  8504. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8505. }
  8506. break;
  8507. case RA_FEARBREEZE:
  8508. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8509. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8510. break;
  8511. case RA_WUGMASTERY:
  8512. if( sd ) {
  8513. if( !pc_iswug(sd) )
  8514. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8515. else
  8516. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8517. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8518. }
  8519. break;
  8520. case RA_WUGRIDER:
  8521. if( sd ) {
  8522. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8523. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8524. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8525. } else if( pc_isridingwug(sd) ) {
  8526. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8527. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8528. }
  8529. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8530. }
  8531. break;
  8532. case RA_WUGDASH:
  8533. if( tsce ) {
  8534. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8535. map_freeblock_unlock();
  8536. return 0;
  8537. }
  8538. if( sd && pc_isridingwug(sd) ) {
  8539. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8540. clif_walkok(sd);
  8541. }
  8542. break;
  8543. case RA_SENSITIVEKEEN:
  8544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8545. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8546. 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);
  8547. break;
  8548. case NC_F_SIDESLIDE:
  8549. case NC_B_SIDESLIDE:
  8550. {
  8551. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8552. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8554. }
  8555. break;
  8556. case NC_SELFDESTRUCTION:
  8557. if( sd ) {
  8558. if( pc_ismadogear(sd) )
  8559. pc_setmadogear(sd, 0);
  8560. skill_area_temp[1] = 0;
  8561. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8562. 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|SD_SPLASH|1, skill_castend_damage_id);
  8563. status_set_sp(src, 0, 0);
  8564. skill_clear_unitgroup(src);
  8565. }
  8566. break;
  8567. case NC_ANALYZE:
  8568. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8569. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8570. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8571. if( sd ) pc_overheat(sd,1);
  8572. break;
  8573. case NC_MAGNETICFIELD:
  8574. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL);
  8575. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8576. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8577. 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|SD_SPLASH|1,skill_castend_damage_id);
  8578. if (sd)
  8579. pc_overheat(sd,1);
  8580. break;
  8581. case NC_REPAIR:
  8582. if( sd ) {
  8583. int heal, hp = 0;
  8584. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8585. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8586. break;
  8587. }
  8588. switch(skill_lv) {
  8589. case 1: hp = 4; break;
  8590. case 2: hp = 7; break;
  8591. case 3: hp = 13; break;
  8592. case 4: hp = 17; break;
  8593. case 5: default: hp = 23; break;
  8594. }
  8595. heal = dstsd->status.max_hp * hp / 100;
  8596. status_heal(bl,heal,0,2);
  8597. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8598. }
  8599. break;
  8600. case NC_DISJOINT:
  8601. {
  8602. if( bl->type != BL_MOB ) break;
  8603. md = map_id2md(bl->id);
  8604. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8605. status_kill(bl);
  8606. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8607. }
  8608. break;
  8609. case SC_AUTOSHADOWSPELL:
  8610. if( sd ) {
  8611. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8612. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8613. {
  8614. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8615. clif_autoshadowspell_list(sd);
  8616. clif_skill_nodamage(src,bl,skill_id,1,1);
  8617. }
  8618. else
  8619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8620. }
  8621. break;
  8622. case SC_SHADOWFORM:
  8623. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8624. 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))) )
  8625. dstsd->shadowform_id = src->id;
  8626. }
  8627. else if( sd )
  8628. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8629. break;
  8630. case SC_BODYPAINT:
  8631. if( flag&1 ) {
  8632. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8633. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8634. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8635. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8636. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8637. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8638. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8639. }
  8640. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8641. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8642. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8643. } else {
  8644. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8645. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8646. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8647. }
  8648. break;
  8649. case SC_ENERVATION:
  8650. case SC_GROOMY:
  8651. case SC_LAZINESS:
  8652. case SC_UNLUCKY:
  8653. case SC_WEAKNESS:
  8654. if( !(tsc && tsc->data[type]) ) {
  8655. int rate;
  8656. if (is_boss(bl))
  8657. break;
  8658. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8659. - (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));
  8660. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8661. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8662. } else if( sd )
  8663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8664. break;
  8665. case SC_IGNORANCE:
  8666. if( !(tsc && tsc->data[type]) ) {
  8667. int rate;
  8668. if (is_boss(bl))
  8669. break;
  8670. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8671. - (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));
  8672. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8673. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8674. int sp = 100 * skill_lv;
  8675. if( dstmd )
  8676. sp = dstmd->level;
  8677. if( !dstmd )
  8678. status_zap(bl, 0, sp);
  8679. status_heal(src, 0, sp / 2, 3);
  8680. } else if( sd )
  8681. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8682. } else if( sd )
  8683. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8684. break;
  8685. case LG_TRAMPLE:
  8686. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8687. if (rnd()%100 < (25 + 25 * skill_lv))
  8688. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8689. break;
  8690. case LG_REFLECTDAMAGE:
  8691. if( tsc && tsc->data[type] )
  8692. status_change_end(bl,type,INVALID_TIMER);
  8693. else
  8694. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8696. break;
  8697. case LG_SHIELDSPELL:
  8698. if (sd) {
  8699. int opt = 0;
  8700. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8701. struct item_data *shield_data = NULL;
  8702. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8703. shield_data = sd->inventory_data[index];
  8704. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8705. shield_def = shield_mdef = shield_refine = 10;
  8706. else {
  8707. shield_def = shield_data->def;
  8708. shield_mdef = sd->bonus.shieldmdef;
  8709. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8710. }
  8711. if (flag&1) {
  8712. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8713. break;
  8714. }
  8715. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8716. switch(skill_lv) {
  8717. case 1: { // DEF Based
  8718. int splashrange = 0;
  8719. #ifdef RENEWAL
  8720. if (shield_def >= 0 && shield_def <= 40)
  8721. #else
  8722. if (shield_def >= 0 && shield_def <= 4)
  8723. #endif
  8724. splashrange = 1;
  8725. #ifdef RENEWAL
  8726. else if (shield_def >= 41 && shield_def <= 80)
  8727. #else
  8728. else if (shield_def >= 5 && shield_def <= 9)
  8729. #endif
  8730. splashrange = 2;
  8731. else
  8732. splashrange = 3;
  8733. switch(opt) {
  8734. case 1: // Splash AoE ATK
  8735. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8736. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8737. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8738. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8739. break;
  8740. case 2: // % Damage Reflecting Increase
  8741. #ifdef RENEWAL
  8742. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8743. #else
  8744. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8745. #endif
  8746. break;
  8747. case 3: // Equipment Attack Increase
  8748. #ifdef RENEWAL
  8749. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8750. #else
  8751. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8752. #endif
  8753. break;
  8754. }
  8755. }
  8756. break;
  8757. case 2: { // MDEF Based
  8758. int splashrange = 0;
  8759. if (shield_mdef >= 1 && shield_mdef <= 3)
  8760. splashrange = 1;
  8761. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8762. splashrange = 2;
  8763. else
  8764. splashrange = 3;
  8765. switch(opt) {
  8766. case 1: // Splash AoE MATK
  8767. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8768. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8769. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8770. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8771. break;
  8772. case 2: // Splash AoE Lex Divina
  8773. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8774. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8775. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8776. break;
  8777. case 3: // Casts Magnificat.
  8778. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8779. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8780. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8781. break;
  8782. }
  8783. }
  8784. break;
  8785. case 3: // Refine Based
  8786. switch(opt) {
  8787. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8788. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8789. break;
  8790. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8791. #ifdef RENEWAL
  8792. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8793. #else
  8794. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8795. #endif
  8796. break;
  8797. case 3: // Recovers HP depending on Shield refine rate.
  8798. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8799. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8800. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8801. break;
  8802. }
  8803. break;
  8804. }
  8805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8806. }
  8807. break;
  8808. case LG_PIETY:
  8809. if( flag&1 )
  8810. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8811. else {
  8812. skill_area_temp[2] = 0;
  8813. map_foreachinrange(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);
  8814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8815. }
  8816. break;
  8817. case LG_INSPIRATION:
  8818. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8819. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8820. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8821. clif_updatestatus(sd,SP_BASEEXP);
  8822. clif_updatestatus(sd,SP_JOBEXP);
  8823. }
  8824. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8825. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8826. break;
  8827. case SR_CURSEDCIRCLE:
  8828. if( flag&1 ) {
  8829. if( is_boss(bl) ) break;
  8830. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8831. if( bl->type == BL_MOB )
  8832. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8833. clif_bladestop(src, bl->id, 1);
  8834. map_freeblock_unlock();
  8835. return 1;
  8836. }
  8837. } else {
  8838. int count = 0;
  8839. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8840. 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
  8841. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8842. if( sd ) pc_delspiritball(sd, count, 0);
  8843. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8844. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8845. }
  8846. break;
  8847. case SR_RAISINGDRAGON:
  8848. if( sd ) {
  8849. short max = 5 + skill_lv;
  8850. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8851. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8852. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8853. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8854. }
  8855. break;
  8856. case SR_ASSIMILATEPOWER:
  8857. if (flag&1) {
  8858. i = 0;
  8859. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  8860. if (dstsd->spiritball > 0) {
  8861. i = dstsd->spiritball;
  8862. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8863. }
  8864. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8865. i += dstsd->spiritcharm;
  8866. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8867. }
  8868. }
  8869. if (i)
  8870. status_percent_heal(src, 0, i);
  8871. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8872. } else {
  8873. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8874. 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|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8875. }
  8876. break;
  8877. case SR_POWERVELOCITY:
  8878. if( !dstsd )
  8879. break;
  8880. if( sd && dstsd->spiritball <= 5 ) {
  8881. for(i = 0; i <= 5; i++) {
  8882. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8883. pc_delspiritball(sd, sd->spiritball, 0);
  8884. }
  8885. }
  8886. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8887. break;
  8888. case SR_GENTLETOUCH_CURE:
  8889. {
  8890. int heal;
  8891. if (!dstmd || dstmd->mob_id != MOBID_EMPERIUM || !mob_is_battleground(dstmd)) {
  8892. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8893. status_heal(bl, heal, 0, 0);
  8894. }
  8895. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8896. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8897. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8898. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8899. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8900. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8901. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8902. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8903. }
  8904. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8905. }
  8906. break;
  8907. case SR_GENTLETOUCH_ENERGYGAIN:
  8908. case SR_GENTLETOUCH_CHANGE:
  8909. case SR_GENTLETOUCH_REVITALIZE:
  8910. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8911. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8912. break;
  8913. case SR_FLASHCOMBO: {
  8914. const int combo[] = { SR_FLASHCOMBO_ATK_STEP1, SR_FLASHCOMBO_ATK_STEP2, SR_FLASHCOMBO_ATK_STEP3, SR_FLASHCOMBO_ATK_STEP4 };
  8915. const int delay[] = { 0, 250, 500, 2000 };
  8916. if (sd)
  8917. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8918. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8919. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8920. for (i = 0; i < ARRAYLENGTH(combo); i++)
  8921. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8922. }
  8923. break;
  8924. case WA_SWING_DANCE:
  8925. case WA_MOONLIT_SERENADE:
  8926. case WA_SYMPHONY_OF_LOVER:
  8927. case MI_RUSH_WINDMILL:
  8928. case MI_ECHOSONG:
  8929. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8930. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8931. 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));
  8932. } else if( sd ) {
  8933. 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);
  8934. 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));
  8935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8936. }
  8937. break;
  8938. case MI_HARMONIZE:
  8939. if( src != bl )
  8940. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8941. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8942. break;
  8943. case WM_DEADHILLHERE:
  8944. if( bl->type == BL_PC ) {
  8945. if( !status_isdead(bl) )
  8946. break;
  8947. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8948. int heal = tstatus->sp;
  8949. if( heal <= 0 )
  8950. heal = 1;
  8951. tstatus->hp = heal;
  8952. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8954. pc_revive((TBL_PC*)bl,heal,0);
  8955. clif_resurrection(bl,1);
  8956. }
  8957. }
  8958. break;
  8959. case WM_SIRCLEOFNATURE:
  8960. if( flag&1 )
  8961. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8962. else {
  8963. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8964. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8965. }
  8966. break;
  8967. case WM_VOICEOFSIREN:
  8968. if (flag&1)
  8969. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  8970. else {
  8971. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  8972. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  8973. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  8974. 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_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  8975. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8976. }
  8977. break;
  8978. case WM_GLOOMYDAY:
  8979. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8980. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8981. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8982. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8983. {
  8984. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8985. break;
  8986. }
  8987. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8988. break;
  8989. case WM_SATURDAY_NIGHT_FEVER:
  8990. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8991. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  8992. break;
  8993. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8994. } else if( flag&2 ) {
  8995. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8996. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8997. } else if( sd ) {
  8998. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8999. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9001. break;
  9002. }
  9003. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9004. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9005. flag |= 2;
  9006. else
  9007. flag |= 1;
  9008. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9009. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9010. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9011. if( flag&2 ) // Dealed here to prevent conflicts
  9012. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  9013. }
  9014. break;
  9015. case WM_SONG_OF_MANA:
  9016. case WM_DANCE_WITH_WUG:
  9017. case WM_LERADS_DEW:
  9018. case WM_UNLIMITED_HUMMING_VOICE:
  9019. if( flag&1 ) { // These affect to to all party members near the caster.
  9020. struct status_change *sc = status_get_sc(src);
  9021. if( sc && sc->data[type] ) {
  9022. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9023. }
  9024. } else if( sd ) {
  9025. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  9026. 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);
  9027. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9028. }
  9029. break;
  9030. case WM_MELODYOFSINK:
  9031. case WM_BEYOND_OF_WARCRY:
  9032. if( flag&1 ) {
  9033. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  9034. } else { // These affect to all targets arround the caster.
  9035. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  9036. map_foreachinrange(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);
  9037. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9038. }
  9039. }
  9040. break;
  9041. case WM_RANDOMIZESPELL:
  9042. if (!skill_improvise_count) {
  9043. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9044. break;
  9045. }
  9046. else {
  9047. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  9048. do {
  9049. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  9050. improv_skill_id = skill_improvise_db[i].skill_id;
  9051. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  9052. if (!skill_get_index(improv_skill_id)) {
  9053. if (sd)
  9054. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9055. break;
  9056. }
  9057. improv_skill_lv = 4 + skill_lv;
  9058. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9059. if( sd ) {
  9060. sd->state.abra_flag = 2;
  9061. sd->skillitem = improv_skill_id;
  9062. sd->skillitemlv = improv_skill_lv;
  9063. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9064. } else {
  9065. struct unit_data *ud = unit_bl2ud(src);
  9066. int inf = skill_get_inf(improv_skill_id);
  9067. if (!ud) break;
  9068. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9069. if (src->type == BL_PET)
  9070. bl = (struct block_list*)((TBL_PET*)src)->master;
  9071. if (!bl) bl = src;
  9072. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9073. } else {
  9074. int target_id = 0;
  9075. if (ud->target)
  9076. target_id = ud->target;
  9077. else switch (src->type) {
  9078. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9079. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9080. }
  9081. if (!target_id)
  9082. break;
  9083. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9084. bl = map_id2bl(target_id);
  9085. if (!bl) bl = src;
  9086. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9087. } else
  9088. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9089. }
  9090. }
  9091. }
  9092. break;
  9093. case RETURN_TO_ELDICASTES:
  9094. case ALL_GUARDIAN_RECALL:
  9095. case ECLAGE_RECALL:
  9096. if( sd )
  9097. {
  9098. short x=0, y=0; // Destiny position.
  9099. unsigned short mapindex=0;
  9100. switch(skill_id){
  9101. default:
  9102. case RETURN_TO_ELDICASTES:
  9103. x = 198;
  9104. y = 187;
  9105. mapindex = mapindex_name2id(MAP_DICASTES);
  9106. break;
  9107. case ALL_GUARDIAN_RECALL:
  9108. x = 44;
  9109. y = 151;
  9110. mapindex = mapindex_name2id(MAP_MORA);
  9111. break;
  9112. case ECLAGE_RECALL:
  9113. x = 47;
  9114. y = 31;
  9115. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9116. break;
  9117. }
  9118. if(!mapindex)
  9119. { //Given map not found?
  9120. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9121. map_freeblock_unlock();
  9122. return 0;
  9123. }
  9124. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9125. }
  9126. break;
  9127. case ECL_SNOWFLIP:
  9128. case ECL_PEONYMAMY:
  9129. case ECL_SADAGUI:
  9130. case ECL_SEQUOIADUST:
  9131. switch(skill_id){
  9132. case ECL_SNOWFLIP:
  9133. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9134. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9135. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9136. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9137. break;
  9138. case ECL_PEONYMAMY:
  9139. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9140. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9141. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9142. break;
  9143. case ECL_SADAGUI:
  9144. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9145. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9146. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9147. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9148. break;
  9149. case ECL_SEQUOIADUST:
  9150. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9151. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9152. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9153. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9154. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9155. break;
  9156. }
  9157. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9158. break;
  9159. case GM_SANDMAN:
  9160. if( tsc ) {
  9161. if( tsc->opt1 == OPT1_SLEEP )
  9162. tsc->opt1 = 0;
  9163. else
  9164. tsc->opt1 = OPT1_SLEEP;
  9165. clif_changeoption(bl);
  9166. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9167. }
  9168. break;
  9169. case SO_ARRULLO:
  9170. {
  9171. // Success chance: [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  9172. int rate = (15 + 5 * skill_lv) * 1000 + status_get_int(src) * 200 + (sd ? sd->status.job_level * 200 : 0) - status_get_int(bl) * 1000 / 6 - status_get_luk(bl) * 100;
  9173. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 40)} seconds
  9174. int duration = skill_get_time(skill_id, skill_lv) - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 25);
  9175. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9176. status_change_start(src,bl,type,rate,skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9177. }
  9178. break;
  9179. case WM_LULLABY_DEEPSLEEP:
  9180. if (flag&1) {
  9181. // Resistance: {(Target's Base Level / 20) + (Target's Base INT / 20)} seconds
  9182. int duration = skill_area_temp[6] - (status_get_lv(bl) * 50 + (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 50);
  9183. status_change_start(src,bl,type,skill_area_temp[5],skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9184. } else {
  9185. // Success chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9186. skill_area_temp[5] = (4 * skill_lv * 1000) + ((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)) * 2000 + (status_get_lv(src) * 1000 / 15) + (sd ? sd->status.job_level * 200 : 0);
  9187. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9188. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9189. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9190. }
  9191. break;
  9192. case SO_SUMMON_AGNI:
  9193. case SO_SUMMON_AQUA:
  9194. case SO_SUMMON_VENTUS:
  9195. case SO_SUMMON_TERA:
  9196. if( sd ) {
  9197. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9198. // Remove previous elemental first.
  9199. if( sd->ed )
  9200. elemental_delete(sd->ed);
  9201. // Summoning the new one.
  9202. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9204. break;
  9205. }
  9206. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9207. }
  9208. break;
  9209. case SO_EL_CONTROL:
  9210. if( sd ) {
  9211. int mode = EL_MODE_PASSIVE; // Standard mode.
  9212. if( !sd->ed ) break;
  9213. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9214. elemental_delete(sd->ed);
  9215. break;
  9216. }
  9217. switch( skill_lv ) {// Select mode bassed on skill level used.
  9218. case 2: mode = EL_MODE_ASSIST; break;
  9219. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9220. }
  9221. if( !elemental_change_mode(sd->ed,mode) ) {
  9222. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9223. break;
  9224. }
  9225. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9226. }
  9227. break;
  9228. case SO_EL_ACTION:
  9229. if( sd ) {
  9230. int duration = 3000;
  9231. if( !sd->ed )
  9232. break;
  9233. switch(sd->ed->db->class_) {
  9234. case 2115:case 2124:
  9235. case 2118:case 2121:
  9236. duration = 6000;
  9237. break;
  9238. case 2116:case 2119:
  9239. case 2122:case 2125:
  9240. duration = 9000;
  9241. break;
  9242. }
  9243. sd->skill_id_old = skill_id;
  9244. elemental_action(sd->ed, bl, tick);
  9245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9246. skill_blockpc_start(sd, skill_id, duration);
  9247. }
  9248. break;
  9249. case SO_EL_CURE:
  9250. if( sd ) {
  9251. struct elemental_data *ed = sd->ed;
  9252. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9253. int e_hp, e_sp;
  9254. if( !ed ) break;
  9255. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9256. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9257. break;
  9258. }
  9259. e_hp = ed->battle_status.max_hp * 10 / 100;
  9260. e_sp = ed->battle_status.max_sp * 10 / 100;
  9261. status_heal(&ed->bl,e_hp,e_sp,3);
  9262. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9263. }
  9264. break;
  9265. case GN_CHANGEMATERIAL:
  9266. case SO_EL_ANALYSIS:
  9267. if( sd ) {
  9268. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9269. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9270. }
  9271. break;
  9272. case GN_BLOOD_SUCKER:
  9273. {
  9274. struct status_change *sc = status_get_sc(src);
  9275. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9276. if( tsc && tsc->data[type] ){
  9277. (sc->bs_counter)--;
  9278. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9279. }
  9280. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9281. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9282. (sc->bs_counter)++;
  9283. } else if( sd ) {
  9284. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9285. break;
  9286. }
  9287. }
  9288. break;
  9289. case GN_MANDRAGORA:
  9290. if( flag&1 ) {
  9291. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9292. if (rate < 10)
  9293. rate = 10;
  9294. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9295. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9296. if (rnd()%100 < rate) {
  9297. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9298. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9299. }
  9300. } else {
  9301. 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);
  9302. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9303. }
  9304. break;
  9305. case GN_SLINGITEM:
  9306. if( sd ) {
  9307. short ammo_id;
  9308. i = sd->equip_index[EQI_AMMO];
  9309. if( i < 0 )
  9310. break; // No ammo.
  9311. ammo_id = sd->inventory_data[i]->nameid;
  9312. if( ammo_id <= 0 )
  9313. break;
  9314. sd->itemid = ammo_id;
  9315. if( itemdb_is_GNbomb(ammo_id) ) {
  9316. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9317. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9318. 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);
  9319. else
  9320. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9321. } else //Otherwise, it fails, shows animation and removes items.
  9322. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9323. } else if (itemdb_is_GNthrowable(ammo_id)) {
  9324. switch (ammo_id) {
  9325. case ITEMID_MYSTERIOUS_POWDER: //MaxHP -2%
  9326. sc_start(src, bl, SC_MYSTERIOUS_POWDER, 100, 2, 10000);
  9327. break;
  9328. case ITEMID_BOOST500_TO_THROW: //ASPD +10%
  9329. sc_start(src, bl, SC_BOOST500, 100, 10, 500000);
  9330. break;
  9331. case ITEMID_FULL_SWINGK_TO_THROW: //WATK +50
  9332. sc_start(src, bl, SC_FULL_SWING_K, 100, 50, 500000);
  9333. break;
  9334. case ITEMID_MANA_PLUS_TO_THROW: //MATK +50
  9335. sc_start(src, bl, SC_MANA_PLUS, 100, 50, 500000);
  9336. break;
  9337. case ITEMID_CURE_FREE_TO_THROW: //Cures Silence, Bleeding, Poison, Curse, Orcish, Undead, Blind, Confusion, DPoison and heals 500 HP
  9338. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9339. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9340. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9341. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9342. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9343. status_change_end(bl, SC_CHANGEUNDEAD, INVALID_TIMER);
  9344. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9345. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9346. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  9347. status_heal(bl, 500, 0, 0);
  9348. break;
  9349. case ITEMID_STAMINA_UP_M_TO_THROW: //MaxHP +5%
  9350. sc_start(src, bl, SC_MUSTLE_M, 100, 5, 500000);
  9351. break;
  9352. case ITEMID_DIGESTIVE_F_TO_THROW: //MaxSP +5%
  9353. sc_start(src, bl, SC_LIFE_FORCE_F, 100, 5, 500000);
  9354. break;
  9355. case ITEMID_HP_INC_POTS_TO_THROW: //MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9356. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9357. status_percent_heal(bl, 1, 0);
  9358. break;
  9359. case ITEMID_HP_INC_POTM_TO_THROW: //MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9360. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9361. status_percent_heal(bl, 2, 0);
  9362. break;
  9363. case ITEMID_HP_INC_POTL_TO_THROW: //MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9364. sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9365. status_percent_heal(bl, 5, 0);
  9366. break;
  9367. case ITEMID_SP_INC_POTS_TO_THROW: //MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9368. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000);
  9369. status_percent_heal(bl, 0, 2);
  9370. break;
  9371. case ITEMID_SP_INC_POTM_TO_THROW: //MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9372. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000);
  9373. status_percent_heal(bl, 0, 4);
  9374. break;
  9375. case ITEMID_SP_INC_POTL_TO_THROW: //MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9376. sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000);
  9377. status_percent_heal(bl, 0, 8);
  9378. break;
  9379. case ITEMID_EN_WHITE_POTZ_TO_THROW: //Natural HP Recovery +20% and heals 1000 HP
  9380. sc_start(src, bl, SC_EXTRACT_WHITE_POTION_Z, 100, 20, 500000);
  9381. pc_itemheal((TBL_PC *)bl, ITEMID_EN_WHITE_POTZ_TO_THROW, 1000, 0);
  9382. break;
  9383. case ITEMID_VITATA500_TO_THROW: //Natural SP Recovery +20%, MaxSP +5%, and recovers 200 SP
  9384. sc_start2(src, bl, SC_VITATA_500, 100, 20, 5, 500000);
  9385. pc_itemheal((TBL_PC *)bl, ITEMID_VITATA500_TO_THROW, 0, 200);
  9386. break;
  9387. case ITEMID_EN_CEL_JUICE_TO_THROW: //ASPD +10%
  9388. sc_start(src, bl, SC_EXTRACT_SALAMINE_JUICE, 100, 10, 500000);
  9389. break;
  9390. case ITEMID_SAVAGE_BBQ_TO_THROW: //STR +20
  9391. sc_start(src, bl, SC_SAVAGE_STEAK, 100, 20, 300000);
  9392. break;
  9393. case ITEMID_WUG_COCKTAIL_TO_THROW: //INT +20
  9394. sc_start(src, bl, SC_COCKTAIL_WARG_BLOOD, 100, 20, 300000);
  9395. break;
  9396. case ITEMID_M_BRISKET_TO_THROW: //VIT +20
  9397. sc_start(src, bl, SC_MINOR_BBQ, 100, 20, 300000);
  9398. break;
  9399. case ITEMID_SIROMA_ICETEA_TO_THROW: //DEX +20
  9400. sc_start(src, bl, SC_SIROMA_ICE_TEA, 100, 20, 300000);
  9401. break;
  9402. case ITEMID_DROCERA_STEW_TO_THROW: //AGI +20
  9403. sc_start(src, bl, SC_DROCERA_HERB_STEAMED, 100, 20, 300000);
  9404. break;
  9405. case ITEMID_PETTI_NOODLE_TO_THROW: //LUK +20
  9406. sc_start(src, bl, SC_PUTTI_TAILS_NOODLES, 100, 20, 300000);
  9407. break;
  9408. case ITEMID_BLACK_THING_TO_THROW: //Reduces all stats by random 5 - 10
  9409. sc_start(src, bl, SC_STOMACHACHE, 100, rnd_value(5, 10), 60000);
  9410. break;
  9411. }
  9412. }
  9413. }
  9414. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9415. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9416. break;
  9417. case GN_MIX_COOKING:
  9418. case GN_MAKEBOMB:
  9419. case GN_S_PHARMACY:
  9420. if( sd ) {
  9421. int qty = 1;
  9422. sd->skill_id_old = skill_id;
  9423. sd->skill_lv_old = skill_lv;
  9424. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9425. qty = 10;
  9426. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9427. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9428. }
  9429. break;
  9430. case EL_CIRCLE_OF_FIRE:
  9431. case EL_PYROTECHNIC:
  9432. case EL_HEATER:
  9433. case EL_TROPIC:
  9434. case EL_AQUAPLAY:
  9435. case EL_COOLER:
  9436. case EL_CHILLY_AIR:
  9437. case EL_GUST:
  9438. case EL_BLAST:
  9439. case EL_WILD_STORM:
  9440. case EL_PETROLOGY:
  9441. case EL_CURSED_SOIL:
  9442. case EL_UPHEAVAL:
  9443. case EL_FIRE_CLOAK:
  9444. case EL_WATER_DROP:
  9445. case EL_WIND_CURTAIN:
  9446. case EL_SOLID_SKIN:
  9447. case EL_STONE_SHIELD:
  9448. case EL_WIND_STEP: {
  9449. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9450. if( ele ) {
  9451. sc_type type2 = (sc_type)(type-1);
  9452. struct status_change *sc = status_get_sc(&ele->bl);
  9453. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9454. elemental_clean_single_effect(ele, skill_id);
  9455. } else {
  9456. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9457. 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, 6);
  9458. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9459. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9460. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9461. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9462. }
  9463. }
  9464. }
  9465. break;
  9466. case EL_FIRE_MANTLE:
  9467. case EL_WATER_BARRIER:
  9468. case EL_ZEPHYR:
  9469. case EL_POWER_OF_GAIA:
  9470. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9471. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9472. break;
  9473. case EL_WATER_SCREEN: {
  9474. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9475. if( ele ) {
  9476. struct status_change *sc = status_get_sc(&ele->bl);
  9477. sc_type type2 = (sc_type)(type-1);
  9478. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9479. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9480. elemental_clean_single_effect(ele, skill_id);
  9481. } else {
  9482. // This not heals at the end.
  9483. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9484. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9485. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9486. }
  9487. }
  9488. }
  9489. break;
  9490. case KO_KAHU_ENTEN:
  9491. case KO_HYOUHU_HUBUKI:
  9492. case KO_KAZEHU_SEIRAN:
  9493. case KO_DOHU_KOUKAI:
  9494. if (sd) {
  9495. int ele_type = skill_get_ele(skill_id,skill_lv);
  9496. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9497. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9498. }
  9499. break;
  9500. case KO_ZANZOU:
  9501. if(sd){
  9502. struct mob_data *md2;
  9503. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9504. if( md2 )
  9505. {
  9506. md2->master_id = src->id;
  9507. md2->special_state.ai = AI_ZANZOU;
  9508. if( md2->deletetimer != INVALID_TIMER )
  9509. delete_timer(md2->deletetimer, mob_timer_delete);
  9510. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9511. mob_spawn( md2 );
  9512. pc_setinvincibletimer(sd,500);// unlock target lock
  9513. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9514. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9515. }
  9516. }
  9517. break;
  9518. case KO_KYOUGAKU:
  9519. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9520. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9521. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9522. }else if( sd )
  9523. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9524. break;
  9525. case KO_JYUSATSU:
  9526. if( dstsd && tsc && !tsc->data[type] &&
  9527. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9528. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9529. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9530. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9531. if( status_get_lv(bl) <= status_get_lv(src) )
  9532. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9533. }else if( sd )
  9534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9535. break;
  9536. case KO_GENWAKU:
  9537. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9538. int x = src->x, y = src->y;
  9539. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9540. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9541. break;
  9542. }
  9543. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9544. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9545. clif_blown(src);
  9546. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9547. if (!is_boss(bl) && unit_movepos(bl,x,y,0,0)) {
  9548. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9549. clif_sitting(bl); //Avoid sitting sync problem
  9550. clif_blown(bl);
  9551. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9552. }
  9553. }
  9554. }
  9555. break;
  9556. case OB_AKAITSUKI:
  9557. case OB_OBOROGENSOU:
  9558. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9559. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9560. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9561. break;
  9562. }
  9563. case KO_IZAYOI:
  9564. case OB_ZANGETSU:
  9565. case KG_KYOMU:
  9566. case KG_KAGEMUSYA:
  9567. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9568. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9569. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9570. break;
  9571. case KG_KAGEHUMI:
  9572. if( flag&1 ){
  9573. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9574. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9575. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9576. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9577. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9578. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9579. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9580. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9581. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9582. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9583. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9584. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9585. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9586. }
  9587. if( skill_area_temp[2] == 1 ){
  9588. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9589. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9590. }
  9591. }else{
  9592. skill_area_temp[2] = 0;
  9593. if (battle_config.skill_wall_check)
  9594. map_foreachinshootrange(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);
  9595. else
  9596. 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|SD_SPLASH|1, skill_castend_nodamage_id);
  9597. }
  9598. break;
  9599. case MH_SILENT_BREEZE:
  9600. {
  9601. int heal = 5 * status_get_lv(&hd->bl) +
  9602. #ifdef RENEWAL
  9603. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9604. #else
  9605. status_base_matk_min(&hd->battle_status);
  9606. #endif
  9607. //Silences the homunculus and target
  9608. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9609. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9610. //Recover the target's HP
  9611. status_heal(bl,heal,0,3);
  9612. //Removes these SC from target
  9613. if (tsc) {
  9614. const enum sc_type scs[] = {
  9615. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9616. };
  9617. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9618. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9619. }
  9620. if (hd)
  9621. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9622. }
  9623. break;
  9624. case MH_OVERED_BOOST:
  9625. if (hd) {
  9626. struct block_list *s_bl = battle_get_master(src);
  9627. if(hd->homunculus.hunger>50) //reduce hunger
  9628. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9629. else
  9630. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9631. if(s_bl && s_bl->type==BL_PC) {
  9632. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9633. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9634. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9635. }
  9636. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9637. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9638. }
  9639. break;
  9640. case MH_GRANITIC_ARMOR:
  9641. case MH_PYROCLASTIC:
  9642. if(hd) {
  9643. struct block_list *s_bl = battle_get_master(src);
  9644. 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
  9645. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9646. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9647. }
  9648. break;
  9649. case MH_LIGHT_OF_REGENE: //self
  9650. if(hd) {
  9651. struct block_list *s_bl = battle_get_master(src);
  9652. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9653. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9654. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9655. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9656. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9657. }
  9658. break;
  9659. case MH_STYLE_CHANGE:
  9660. if(hd){
  9661. struct status_change_entry *sce;
  9662. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9663. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9664. else sce->val1 = MH_MD_FIGHTING;
  9665. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9666. char output[128];
  9667. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9668. clif_colormes(hd->master->fd, color_table[COLOR_RED], output);
  9669. }
  9670. }
  9671. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9672. }
  9673. break;
  9674. case MH_MAGMA_FLOW:
  9675. case MH_PAIN_KILLER:
  9676. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9677. if (hd)
  9678. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9679. break;
  9680. case MH_SUMMON_LEGION: {
  9681. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9682. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9683. struct mob_data *sum_md;
  9684. int i_slave,c=0;
  9685. int maxcount = qty[skill_lv-1];
  9686. 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);
  9687. if(c >= maxcount) return 0; //max qty already spawned
  9688. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9689. 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);
  9690. if (sum_md) {
  9691. sum_md->master_id = src->id;
  9692. sum_md->special_state.ai = AI_LEGION;
  9693. if (sum_md->deletetimer != INVALID_TIMER)
  9694. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9695. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9696. mob_spawn(sum_md); //Now it is ready for spawning.
  9697. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9698. }
  9699. }
  9700. if (hd)
  9701. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9702. }
  9703. break;
  9704. case RL_RICHS_COIN:
  9705. if (sd) {
  9706. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9707. for (i = 0; i < 10; i++)
  9708. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9709. }
  9710. break;
  9711. case RL_C_MARKER:
  9712. if (sd) {
  9713. // If marked by someone else, failed
  9714. if (tsce && tsce->val2 != src->id) {
  9715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9716. break;
  9717. }
  9718. // Check if marked before
  9719. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9720. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9721. // Find empty slot
  9722. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9723. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9725. break;
  9726. }
  9727. }
  9728. sd->c_marker[i] = bl->id;
  9729. 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);
  9730. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9731. }
  9732. // If mob casts this, at least SC_C_MARKER as debuff
  9733. else {
  9734. 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);
  9735. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9736. }
  9737. break;
  9738. case RL_D_TAIL:
  9739. if (sd) {
  9740. if (battle_config.skill_wall_check)
  9741. skill_area_temp[0] = map_foreachinshootrange(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);
  9742. else
  9743. 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);
  9744. if (!skill_area_temp[0]) {
  9745. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9746. break;
  9747. }
  9748. }
  9749. if (battle_config.skill_wall_check)
  9750. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9751. else
  9752. 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|SD_ANIMATION|1, skill_castend_damage_id);
  9753. skill_area_temp[0] = 0;
  9754. break;
  9755. case RL_QD_SHOT:
  9756. if (sd) {
  9757. skill_area_temp[1] = bl->id;
  9758. // Check surrounding
  9759. if (battle_config.skill_wall_check)
  9760. skill_area_temp[0] = map_foreachinshootrange(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);
  9761. else
  9762. 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);
  9763. if (skill_area_temp[0])
  9764. 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);
  9765. // Main target always receives damage
  9766. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9767. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9768. if (tsc && tsc->data[SC_C_MARKER])
  9769. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9770. }
  9771. else {
  9772. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9773. if (battle_config.skill_wall_check)
  9774. map_foreachinshootrange(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);
  9775. else
  9776. 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);
  9777. }
  9778. skill_area_temp[0] = 0;
  9779. skill_area_temp[1] = 0;
  9780. break;
  9781. case RL_FLICKER:
  9782. if (sd) {
  9783. int16 splash = skill_get_splash(skill_id, skill_lv);
  9784. sd->flicker = true;
  9785. skill_area_temp[1] = 0;
  9786. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9787. // Detonate RL_B_TRAP
  9788. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9789. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9790. }
  9791. // Detonate RL_H_MINE
  9792. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9793. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9794. sd->flicker = false;
  9795. }
  9796. break;
  9797. case SO_ELEMENTAL_SHIELD:
  9798. if (!sd || sd->status.party_id == 0 || flag&1) {
  9799. if (sd && sd->status.party_id == 0) {
  9800. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9801. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9802. elemental_delete(sd->ed);
  9803. }
  9804. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9805. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9806. }
  9807. else {
  9808. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9809. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9810. elemental_delete(sd->ed);
  9811. 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);
  9812. }
  9813. break;
  9814. default:
  9815. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9816. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9817. map_freeblock_unlock();
  9818. return 1;
  9819. }
  9820. if (skill_id != SR_CURSEDCIRCLE) {
  9821. struct status_change *sc = status_get_sc(src);
  9822. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  9823. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9824. }
  9825. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9826. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9827. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9828. }
  9829. if( sd && !(flag&1) )
  9830. {// ensure that the skill last-cast tick is recorded
  9831. sd->canskill_tick = gettick();
  9832. if( sd->state.arrow_atk )
  9833. {// consume arrow on last invocation to this skill.
  9834. battle_consume_ammo(sd, skill_id, skill_lv);
  9835. }
  9836. skill_onskillusage(sd, bl, skill_id, tick);
  9837. // perform skill requirement consumption
  9838. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9839. }
  9840. map_freeblock_unlock();
  9841. return 0;
  9842. }
  9843. /**
  9844. * Checking that causing skill failed
  9845. * @param src Caster
  9846. * @param target Target
  9847. * @param skill_id
  9848. * @param skill_lv
  9849. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9850. **/
  9851. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9852. int inf = skill_get_inf(skill_id);
  9853. int inf2 = skill_get_inf2(skill_id);
  9854. struct map_session_data *sd = BL_CAST(BL_PC, src);
  9855. struct status_change *tsc = status_get_sc(target);
  9856. switch (skill_id) {
  9857. case RG_BACKSTAP:
  9858. {
  9859. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9860. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9861. return USESKILL_FAIL_MAX;
  9862. }
  9863. break;
  9864. case PR_TURNUNDEAD:
  9865. {
  9866. struct status_data *tstatus = status_get_status_data(target);
  9867. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9868. return USESKILL_FAIL_MAX;
  9869. }
  9870. break;
  9871. case PR_LEXDIVINA:
  9872. case MER_LEXDIVINA:
  9873. {
  9874. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9875. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  9876. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  9877. return USESKILL_FAIL_MAX;
  9878. }
  9879. }
  9880. break;
  9881. // Check if path can be reached
  9882. case RA_WUGSTRIKE:
  9883. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9884. return USESKILL_FAIL_MAX;
  9885. break;
  9886. }
  9887. // Check partner
  9888. if (sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 ) {
  9889. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9890. return USESKILL_FAIL_NEED_HELPER;
  9891. }
  9892. if (inf&INF_ATTACK_SKILL ||
  9893. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9894. ) // Casted through combo.
  9895. inf = BCT_ENEMY; //Offensive skill.
  9896. else if (inf2&INF2_NO_ENEMY)
  9897. inf = BCT_NOENEMY;
  9898. else
  9899. inf = 0;
  9900. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  9901. inf |=
  9902. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9903. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9904. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9905. inf &= ~BCT_NEUTRAL;
  9906. }
  9907. switch (skill_id) {
  9908. // Cannot be casted to Emperium
  9909. case SL_SKE:
  9910. case SL_SKA:
  9911. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  9912. return USESKILL_FAIL_MAX;
  9913. break;
  9914. // Still can be casted to party member in normal map
  9915. case RK_PHANTOMTHRUST:
  9916. case AB_CLEARANCE:
  9917. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  9918. return USESKILL_FAIL_MAX;
  9919. inf |= BCT_PARTY;
  9920. break;
  9921. }
  9922. if (inf && battle_check_target(src, target, inf) <= 0)
  9923. return USESKILL_FAIL_LEVEL;
  9924. // Fogwall makes all offensive-type targetted skills fail at 75%
  9925. // Jump Kick can still fail even though you can jump to friendly targets.
  9926. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  9927. return USESKILL_FAIL_LEVEL;
  9928. return -1;
  9929. }
  9930. /**
  9931. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  9932. * @param tid
  9933. * @param tick
  9934. * @param data
  9935. **/
  9936. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9937. {
  9938. struct block_list *target, *src;
  9939. struct map_session_data *sd;
  9940. struct mob_data *md;
  9941. struct unit_data *ud;
  9942. struct status_change *sc = NULL;
  9943. int flag = 0;
  9944. src = map_id2bl(id);
  9945. if( src == NULL )
  9946. {
  9947. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9948. return 0;// not found
  9949. }
  9950. ud = unit_bl2ud(src);
  9951. if( ud == NULL )
  9952. {
  9953. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9954. return 0;// ???
  9955. }
  9956. sd = BL_CAST(BL_PC, src);
  9957. md = BL_CAST(BL_MOB, src);
  9958. if( src->prev == NULL ) {
  9959. ud->skilltimer = INVALID_TIMER;
  9960. return 0;
  9961. }
  9962. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9963. if( ud->skilltimer != tid ) {
  9964. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9965. ud->skilltimer = INVALID_TIMER;
  9966. return 0;
  9967. }
  9968. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9969. {// restore original walk speed
  9970. ud->skilltimer = INVALID_TIMER;
  9971. status_calc_bl(&sd->bl, SCB_SPEED);
  9972. }
  9973. ud->skilltimer = INVALID_TIMER;
  9974. }
  9975. if (ud->skilltarget == id)
  9976. target = src;
  9977. else
  9978. target = map_id2bl(ud->skilltarget);
  9979. // Use a do so that you can break out of it when the skill fails.
  9980. do {
  9981. bool fail = false;
  9982. int8 res = USESKILL_FAIL_LEVEL;
  9983. if (!target || target->prev == NULL)
  9984. break;
  9985. if (src->m != target->m || status_isdead(src))
  9986. break;
  9987. //These should become skill_castend_pos
  9988. switch (ud->skill_id) {
  9989. case WE_CALLPARTNER:
  9990. if (sd)
  9991. clif_callpartner(sd);
  9992. case WE_CALLPARENT:
  9993. if (sd) {
  9994. struct map_session_data *f_sd = pc_get_father(sd);
  9995. struct map_session_data *m_sd = pc_get_mother(sd);
  9996. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  9997. fail = true;
  9998. break;
  9999. }
  10000. }
  10001. case WE_CALLBABY:
  10002. if (sd) {
  10003. struct map_session_data *c_sd = pc_get_child(sd);
  10004. if (c_sd && c_sd->state.autotrade) {
  10005. fail = true;
  10006. break;
  10007. }
  10008. }
  10009. case AM_RESURRECTHOMUN:
  10010. case PF_SPIDERWEB:
  10011. {
  10012. //Find a random spot to place the skill. [Skotlex]
  10013. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10014. ud->skillx = target->x + splash;
  10015. ud->skilly = target->y + splash;
  10016. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10017. ud->skillx = target->x;
  10018. ud->skilly = target->y;
  10019. }
  10020. ud->skilltimer = tid;
  10021. return skill_castend_pos(tid,tick,id,data);
  10022. }
  10023. case GN_WALLOFTHORN:
  10024. case SC_ESCAPE:
  10025. ud->skillx = target->x;
  10026. ud->skilly = target->y;
  10027. ud->skilltimer = tid;
  10028. return skill_castend_pos(tid,tick,id,data);
  10029. }
  10030. // Failing
  10031. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10032. if (sd && res != USESKILL_FAIL_MAX)
  10033. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10034. break;
  10035. }
  10036. //Avoid doing double checks for instant-cast skills.
  10037. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10038. break;
  10039. if(md) {
  10040. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10041. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10042. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10043. }
  10044. if(src != target && battle_config.skill_add_range &&
  10045. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  10046. {
  10047. if (sd) {
  10048. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10049. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10050. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10051. }
  10052. break;
  10053. }
  10054. #ifdef OFFICIAL_WALKPATH
  10055. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  10056. {
  10057. if (sd) {
  10058. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10059. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10060. }
  10061. break;
  10062. }
  10063. #endif
  10064. if( sd )
  10065. {
  10066. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10067. break;
  10068. else
  10069. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10070. }
  10071. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10072. break;
  10073. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10074. ud->state.running = 0;
  10075. status_change_end(src, SC_RUN, INVALID_TIMER);
  10076. flag = 1;
  10077. }
  10078. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10079. unit_stop_walking(src,1);
  10080. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10081. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  10082. if (sd) { //Cooldown application
  10083. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10084. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10085. }
  10086. if( battle_config.display_status_timers && sd )
  10087. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10088. if( sd )
  10089. {
  10090. switch( ud->skill_id )
  10091. {
  10092. case GS_DESPERADO:
  10093. case RL_FIREDANCE:
  10094. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10095. break;
  10096. case CR_GRANDCROSS:
  10097. case NPC_GRANDDARKNESS:
  10098. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10099. {
  10100. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10101. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10102. break;
  10103. }
  10104. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10105. break;
  10106. }
  10107. }
  10108. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10109. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10110. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10111. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10112. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10113. map_freeblock_lock();
  10114. // only normal attack and auto cast skills benefit from its bonuses
  10115. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10116. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10117. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10118. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10119. else
  10120. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10121. sc = status_get_sc(src);
  10122. if(sc && sc->count) {
  10123. if(sc->data[SC_SPIRIT] &&
  10124. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10125. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10126. ud->skill_id != WZ_WATERBALL)
  10127. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10128. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  10129. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10130. }
  10131. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  10132. sd->skillitem = sd->skillitemlv = 0;
  10133. if (ud->skilltimer == INVALID_TIMER) {
  10134. if(md) md->skill_idx = -1;
  10135. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10136. ud->skill_lv = ud->skilltarget = 0;
  10137. }
  10138. map_freeblock_unlock();
  10139. return 1;
  10140. } while(0);
  10141. //Skill failed.
  10142. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10143. { //When Asura fails... (except when it fails from Wall of Fog)
  10144. //Consume SP/spheres
  10145. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10146. status_set_sp(src, 0, 0);
  10147. sc = &sd->sc;
  10148. if (sc->count)
  10149. { //End states
  10150. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10151. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10152. #ifdef RENEWAL
  10153. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10154. #endif
  10155. }
  10156. if( target && target->m == src->m ) { //Move character to target anyway.
  10157. short x, y;
  10158. short dir = map_calc_dir(src,target->x,target->y);
  10159. //Move 3 cells (From Caster)
  10160. if( dir > 0 && dir < 4 )
  10161. x = -3;
  10162. else if( dir > 4 )
  10163. x = 3;
  10164. else
  10165. x = 0;
  10166. if( dir > 2 && dir < 6 )
  10167. y = -3;
  10168. else if( dir == 7 || dir < 2 )
  10169. y = 3;
  10170. else
  10171. y = 0;
  10172. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10173. clif_blown(src);
  10174. clif_spiritball(src);
  10175. }
  10176. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  10177. }
  10178. }
  10179. ud->skill_id = ud->skilltarget = 0;
  10180. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10181. ud->canact_tick = tick;
  10182. //You can't place a skill failed packet here because it would be
  10183. //sent in ALL cases, even cases where skill_check_condition fails
  10184. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10185. if(sd)
  10186. sd->skillitem = sd->skillitemlv = 0;
  10187. else if(md)
  10188. md->skill_idx = -1;
  10189. return 0;
  10190. }
  10191. /*==========================================
  10192. *
  10193. *------------------------------------------*/
  10194. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  10195. {
  10196. struct block_list* src = map_id2bl(id);
  10197. struct map_session_data *sd;
  10198. struct unit_data *ud = unit_bl2ud(src);
  10199. struct mob_data *md;
  10200. nullpo_ret(ud);
  10201. sd = BL_CAST(BL_PC , src);
  10202. md = BL_CAST(BL_MOB, src);
  10203. if( src->prev == NULL ) {
  10204. ud->skilltimer = INVALID_TIMER;
  10205. return 0;
  10206. }
  10207. if( ud->skilltimer != tid )
  10208. {
  10209. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10210. ud->skilltimer = INVALID_TIMER;
  10211. return 0;
  10212. }
  10213. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10214. {// restore original walk speed
  10215. ud->skilltimer = INVALID_TIMER;
  10216. status_calc_bl(&sd->bl, SCB_SPEED);
  10217. }
  10218. ud->skilltimer = INVALID_TIMER;
  10219. do {
  10220. int maxcount=0;
  10221. if( status_isdead(src) )
  10222. break;
  10223. if( !(src->type&battle_config.skill_reiteration) &&
  10224. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  10225. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  10226. )
  10227. {
  10228. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0);
  10229. break;
  10230. }
  10231. if( src->type&battle_config.skill_nofootset &&
  10232. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  10233. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  10234. )
  10235. {
  10236. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10237. break;
  10238. }
  10239. if( src->type&battle_config.land_skill_limit &&
  10240. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  10241. ) {
  10242. int i;
  10243. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  10244. if(ud->skillunit[i]->skill_id == ud->skill_id)
  10245. maxcount--;
  10246. }
  10247. if( maxcount == 0 )
  10248. {
  10249. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10250. break;
  10251. }
  10252. }
  10253. if(tid != INVALID_TIMER)
  10254. { //Avoid double checks on instant cast skills. [Skotlex]
  10255. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10256. break;
  10257. if(battle_config.skill_add_range &&
  10258. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  10259. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10260. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  10261. break;
  10262. }
  10263. }
  10264. if( sd )
  10265. {
  10266. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10267. break;
  10268. else
  10269. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10270. }
  10271. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10272. break;
  10273. if(md) {
  10274. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10275. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10276. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10277. }
  10278. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10279. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10280. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10281. if (ud->walktimer != INVALID_TIMER)
  10282. unit_stop_walking(src,1);
  10283. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10284. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  10285. if (sd) { //Cooldown application
  10286. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10287. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10288. }
  10289. if( battle_config.display_status_timers && sd )
  10290. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10291. // if( sd )
  10292. // {
  10293. // switch( ud->skill_id )
  10294. // {
  10295. // case ????:
  10296. // sd->canequip_tick = tick + ????;
  10297. // break;
  10298. // }
  10299. // }
  10300. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10301. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10302. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10303. map_freeblock_lock();
  10304. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10305. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10306. sd->skillitem = sd->skillitemlv = 0;
  10307. if (ud->skilltimer == INVALID_TIMER) {
  10308. if (md) md->skill_idx = -1;
  10309. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10310. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10311. }
  10312. map_freeblock_unlock();
  10313. return 1;
  10314. } while(0);
  10315. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10316. ud->canact_tick = tick;
  10317. ud->skill_id = ud->skill_lv = 0;
  10318. if(sd)
  10319. sd->skillitem = sd->skillitemlv = 0;
  10320. else if(md)
  10321. md->skill_idx = -1;
  10322. return 0;
  10323. }
  10324. /* skill count without self */
  10325. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10326. struct block_list* src = va_arg(ap, struct block_list*);
  10327. if( src->id != bl->id ) {
  10328. return 1;
  10329. }
  10330. return 0;
  10331. }
  10332. /*==========================================
  10333. *
  10334. *------------------------------------------*/
  10335. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10336. {
  10337. struct map_session_data* sd;
  10338. struct status_change* sc;
  10339. struct status_change_entry *sce;
  10340. struct skill_unit_group* sg;
  10341. enum sc_type type;
  10342. int i;
  10343. //if(skill_lv <= 0) return 0;
  10344. if(skill_id > 0 && !skill_lv) return 0; // celest
  10345. nullpo_ret(src);
  10346. if(status_isdead(src))
  10347. return 0;
  10348. sd = BL_CAST(BL_PC, src);
  10349. sc = status_get_sc(src);
  10350. type = status_skill2sc(skill_id);
  10351. sce = (sc && type != -1)?sc->data[type]:NULL;
  10352. switch (skill_id) { //Skill effect.
  10353. case WZ_METEOR:
  10354. case WZ_ICEWALL:
  10355. case MO_BODYRELOCATION:
  10356. case CR_CULTIVATION:
  10357. case HW_GANBANTEIN:
  10358. case LG_EARTHDRIVE:
  10359. case SC_ESCAPE:
  10360. case RL_HAMMER_OF_GOD:
  10361. break; //Effect is displayed on respective switch case.
  10362. default:
  10363. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10364. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10365. else
  10366. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10367. }
  10368. switch(skill_id)
  10369. {
  10370. case PR_BENEDICTIO:
  10371. skill_area_temp[1] = src->id;
  10372. i = skill_get_splash(skill_id, skill_lv);
  10373. map_foreachinarea(skill_area_sub,
  10374. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10375. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10376. skill_castend_nodamage_id);
  10377. map_foreachinarea(skill_area_sub,
  10378. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10379. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10380. skill_castend_damage_id);
  10381. break;
  10382. case BS_HAMMERFALL:
  10383. i = skill_get_splash(skill_id, skill_lv);
  10384. map_foreachinarea (skill_area_sub,
  10385. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10386. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10387. skill_castend_nodamage_id);
  10388. break;
  10389. case HT_DETECTING:
  10390. i = skill_get_splash(skill_id, skill_lv);
  10391. map_foreachinarea( status_change_timer_sub,
  10392. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10393. src,NULL,SC_SIGHT,tick);
  10394. if(battle_config.traps_setting&1)
  10395. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10396. break;
  10397. break;
  10398. case SR_RIDEINLIGHTNING:
  10399. i = skill_get_splash(skill_id, skill_lv);
  10400. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10401. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10402. break;
  10403. case SA_VOLCANO:
  10404. case SA_DELUGE:
  10405. case SA_VIOLENTGALE:
  10406. { //Does not consumes if the skill is already active. [Skotlex]
  10407. struct skill_unit_group *sg2;
  10408. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10409. {
  10410. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10411. {
  10412. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10413. return 0; // not to consume items
  10414. }
  10415. else
  10416. sg2->limit = 0; //Disable it.
  10417. }
  10418. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10419. break;
  10420. }
  10421. // Skill Unit Setting
  10422. case MG_SAFETYWALL:
  10423. case MG_FIREWALL:
  10424. case MG_THUNDERSTORM:
  10425. case AL_PNEUMA:
  10426. case WZ_FIREPILLAR:
  10427. case WZ_QUAGMIRE:
  10428. case WZ_VERMILION:
  10429. case WZ_STORMGUST:
  10430. case WZ_HEAVENDRIVE:
  10431. case PR_SANCTUARY:
  10432. case PR_MAGNUS:
  10433. case CR_GRANDCROSS:
  10434. case NPC_GRANDDARKNESS:
  10435. case HT_SKIDTRAP:
  10436. case MA_SKIDTRAP:
  10437. case HT_LANDMINE:
  10438. case MA_LANDMINE:
  10439. case HT_ANKLESNARE:
  10440. case HT_SHOCKWAVE:
  10441. case HT_SANDMAN:
  10442. case MA_SANDMAN:
  10443. case HT_FLASHER:
  10444. case HT_FREEZINGTRAP:
  10445. case MA_FREEZINGTRAP:
  10446. case HT_BLASTMINE:
  10447. case HT_CLAYMORETRAP:
  10448. case AS_VENOMDUST:
  10449. case AM_DEMONSTRATION:
  10450. case PF_FOGWALL:
  10451. case PF_SPIDERWEB:
  10452. case HT_TALKIEBOX:
  10453. case WE_CALLPARTNER:
  10454. case WE_CALLPARENT:
  10455. case WE_CALLBABY:
  10456. case AC_SHOWER: //Ground-placed skill implementation.
  10457. case MA_SHOWER:
  10458. case SA_LANDPROTECTOR:
  10459. case BD_LULLABY:
  10460. case BD_RICHMANKIM:
  10461. case BD_ETERNALCHAOS:
  10462. case BD_DRUMBATTLEFIELD:
  10463. case BD_RINGNIBELUNGEN:
  10464. case BD_ROKISWEIL:
  10465. case BD_INTOABYSS:
  10466. case BD_SIEGFRIED:
  10467. case BA_DISSONANCE:
  10468. case BA_POEMBRAGI:
  10469. case BA_WHISTLE:
  10470. case BA_ASSASSINCROSS:
  10471. case BA_APPLEIDUN:
  10472. case DC_UGLYDANCE:
  10473. case DC_HUMMING:
  10474. case DC_DONTFORGETME:
  10475. case DC_FORTUNEKISS:
  10476. case DC_SERVICEFORYOU:
  10477. case CG_MOONLIT:
  10478. case GS_DESPERADO:
  10479. case NJ_KAENSIN:
  10480. case NJ_BAKUENRYU:
  10481. case NJ_SUITON:
  10482. case NJ_HYOUSYOURAKU:
  10483. case NJ_RAIGEKISAI:
  10484. case NJ_KAMAITACHI:
  10485. #ifdef RENEWAL
  10486. case NJ_HUUMA:
  10487. #endif
  10488. case NPC_EVILLAND:
  10489. case RA_ELECTRICSHOCKER:
  10490. case RA_CLUSTERBOMB:
  10491. case RA_MAGENTATRAP:
  10492. case RA_COBALTTRAP:
  10493. case RA_MAIZETRAP:
  10494. case RA_VERDURETRAP:
  10495. case RA_FIRINGTRAP:
  10496. case RA_ICEBOUNDTRAP:
  10497. case SC_MANHOLE:
  10498. case SC_DIMENSIONDOOR:
  10499. case SC_CHAOSPANIC:
  10500. case SC_MAELSTROM:
  10501. case SC_BLOODYLUST:
  10502. case WM_REVERBERATION:
  10503. case WM_POEMOFNETHERWORLD:
  10504. case SO_PSYCHIC_WAVE:
  10505. case SO_VACUUM_EXTREME:
  10506. case GN_THORNS_TRAP:
  10507. case GN_DEMONIC_FIRE:
  10508. case GN_HELLS_PLANT:
  10509. case SO_EARTHGRAVE:
  10510. case SO_DIAMONDDUST:
  10511. case SO_FIRE_INSIGNIA:
  10512. case SO_WATER_INSIGNIA:
  10513. case SO_WIND_INSIGNIA:
  10514. case SO_EARTH_INSIGNIA:
  10515. case KO_HUUMARANKA:
  10516. case KO_BAKURETSU:
  10517. case KO_ZENKAI:
  10518. case MH_LAVA_SLIDE:
  10519. case MH_VOLCANIC_ASH:
  10520. case MH_POISON_MIST:
  10521. case MH_STEINWAND:
  10522. case MH_XENO_SLASHER:
  10523. case LG_KINGS_GRACE:
  10524. case RL_B_TRAP:
  10525. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10526. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10527. case GN_WALLOFTHORN:
  10528. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10529. break;
  10530. case WZ_ICEWALL:
  10531. flag|=1;
  10532. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10533. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10534. break;
  10535. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10536. skill_clear_unitgroup(src);
  10537. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10538. flag|=1;
  10539. break;
  10540. case HP_BASILICA:
  10541. if( sc->data[SC_BASILICA] ) {
  10542. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10543. return 0;
  10544. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10545. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10546. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10547. return 0;
  10548. }
  10549. skill_clear_unitgroup(src);
  10550. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10551. flag|=1;
  10552. }
  10553. break;
  10554. case CG_HERMODE:
  10555. skill_clear_unitgroup(src);
  10556. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10557. sc_start4(src,src,SC_DANCING,100,
  10558. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10559. flag|=1;
  10560. break;
  10561. case RG_CLEANER: // [Valaris]
  10562. i = skill_get_splash(skill_id, skill_lv);
  10563. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10564. break;
  10565. case SO_WARMER:
  10566. flag|= 8;
  10567. case SO_CLOUD_KILL:
  10568. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10569. break;
  10570. case WZ_METEOR: {
  10571. int area = skill_get_splash(skill_id, skill_lv);
  10572. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10573. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10574. // Creates a random Cell in the Splash Area
  10575. tmpx = x - area + rnd()%(area * 2 + 1);
  10576. tmpy = y - area + rnd()%(area * 2 + 1);
  10577. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10578. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10579. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10580. if( i > 0 )
  10581. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10582. x1 = tmpx;
  10583. y1 = tmpy;
  10584. }
  10585. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10586. }
  10587. break;
  10588. case AL_WARP:
  10589. if(sd)
  10590. {
  10591. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10592. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10593. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10594. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10595. );
  10596. }
  10597. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10598. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10599. return 0; // not to consume item.
  10600. case MO_BODYRELOCATION:
  10601. if (unit_movepos(src, x, y, 1, 1)) {
  10602. #if PACKETVER >= 20111005
  10603. clif_snap(src, src->x, src->y);
  10604. #else
  10605. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10606. #endif
  10607. if (sd)
  10608. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10609. }
  10610. break;
  10611. case NJ_SHADOWJUMP:
  10612. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10613. clif_blown(src);
  10614. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10615. break;
  10616. case AM_SPHEREMINE:
  10617. case AM_CANNIBALIZE:
  10618. {
  10619. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10620. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10621. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10622. struct mob_data *md;
  10623. // Correct info, don't change any of this! [celest]
  10624. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10625. if (md) {
  10626. md->master_id = src->id;
  10627. md->special_state.ai = (enum mob_ai)ai;
  10628. if( md->deletetimer != INVALID_TIMER )
  10629. delete_timer(md->deletetimer, mob_timer_delete);
  10630. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10631. mob_spawn (md); //Now it is ready for spawning.
  10632. }
  10633. }
  10634. break;
  10635. // Slim Pitcher [Celest]
  10636. case CR_SLIMPITCHER:
  10637. if (sd) {
  10638. int i_lv = 0, j = 0;
  10639. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10640. i_lv = skill_lv%11 - 1;
  10641. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10642. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10643. {
  10644. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10645. return 1;
  10646. }
  10647. potion_flag = 1;
  10648. potion_hp = 0;
  10649. potion_sp = 0;
  10650. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10651. potion_flag = 0;
  10652. //Apply skill bonuses
  10653. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10654. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10655. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10656. + pc_skillheal_bonus(sd, skill_id);
  10657. potion_hp = potion_hp * (100+i_lv)/100;
  10658. potion_sp = potion_sp * (100+i_lv)/100;
  10659. if(potion_hp > 0 || potion_sp > 0) {
  10660. i_lv = skill_get_splash(skill_id, skill_lv);
  10661. map_foreachinarea(skill_area_sub,
  10662. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10663. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10664. skill_castend_nodamage_id);
  10665. }
  10666. } else {
  10667. int id = skill_get_itemid(skill_id, skill_lv);
  10668. struct item_data *item;
  10669. item = itemdb_search(id);
  10670. potion_flag = 1;
  10671. potion_hp = 0;
  10672. potion_sp = 0;
  10673. run_script(item->script,0,src->id,0);
  10674. potion_flag = 0;
  10675. id = skill_get_max(CR_SLIMPITCHER)*10;
  10676. potion_hp = potion_hp * (100+id)/100;
  10677. potion_sp = potion_sp * (100+id)/100;
  10678. if(potion_hp > 0 || potion_sp > 0) {
  10679. id = skill_get_splash(skill_id, skill_lv);
  10680. map_foreachinarea(skill_area_sub,
  10681. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10682. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10683. skill_castend_nodamage_id);
  10684. }
  10685. }
  10686. break;
  10687. case HW_GANBANTEIN:
  10688. if (rnd()%100 < 80) {
  10689. int dummy = 1;
  10690. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10691. i = skill_get_splash(skill_id, skill_lv);
  10692. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10693. } else {
  10694. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10695. return 1;
  10696. }
  10697. break;
  10698. case HW_GRAVITATION:
  10699. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10700. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10701. flag|=1;
  10702. break;
  10703. // Plant Cultivation [Celest]
  10704. case CR_CULTIVATION:
  10705. if (sd) {
  10706. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10707. {
  10708. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10709. return 1;
  10710. }
  10711. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10712. if (rnd()%100 < 50) {
  10713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10714. } else {
  10715. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10716. int t;
  10717. if (!md) break;
  10718. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10719. {
  10720. if( md->deletetimer != INVALID_TIMER )
  10721. delete_timer(md->deletetimer, mob_timer_delete);
  10722. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10723. }
  10724. mob_spawn (md);
  10725. }
  10726. }
  10727. break;
  10728. case SG_SUN_WARM:
  10729. case SG_MOON_WARM:
  10730. case SG_STAR_WARM:
  10731. skill_clear_unitgroup(src);
  10732. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10733. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10734. flag|=1;
  10735. break;
  10736. case PA_GOSPEL:
  10737. if (sce && sce->val4 == BCT_SELF)
  10738. {
  10739. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10740. return 0;
  10741. }
  10742. else
  10743. {
  10744. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10745. if (!sg) break;
  10746. if (sce)
  10747. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10748. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10749. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10750. }
  10751. break;
  10752. case NJ_TATAMIGAESHI:
  10753. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10754. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10755. break;
  10756. case AM_RESURRECTHOMUN: //[orn]
  10757. if (sd)
  10758. {
  10759. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10760. {
  10761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10762. break;
  10763. }
  10764. }
  10765. break;
  10766. case RK_WINDCUTTER:
  10767. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10768. case NC_COLDSLOWER:
  10769. case NC_ARMSCANNON:
  10770. case RK_DRAGONBREATH:
  10771. case RK_DRAGONBREATH_WATER:
  10772. i = skill_get_splash(skill_id,skill_lv);
  10773. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10774. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10775. break;
  10776. case SO_ARRULLO:
  10777. i = skill_get_splash(skill_id,skill_lv);
  10778. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10779. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10780. break;
  10781. case GC_POISONSMOKE:
  10782. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10783. if( sd )
  10784. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10785. return 0;
  10786. }
  10787. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10788. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10789. break;
  10790. case AB_EPICLESIS:
  10791. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10792. i = skill_get_splash(skill_id, skill_lv);
  10793. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10794. }
  10795. break;
  10796. case WL_COMET:
  10797. if( sc ) {
  10798. sc->comet_x = x;
  10799. sc->comet_y = y;
  10800. }
  10801. i = skill_get_splash(skill_id,skill_lv);
  10802. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10803. break;
  10804. case WL_EARTHSTRAIN:
  10805. {
  10806. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10807. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10808. for( w = 1; w <= wave; w++ )
  10809. {
  10810. switch( dir ){
  10811. case 0: case 1: case 7: sy = y + w; break;
  10812. case 3: case 4: case 5: sy = y - w; break;
  10813. case 2: sx = x - w; break;
  10814. case 6: sx = x + w; break;
  10815. }
  10816. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10817. }
  10818. }
  10819. break;
  10820. case RA_DETONATOR:
  10821. i = skill_get_splash(skill_id, skill_lv);
  10822. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10823. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10824. break;
  10825. case NC_NEUTRALBARRIER:
  10826. case NC_STEALTHFIELD:
  10827. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10828. skill_clear_unitgroup(src);
  10829. return 0;
  10830. }
  10831. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10832. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10833. 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));
  10834. if( sd ) pc_overheat(sd,1);
  10835. }
  10836. break;
  10837. case NC_SILVERSNIPER:
  10838. {
  10839. struct mob_data *md;
  10840. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10841. if( md ) {
  10842. md->master_id = src->id;
  10843. md->special_state.ai = AI_FAW;
  10844. if( md->deletetimer != INVALID_TIMER )
  10845. delete_timer(md->deletetimer, mob_timer_delete);
  10846. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10847. mob_spawn(md);
  10848. }
  10849. }
  10850. break;
  10851. case NC_MAGICDECOY:
  10852. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10853. break;
  10854. case SC_FEINTBOMB:
  10855. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10856. skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0);
  10857. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10858. break;
  10859. case SC_ESCAPE:
  10860. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10861. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0);
  10862. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10863. flag |= 1;
  10864. break;
  10865. case LG_OVERBRAND: {
  10866. int dir = map_calc_dir(src,x,y);
  10867. int sx = src->x, sy = src->y;
  10868. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10869. for( i = 0; i < layout->count; i++ )
  10870. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10871. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10872. }
  10873. break;
  10874. case LG_BANDING:
  10875. if( sc && sc->data[SC_BANDING] )
  10876. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10877. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10878. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10879. if( sd ) pc_banding(sd,skill_lv);
  10880. }
  10881. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10882. break;
  10883. case LG_RAYOFGENESIS:
  10884. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10885. i = skill_get_splash(skill_id,skill_lv);
  10886. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10887. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10888. } else if( sd )
  10889. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10890. break;
  10891. case WM_DOMINION_IMPULSE:
  10892. i = skill_get_splash(skill_id, skill_lv);
  10893. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10894. break;
  10895. case WM_GREAT_ECHO:
  10896. case WM_SOUND_OF_DESTRUCTION:
  10897. i = skill_get_splash(skill_id,skill_lv);
  10898. 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);
  10899. break;
  10900. case WM_SEVERE_RAINSTORM:
  10901. flag |= 1;
  10902. if (sd)
  10903. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10904. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10905. break;
  10906. case GN_CRAZYWEED: {
  10907. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10908. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10909. int x1 = x - area + rnd()%(area * 2 + 1);
  10910. int y1 = y - area + rnd()%(area * 2 + 1);
  10911. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10912. }
  10913. }
  10914. break;
  10915. case GN_FIRE_EXPANSION: {
  10916. int i_su;
  10917. struct unit_data *ud = unit_bl2ud(src);
  10918. if( !ud ) break;
  10919. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10920. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10921. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10922. switch( skill_lv ) {
  10923. case 1:
  10924. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10925. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10926. break;
  10927. case 2:
  10928. map_foreachinarea(skill_area_sub,src->m,
  10929. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10930. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10931. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10932. skill_delunit(ud->skillunit[i_su]->unit);
  10933. break;
  10934. case 3:
  10935. skill_delunit(ud->skillunit[i_su]->unit);
  10936. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10937. flag |= 1;
  10938. break;
  10939. case 4:
  10940. skill_delunit(ud->skillunit[i_su]->unit);
  10941. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10942. flag |= 1;
  10943. break;
  10944. case 5: {
  10945. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10946. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10947. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10948. map_foreachinarea(skill_area_sub, src->m,
  10949. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10950. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10951. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10952. skill_delunit(ud->skillunit[i_su]->unit);
  10953. }
  10954. break;
  10955. }
  10956. }
  10957. }
  10958. }
  10959. break;
  10960. case SO_FIREWALK:
  10961. case SO_ELECTRICWALK:
  10962. if( sc && sc->data[type] )
  10963. status_change_end(src,type,INVALID_TIMER);
  10964. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  10965. break;
  10966. case KO_MAKIBISHI:
  10967. for( i = 0; i < (skill_lv+2); i++ ) {
  10968. x = src->x - 1 + rnd()%3;
  10969. y = src->y - 1 + rnd()%3;
  10970. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10971. }
  10972. break;
  10973. case KO_MUCHANAGE: {
  10974. struct status_data *sstatus;
  10975. int rate = 0;
  10976. sstatus = status_get_status_data(src);
  10977. i = skill_get_splash(skill_id,skill_lv);
  10978. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10979. if( rate < 0 )
  10980. rate = 0;
  10981. 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);
  10982. if( rnd()%100 < rate )
  10983. 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);
  10984. }
  10985. break;
  10986. case RL_FALLEN_ANGEL:
  10987. if (unit_movepos(src,x,y,1,1)) {
  10988. uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5;
  10989. if (!skill_use_lv) {
  10990. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  10991. break;
  10992. }
  10993. clif_fixpos(src);
  10994. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10995. skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10996. }
  10997. else {
  10998. if (sd)
  10999. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11000. }
  11001. break;
  11002. case RL_HAMMER_OF_GOD:
  11003. {
  11004. i = skill_get_splash(skill_id, skill_lv);
  11005. if (sd) {
  11006. 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);
  11007. if (!skill_area_temp[0]) {
  11008. // This skill doesn't have area effect, apply self? :P
  11009. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  11010. clif_skill_nodamage(src, src, skill_id, 0, 1);
  11011. break;
  11012. }
  11013. }
  11014. 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|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  11015. skill_area_temp[0] = 0;
  11016. break;
  11017. }
  11018. break;
  11019. case RL_FIRE_RAIN: {
  11020. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11021. int sx = x = src->x, sy = y = src->y;
  11022. for (w = 1; w <= wave; w++) {
  11023. switch (dir) {
  11024. case 0: sy = y + w; break;
  11025. case 1: sy = y + w; sx = x - w; break;
  11026. case 2: sx = x - w; break;
  11027. case 3: sx = x - w; sy = y - w; break;
  11028. case 4: sy = y - w; break;
  11029. case 5: sx = x + w; sy = y - w; break;
  11030. case 6: sx = x + w; break;
  11031. case 7: sy = y + w; sx = x + w; break;
  11032. }
  11033. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11034. }
  11035. }
  11036. break;
  11037. case NC_MAGMA_ERUPTION:
  11038. // 1st, AoE 'slam' damage
  11039. i = skill_get_splash(skill_id, skill_lv);
  11040. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11041. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11042. if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) {
  11043. // 2nd, AoE 'eruption' unit
  11044. skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag);
  11045. }
  11046. break;
  11047. default:
  11048. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11049. return 1;
  11050. }
  11051. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11052. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11053. if( sd )
  11054. {// ensure that the skill last-cast tick is recorded
  11055. sd->canskill_tick = gettick();
  11056. if( sd->state.arrow_atk && !(flag&1) )
  11057. {// consume arrow if this is a ground skill
  11058. battle_consume_ammo(sd, skill_id, skill_lv);
  11059. }
  11060. skill_onskillusage(sd, NULL, skill_id, tick);
  11061. // perform skill requirement consumption
  11062. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11063. }
  11064. return 0;
  11065. }
  11066. /*==========================================
  11067. *
  11068. *------------------------------------------*/
  11069. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11070. {
  11071. nullpo_ret(sd);
  11072. //Simplify skill_failed code.
  11073. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11074. if(skill_id != sd->menuskill_id)
  11075. return 0;
  11076. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11077. skill_failed(sd);
  11078. return 0;
  11079. }
  11080. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11081. skill_failed(sd);
  11082. return 0;
  11083. }
  11084. pc_stop_attack(sd);
  11085. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11086. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11087. if(strcmp(mapname,"cancel")==0) {
  11088. skill_failed(sd);
  11089. return 0;
  11090. }
  11091. switch(skill_id)
  11092. {
  11093. case AL_TELEPORT:
  11094. case ALL_ODINS_RECALL:
  11095. //The storage window is closed automatically by the client when there's
  11096. //any kind of map change, so we need to restore it automatically
  11097. //bugreport:8027
  11098. if(strcmp(mapname,"Random") == 0)
  11099. pc_randomwarp(sd,CLR_TELEPORT);
  11100. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11101. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11102. clif_refresh_storagewindow(sd);
  11103. break;
  11104. case AL_WARP:
  11105. {
  11106. const struct point *p[4];
  11107. struct skill_unit_group *group;
  11108. int i, lv, wx, wy;
  11109. int maxcount=0;
  11110. int x,y;
  11111. unsigned short mapindex;
  11112. mapindex = mapindex_name2id((char*)mapname);
  11113. if(!mapindex) { //Given map not found?
  11114. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11115. skill_failed(sd);
  11116. return 0;
  11117. }
  11118. p[0] = &sd->status.save_point;
  11119. p[1] = &sd->status.memo_point[0];
  11120. p[2] = &sd->status.memo_point[1];
  11121. p[3] = &sd->status.memo_point[2];
  11122. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11123. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11124. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11125. maxcount--;
  11126. }
  11127. if(!maxcount) {
  11128. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11129. skill_failed(sd);
  11130. return 0;
  11131. }
  11132. }
  11133. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11134. wx = sd->menuskill_val>>16;
  11135. wy = sd->menuskill_val&0xffff;
  11136. if( lv <= 0 ) return 0;
  11137. if( lv > 4 ) lv = 4; // crash prevention
  11138. // check if the chosen map exists in the memo list
  11139. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11140. if( i < lv ) {
  11141. x=p[i]->x;
  11142. y=p[i]->y;
  11143. } else {
  11144. skill_failed(sd);
  11145. return 0;
  11146. }
  11147. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11148. { // This checks versus skill_id/skill_lv...
  11149. skill_failed(sd);
  11150. return 0;
  11151. }
  11152. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11153. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11154. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11155. skill_failed(sd);
  11156. return 0;
  11157. }
  11158. group->val1 = (group->val1<<16)|(short)0;
  11159. // record the destination coordinates
  11160. group->val2 = (x<<16)|y;
  11161. group->val3 = mapindex;
  11162. }
  11163. break;
  11164. }
  11165. sd->menuskill_id = sd->menuskill_val = 0;
  11166. return 0;
  11167. #undef skill_failed
  11168. }
  11169. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11170. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11171. {
  11172. struct skill_unit* target = (struct skill_unit*)bl;
  11173. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11174. int flag = va_arg(ap, int);
  11175. if (src == target)
  11176. return 0;
  11177. if (!target->group || !(target->group->state.song_dance&0x1))
  11178. return 0;
  11179. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  11180. return 0;
  11181. if (flag) //Set dissonance
  11182. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  11183. else //Remove dissonance
  11184. target->val2 &= ~UF_ENSEMBLE;
  11185. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  11186. return 1;
  11187. }
  11188. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11189. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11190. //When 1, this unit has been positioned, so start the cancel effect.
  11191. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11192. {
  11193. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11194. return 0;
  11195. if (!flag && !(unit->val2&UF_ENSEMBLE))
  11196. return 0; //Nothing to remove, this unit is not overlapped.
  11197. if (unit->val1 != unit->group->skill_id)
  11198. { //Reset state
  11199. unit->val1 = unit->group->skill_id;
  11200. unit->val2 &= ~UF_ENSEMBLE;
  11201. }
  11202. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11203. }
  11204. /**
  11205. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11206. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11207. * @param flag 0 Convert
  11208. * @param flag 1 Revert
  11209. * @return true success
  11210. * @TODO: This should be completely removed later and rewritten
  11211. * The entire execution of the overlapping songs instances is dirty and hacked together
  11212. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11213. */
  11214. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11215. {
  11216. static int prevflag = 1; // by default the backup is empty
  11217. static struct skill_unit_group backup;
  11218. struct skill_unit_group* group;
  11219. if( unit == NULL || (group = unit->group) == NULL )
  11220. return false;
  11221. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  11222. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  11223. return false;
  11224. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11225. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11226. flag ? "read an empty backup" : "write to a full backup",
  11227. group->skill_id, group->skill_lv, group->src_id);
  11228. return false;
  11229. }
  11230. prevflag = flag;
  11231. if (!flag) { //Transform
  11232. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  11233. // backup
  11234. backup.skill_id = group->skill_id;
  11235. backup.skill_lv = group->skill_lv;
  11236. backup.unit_id = group->unit_id;
  11237. backup.target_flag = group->target_flag;
  11238. backup.bl_flag = group->bl_flag;
  11239. backup.interval = group->interval;
  11240. // replace
  11241. group->skill_id = skill_id;
  11242. group->skill_lv = 1;
  11243. group->unit_id = skill_get_unit_id(skill_id,0);
  11244. group->target_flag = skill_get_unit_target(skill_id);
  11245. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11246. group->interval = skill_get_unit_interval(skill_id);
  11247. } else { //Restore
  11248. group->skill_id = backup.skill_id;
  11249. group->skill_lv = backup.skill_lv;
  11250. group->unit_id = backup.unit_id;
  11251. group->target_flag = backup.target_flag;
  11252. group->bl_flag = backup.bl_flag;
  11253. group->interval = backup.interval;
  11254. }
  11255. return true;
  11256. }
  11257. /**
  11258. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11259. * @param src Object that triggers the skill
  11260. * @param skill_id Skill ID
  11261. * @param skill_lv Skill level of used skill
  11262. * @param x Position x
  11263. * @param y Position y
  11264. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11265. * @return skill_unit_group
  11266. */
  11267. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11268. {
  11269. struct skill_unit_group *group;
  11270. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11271. int link_group_id = 0;
  11272. int target, interval, range, unit_flag, req_item = 0;
  11273. struct s_skill_unit_layout *layout;
  11274. struct map_session_data *sd;
  11275. struct status_data *status;
  11276. struct status_change *sc;
  11277. int active_flag = 1;
  11278. int subunt = 0;
  11279. nullpo_retr(NULL, src);
  11280. limit = skill_get_time(skill_id,skill_lv);
  11281. range = skill_get_unit_range(skill_id,skill_lv);
  11282. interval = skill_get_unit_interval(skill_id);
  11283. target = skill_get_unit_target(skill_id);
  11284. unit_flag = skill_get_unit_flag(skill_id);
  11285. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11286. sd = BL_CAST(BL_PC, src);
  11287. status = status_get_status_data(src);
  11288. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11289. switch( skill_id ) {
  11290. case MH_STEINWAND:
  11291. val2 = 4 + skill_lv;
  11292. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11293. break;
  11294. case MG_SAFETYWALL:
  11295. #ifdef RENEWAL
  11296. val2 = status_get_max_hp(src) * 3;
  11297. #else
  11298. val2 = skill_lv+1;
  11299. #endif
  11300. break;
  11301. case MG_FIREWALL:
  11302. if(sc && sc->data[SC_VIOLENTGALE])
  11303. limit = limit*3/2;
  11304. val2 = 4+skill_lv;
  11305. break;
  11306. case AL_WARP:
  11307. val1=skill_lv+6;
  11308. if(!(flag&1))
  11309. limit=2000;
  11310. else // previous implementation (not used anymore)
  11311. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11312. if( src->type != BL_SKILL ) return NULL;
  11313. group = ((TBL_SKILL*)src)->group;
  11314. src = map_id2bl(group->src_id);
  11315. if( !src ) return NULL;
  11316. val2 = group->val2; //Copy the (x,y) position you warp to
  11317. val3 = group->val3; //as well as the mapindex to warp to.
  11318. }
  11319. break;
  11320. case HP_BASILICA:
  11321. val1 = src->id; // Store caster id.
  11322. break;
  11323. case PR_SANCTUARY:
  11324. case NPC_EVILLAND:
  11325. val1=(skill_lv+3)*2;
  11326. break;
  11327. case WZ_FIREPILLAR:
  11328. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11329. return NULL;
  11330. if((flag&1)!=0)
  11331. limit=1000;
  11332. val1=skill_lv+2;
  11333. break;
  11334. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11335. case AM_DEMONSTRATION:
  11336. case GN_HELLS_PLANT:
  11337. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11338. return NULL;
  11339. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11340. && (src->type&battle_config.vs_traps_bctall))
  11341. target = BCT_ALL;
  11342. break;
  11343. case HT_SKIDTRAP:
  11344. case MA_SKIDTRAP:
  11345. //Save position of caster
  11346. val1 = ((src->x)<<16)|(src->y);
  11347. case HT_ANKLESNARE:
  11348. case HT_SHOCKWAVE:
  11349. case HT_SANDMAN:
  11350. case MA_SANDMAN:
  11351. case HT_CLAYMORETRAP:
  11352. case HT_LANDMINE:
  11353. case MA_LANDMINE:
  11354. case HT_FLASHER:
  11355. case HT_FREEZINGTRAP:
  11356. case MA_FREEZINGTRAP:
  11357. case HT_BLASTMINE:
  11358. case RA_ELECTRICSHOCKER:
  11359. case RA_CLUSTERBOMB:
  11360. case RA_MAGENTATRAP:
  11361. case RA_COBALTTRAP:
  11362. case RA_MAIZETRAP:
  11363. case RA_VERDURETRAP:
  11364. case RA_FIRINGTRAP:
  11365. case RA_ICEBOUNDTRAP:
  11366. case RL_B_TRAP:
  11367. case SC_ESCAPE:
  11368. {
  11369. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11370. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11371. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11372. req_item = req.itemid[i];
  11373. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11374. limit *= 4; // longer trap times in WOE [celest]
  11375. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11376. target = BCT_ALL;
  11377. }
  11378. break;
  11379. case SA_LANDPROTECTOR:
  11380. case SA_VOLCANO:
  11381. case SA_DELUGE:
  11382. case SA_VIOLENTGALE:
  11383. case SC_CHAOSPANIC:
  11384. {
  11385. struct skill_unit_group *old_sg;
  11386. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11387. { //HelloKitty confirmed that these are interchangeable,
  11388. //so you can change element and not consume gemstones.
  11389. if ((
  11390. old_sg->skill_id == SA_VOLCANO ||
  11391. old_sg->skill_id == SA_DELUGE ||
  11392. old_sg->skill_id == SA_VIOLENTGALE
  11393. ) && old_sg->limit > 0)
  11394. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11395. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11396. if (limit < 0) //This can happen...
  11397. limit = skill_get_time(skill_id,skill_lv);
  11398. }
  11399. skill_clear_group(src,1);
  11400. }
  11401. break;
  11402. }
  11403. case BA_WHISTLE:
  11404. val1 = skill_lv +status->agi/10; // Flee increase
  11405. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11406. if(sd){
  11407. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11408. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11409. }
  11410. break;
  11411. case DC_HUMMING:
  11412. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11413. #ifdef RENEWAL
  11414. val1 *= 2;
  11415. #endif
  11416. if(sd)
  11417. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11418. break;
  11419. case BA_POEMBRAGI:
  11420. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11421. //For some reason at level 10 the base delay reduction is 50%.
  11422. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11423. if(sd){
  11424. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11425. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11426. }
  11427. break;
  11428. case DC_DONTFORGETME:
  11429. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11430. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11431. if(sd){
  11432. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11433. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11434. }
  11435. break;
  11436. case DC_SERVICEFORYOU:
  11437. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11438. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11439. if(sd){
  11440. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11441. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11442. }
  11443. break;
  11444. case BA_ASSASSINCROSS:
  11445. #ifdef RENEWAL
  11446. val1 = skill_lv + (status->agi/20); // ASPD increase
  11447. #else
  11448. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11449. #endif
  11450. if(sd)
  11451. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11452. val1*=10; // ASPD works with 1000 as 100%
  11453. break;
  11454. case DC_FORTUNEKISS:
  11455. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11456. if(sd)
  11457. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11458. val1*=10; //Because every 10 crit is an actual cri point.
  11459. break;
  11460. case BD_DRUMBATTLEFIELD:
  11461. #ifdef RENEWAL
  11462. val1 = (skill_lv+5)*25; //Atk increase
  11463. val2 = skill_lv*10; //Def increase
  11464. #else
  11465. val1 = (skill_lv+1)*25; //Atk increase
  11466. val2 = (skill_lv+1)*2; //Def increase
  11467. #endif
  11468. break;
  11469. case BD_RINGNIBELUNGEN:
  11470. val1 = (skill_lv+2)*25; //Atk increase
  11471. break;
  11472. case BD_RICHMANKIM:
  11473. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11474. break;
  11475. case BD_SIEGFRIED:
  11476. val1 = 55 + skill_lv*5; //Elemental Resistance
  11477. val2 = skill_lv*10; //Status ailment resistance
  11478. break;
  11479. case WE_CALLPARTNER:
  11480. if (sd) val1 = sd->status.partner_id;
  11481. break;
  11482. case WE_CALLPARENT:
  11483. if (sd) {
  11484. val1 = sd->status.father;
  11485. val2 = sd->status.mother;
  11486. }
  11487. break;
  11488. case WE_CALLBABY:
  11489. if (sd) val1 = sd->status.child;
  11490. break;
  11491. case NJ_KAENSIN:
  11492. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11493. val2 = (skill_lv+1)/2 + 4;
  11494. break;
  11495. case NJ_SUITON:
  11496. skill_clear_group(src, 1);
  11497. break;
  11498. case GS_GROUNDDRIFT:
  11499. {
  11500. // Ground Drift Element is decided when it's placed.
  11501. int ele = skill_get_ele(skill_id, skill_lv);
  11502. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11503. if (ele == -3)
  11504. val1 = element[rnd()%5]; // Use random from available unit visual?
  11505. else if (ele == -2)
  11506. val1 = status_get_attack_sc_element(src,sc);
  11507. else if (ele == -1) {
  11508. val1 = status->rhw.ele;
  11509. if (sc && sc->data[SC_ENCHANTARMS])
  11510. val1 = sc->data[SC_ENCHANTARMS]->val2;
  11511. }
  11512. switch (val1) {
  11513. case ELE_FIRE:
  11514. subunt++;
  11515. case ELE_WATER:
  11516. subunt++;
  11517. case ELE_POISON:
  11518. subunt++;
  11519. case ELE_DARK:
  11520. subunt++;
  11521. case ELE_WIND:
  11522. break;
  11523. default:
  11524. subunt = rnd()%5;
  11525. break;
  11526. }
  11527. break;
  11528. }
  11529. case GC_POISONSMOKE:
  11530. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11531. return NULL;
  11532. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11533. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11534. limit = skill_get_time(skill_id, skill_lv);
  11535. break;
  11536. case GD_LEADERSHIP:
  11537. case GD_GLORYWOUNDS:
  11538. case GD_SOULCOLD:
  11539. case GD_HAWKEYES:
  11540. limit = 1000000;//it doesn't matter
  11541. break;
  11542. case LG_BANDING:
  11543. limit = -1;
  11544. break;
  11545. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11546. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11547. target = BCT_ALL;
  11548. case WM_SEVERE_RAINSTORM:
  11549. case SO_WATER_INSIGNIA:
  11550. case SO_FIRE_INSIGNIA:
  11551. case SO_WIND_INSIGNIA:
  11552. case SO_EARTH_INSIGNIA:
  11553. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11554. return NULL;
  11555. break;
  11556. case SO_CLOUD_KILL:
  11557. skill_clear_group(src, 4);
  11558. break;
  11559. case SO_WARMER:
  11560. skill_clear_group(src, 8);
  11561. break;
  11562. case SO_FIREWALK:
  11563. case SO_ELECTRICWALK:
  11564. limit = skill_get_time2(skill_id, skill_lv);
  11565. break;
  11566. case GN_WALLOFTHORN:
  11567. // Turns to Firewall
  11568. if( flag&1 )
  11569. limit = 3000;
  11570. val3 = (x<<16)|y;
  11571. break;
  11572. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11573. case GN_FIRE_EXPANSION_TEAR_GAS:
  11574. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11575. break;
  11576. case KO_ZENKAI:
  11577. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11578. val1 = sd->spiritcharm;
  11579. val2 = sd->spiritcharm_type;
  11580. limit = 6000 * val1;
  11581. subunt = sd->spiritcharm_type - 1;
  11582. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11583. }
  11584. break;
  11585. case HW_GRAVITATION:
  11586. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11587. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11588. break;
  11589. case SO_VACUUM_EXTREME:
  11590. // Coordinates
  11591. val1 = x;
  11592. val2 = y;
  11593. val3 = 0; // Suck target at n seconds.
  11594. break;
  11595. case NC_MAGMA_ERUPTION:
  11596. // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration
  11597. // Officially, duration (limit) is 5secs, interval 0.5secs damage interval.
  11598. limit = interval * 10;
  11599. break;
  11600. }
  11601. // Init skill unit group
  11602. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11603. group->val1 = val1;
  11604. group->val2 = val2;
  11605. group->val3 = val3;
  11606. group->link_group_id = link_group_id;
  11607. group->target_flag = target;
  11608. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11609. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11610. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  11611. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11612. group->item_id = req_item;
  11613. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11614. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11615. active_flag = 0;
  11616. // Put message for Talkie Box & Graffiti
  11617. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11618. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11619. if (sd)
  11620. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11621. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11622. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11623. }
  11624. // Dance skill
  11625. if (group->state.song_dance) {
  11626. if(sd) {
  11627. sd->skill_id_dance = skill_id;
  11628. sd->skill_lv_dance = skill_lv;
  11629. }
  11630. if (
  11631. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11632. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11633. )
  11634. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11635. }
  11636. // Set skill unit
  11637. limit = group->limit;
  11638. for( i = 0; i < layout->count; i++ ) {
  11639. struct skill_unit *unit;
  11640. int ux = x + layout->dx[i];
  11641. int uy = y + layout->dy[i];
  11642. int unit_val1 = skill_lv;
  11643. int unit_val2 = 0;
  11644. int alive = 1;
  11645. // are the coordinates out of range?
  11646. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11647. continue;
  11648. }
  11649. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11650. continue; // don't place skill units on walls (except for songs/dances/encores)
  11651. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11652. continue; // no path between cell and center of casting.
  11653. switch( skill_id ) {
  11654. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11655. case HT_LANDMINE:
  11656. case MA_LANDMINE:
  11657. case HT_ANKLESNARE:
  11658. case HT_SHOCKWAVE:
  11659. case HT_SANDMAN:
  11660. case MA_SANDMAN:
  11661. case HT_FLASHER:
  11662. case HT_FREEZINGTRAP:
  11663. case MA_FREEZINGTRAP:
  11664. case HT_SKIDTRAP:
  11665. case MA_SKIDTRAP:
  11666. case HT_CLAYMORETRAP:
  11667. case HT_BLASTMINE:
  11668. case SC_ESCAPE:
  11669. unit_val1 = 3500;
  11670. break;
  11671. case MG_FIREWALL:
  11672. case NJ_KAENSIN:
  11673. unit_val2 = group->val2;
  11674. break;
  11675. case WZ_ICEWALL:
  11676. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11677. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11678. break;
  11679. case WZ_WATERBALL:
  11680. //Check if there are cells that can be turned into waterball units
  11681. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  11682. || (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)
  11683. break; //Turn water, deluge or suiton into waterball cell
  11684. continue;
  11685. case GS_DESPERADO:
  11686. unit_val1 = abs(layout->dx[i]);
  11687. unit_val2 = abs(layout->dy[i]);
  11688. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11689. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11690. if (unit_val1) unit_val1--;
  11691. unit_val1 = 36 -12*unit_val1;
  11692. } else //Diagonal edges
  11693. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11694. if (unit_val1 < 1) unit_val1 = 1;
  11695. unit_val2 = 0;
  11696. break;
  11697. case WM_REVERBERATION:
  11698. unit_val1 = 1 + skill_lv;
  11699. break;
  11700. case WM_POEMOFNETHERWORLD:
  11701. unit_val1 = 1 + skill_lv;
  11702. break;
  11703. case GN_WALLOFTHORN:
  11704. if (flag&1) // Turned become Firewall
  11705. break;
  11706. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11707. unit_val2 = 20; // Max hits
  11708. break;
  11709. case RL_B_TRAP:
  11710. unit_val1 = 3500;
  11711. unit_val2 = 0;
  11712. break;
  11713. default:
  11714. if (group->state.song_dance&0x1)
  11715. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11716. break;
  11717. }
  11718. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11719. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11720. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11721. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11722. // Check active cell to failing or remove current unit
  11723. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11724. if( !alive )
  11725. continue;
  11726. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11727. unit->limit = limit;
  11728. unit->range = range;
  11729. if (skill_id == PF_FOGWALL && alive == 2)
  11730. { //Double duration of cells on top of Deluge/Suiton
  11731. unit->limit *= 2;
  11732. group->limit = unit->limit;
  11733. }
  11734. // Execute on all targets standing on this cell
  11735. if (range == 0 && active_flag)
  11736. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11737. }
  11738. if (!group->alive_count)
  11739. { //No cells? Something that was blocked completely by Land Protector?
  11740. skill_delunitgroup(group);
  11741. return NULL;
  11742. }
  11743. //success, unit created.
  11744. switch( skill_id ) {
  11745. case NJ_TATAMIGAESHI: //Store number of tiles.
  11746. group->val1 = group->alive_count;
  11747. break;
  11748. }
  11749. return group;
  11750. }
  11751. /*==========================================
  11752. *
  11753. *------------------------------------------*/
  11754. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11755. {
  11756. skill_unit_onplace(unit, bl, tick);
  11757. }
  11758. /**
  11759. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11760. * while skill unit initialized or moved (such by knock back).
  11761. * As a follow of skill_unit_effect flag &1
  11762. * @param unit
  11763. * @param bl Target
  11764. * @param tick
  11765. */
  11766. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11767. {
  11768. struct skill_unit_group *sg;
  11769. struct block_list *ss; // Actual source that cast the skill unit
  11770. struct status_change *sc;
  11771. struct status_change_entry *sce;
  11772. enum sc_type type;
  11773. uint16 skill_id;
  11774. nullpo_ret(unit);
  11775. nullpo_ret(bl);
  11776. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11777. return 0;
  11778. nullpo_ret(sg = unit->group);
  11779. nullpo_ret(ss = map_id2bl(sg->src_id));
  11780. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11781. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11782. return 0; //AoE skills are ineffective. [Skotlex]
  11783. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11784. return 0; //Songs don't work in Basilica
  11785. sc = status_get_sc(bl);
  11786. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11787. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11788. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11789. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11790. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11791. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  11792. type = status_skill2sc(sg->skill_id);
  11793. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11794. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11795. switch (sg->unit_id) {
  11796. case UNT_SPIDERWEB:
  11797. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11798. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11799. sc->data[SC_SPIDERWEB]->val2++;
  11800. break;
  11801. } else if( sc && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) {
  11802. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11803. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11804. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11805. if( td )
  11806. sec = DIFF_TICK(td->tick, tick);
  11807. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11808. clif_fixpos(bl);
  11809. sg->val2 = bl->id;
  11810. }
  11811. else
  11812. sec = 3000; //Couldn't trap it?
  11813. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11814. }
  11815. break;
  11816. case UNT_SAFETYWALL:
  11817. if (!sce)
  11818. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11819. break;
  11820. case UNT_BLOODYLUST:
  11821. if (sg->src_id == bl->id)
  11822. break; //Does not affect the caster.
  11823. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11824. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11825. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11826. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11827. break;
  11828. case UNT_PNEUMA:
  11829. if (!sce)
  11830. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11831. break;
  11832. case UNT_CHAOSPANIC:
  11833. 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);
  11834. break;
  11835. case UNT_WARP_WAITING: {
  11836. int working = sg->val1&0xffff;
  11837. if(bl->type==BL_PC && !working){
  11838. struct map_session_data *sd = (struct map_session_data *)bl;
  11839. if((!sd->chatID || battle_config.chat_warpportal)
  11840. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11841. {
  11842. int x = sg->val2>>16;
  11843. int y = sg->val2&0xffff;
  11844. int count = sg->val1>>16;
  11845. unsigned short m = sg->val3;
  11846. if( --count <= 0 )
  11847. skill_delunitgroup(sg);
  11848. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11849. working = 1;/* we break it because officials break it, lovely stuff. */
  11850. sg->val1 = (count<<16)|working;
  11851. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11852. }
  11853. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11854. int16 m = map_mapindex2mapid(sg->val3);
  11855. if (m < 0) break; //Map not available on this map-server.
  11856. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11857. }
  11858. }
  11859. break;
  11860. case UNT_QUAGMIRE:
  11861. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  11862. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11863. break;
  11864. case UNT_VOLCANO:
  11865. case UNT_DELUGE:
  11866. case UNT_VIOLENTGALE:
  11867. if(!sce)
  11868. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11869. break;
  11870. case UNT_WATER_BARRIER:
  11871. case UNT_ZEPHYR:
  11872. case UNT_POWER_OF_GAIA:
  11873. if (bl->id == ss->id)
  11874. break; // Doesn't affect the Elemental
  11875. if (!sce)
  11876. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11877. break;
  11878. case UNT_SUITON:
  11879. if(!sce)
  11880. sc_start4(ss, bl,type,100,sg->skill_lv,
  11881. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11882. 0,0,sg->limit);
  11883. break;
  11884. case UNT_HERMODE:
  11885. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11886. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11887. case UNT_RICHMANKIM:
  11888. case UNT_ETERNALCHAOS:
  11889. case UNT_DRUMBATTLEFIELD:
  11890. case UNT_RINGNIBELUNGEN:
  11891. case UNT_ROKISWEIL:
  11892. case UNT_INTOABYSS:
  11893. case UNT_SIEGFRIED:
  11894. //Needed to check when a dancer/bard leaves their ensemble area.
  11895. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11896. return skill_id;
  11897. if (!sce)
  11898. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11899. break;
  11900. case UNT_WHISTLE:
  11901. case UNT_ASSASSINCROSS:
  11902. case UNT_POEMBRAGI:
  11903. case UNT_APPLEIDUN:
  11904. case UNT_HUMMING:
  11905. case UNT_DONTFORGETME:
  11906. case UNT_FORTUNEKISS:
  11907. case UNT_SERVICEFORYOU:
  11908. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11909. return 0;
  11910. if (!sc) return 0;
  11911. if (!sce)
  11912. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11913. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11914. sce->val4 = 0; //remove the mark that we stepped out
  11915. delete_timer(sce->timer, status_change_timer);
  11916. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11917. }
  11918. break;
  11919. case UNT_FOGWALL:
  11920. if (!sce)
  11921. {
  11922. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11923. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11924. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11925. }
  11926. break;
  11927. case UNT_GRAVITATION:
  11928. if (!sce)
  11929. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11930. break;
  11931. case UNT_BASILICA:
  11932. {
  11933. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11934. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11935. { // knock-back any enemy except Boss
  11936. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11937. break;
  11938. }
  11939. if (!sce && i <= 0)
  11940. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11941. }
  11942. break;
  11943. // officially, icewall has no problems existing on occupied cells [ultramage]
  11944. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11945. // unit->val1 = 0;
  11946. // if(unit->limit + sg->tick > tick + 700)
  11947. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11948. // break;
  11949. case UNT_MOONLIT:
  11950. //Knockback out of area if affected char isn't in Moonlit effect
  11951. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11952. break;
  11953. if (ss == bl) //Also needed to prevent infinite loop crash.
  11954. break;
  11955. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11956. break;
  11957. case UNT_REVERBERATION:
  11958. if (sg->src_id == bl->id)
  11959. break; //Does not affect the caster.
  11960. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  11961. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  11962. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  11963. sg->unit_id = UNT_USED_TRAPS;
  11964. break;
  11965. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11966. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11967. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11968. break;
  11969. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11970. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  11971. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11972. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11973. break;
  11974. case UNT_VOLCANIC_ASH:
  11975. if (!sce)
  11976. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11977. break;
  11978. case UNT_KINGS_GRACE:
  11979. if (!sce) {
  11980. int state = 0;
  11981. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  11982. state |= BCT_GUILD;
  11983. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  11984. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  11985. }
  11986. break;
  11987. case UNT_STEALTHFIELD:
  11988. if( bl->id == sg->src_id )
  11989. break; // Doesn't work on self (video shows that)
  11990. if (!sce)
  11991. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11992. break;
  11993. case UNT_NEUTRALBARRIER:
  11994. if (!sce)
  11995. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  11996. break;
  11997. case UNT_GD_LEADERSHIP:
  11998. case UNT_GD_GLORYWOUNDS:
  11999. case UNT_GD_SOULCOLD:
  12000. case UNT_GD_HAWKEYES:
  12001. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12002. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12003. break;
  12004. }
  12005. return skill_id;
  12006. }
  12007. /**
  12008. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12009. * @param unit Skill unit
  12010. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12011. * @param tick
  12012. */
  12013. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  12014. {
  12015. struct skill_unit_group *sg;
  12016. struct block_list *ss;
  12017. TBL_PC* tsd;
  12018. struct status_data *tstatus;
  12019. struct status_change *tsc;
  12020. struct skill_unit_group_tickset *ts;
  12021. enum sc_type type;
  12022. uint16 skill_id;
  12023. int diff = 0;
  12024. nullpo_ret(unit);
  12025. nullpo_ret(bl);
  12026. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12027. return 0;
  12028. nullpo_ret(sg = unit->group);
  12029. nullpo_ret(ss = map_id2bl(sg->src_id));
  12030. tsd = BL_CAST(BL_PC, bl);
  12031. tsc = status_get_sc(bl);
  12032. tstatus = status_get_status_data(bl);
  12033. type = status_skill2sc(sg->skill_id);
  12034. skill_id = sg->skill_id;
  12035. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  12036. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12037. if (sg->interval == -1) {
  12038. switch (sg->unit_id) {
  12039. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12040. case UNT_FIREPILLAR_ACTIVE:
  12041. case UNT_ELECTRICSHOCKER:
  12042. case UNT_MANHOLE:
  12043. return 0;
  12044. default:
  12045. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12046. return 0;
  12047. }
  12048. }
  12049. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12050. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12051. diff = DIFF_TICK(tick,ts->tick);
  12052. if (diff < 0)
  12053. return 0;
  12054. ts->tick = tick+sg->interval;
  12055. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12056. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12057. }
  12058. // Wall of Thorn damaged by Fire element unit [Cydh]
  12059. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12060. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12061. struct skill_unit *su = (struct skill_unit *)bl;
  12062. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12063. 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);
  12064. su->group->limit = sg->limit = 0;
  12065. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12066. return skill_id;
  12067. }
  12068. }
  12069. switch (sg->unit_id) {
  12070. // Units that deals simple attack
  12071. case UNT_GRAVITATION:
  12072. case UNT_EARTHSTRAIN:
  12073. case UNT_FIREWALK:
  12074. case UNT_ELECTRICWALK:
  12075. case UNT_PSYCHIC_WAVE:
  12076. case UNT_MAGMA_ERUPTION:
  12077. case UNT_MAKIBISHI:
  12078. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12079. break;
  12080. case UNT_DUMMYSKILL:
  12081. switch (sg->skill_id) {
  12082. case SG_SUN_WARM: //SG skills [Komurka]
  12083. case SG_MOON_WARM:
  12084. case SG_STAR_WARM: {
  12085. int count = 0;
  12086. const int x = bl->x, y = bl->y;
  12087. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12088. do {
  12089. if( bl->type == BL_PC )
  12090. status_zap(bl, 0, 15); // sp damage to players
  12091. else // mobs
  12092. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12093. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  12094. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12095. } else { //should end when out of sp.
  12096. sg->limit = DIFF_TICK(tick,sg->tick);
  12097. break;
  12098. }
  12099. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12100. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12101. }
  12102. break;
  12103. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12104. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12105. if (tsc)
  12106. tsc->sg_counter++; //SG hit counter.
  12107. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12108. tsc->sg_counter=0; //Attack absorbed.
  12109. break;
  12110. #endif
  12111. case GS_DESPERADO:
  12112. if (rnd()%100 < unit->val1)
  12113. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12114. break;
  12115. case GN_CRAZYWEED_ATK:
  12116. if( bl->type == BL_SKILL ) {
  12117. struct skill_unit *su = (struct skill_unit *)bl;
  12118. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  12119. break;
  12120. }
  12121. default:
  12122. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12123. }
  12124. break;
  12125. case UNT_FIREWALL:
  12126. case UNT_KAEN: {
  12127. int count = 0;
  12128. const int x = bl->x, y = bl->y;
  12129. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12130. break;
  12131. //Take into account these hit more times than the timer interval can handle.
  12132. do
  12133. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  12134. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12135. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12136. if (unit->val2 <= 0)
  12137. skill_delunit(unit);
  12138. }
  12139. break;
  12140. case UNT_SANCTUARY:
  12141. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12142. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12143. 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) )
  12144. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  12145. } else {
  12146. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12147. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12148. #ifdef RENEWAL
  12149. if( md && md->mob_id == MOBID_EMPERIUM )
  12150. break;
  12151. #endif
  12152. if( md && mob_is_battleground(md) )
  12153. break;
  12154. if( tstatus->hp >= tstatus->max_hp )
  12155. break;
  12156. if( status_isimmune(bl) )
  12157. heal = 0;
  12158. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12159. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12160. heal = ~heal + 1;
  12161. status_heal(bl, heal, 0, 0);
  12162. if( diff >= 500 )
  12163. sg->val1--;
  12164. }
  12165. if( sg->val1 <= 0 )
  12166. skill_delunitgroup(sg);
  12167. break;
  12168. case UNT_EVILLAND:
  12169. //Will heal demon and undead element monsters, but not players.
  12170. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12171. { //Damage enemies
  12172. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12173. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12174. } else {
  12175. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12176. if (tstatus->hp >= tstatus->max_hp)
  12177. break;
  12178. if (status_isimmune(bl))
  12179. heal = 0;
  12180. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12181. status_heal(bl, heal, 0, 0);
  12182. }
  12183. break;
  12184. case UNT_MAGNUS:
  12185. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12186. break;
  12187. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12188. break;
  12189. case UNT_FIREPILLAR_WAITING:
  12190. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12191. skill_delunit(unit);
  12192. break;
  12193. case UNT_SKIDTRAP: {
  12194. //Knockback away from position of user during placement [Playtester]
  12195. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12196. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  12197. sg->unit_id = UNT_USED_TRAPS;
  12198. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12199. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12200. //Target will be stopped for 3 seconds
  12201. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12202. }
  12203. break;
  12204. case UNT_ANKLESNARE:
  12205. case UNT_MANHOLE:
  12206. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12207. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12208. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12209. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12210. if( td )
  12211. sec = DIFF_TICK(td->tick, tick);
  12212. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12213. || !unit_blown_immune(bl,0x1) )
  12214. {
  12215. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12216. clif_fixpos(bl);
  12217. }
  12218. sg->val2 = bl->id;
  12219. } else
  12220. sec = 3000; //Couldn't trap it?
  12221. if (sg->unit_id == UNT_ANKLESNARE) {
  12222. clif_skillunit_update(&unit->bl);
  12223. /**
  12224. * If you're snared from a trap that was invisible this makes the trap be
  12225. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12226. * bugreport:3961
  12227. **/
  12228. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12229. }
  12230. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12231. sg->interval = -1;
  12232. unit->range = 0;
  12233. }
  12234. break;
  12235. case UNT_ELECTRICSHOCKER:
  12236. if( bl->id != ss->id ) {
  12237. if( status_get_mode(bl)&MD_BOSS )
  12238. break;
  12239. 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) ) {
  12240. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12241. clif_fixpos(bl);
  12242. }
  12243. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12244. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12245. }
  12246. break;
  12247. case UNT_VENOMDUST:
  12248. if(tsc && !tsc->data[type])
  12249. 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_NONE);
  12250. break;
  12251. case UNT_LANDMINE:
  12252. //Land Mine only hits single target
  12253. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12254. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12255. sg->limit = 1500;
  12256. break;
  12257. case UNT_MAGENTATRAP:
  12258. case UNT_COBALTTRAP:
  12259. case UNT_MAIZETRAP:
  12260. case UNT_VERDURETRAP:
  12261. if( bl->type == BL_PC )// it won't work on players
  12262. break;
  12263. case UNT_FIRINGTRAP:
  12264. case UNT_ICEBOUNDTRAP:
  12265. case UNT_CLUSTERBOMB:
  12266. if( bl->id == ss->id )// it won't trigger on caster
  12267. break;
  12268. case UNT_BLASTMINE:
  12269. case UNT_SHOCKWAVE:
  12270. case UNT_SANDMAN:
  12271. case UNT_FLASHER:
  12272. case UNT_FREEZINGTRAP:
  12273. case UNT_FIREPILLAR_ACTIVE:
  12274. case UNT_CLAYMORETRAP:
  12275. if (tsc && tsc->data[SC__MANHOLE])
  12276. break;
  12277. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12278. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  12279. else
  12280. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12281. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12282. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12283. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12284. sg->limit = DIFF_TICK(tick, sg->tick) +
  12285. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12286. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12287. break;
  12288. case UNT_TALKIEBOX:
  12289. if (sg->src_id == bl->id)
  12290. break;
  12291. if (sg->val2 == 0) {
  12292. clif_talkiebox(&unit->bl, sg->valstr);
  12293. sg->unit_id = UNT_USED_TRAPS;
  12294. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12295. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12296. sg->val2 = -1;
  12297. }
  12298. break;
  12299. case UNT_LULLABY:
  12300. if (ss->id == bl->id)
  12301. break;
  12302. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12303. break;
  12304. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12305. if (ss->id != bl->id)
  12306. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12307. break;
  12308. case UNT_DISSONANCE:
  12309. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12310. break;
  12311. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12312. int heal;
  12313. #ifdef RENEWAL
  12314. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12315. if (md && md->mob_id == MOBID_EMPERIUM)
  12316. break;
  12317. #endif
  12318. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12319. break; // affects self only when soullinked
  12320. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12321. if (tsc->data[SC_AKAITSUKI] && heal)
  12322. heal = ~heal + 1;
  12323. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12324. status_heal(bl, heal, 0, 0);
  12325. }
  12326. break;
  12327. case UNT_TATAMIGAESHI:
  12328. case UNT_DEMONSTRATION:
  12329. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12330. break;
  12331. case UNT_GOSPEL:
  12332. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12333. break;
  12334. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12335. { // Support Effect only on party, not guild
  12336. int heal;
  12337. int i = rnd()%13; // Positive buff count
  12338. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12339. switch (i)
  12340. {
  12341. case 0: // Heal 1~9999 HP
  12342. heal = rnd() %9999+1;
  12343. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12344. status_heal(bl,heal,0,0);
  12345. break;
  12346. case 1: // End all negative status
  12347. status_change_clear_buffs(bl,6);
  12348. if (tsd) clif_gospel_info(tsd, 0x15);
  12349. break;
  12350. case 2: // Immunity to all status
  12351. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12352. if (tsd) clif_gospel_info(tsd, 0x16);
  12353. break;
  12354. case 3: // MaxHP +100%
  12355. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12356. if (tsd) clif_gospel_info(tsd, 0x17);
  12357. break;
  12358. case 4: // MaxSP +100%
  12359. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12360. if (tsd) clif_gospel_info(tsd, 0x18);
  12361. break;
  12362. case 5: // All stats +20
  12363. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12364. if (tsd) clif_gospel_info(tsd, 0x19);
  12365. break;
  12366. case 6: // Level 10 Blessing
  12367. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12368. break;
  12369. case 7: // Level 10 Increase AGI
  12370. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12371. break;
  12372. case 8: // Enchant weapon with Holy element
  12373. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12374. if (tsd) clif_gospel_info(tsd, 0x1c);
  12375. break;
  12376. case 9: // Enchant armor with Holy element
  12377. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12378. if (tsd) clif_gospel_info(tsd, 0x1d);
  12379. break;
  12380. case 10: // DEF +25%
  12381. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12382. if (tsd) clif_gospel_info(tsd, 0x1e);
  12383. break;
  12384. case 11: // ATK +100%
  12385. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12386. if (tsd) clif_gospel_info(tsd, 0x1f);
  12387. break;
  12388. case 12: // HIT/Flee +50
  12389. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12390. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12391. if (tsd) clif_gospel_info(tsd, 0x20);
  12392. break;
  12393. }
  12394. }
  12395. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12396. { // Offensive Effect
  12397. int i = rnd()%9; // Negative buff count
  12398. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12399. switch (i)
  12400. {
  12401. case 0: // Deal 1~9999 damage
  12402. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12403. break;
  12404. case 1: // Curse
  12405. sc_start(ss, bl,SC_CURSE,100,1,time);
  12406. break;
  12407. case 2: // Blind
  12408. sc_start(ss, bl,SC_BLIND,100,1,time);
  12409. break;
  12410. case 3: // Poison
  12411. sc_start2(ss, bl,SC_POISON,100,1,ss->id,time);
  12412. break;
  12413. case 4: // Level 10 Provoke
  12414. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12415. break;
  12416. case 5: // DEF -100%
  12417. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12418. break;
  12419. case 6: // ATK -100%
  12420. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12421. break;
  12422. case 7: // Flee -100%
  12423. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12424. break;
  12425. case 8: // Speed/ASPD -25%
  12426. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12427. break;
  12428. }
  12429. }
  12430. break;
  12431. case UNT_BASILICA:
  12432. {
  12433. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12434. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12435. { // knock-back any enemy except Boss
  12436. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12437. break;
  12438. }
  12439. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12440. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12441. }
  12442. break;
  12443. case UNT_GROUNDDRIFT_WIND:
  12444. case UNT_GROUNDDRIFT_DARK:
  12445. case UNT_GROUNDDRIFT_POISON:
  12446. case UNT_GROUNDDRIFT_WATER:
  12447. case UNT_GROUNDDRIFT_FIRE:
  12448. map_foreachinrange(skill_trap_splash,&unit->bl,
  12449. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12450. &unit->bl,tick);
  12451. sg->unit_id = UNT_USED_TRAPS;
  12452. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12453. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12454. break;
  12455. case UNT_POISONSMOKE:
  12456. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12457. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12458. break;
  12459. case UNT_EPICLESIS:
  12460. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12461. int hp, sp;
  12462. switch( sg->skill_lv ) {
  12463. case 1: case 2: hp = 3; sp = 2; break;
  12464. case 3: case 4: hp = 4; sp = 3; break;
  12465. case 5: default: hp = 5; sp = 4; break;
  12466. }
  12467. hp = tstatus->max_hp * hp / 100;
  12468. sp = tstatus->max_sp * sp / 100;
  12469. if (tstatus->hp < tstatus->max_hp)
  12470. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12471. if (tstatus->sp < tstatus->max_sp)
  12472. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12473. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12474. hp = ~hp + 1;
  12475. status_heal(bl, hp, sp, 3);
  12476. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12477. sg->val2++;
  12478. // Reveal hidden players every 5 seconds.
  12479. if( sg->val2 >= 5 ) {
  12480. sg->val2 = 0;
  12481. // Doesn't remove Invisibility or Chase Walk.
  12482. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12483. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12484. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12485. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12486. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12487. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12488. }
  12489. }
  12490. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12491. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12492. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12493. break;
  12494. case UNT_DIMENSIONDOOR:
  12495. if( tsd && !map[bl->m].flag.noteleport )
  12496. pc_randomwarp(tsd,CLR_TELEPORT);
  12497. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12498. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12499. break;
  12500. case UNT_REVERBERATION:
  12501. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12502. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12503. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12504. sg->unit_id = UNT_USED_TRAPS;
  12505. break;
  12506. case UNT_SEVERE_RAINSTORM:
  12507. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12508. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12509. break;
  12510. case UNT_NETHERWORLD:
  12511. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12512. if (!(tsc && tsc->data[type])) {
  12513. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12514. sg->limit = DIFF_TICK(tick,sg->tick);
  12515. sg->unit_id = UNT_USED_TRAPS;
  12516. }
  12517. }
  12518. break;
  12519. case UNT_THORNS_TRAP:
  12520. if( tsc ) {
  12521. if( !sg->val2 ) {
  12522. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12523. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12524. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12525. if( td )
  12526. sec = DIFF_TICK(td->tick, tick);
  12527. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12528. clif_fixpos(bl);
  12529. sg->val2 = bl->id;
  12530. } else
  12531. sec = 3000; // Couldn't trap it?
  12532. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12533. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12534. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12535. }
  12536. break;
  12537. case UNT_WALLOFTHORN:
  12538. if (unit->val2-- <= 0) // Max hit reached
  12539. break;
  12540. if (status_get_mode(bl)&MD_BOSS)
  12541. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12542. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12543. 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);
  12544. break;
  12545. case UNT_DEMONIC_FIRE:
  12546. switch( sg->val2 ) {
  12547. case 1:
  12548. default:
  12549. 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));
  12550. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12551. break;
  12552. }
  12553. break;
  12554. case UNT_HELLS_PLANT:
  12555. if (tsc && tsc->data[SC__MANHOLE])
  12556. break;
  12557. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12558. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12559. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12560. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12561. break;
  12562. case UNT_CLOUD_KILL:
  12563. if(tsc && !tsc->data[type])
  12564. 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);
  12565. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12566. break;
  12567. case UNT_WARMER:
  12568. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12569. int hp = 0;
  12570. struct status_change *ssc = status_get_sc(ss);
  12571. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12572. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12573. else
  12574. hp = tstatus->max_hp * sg->skill_lv / 100;
  12575. if( tstatus->hp != tstatus->max_hp )
  12576. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12577. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12578. hp = ~hp + 1;
  12579. status_heal(bl, hp, 0, 0);
  12580. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12581. }
  12582. break;
  12583. case UNT_ZEPHYR:
  12584. if (ss == bl)
  12585. break; // Doesn't affect the Elemental
  12586. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12587. break;
  12588. case UNT_FIRE_INSIGNIA:
  12589. case UNT_WATER_INSIGNIA:
  12590. case UNT_WIND_INSIGNIA:
  12591. case UNT_EARTH_INSIGNIA:
  12592. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12593. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12594. int hp = tstatus->max_hp / 100; //+1% each 5s
  12595. if ((sg->val3) % 5) { //each 5s
  12596. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12597. status_heal(bl, hp, 0, 2);
  12598. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12599. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12600. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12601. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12602. ){
  12603. status_heal(bl, -hp, 0, 0);
  12604. }
  12605. }
  12606. sg->val3++; //timer
  12607. if (sg->val3 > 5) sg->val3 = 0;
  12608. }
  12609. break;
  12610. case UNT_VACUUM_EXTREME:
  12611. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12612. (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)
  12613. return 0;
  12614. else
  12615. // Apply effect and suck targets one-by-one each n seconds
  12616. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12617. break;
  12618. case UNT_BANDING:
  12619. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12620. 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));
  12621. break;
  12622. case UNT_FIRE_MANTLE:
  12623. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12624. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12625. break;
  12626. case UNT_ZENKAI_WATER:
  12627. case UNT_ZENKAI_LAND:
  12628. case UNT_ZENKAI_FIRE:
  12629. case UNT_ZENKAI_WIND:
  12630. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12631. switch( sg->unit_id ) {
  12632. case UNT_ZENKAI_WATER:
  12633. switch (rnd()%2 + 1) {
  12634. case 1:
  12635. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12636. break;
  12637. case 2:
  12638. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12639. break;
  12640. }
  12641. break;
  12642. case UNT_ZENKAI_LAND:
  12643. switch (rnd()%2 + 1) {
  12644. case 1:
  12645. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12646. break;
  12647. case 2:
  12648. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12649. break;
  12650. }
  12651. break;
  12652. case UNT_ZENKAI_FIRE:
  12653. 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));
  12654. break;
  12655. case UNT_ZENKAI_WIND:
  12656. switch (rnd()%3 + 1) {
  12657. case 1:
  12658. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12659. break;
  12660. case 2:
  12661. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12662. break;
  12663. case 3:
  12664. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12665. break;
  12666. }
  12667. break;
  12668. }
  12669. } else
  12670. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  12671. break;
  12672. case UNT_LAVA_SLIDE:
  12673. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12674. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12675. sg->limit = DIFF_TICK(tick, sg->tick);
  12676. break;
  12677. case UNT_POISON_MIST:
  12678. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12679. status_change_start(ss, bl, SC_BLIND, (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);
  12680. break;
  12681. case UNT_CHAOSPANIC:
  12682. if (tsc && tsc->data[type])
  12683. break;
  12684. 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);
  12685. break;
  12686. case UNT_B_TRAP:
  12687. if (tsc && tsc->data[type])
  12688. break;
  12689. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12690. unit->val2++; // Mark as ever been used
  12691. break;
  12692. case UNT_FIRE_RAIN:
  12693. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12694. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12695. 1,sg->skill_id,sg->skill_lv,6);
  12696. break;
  12697. }
  12698. if (bl->type == BL_MOB && ss != bl)
  12699. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12700. return skill_id;
  12701. }
  12702. /**
  12703. * Triggered when a char steps out of a skill unit
  12704. * @param src Skill unit from char moved out
  12705. * @param bl Char
  12706. * @param tick
  12707. */
  12708. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12709. {
  12710. struct skill_unit_group *sg;
  12711. struct status_change *sc;
  12712. struct status_change_entry *sce;
  12713. enum sc_type type;
  12714. nullpo_ret(src);
  12715. nullpo_ret(bl);
  12716. nullpo_ret(sg=src->group);
  12717. sc = status_get_sc(bl);
  12718. type = status_skill2sc(sg->skill_id);
  12719. sce = (sc && type != -1)?sc->data[type]:NULL;
  12720. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12721. return 0;
  12722. switch(sg->unit_id){
  12723. case UNT_SAFETYWALL:
  12724. case UNT_PNEUMA:
  12725. case UNT_EPICLESIS://Arch Bishop
  12726. if (sce)
  12727. status_change_end(bl, type, INVALID_TIMER);
  12728. break;
  12729. case UNT_BASILICA:
  12730. if (sce && sce->val4 != bl->id)
  12731. status_change_end(bl, type, INVALID_TIMER);
  12732. break;
  12733. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12734. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12735. status_change_end(bl, type, INVALID_TIMER);
  12736. break;
  12737. case UNT_DISSONANCE:
  12738. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12739. {
  12740. short i;
  12741. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12742. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12743. type = status_skill2sc(i);
  12744. sce = (sc && type != -1)?sc->data[type]:NULL;
  12745. if(sce)
  12746. return i;
  12747. }
  12748. }
  12749. }
  12750. case UNT_WHISTLE:
  12751. case UNT_ASSASSINCROSS:
  12752. case UNT_POEMBRAGI:
  12753. case UNT_APPLEIDUN:
  12754. case UNT_HUMMING:
  12755. case UNT_DONTFORGETME:
  12756. case UNT_FORTUNEKISS:
  12757. case UNT_SERVICEFORYOU:
  12758. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12759. return -1;
  12760. }
  12761. return sg->skill_id;
  12762. }
  12763. /**
  12764. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12765. * @param skill_id Skill ID
  12766. * @param bl A char
  12767. * @param tick
  12768. */
  12769. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12770. {
  12771. struct status_change *sc;
  12772. struct status_change_entry *sce;
  12773. enum sc_type type;
  12774. sc = status_get_sc(bl);
  12775. if (sc && !sc->count)
  12776. sc = NULL;
  12777. type = status_skill2sc(skill_id);
  12778. sce = (sc && type != -1)?sc->data[type]:NULL;
  12779. switch (skill_id)
  12780. {
  12781. case WZ_QUAGMIRE:
  12782. if (bl->type==BL_MOB)
  12783. break;
  12784. if (sce)
  12785. status_change_end(bl, type, INVALID_TIMER);
  12786. break;
  12787. case BD_LULLABY:
  12788. case BD_RICHMANKIM:
  12789. case BD_ETERNALCHAOS:
  12790. case BD_DRUMBATTLEFIELD:
  12791. case BD_RINGNIBELUNGEN:
  12792. case BD_ROKISWEIL:
  12793. case BD_INTOABYSS:
  12794. case BD_SIEGFRIED:
  12795. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12796. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12797. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12798. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12799. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12800. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12801. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12802. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12803. }
  12804. case MH_STEINWAND:
  12805. case MG_SAFETYWALL:
  12806. case AL_PNEUMA:
  12807. case SA_VOLCANO:
  12808. case SA_DELUGE:
  12809. case SA_VIOLENTGALE:
  12810. case CG_HERMODE:
  12811. case HW_GRAVITATION:
  12812. case HP_BASILICA:
  12813. case NJ_SUITON:
  12814. case SC_MAELSTROM:
  12815. case EL_WATER_BARRIER:
  12816. case EL_ZEPHYR:
  12817. case EL_POWER_OF_GAIA:
  12818. case SO_FIRE_INSIGNIA:
  12819. case SO_WATER_INSIGNIA:
  12820. case SO_WIND_INSIGNIA:
  12821. case SO_EARTH_INSIGNIA:
  12822. case SC_BLOODYLUST:
  12823. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12824. case GN_FIRE_EXPANSION_TEAR_GAS:
  12825. case LG_KINGS_GRACE:
  12826. case NC_STEALTHFIELD:
  12827. case NC_NEUTRALBARRIER:
  12828. if (sce)
  12829. status_change_end(bl, type, INVALID_TIMER);
  12830. break;
  12831. case BA_DISSONANCE:
  12832. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12833. {
  12834. short i;
  12835. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12836. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12837. type = status_skill2sc(i);
  12838. sce = (sc && type != -1)?sc->data[type]:NULL;
  12839. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12840. delete_timer(sce->timer, status_change_timer);
  12841. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12842. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12843. }
  12844. }
  12845. }
  12846. }
  12847. break;
  12848. case BA_POEMBRAGI:
  12849. case BA_WHISTLE:
  12850. case BA_ASSASSINCROSS:
  12851. case BA_APPLEIDUN:
  12852. case DC_HUMMING:
  12853. case DC_DONTFORGETME:
  12854. case DC_FORTUNEKISS:
  12855. case DC_SERVICEFORYOU:
  12856. if (sce)
  12857. {
  12858. delete_timer(sce->timer, status_change_timer);
  12859. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12860. //not possible on our current implementation.
  12861. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12862. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12863. }
  12864. break;
  12865. case PF_FOGWALL:
  12866. if (sce)
  12867. {
  12868. status_change_end(bl, type, INVALID_TIMER);
  12869. if ((sce=sc->data[SC_BLIND]))
  12870. {
  12871. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12872. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12873. else {
  12874. delete_timer(sce->timer, status_change_timer);
  12875. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12876. }
  12877. }
  12878. }
  12879. break;
  12880. case GD_LEADERSHIP:
  12881. case GD_GLORYWOUNDS:
  12882. case GD_SOULCOLD:
  12883. case GD_HAWKEYES:
  12884. if( !(sce && sce->val4) )
  12885. status_change_end(bl, type, INVALID_TIMER);
  12886. break;
  12887. }
  12888. return skill_id;
  12889. }
  12890. /*==========================================
  12891. * Invoked when a unit cell has been placed/removed/deleted.
  12892. * flag values:
  12893. * flag&1: Invoke onplace function (otherwise invoke onout)
  12894. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12895. * flag&8: Recursive
  12896. *------------------------------------------*/
  12897. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12898. {
  12899. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12900. struct skill_unit_group* group = unit->group;
  12901. unsigned int tick = va_arg(ap,unsigned int);
  12902. unsigned int flag = va_arg(ap,unsigned int);
  12903. uint16 skill_id;
  12904. bool dissonance = false;
  12905. bool isTarget = false;
  12906. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12907. return 0;
  12908. nullpo_ret(group);
  12909. if( !(flag&8) ) {
  12910. dissonance = skill_dance_switch(unit, 0);
  12911. //Target-type check.
  12912. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12913. }
  12914. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12915. skill_id = group->skill_id;
  12916. if( isTarget ){
  12917. if( flag&1 )
  12918. skill_unit_onplace(unit,bl,tick);
  12919. else {
  12920. if( skill_unit_onout(unit,bl,tick) == -1 )
  12921. return 0; // Don't let a Bard/Dancer update their own song timer
  12922. }
  12923. if( flag&4 )
  12924. skill_unit_onleft(skill_id, bl, tick);
  12925. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12926. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12927. if( dissonance ) {
  12928. skill_dance_switch(unit, 1);
  12929. //we placed a dissonance, let's update
  12930. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12931. }
  12932. return 0;
  12933. }
  12934. /**
  12935. * Check skill unit while receiving damage
  12936. * @param unit Skill unit
  12937. * @param damage Received damage
  12938. * @return Damage
  12939. */
  12940. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12941. {
  12942. struct skill_unit_group *sg;
  12943. nullpo_ret(unit);
  12944. nullpo_ret(sg = unit->group);
  12945. switch( sg->unit_id ) {
  12946. case UNT_BLASTMINE:
  12947. case UNT_SKIDTRAP:
  12948. case UNT_LANDMINE:
  12949. case UNT_SHOCKWAVE:
  12950. case UNT_SANDMAN:
  12951. case UNT_FLASHER:
  12952. case UNT_CLAYMORETRAP:
  12953. case UNT_FREEZINGTRAP:
  12954. case UNT_ANKLESNARE:
  12955. case UNT_ICEWALL:
  12956. case UNT_WALLOFTHORN:
  12957. case UNT_REVERBERATION:
  12958. case UNT_NETHERWORLD:
  12959. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12960. break;
  12961. default:
  12962. damage = 0;
  12963. break;
  12964. }
  12965. return damage;
  12966. }
  12967. /**
  12968. * Check char condition around the skill caster
  12969. * @param bl Char around area
  12970. * @param *c Counter for 'valid' condition found
  12971. * @param *p_sd Stores 'rid' of char found
  12972. * @param skill_id Skill ID
  12973. * @param skill_lv Level of used skill
  12974. */
  12975. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12976. {
  12977. int *c, skill_id, inf2;
  12978. struct block_list *src;
  12979. struct map_session_data *sd;
  12980. struct map_session_data *tsd;
  12981. int *p_sd; //Contains the list of characters found.
  12982. nullpo_ret(bl);
  12983. nullpo_ret(tsd=(struct map_session_data*)bl);
  12984. nullpo_ret(src=va_arg(ap,struct block_list *));
  12985. nullpo_ret(sd=(struct map_session_data*)src);
  12986. c=va_arg(ap,int *);
  12987. p_sd = va_arg(ap, int *);
  12988. skill_id = va_arg(ap,int);
  12989. inf2 = skill_get_inf2(skill_id);
  12990. if (skill_id == PR_BENEDICTIO && *c >= 2) // Check for two companions for Benedictio. [Skotlex]
  12991. return 0;
  12992. else if (skill_id == AB_ADORAMUS && *c >= 1) // Check for a partner for Adoramus.
  12993. return 0;
  12994. else if (inf2&INF2_ENSEMBLE_SKILL && *c >= 1) // Check for a partner for ensembles.
  12995. return 0;
  12996. else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET) && *c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  12997. return 0;
  12998. else if (*c >= 1) // Check for all other cases.
  12999. return 0;
  13000. if (bl == src)
  13001. return 0;
  13002. if(pc_isdead(tsd))
  13003. return 0;
  13004. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13005. return 0;
  13006. if( inf2&INF2_CHORUS_SKILL ) {
  13007. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13008. p_sd[(*c)++] = tsd->bl.id;
  13009. return 1;
  13010. } else {
  13011. switch(skill_id) {
  13012. case PR_BENEDICTIO: {
  13013. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13014. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13015. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13016. && sd->status.sp >= 10)
  13017. p_sd[(*c)++]=tsd->bl.id;
  13018. return 1;
  13019. }
  13020. case AB_ADORAMUS:
  13021. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13022. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13023. p_sd[(*c)++] = tsd->bl.id;
  13024. return 1;
  13025. case WL_COMET:
  13026. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13027. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13028. p_sd[(*c)++] = tsd->bl.id;
  13029. return 1;
  13030. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13031. {
  13032. uint16 skill_lv;
  13033. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13034. return 0;
  13035. if (sd->status.sex != tsd->status.sex &&
  13036. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13037. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13038. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13039. sd->status.party_id && tsd->status.party_id &&
  13040. sd->status.party_id == tsd->status.party_id &&
  13041. !tsd->sc.data[SC_DANCING])
  13042. {
  13043. p_sd[(*c)++]=tsd->bl.id;
  13044. return skill_lv;
  13045. } else {
  13046. return 0;
  13047. }
  13048. }
  13049. break;
  13050. }
  13051. }
  13052. return 0;
  13053. }
  13054. /**
  13055. * Checks and stores partners for ensemble skills [Skotlex]
  13056. * Max partners is 2.
  13057. * @param sd Caster
  13058. * @param skill_id
  13059. * @param skill_lv
  13060. * @param range Area range to check
  13061. * @param cast_flag Special handle
  13062. */
  13063. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13064. {
  13065. static int c=0;
  13066. static int p_sd[MAX_PARTY];
  13067. int i;
  13068. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  13069. if (!sd)
  13070. return 0;
  13071. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13072. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13073. if (cast_flag) { //Execute the skill on the partners.
  13074. struct map_session_data* tsd;
  13075. switch (skill_id) {
  13076. case PR_BENEDICTIO:
  13077. for (i = 0; i < c; i++) {
  13078. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13079. status_charge(&tsd->bl, 0, 10);
  13080. }
  13081. return c;
  13082. case AB_ADORAMUS:
  13083. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13084. i = 2 * (*skill_lv);
  13085. status_charge(&tsd->bl, 0, i);
  13086. }
  13087. break;
  13088. default: //Warning: Assuming Ensemble skills here (for speed)
  13089. if( is_chorus )
  13090. break;//Chorus skills are not to be parsed as ensambles
  13091. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13092. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13093. 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);
  13094. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13095. tsd->skill_id_dance = skill_id;
  13096. tsd->skill_lv_dance = *skill_lv;
  13097. }
  13098. return c;
  13099. }
  13100. }
  13101. //Else: new search for partners.
  13102. c = 0;
  13103. memset (p_sd, 0, sizeof(p_sd));
  13104. if( is_chorus )
  13105. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  13106. else
  13107. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13108. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13109. *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.
  13110. return c;
  13111. }
  13112. /**
  13113. * Sub function to count how many spawned mob is around.
  13114. * Some skills check with matched AI.
  13115. * @param rid Source ID
  13116. * @param mob_class Monster ID
  13117. * @param skill_id Used skill
  13118. * @param *c Counter for found monster
  13119. */
  13120. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13121. {
  13122. int *c,src_id,mob_class,skill;
  13123. uint16 ai;
  13124. struct mob_data *md;
  13125. md=(struct mob_data*)bl;
  13126. src_id=va_arg(ap,int);
  13127. mob_class=va_arg(ap,int);
  13128. skill=va_arg(ap,int);
  13129. c=va_arg(ap,int *);
  13130. 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);
  13131. if( md->master_id != src_id || md->special_state.ai != ai)
  13132. return 0; //Non alchemist summoned mobs have nothing to do here.
  13133. if(md->mob_id==mob_class)
  13134. (*c)++;
  13135. return 1;
  13136. }
  13137. /**
  13138. * Determines if a given skill should be made to consume ammo
  13139. * when used by the player. [Skotlex]
  13140. * @param sd Player
  13141. * @param skill_id Skill ID
  13142. * @return True if skill is need ammo; False otherwise.
  13143. */
  13144. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13145. {
  13146. return (
  13147. battle_config.arrow_decrement == 2 &&
  13148. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13149. skill_id != HT_PHANTASMIC &&
  13150. skill_get_type(skill_id) == BF_WEAPON &&
  13151. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  13152. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13153. );
  13154. }
  13155. /**
  13156. * Check SC required to cast a skill
  13157. * @param sc
  13158. * @param skill_id
  13159. * @return True if condition is met, False otherwise
  13160. **/
  13161. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  13162. uint8 c = 0;
  13163. struct status_change *sc = NULL;
  13164. if (!require->status_count)
  13165. return true;
  13166. nullpo_ret(sd);
  13167. if (!require || !skill_get_index(skill_id))
  13168. return false;
  13169. if (!(sc = &sd->sc)) {
  13170. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13171. return false;
  13172. }
  13173. /* May has multiple requirements */
  13174. for (c = 0; c < require->status_count; c++) {
  13175. enum sc_type req_sc = require->status[c];
  13176. if (req_sc == SC_NONE)
  13177. continue;
  13178. switch (req_sc) {
  13179. /* Official fail msg */
  13180. case SC_PUSH_CART:
  13181. if (!sc->data[SC_PUSH_CART]) {
  13182. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13183. return false;
  13184. }
  13185. break;
  13186. case SC_POISONINGWEAPON:
  13187. if (!sc->data[SC_POISONINGWEAPON]) {
  13188. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13189. return false;
  13190. }
  13191. break;
  13192. default:
  13193. if (!sc->data[req_sc]) {
  13194. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13195. return false;
  13196. }
  13197. break;
  13198. }
  13199. }
  13200. return true;
  13201. }
  13202. /**
  13203. * Check skill condition when cast begin
  13204. * For ammo, only check if the skill need ammo
  13205. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13206. * @param sd Player who uses skill
  13207. * @param skill_id ID of used skill
  13208. * @param skill_lv Level of used skill
  13209. * @return true: All condition passed, false: Failed
  13210. */
  13211. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13212. {
  13213. struct status_data *status;
  13214. struct status_change *sc;
  13215. struct skill_condition require;
  13216. int i;
  13217. uint32 inf2, inf3;
  13218. nullpo_retr(false,sd);
  13219. if (sd->chatID)
  13220. return false;
  13221. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13222. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13223. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13224. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13225. return true;
  13226. }
  13227. switch( sd->menuskill_id ) {
  13228. case AM_PHARMACY:
  13229. switch( skill_id ) {
  13230. case AM_PHARMACY:
  13231. case AC_MAKINGARROW:
  13232. case BS_REPAIRWEAPON:
  13233. case AM_TWILIGHT1:
  13234. case AM_TWILIGHT2:
  13235. case AM_TWILIGHT3:
  13236. return false;
  13237. }
  13238. break;
  13239. case GN_MIX_COOKING:
  13240. case GN_MAKEBOMB:
  13241. case GN_S_PHARMACY:
  13242. case GN_CHANGEMATERIAL:
  13243. if( sd->menuskill_id != skill_id )
  13244. return false;
  13245. break;
  13246. }
  13247. status = &sd->battle_status;
  13248. sc = &sd->sc;
  13249. if( !sc->count )
  13250. sc = NULL;
  13251. if( sd->skillitem == skill_id )
  13252. {
  13253. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13254. sd->state.abra_flag = 0;
  13255. else
  13256. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13257. if( (i = sd->itemindex) == -1 ||
  13258. sd->status.inventory[i].nameid != sd->itemid ||
  13259. sd->inventory_data[i] == NULL ||
  13260. !sd->inventory_data[i]->flag.delay_consume ||
  13261. sd->status.inventory[i].amount < 1
  13262. )
  13263. { //Something went wrong, item exploit?
  13264. sd->itemid = sd->itemindex = -1;
  13265. return false;
  13266. }
  13267. //Consume
  13268. sd->itemid = sd->itemindex = -1;
  13269. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  13270. ; //Do not consume item.
  13271. else if( sd->status.inventory[i].expire_time == 0 )
  13272. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13273. }
  13274. return true;
  13275. }
  13276. if( pc_is90overweight(sd) ) {
  13277. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13278. return false;
  13279. }
  13280. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13281. return false;
  13282. //Checks if disabling skill - in which case no SP requirements are necessary
  13283. if( sc && skill_disable_check(sc,skill_id))
  13284. return true;
  13285. inf3 = skill_get_inf3(skill_id);
  13286. // Check the skills that can be used while mounted on a warg
  13287. if( pc_isridingwug(sd) ) {
  13288. if(!(inf3&INF3_USABLE_WARG))
  13289. return false; // in official there is no message.
  13290. }
  13291. if( pc_ismadogear(sd) ) {
  13292. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13293. //Only Mechanic exlcusive skill can be used.
  13294. if(inf3&INF3_DIS_MADO){
  13295. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13296. return false;
  13297. }
  13298. }
  13299. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13300. // return false;
  13301. require = skill_get_requirement(sd,skill_id,skill_lv);
  13302. //Can only update state when weapon/arrow info is checked.
  13303. sd->state.arrow_atk = require.ammo?1:0;
  13304. // perform skill-group checks
  13305. inf2 = skill_get_inf2(skill_id);
  13306. if(inf2&INF2_CHORUS_SKILL) {
  13307. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  13308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13309. return false;
  13310. }
  13311. }
  13312. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13313. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13315. return false;
  13316. }
  13317. }
  13318. // perform skill-specific checks (and actions)
  13319. switch( skill_id ) {
  13320. case SO_SPELLFIST:
  13321. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13322. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13323. return false;
  13324. }
  13325. case SA_CASTCANCEL:
  13326. if(sd->ud.skilltimer == INVALID_TIMER) {
  13327. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13328. return false;
  13329. }
  13330. break;
  13331. case AS_CLOAKING:
  13332. {
  13333. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13334. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13335. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13336. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13337. int di;
  13338. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13339. if( di == 8 ) {
  13340. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13341. return false;
  13342. }
  13343. }
  13344. break;
  13345. }
  13346. case AL_WARP:
  13347. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13348. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13349. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13350. return false;
  13351. }
  13352. break;
  13353. case MO_CALLSPIRITS:
  13354. if(sc && sc->data[SC_RAISINGDRAGON])
  13355. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13356. if(sd->spiritball >= skill_lv) {
  13357. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13358. return false;
  13359. }
  13360. break;
  13361. case MO_FINGEROFFENSIVE:
  13362. case GS_FLING:
  13363. case SR_RAMPAGEBLASTER:
  13364. case SR_RIDEINLIGHTNING:
  13365. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13366. sd->spiritball_old = require.spiritball = sd->spiritball;
  13367. else
  13368. sd->spiritball_old = require.spiritball;
  13369. break;
  13370. case MO_CHAINCOMBO:
  13371. if(!sc)
  13372. return false;
  13373. if(sc->data[SC_BLADESTOP])
  13374. break;
  13375. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13376. break;
  13377. return false;
  13378. case MO_COMBOFINISH:
  13379. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13380. return false;
  13381. break;
  13382. case CH_TIGERFIST:
  13383. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13384. return false;
  13385. break;
  13386. case CH_CHAINCRUSH:
  13387. if(!(sc && sc->data[SC_COMBO]))
  13388. return false;
  13389. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13390. return false;
  13391. break;
  13392. case MO_EXTREMITYFIST:
  13393. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13394. // return false;
  13395. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13396. break;
  13397. if( sc && sc->data[SC_COMBO] ) {
  13398. switch(sc->data[SC_COMBO]->val1) {
  13399. case MO_COMBOFINISH:
  13400. case CH_TIGERFIST:
  13401. case CH_CHAINCRUSH:
  13402. break;
  13403. default:
  13404. return false;
  13405. }
  13406. }
  13407. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13409. return false;
  13410. }
  13411. break;
  13412. case TK_MISSION:
  13413. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13415. return false;
  13416. }
  13417. break;
  13418. case TK_READYCOUNTER:
  13419. case TK_READYDOWN:
  13420. case TK_READYSTORM:
  13421. case TK_READYTURN:
  13422. case TK_JUMPKICK:
  13423. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13425. return false;
  13426. }
  13427. break;
  13428. case TK_TURNKICK:
  13429. case TK_STORMKICK:
  13430. case TK_DOWNKICK:
  13431. case TK_COUNTER:
  13432. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13433. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13434. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13435. return false; //Combo needs to be ready
  13436. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13437. //Do not repeat a kick.
  13438. if (sc->data[SC_COMBO]->val3 != skill_id)
  13439. break;
  13440. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13441. return false;
  13442. }
  13443. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13444. unit_cancel_combo(&sd->bl);
  13445. return false;
  13446. }
  13447. break; //Combo ready.
  13448. case BD_ADAPTATION:
  13449. {
  13450. int time;
  13451. if(!(sc && sc->data[SC_DANCING])) {
  13452. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13453. return false;
  13454. }
  13455. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13456. if (skill_get_time(
  13457. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13458. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13459. - time < skill_get_time2(skill_id,skill_lv))
  13460. {
  13461. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13462. return false;
  13463. }
  13464. }
  13465. break;
  13466. case PR_BENEDICTIO:
  13467. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13469. return false;
  13470. }
  13471. break;
  13472. case SL_SMA:
  13473. if(!(sc && sc->data[SC_SMA]))
  13474. return false;
  13475. break;
  13476. case HT_POWER:
  13477. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13478. return false;
  13479. break;
  13480. case CG_HERMODE:
  13481. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13482. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13483. return false;
  13484. }
  13485. break;
  13486. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13487. {
  13488. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13489. int size = range*2+1;
  13490. for (s=0;s<size*size;s++) {
  13491. int x = sd->bl.x+(s%size-range);
  13492. int y = sd->bl.y+(s/size-range);
  13493. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13494. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13495. return false;
  13496. }
  13497. }
  13498. }
  13499. break;
  13500. case PR_REDEMPTIO:
  13501. {
  13502. int exp;
  13503. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13504. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13505. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13506. return false;
  13507. }
  13508. break;
  13509. }
  13510. case HP_BASILICA:
  13511. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13512. if( sd ) {
  13513. // When castbegin, needs 7x7 clear area
  13514. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13515. int size = range*2+1;
  13516. for( s=0;s<size*size;s++ ) {
  13517. int x = sd->bl.x+(s%size-range);
  13518. int y = sd->bl.y+(s/size-range);
  13519. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13520. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13521. return false;
  13522. }
  13523. }
  13524. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13525. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13526. return false;
  13527. }
  13528. }
  13529. }
  13530. break;
  13531. case AM_TWILIGHT2:
  13532. case AM_TWILIGHT3:
  13533. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13534. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13535. return false;
  13536. }
  13537. break;
  13538. case SG_SUN_WARM:
  13539. case SG_MOON_WARM:
  13540. case SG_STAR_WARM:
  13541. if (sc && sc->data[SC_MIRACLE])
  13542. break;
  13543. i = skill_id-SG_SUN_WARM;
  13544. if (sd->bl.m == sd->feel_map[i].m)
  13545. break;
  13546. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13547. return false;
  13548. break;
  13549. case SG_SUN_COMFORT:
  13550. case SG_MOON_COMFORT:
  13551. case SG_STAR_COMFORT:
  13552. if (sc && sc->data[SC_MIRACLE])
  13553. break;
  13554. i = skill_id-SG_SUN_COMFORT;
  13555. if (sd->bl.m == sd->feel_map[i].m &&
  13556. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13557. break;
  13558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13559. return false;
  13560. case SG_FUSION:
  13561. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13562. break;
  13563. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13564. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13565. if( require.sp > 0 ) {
  13566. if (status->sp < (unsigned int)require.sp)
  13567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13568. else
  13569. status_zap(&sd->bl, 0, require.sp);
  13570. }
  13571. return false;
  13572. case GD_BATTLEORDER:
  13573. case GD_REGENERATION:
  13574. case GD_RESTORE:
  13575. if (!map_flag_gvg2(sd->bl.m)) {
  13576. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13577. return false;
  13578. }
  13579. case GD_EMERGENCYCALL:
  13580. case GD_ITEMEMERGENCYCALL:
  13581. // other checks were already done in skill_isNotOk()
  13582. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13583. return false;
  13584. break;
  13585. case GS_GLITTERING:
  13586. if(sd->spiritball >= 10) {
  13587. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13588. return false;
  13589. }
  13590. break;
  13591. case NJ_ISSEN:
  13592. #ifdef RENEWAL
  13593. if (status->hp < (status->hp/100)) {
  13594. #else
  13595. if (status->hp < 2) {
  13596. #endif
  13597. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13598. return false;
  13599. }
  13600. case NJ_BUNSINJYUTSU:
  13601. if (!(sc && sc->data[SC_NEN])) {
  13602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13603. return false;
  13604. }
  13605. break;
  13606. case NJ_ZENYNAGE:
  13607. case KO_MUCHANAGE:
  13608. if(sd->status.zeny < require.zeny) {
  13609. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13610. return false;
  13611. }
  13612. break;
  13613. case PF_HPCONVERSION:
  13614. if (status->sp == status->max_sp)
  13615. return false; //Unusable when at full SP.
  13616. break;
  13617. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13618. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13620. return false;
  13621. }
  13622. break;
  13623. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13624. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13626. return false;
  13627. }
  13628. break;
  13629. case AB_ANCILLA: {
  13630. int count = 0;
  13631. for( i = 0; i < MAX_INVENTORY; i++ )
  13632. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13633. count += sd->status.inventory[i].amount;
  13634. if( count >= 3 ) {
  13635. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13636. return false;
  13637. }
  13638. }
  13639. break;
  13640. /**
  13641. * Keeping as a note:
  13642. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13643. */
  13644. //case AB_LAUDAAGNUS:
  13645. //case AB_LAUDARAMUS:
  13646. // if( !sd->status.party_id ) {
  13647. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13648. // return false;
  13649. // }
  13650. // break;
  13651. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13652. case WL_COMET:
  13653. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13654. && sd->special_state.no_gemstone == 0
  13655. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13656. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13657. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13658. return false;
  13659. }
  13660. break;
  13661. case WL_SUMMONFB:
  13662. case WL_SUMMONBL:
  13663. case WL_SUMMONWB:
  13664. case WL_SUMMONSTONE:
  13665. if( sc ) {
  13666. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13667. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13668. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13669. return false;
  13670. }
  13671. }
  13672. break;
  13673. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13674. if( sc ) {
  13675. int j = 0;
  13676. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13677. if( sc->data[i] ) {
  13678. j++;
  13679. }
  13680. if( j < 4 ) { // Need 4 spheres minimum
  13681. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13682. return false;
  13683. }
  13684. }
  13685. else { // no status at all? no spheres present
  13686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13687. return false;
  13688. }
  13689. break;
  13690. case GC_HALLUCINATIONWALK:
  13691. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13692. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13693. return false;
  13694. }
  13695. break;
  13696. case GC_COUNTERSLASH:
  13697. case GC_WEAPONCRUSH:
  13698. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13699. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13700. return false;
  13701. }
  13702. break;
  13703. case RA_WUGMASTERY:
  13704. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13706. return false;
  13707. }
  13708. break;
  13709. case RA_WUGSTRIKE:
  13710. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13711. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13712. return false;
  13713. }
  13714. break;
  13715. case RA_WUGRIDER:
  13716. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13718. return false;
  13719. }
  13720. break;
  13721. case RA_WUGDASH:
  13722. if(!pc_isridingwug(sd)) {
  13723. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13724. return false;
  13725. }
  13726. else {
  13727. int16 sx = sd->bl.x;
  13728. int16 sy = sd->bl.y;
  13729. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  13730. switch (dir) {
  13731. case 0: case 8: sy++; break;
  13732. case 1: sx--; sy++; break;
  13733. case 2: sx--; break;
  13734. case 3: sx--; sy--; break;
  13735. case 4: sy--; break;
  13736. case 5: sx++; sy--; break;
  13737. case 6: sx++; break;
  13738. case 7: sx++; sy++; break;
  13739. }
  13740. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  13741. return false;
  13742. }
  13743. }
  13744. break;
  13745. case LG_BANDING:
  13746. if( sc && sc->data[SC_INSPIRATION] ) {
  13747. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13748. return false;
  13749. }
  13750. break;
  13751. case LG_PRESTIGE:
  13752. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13753. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13754. return false;
  13755. }
  13756. break;
  13757. case LG_RAGEBURST:
  13758. if( sd->spiritball == 0 ) {
  13759. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13760. return false;
  13761. }
  13762. sd->spiritball_old = require.spiritball = sd->spiritball;
  13763. break;
  13764. case LG_SHIELDSPELL: {
  13765. short index = sd->equip_index[EQI_HAND_L];
  13766. struct item_data *shield_data = NULL;
  13767. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13768. shield_data = sd->inventory_data[index];
  13769. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13770. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13771. break;
  13772. }
  13773. }
  13774. break;
  13775. case LG_RAYOFGENESIS:
  13776. case LG_HESPERUSLIT:
  13777. if (sc && sc->data[SC_INSPIRATION])
  13778. return true; // Don't check for partner.
  13779. if (!(sc && sc->data[SC_BANDING])) {
  13780. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13781. return false;
  13782. }
  13783. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3))
  13784. return false; // Just fails, no msg here.
  13785. break;
  13786. case SR_FALLENEMPIRE:
  13787. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13788. return false;
  13789. break;
  13790. case SR_CRESCENTELBOW:
  13791. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13792. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13793. return false;
  13794. }
  13795. break;
  13796. case SR_CURSEDCIRCLE:
  13797. if (map_flag_gvg(sd->bl.m)) {
  13798. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13799. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  13800. char output[128];
  13801. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13802. clif_colormes(sd->fd,color_table[COLOR_RED], output);
  13803. return false;
  13804. }
  13805. }
  13806. if( sd->spiritball > 0 )
  13807. sd->spiritball_old = require.spiritball = sd->spiritball;
  13808. else {
  13809. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13810. return false;
  13811. }
  13812. break;
  13813. case SR_GATEOFHELL:
  13814. if( sd->spiritball > 0 )
  13815. sd->spiritball_old = require.spiritball;
  13816. break;
  13817. case SC_MANHOLE:
  13818. case SC_DIMENSIONDOOR:
  13819. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13820. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13821. return false;
  13822. }
  13823. break;
  13824. case SC_FEINTBOMB:
  13825. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13826. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13827. return false;
  13828. }
  13829. break;
  13830. case WM_GREAT_ECHO: {
  13831. int count;
  13832. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13833. if( count < 1 ) {
  13834. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13835. return false;
  13836. } else
  13837. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13838. }
  13839. break;
  13840. case SO_FIREWALK:
  13841. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13842. if( sc && sc->data[SC_PROPERTYWALK] &&
  13843. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13844. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13845. return false;
  13846. }
  13847. break;
  13848. case SO_EL_CONTROL:
  13849. if( !sd->status.ele_id || !sd->ed ) {
  13850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13851. return false;
  13852. }
  13853. break;
  13854. case RETURN_TO_ELDICASTES:
  13855. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13857. return false;
  13858. }
  13859. break;
  13860. case LG_REFLECTDAMAGE:
  13861. case CR_REFLECTSHIELD:
  13862. if( sc && sc->data[SC_KYOMU] && rnd()%100 < 30){
  13863. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13864. return false;
  13865. }
  13866. break;
  13867. case KO_JYUMONJIKIRI:
  13868. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  13869. return true;
  13870. else {
  13871. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13872. return false;
  13873. }
  13874. break;
  13875. case KO_KAHU_ENTEN:
  13876. case KO_HYOUHU_HUBUKI:
  13877. case KO_KAZEHU_SEIRAN:
  13878. case KO_DOHU_KOUKAI:
  13879. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  13880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13881. return false;
  13882. }
  13883. break;
  13884. case KO_KAIHOU:
  13885. case KO_ZENKAI:
  13886. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  13887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  13888. return false;
  13889. }
  13890. break;
  13891. }
  13892. /* check state required */
  13893. switch (require.state) {
  13894. case ST_HIDDEN:
  13895. if(!pc_ishiding(sd)) {
  13896. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13897. return false;
  13898. }
  13899. break;
  13900. case ST_RIDING:
  13901. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13902. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13903. return false;
  13904. }
  13905. break;
  13906. case ST_FALCON:
  13907. if(!pc_isfalcon(sd)) {
  13908. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13909. return false;
  13910. }
  13911. break;
  13912. case ST_CART:
  13913. if(!pc_iscarton(sd)) {
  13914. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13915. return false;
  13916. }
  13917. break;
  13918. case ST_SHIELD:
  13919. if(sd->status.shield <= 0) {
  13920. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13921. return false;
  13922. }
  13923. break;
  13924. case ST_RECOV_WEIGHT_RATE:
  13925. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13926. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13927. return false;
  13928. }
  13929. break;
  13930. case ST_MOVE_ENABLE:
  13931. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13932. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13933. if (!unit_can_move(&sd->bl)) {
  13934. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13935. return false;
  13936. }
  13937. break;
  13938. case ST_WATER:
  13939. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13940. break;
  13941. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13942. break;
  13943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13944. return false;
  13945. case ST_RIDINGDRAGON:
  13946. if( !pc_isridingdragon(sd) ) {
  13947. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13948. return false;
  13949. }
  13950. break;
  13951. case ST_WUG:
  13952. if( !pc_iswug(sd) ) {
  13953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13954. return false;
  13955. }
  13956. break;
  13957. case ST_RIDINGWUG:
  13958. if( !pc_isridingwug(sd) ) {
  13959. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13960. return false;
  13961. }
  13962. break;
  13963. case ST_MADO:
  13964. if( !pc_ismadogear(sd) ) {
  13965. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13966. return false;
  13967. }
  13968. break;
  13969. case ST_ELEMENTALSPIRIT:
  13970. case ST_ELEMENTALSPIRIT2:
  13971. if(!sd->ed) {
  13972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13973. return false;
  13974. }
  13975. break;
  13976. case ST_PECO:
  13977. if(!pc_isriding(sd)) {
  13978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13979. return false;
  13980. }
  13981. break;
  13982. }
  13983. /* check the status required */
  13984. if (require.status_count) {
  13985. switch (skill_id) {
  13986. // Being checked later in skill_check_condition_castend()
  13987. case WZ_SIGHTRASHER:
  13988. break;
  13989. default:
  13990. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13991. return false;
  13992. break;
  13993. }
  13994. }
  13995. //check if equipped item
  13996. if (require.eqItem_count) {
  13997. for (i = 0; i < require.eqItem_count; i++) {
  13998. uint16 reqeqit = require.eqItem[i];
  13999. if (!reqeqit)
  14000. break; //no required item; get out of here
  14001. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14002. if (i == require.eqItem_count) {
  14003. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14004. return false;
  14005. }
  14006. } else
  14007. break; // Wearing an applicable item.
  14008. }
  14009. }
  14010. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14011. //mhp is the max-hp-requirement, that is,
  14012. //you must have this % or less of HP to cast it.
  14013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14014. return false;
  14015. }
  14016. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14018. return false;
  14019. }
  14020. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14022. return false;
  14023. }
  14024. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14025. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14026. return false;
  14027. }
  14028. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14029. (require.spiritball == -1 && sd->spiritball < 1) ) {
  14030. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  14031. return false;
  14032. }
  14033. return true;
  14034. }
  14035. /**
  14036. * Check skill condition when cast end.
  14037. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14038. * @param sd Player who uses skill
  14039. * @param skill_id ID of used skill
  14040. * @param skill_lv Level of used skill
  14041. * @return true: All condition passed, false: Failed
  14042. */
  14043. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14044. {
  14045. struct skill_condition require;
  14046. struct status_data *status;
  14047. int i;
  14048. short index[MAX_SKILL_ITEM_REQUIRE];
  14049. nullpo_retr(false,sd);
  14050. if( sd->chatID )
  14051. return false;
  14052. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14053. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14054. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14055. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14056. return true;
  14057. }
  14058. switch( sd->menuskill_id ) { // Cast start or cast end??
  14059. case AM_PHARMACY:
  14060. switch( skill_id ) {
  14061. case AM_PHARMACY:
  14062. case AC_MAKINGARROW:
  14063. case BS_REPAIRWEAPON:
  14064. case AM_TWILIGHT1:
  14065. case AM_TWILIGHT2:
  14066. case AM_TWILIGHT3:
  14067. return false;
  14068. }
  14069. break;
  14070. case GN_MIX_COOKING:
  14071. case GN_MAKEBOMB:
  14072. case GN_S_PHARMACY:
  14073. case GN_CHANGEMATERIAL:
  14074. if( sd->menuskill_id != skill_id )
  14075. return false;
  14076. break;
  14077. }
  14078. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  14079. return true;
  14080. if( pc_is90overweight(sd) ) {
  14081. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14082. return false;
  14083. }
  14084. // perform skill-specific checks (and actions)
  14085. switch( skill_id ) {
  14086. case PR_BENEDICTIO:
  14087. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14088. break;
  14089. case AM_CANNIBALIZE:
  14090. case AM_SPHEREMINE: {
  14091. int c=0;
  14092. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  14093. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14094. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14095. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14096. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14097. if(c >= maxcount ||
  14098. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14099. { //Fails when: exceed max limit. There are other plant types already out.
  14100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14101. return false;
  14102. }
  14103. }
  14104. break;
  14105. }
  14106. case NC_SILVERSNIPER:
  14107. case NC_MAGICDECOY: {
  14108. int c = 0;
  14109. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14110. int mob_class = MOBID_SILVERSNIPER;
  14111. if( skill_id == NC_MAGICDECOY )
  14112. mob_class = MOBID_MAGICDECOY_FIRE;
  14113. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14114. if( skill_id == NC_MAGICDECOY ) {
  14115. int j;
  14116. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14117. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14118. } else
  14119. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14120. if( c >= maxcount ) {
  14121. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14122. return false;
  14123. }
  14124. }
  14125. }
  14126. break;
  14127. case KO_ZANZOU: {
  14128. int c = 0;
  14129. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14130. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14131. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14132. return false;
  14133. }
  14134. }
  14135. break;
  14136. }
  14137. status = &sd->battle_status;
  14138. require = skill_get_requirement(sd,skill_id,skill_lv);
  14139. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14140. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14141. return false;
  14142. }
  14143. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14144. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14145. return false;
  14146. }
  14147. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14148. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14149. clif_arrow_fail(sd,0);
  14150. return false;
  14151. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  14152. char e_msg[100];
  14153. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14155. return false;
  14156. }
  14157. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14158. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14159. return false;
  14160. }
  14161. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14162. skill_get_desc(skill_id),
  14163. require.ammo_qty,
  14164. itemdb_jname(sd->status.inventory[i].nameid));
  14165. clif_colormes(sd->fd,color_table[COLOR_RED],e_msg);
  14166. return false;
  14167. }
  14168. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14169. //which is the closest we have to wrong ammo type. [Skotlex]
  14170. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14171. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14172. return false;
  14173. }
  14174. }
  14175. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14176. if( !require.itemid[i] )
  14177. continue;
  14178. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14179. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  14180. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14182. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14183. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14184. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14186. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14187. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14188. else if( require.itemid[i] == ITEMID_ANCILLA )
  14189. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14190. else {
  14191. char output[CHAT_SIZE_MAX];
  14192. //Official is using msgstringtable.txt for each requirement failure
  14193. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14194. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  14195. clif_colormes(sd->fd,color_table[COLOR_RED],output);
  14196. }
  14197. return false;
  14198. }
  14199. }
  14200. /* check the status required */
  14201. if (require.status_count) {
  14202. switch (skill_id) {
  14203. case WZ_SIGHTRASHER:
  14204. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14205. return false;
  14206. break;
  14207. default:
  14208. break;
  14209. }
  14210. }
  14211. return true;
  14212. }
  14213. /** Consume skill requirement
  14214. * @param sd Player who uses the skill
  14215. * @param skill_id ID of used skill
  14216. * @param skill_lv Level of used skill
  14217. * @param type Consume type
  14218. * type&1: consume the others (before skill was used);
  14219. * type&2: consume items (after skill was used)
  14220. */
  14221. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14222. {
  14223. struct skill_condition require;
  14224. nullpo_retv(sd);
  14225. require = skill_get_requirement(sd,skill_id,skill_lv);
  14226. if( type&1 ) {
  14227. switch( skill_id ) {
  14228. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14229. case MC_IDENTIFY:
  14230. require.sp = 0;
  14231. break;
  14232. case MO_KITRANSLATION:
  14233. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14234. require.spiritball = 0;
  14235. //Fall through
  14236. default:
  14237. if(sd->state.autocast)
  14238. require.sp = 0;
  14239. break;
  14240. }
  14241. if(require.hp || require.sp)
  14242. status_zap(&sd->bl, require.hp, require.sp);
  14243. if(require.spiritball > 0)
  14244. pc_delspiritball(sd,require.spiritball,0);
  14245. else if(require.spiritball == -1) {
  14246. sd->spiritball_old = sd->spiritball;
  14247. pc_delspiritball(sd,sd->spiritball,0);
  14248. }
  14249. if(require.zeny > 0)
  14250. {
  14251. if( skill_id == NJ_ZENYNAGE )
  14252. require.zeny = 0; //Zeny is reduced on skill_attack.
  14253. if( sd->status.zeny < require.zeny )
  14254. require.zeny = sd->status.zeny;
  14255. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14256. }
  14257. }
  14258. if( type&2 ) {
  14259. struct status_change *sc = &sd->sc;
  14260. int n,i;
  14261. if( !sc->count )
  14262. sc = NULL;
  14263. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14264. {
  14265. if( !require.itemid[i] )
  14266. continue;
  14267. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14268. continue; //Gemstones are checked, but not substracted from inventory.
  14269. switch( skill_id ){
  14270. case SA_SEISMICWEAPON:
  14271. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14272. continue;
  14273. break;
  14274. case SA_FLAMELAUNCHER:
  14275. case SA_VOLCANO:
  14276. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14277. continue;
  14278. break;
  14279. case SA_FROSTWEAPON:
  14280. case SA_DELUGE:
  14281. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14282. continue;
  14283. break;
  14284. case SA_LIGHTNINGLOADER:
  14285. case SA_VIOLENTGALE:
  14286. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14287. continue;
  14288. break;
  14289. }
  14290. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14291. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14292. }
  14293. }
  14294. }
  14295. /**
  14296. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14297. * @param sd Player's that will be checked
  14298. * @param skill_id Skill that's being used
  14299. * @param skill_lv Skill level of used skill
  14300. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14301. */
  14302. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14303. {
  14304. struct skill_condition req;
  14305. struct status_data *status;
  14306. struct status_change *sc;
  14307. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14308. uint16 idx;
  14309. bool level_dependent = false;
  14310. memset(&req,0,sizeof(req));
  14311. if( !sd )
  14312. return req;
  14313. if( sd->skillitem == skill_id )
  14314. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14315. sc = &sd->sc;
  14316. if( !sc->count )
  14317. sc = NULL;
  14318. //Checks if disabling skill - in which case no SP requirements are necessary
  14319. if( sc && skill_disable_check(sc,skill_id) )
  14320. return req;
  14321. idx = skill_get_index(skill_id);
  14322. if( idx == 0 ) // invalid skill id
  14323. return req;
  14324. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14325. status = &sd->battle_status;
  14326. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14327. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14328. if(hp_rate > 0)
  14329. req.hp += (status->hp * hp_rate)/100;
  14330. else
  14331. req.hp += (status->max_hp * (-hp_rate))/100;
  14332. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14333. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14334. req.sp /= 2;
  14335. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14336. if(sp_rate > 0)
  14337. req.sp += (status->sp * sp_rate)/100;
  14338. else
  14339. req.sp += (status->max_sp * (-sp_rate))/100;
  14340. if( sd->dsprate != 100 )
  14341. req.sp = req.sp * sd->dsprate / 100;
  14342. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14343. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14344. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14345. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14346. if( i < ARRAYLENGTH(sd->skillusesp) )
  14347. req.sp -= sd->skillusesp[i].val;
  14348. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14349. if( sc ) {
  14350. if( sc->data[SC__LAZINESS] )
  14351. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14352. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14353. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14354. if( sc->data[SC_RECOGNIZEDSPELL] )
  14355. req.sp += req.sp / 4;
  14356. if( sc->data[SC_OFFERTORIUM])
  14357. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14358. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14359. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14360. }
  14361. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14362. if( sc && sc->data[SC__UNLUCKY] ) {
  14363. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14364. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14365. else
  14366. req.zeny += 1000;
  14367. }
  14368. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14369. req.state = skill_db[idx]->require.state;
  14370. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14371. req.weapon = skill_db[idx]->require.weapon;
  14372. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14373. if (req.ammo_qty)
  14374. req.ammo = skill_db[idx]->require.ammo;
  14375. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14376. { //Assume this skill is using the weapon, therefore it requires arrows.
  14377. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14378. req.ammo_qty = 1;
  14379. }
  14380. req.status_count = skill_db[idx]->require.status_count;
  14381. req.status = skill_db[idx]->require.status;
  14382. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14383. req.eqItem = skill_db[idx]->require.eqItem;
  14384. switch( skill_id ) {
  14385. /* Skill level-dependent checks */
  14386. case NC_SHAPESHIFT:
  14387. case NC_REPAIR:
  14388. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14389. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14390. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14391. case GN_FIRE_EXPANSION:
  14392. case SO_SUMMON_AGNI:
  14393. case SO_SUMMON_AQUA:
  14394. case SO_SUMMON_VENTUS:
  14395. case SO_SUMMON_TERA:
  14396. case SO_WATER_INSIGNIA:
  14397. case SO_FIRE_INSIGNIA:
  14398. case SO_WIND_INSIGNIA:
  14399. case SO_EARTH_INSIGNIA:
  14400. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14401. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14402. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14403. level_dependent = true;
  14404. /* Normal skill requirements and gemstone checks */
  14405. default:
  14406. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14407. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14408. if (!level_dependent) {
  14409. switch( skill_id ) {
  14410. case AM_POTIONPITCHER:
  14411. case CR_SLIMPITCHER:
  14412. case CR_CULTIVATION:
  14413. if (i != skill_lv%11 - 1)
  14414. continue;
  14415. break;
  14416. case AM_CALLHOMUN:
  14417. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14418. continue;
  14419. break;
  14420. case AB_ADORAMUS:
  14421. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14422. continue;
  14423. break;
  14424. case WL_COMET:
  14425. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14426. continue;
  14427. break;
  14428. }
  14429. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14430. req.amount[i] = skill_db[idx]->require.amount[i];
  14431. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14432. int16 itIndex;
  14433. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i])) {
  14434. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14435. req.itemid[i] = ITEMID_TRAP;
  14436. else
  14437. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14438. req.amount[i] = 1;
  14439. }
  14440. break;
  14441. }
  14442. }
  14443. // Check requirement for gemstone.
  14444. if (itemid_isgemstone(req.itemid[i])) {
  14445. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14446. req.itemid[i] = req.amount[i] = 0;
  14447. else {
  14448. if( sd->special_state.no_gemstone )
  14449. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14450. if( skill_id != SA_ABRACADABRA )
  14451. req.itemid[i] = req.amount[i] = 0;
  14452. else if( --req.amount[i] < 1 )
  14453. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14454. }
  14455. if(sc && sc->data[SC_INTOABYSS])
  14456. {
  14457. if( skill_id != SA_ABRACADABRA )
  14458. req.itemid[i] = req.amount[i] = 0;
  14459. else if( --req.amount[i] < 1 )
  14460. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14461. }
  14462. }
  14463. }
  14464. }
  14465. break;
  14466. }
  14467. // Check for cost reductions due to skills & SCs
  14468. switch(skill_id) {
  14469. case MC_MAMMONITE:
  14470. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14471. req.zeny -= req.zeny*10/100;
  14472. break;
  14473. case AL_HOLYLIGHT:
  14474. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14475. req.sp *= 5;
  14476. break;
  14477. case SL_SMA:
  14478. case SL_STUN:
  14479. case SL_STIN:
  14480. {
  14481. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14482. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14483. break;
  14484. if(sd->status.base_level>=90)
  14485. req.sp -= req.sp*7*kaina_lv/100;
  14486. else if(sd->status.base_level>=80)
  14487. req.sp -= req.sp*5*kaina_lv/100;
  14488. else if(sd->status.base_level>=70)
  14489. req.sp -= req.sp*3*kaina_lv/100;
  14490. }
  14491. break;
  14492. case MO_CHAINCOMBO:
  14493. case MO_COMBOFINISH:
  14494. case CH_TIGERFIST:
  14495. case CH_CHAINCRUSH:
  14496. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14497. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14498. break;
  14499. case MO_BODYRELOCATION:
  14500. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14501. req.spiritball = 0;
  14502. break;
  14503. case MO_EXTREMITYFIST:
  14504. if( sc ) {
  14505. if( sc->data[SC_BLADESTOP] )
  14506. req.spiritball--;
  14507. else if( sc->data[SC_COMBO] ) {
  14508. switch( sc->data[SC_COMBO]->val1 ) {
  14509. case MO_COMBOFINISH:
  14510. req.spiritball = 4;
  14511. break;
  14512. case CH_TIGERFIST:
  14513. req.spiritball = 3;
  14514. break;
  14515. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14516. req.spiritball = sd->spiritball?sd->spiritball:1;
  14517. break;
  14518. }
  14519. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14520. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14521. }
  14522. break;
  14523. case SR_RAMPAGEBLASTER:
  14524. req.spiritball = sd->spiritball?sd->spiritball:15;
  14525. break;
  14526. case LG_RAGEBURST:
  14527. req.spiritball = sd->spiritball?sd->spiritball:1;
  14528. break;
  14529. case SR_GATEOFHELL:
  14530. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14531. req.sp -= req.sp * 10 / 100;
  14532. break;
  14533. case SO_SUMMON_AGNI:
  14534. case SO_SUMMON_AQUA:
  14535. case SO_SUMMON_VENTUS:
  14536. case SO_SUMMON_TERA: {
  14537. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14538. if( spirit_sympathy )
  14539. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14540. }
  14541. break;
  14542. case SO_PSYCHIC_WAVE:
  14543. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14544. req.sp += req.sp / 2; // 1.5x SP cost
  14545. break;
  14546. }
  14547. //Check if player is using the copied skill [Cydh]
  14548. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14549. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14550. if (req_opt&0x0001) req.hp = 0;
  14551. if (req_opt&0x0002) req.mhp = 0;
  14552. if (req_opt&0x0004) req.sp = 0;
  14553. if (req_opt&0x0008) req.hp_rate = 0;
  14554. if (req_opt&0x0010) req.sp_rate = 0;
  14555. if (req_opt&0x0020) req.zeny = 0;
  14556. if (req_opt&0x0040) req.weapon = 0;
  14557. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14558. if (req_opt&0x0100) req.state = ST_NONE;
  14559. if (req_opt&0x0200) req.status_count = 0;
  14560. if (req_opt&0x0400) req.spiritball = 0;
  14561. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14562. if (req_opt&0x1000) req.eqItem_count = 0;
  14563. }
  14564. return req;
  14565. }
  14566. /*==========================================
  14567. * Does cast-time reductions based on dex, item bonuses and config setting
  14568. *------------------------------------------*/
  14569. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14570. double time = skill_get_cast(skill_id, skill_lv);
  14571. nullpo_ret(bl);
  14572. #ifndef RENEWAL_CAST
  14573. {
  14574. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  14575. struct status_change *sc = status_get_sc(bl);
  14576. int reduce_cast_rate = 0;
  14577. uint8 flag = skill_get_castnodex(skill_id);
  14578. // calculate base cast time (reduced by dex)
  14579. if (!(flag&1)) {
  14580. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14581. if (scale > 0) // not instant cast
  14582. time = time * (float)scale / battle_config.castrate_dex_scale;
  14583. else
  14584. return 0; // instant cast
  14585. }
  14586. // calculate cast time reduced by item/card bonuses
  14587. if (!(flag&4) && sd) {
  14588. int i;
  14589. if (sd->castrate != 100)
  14590. reduce_cast_rate += 100 - sd->castrate;
  14591. for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14592. if (sd->skillcastrate[i].id == skill_id) {
  14593. reduce_cast_rate -= sd->skillcastrate[i].val;
  14594. break;
  14595. }
  14596. }
  14597. }
  14598. // NOTE: Magic Strings and Foresight are treated as separate factors in the calculation
  14599. // They are not added to the other modifiers [iRO Wiki]
  14600. if (sc && sc->count && !(flag&2)) {
  14601. if (sc->data[SC_MEMORIZE]) {
  14602. reduce_cast_rate += 50;
  14603. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14604. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14605. }
  14606. if (sc->data[SC_POEMBRAGI])
  14607. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14608. }
  14609. time = time * (1 - (float)reduce_cast_rate / 100);
  14610. }
  14611. #endif
  14612. // config cast time multiplier
  14613. if (battle_config.cast_rate != 100)
  14614. time = time * battle_config.cast_rate / 100;
  14615. // return final cast time
  14616. time = max(time, 0);
  14617. //ShowInfo("Castime castfix = %d\n",time);
  14618. return (int)time;
  14619. }
  14620. #ifndef RENEWAL_CAST
  14621. /**
  14622. * Get the skill cast time for Pre-Re cast
  14623. * @param bl: The caster
  14624. * @param time: Cast time before Status Change addition or reduction
  14625. * @return time: Modified castime after status change addition or reduction
  14626. */
  14627. int skill_castfix_sc(struct block_list *bl, double time)
  14628. {
  14629. struct status_change *sc = status_get_sc(bl);
  14630. if (time < 0)
  14631. return 0;
  14632. if (bl->type == BL_MOB)
  14633. return (int)time;
  14634. if (sc && sc->count) {
  14635. if (sc->data[SC_SLOWCAST])
  14636. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14637. if (sc->data[SC_PARALYSIS])
  14638. time += sc->data[SC_PARALYSIS]->val3;
  14639. if (sc->data[SC_SUFFRAGIUM]) {
  14640. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14641. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14642. }
  14643. if (sc->data[SC_IZAYOI])
  14644. time -= time * 50 / 100;
  14645. }
  14646. time = max(time, 0);
  14647. //ShowInfo("Castime castfix_sc = %d\n",time);
  14648. return (int)time;
  14649. }
  14650. #else
  14651. /**
  14652. * Get the skill cast time for RENEWAL_CAST.
  14653. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14654. * Additive value:
  14655. * Variable CastTime : time += value
  14656. * Fixed CastTime : fixed += value
  14657. * Multipicative value
  14658. * Variable CastTime : VARCAST_REDUCTION(value)
  14659. * Fixed CastTime : FIXEDCASTRATE2(value)
  14660. * @param bl: The caster
  14661. * @param time: Cast time without reduction
  14662. * @param skill_id: Skill ID of the casted skill
  14663. * @param skill_lv: Skill level of the casted skill
  14664. * @return time: Modified castime after status and bonus addition or reduction
  14665. */
  14666. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14667. {
  14668. struct status_change *sc = status_get_sc(bl);
  14669. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14670. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  14671. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14672. nullpo_ret(bl);
  14673. if (time < 0)
  14674. return 0;
  14675. if (bl->type == BL_MOB)
  14676. return (int)time;
  14677. if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time
  14678. fixed = 0;
  14679. else if (fixed == 0) {
  14680. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14681. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14682. }
  14683. // Additive Variable Cast bonus adjustments by items
  14684. if (sd && !(flag&4)) {
  14685. if (sd->bonus.varcastrate != 0)
  14686. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  14687. if (sd->bonus.fixcastrate != 0)
  14688. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  14689. if (sd->bonus.add_varcast != 0)
  14690. time += sd->bonus.add_varcast; // bonus bVariableCast
  14691. if (sd->bonus.add_fixcast != 0)
  14692. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14693. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  14694. if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
  14695. fixed += sd->skillfixcast[i].val;
  14696. break;
  14697. }
  14698. }
  14699. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) {
  14700. if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
  14701. time += sd->skillvarcast[i].val;
  14702. break;
  14703. }
  14704. }
  14705. for (i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) {
  14706. if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate
  14707. reduce_cast_rate += sd->skillcastrate[i].val;
  14708. break;
  14709. }
  14710. }
  14711. for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) {
  14712. if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate
  14713. fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val);
  14714. break;
  14715. }
  14716. }
  14717. }
  14718. // Adjusted by active statuses
  14719. if (sc && sc->count && !(flag&2)) {
  14720. // Multiplicative Variable CastTime values
  14721. if (sc->data[SC_SLOWCAST])
  14722. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14723. if (sc->data[SC__LAZINESS])
  14724. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14725. if (sc->data[SC_SUFFRAGIUM]) {
  14726. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14727. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14728. }
  14729. if (sc->data[SC_MEMORIZE]) {
  14730. reduce_cast_rate += 50;
  14731. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14732. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14733. }
  14734. if (sc->data[SC_POEMBRAGI])
  14735. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  14736. if (sc->data[SC_IZAYOI])
  14737. VARCAST_REDUCTION(50);
  14738. 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)
  14739. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  14740. if (sc->data[SC_TELEKINESIS_INTENSE])
  14741. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14742. // Multiplicative Fixed CastTime values
  14743. if (sc->data[SC_SECRAMENT])
  14744. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14745. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14746. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  14747. if (sc->data[SC_DANCEWITHWUG])
  14748. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  14749. if (sc->data[SC_HEAT_BARREL])
  14750. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14751. // Additive Fixed CastTime values
  14752. if (sc->data[SC_MANDRAGORA])
  14753. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  14754. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14755. fixed -= 1000;
  14756. if (sc->data[SC_IZAYOI])
  14757. fixed = 0;
  14758. }
  14759. if (varcast_r < 0)
  14760. time = time * (1 - (float)min(varcast_r, 100) / 100);
  14761. // Apply Variable CastTime calculation by INT & DEX
  14762. if (!(flag&1))
  14763. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14764. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  14765. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  14766. return (int)time;
  14767. }
  14768. #endif
  14769. /*==========================================
  14770. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14771. *------------------------------------------*/
  14772. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14773. {
  14774. int delaynodex = skill_get_delaynodex(skill_id);
  14775. int time = skill_get_delay(skill_id, skill_lv);
  14776. struct map_session_data *sd;
  14777. struct status_change *sc = status_get_sc(bl);
  14778. nullpo_ret(bl);
  14779. sd = BL_CAST(BL_PC, bl);
  14780. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14781. return 0; //Will use picked skill's delay.
  14782. if (bl->type&battle_config.no_skill_delay)
  14783. return battle_config.min_skill_delay_limit;
  14784. if (time < 0)
  14785. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14786. // Delay reductions
  14787. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14788. case MO_TRIPLEATTACK:
  14789. case MO_CHAINCOMBO:
  14790. case MO_COMBOFINISH:
  14791. case CH_TIGERFIST:
  14792. case CH_CHAINCRUSH:
  14793. case SR_DRAGONCOMBO:
  14794. case SR_FALLENEMPIRE:
  14795. case SR_FLASHCOMBO_ATK_STEP1:
  14796. case SR_FLASHCOMBO_ATK_STEP2:
  14797. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14798. if (time == 0)
  14799. time = 1000;
  14800. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  14801. break;
  14802. case HP_BASILICA:
  14803. if (sc && !sc->data[SC_BASILICA])
  14804. time = 0; // There is no Delay on Basilica creation, only on cancel
  14805. break;
  14806. default:
  14807. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  14808. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14809. if (scale > 0)
  14810. time = time * scale / battle_config.castrate_dex_scale;
  14811. else //To be capped later to minimum.
  14812. time = 0;
  14813. }
  14814. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  14815. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14816. if (scale > 0)
  14817. time = time * scale / battle_config.castrate_dex_scale;
  14818. else //To be capped later to minimum.
  14819. time = 0;
  14820. }
  14821. }
  14822. if (sc && sc->data[SC_SPIRIT]) {
  14823. switch (skill_id) {
  14824. case CR_SHIELDBOOMERANG:
  14825. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14826. time /= 2;
  14827. break;
  14828. case AS_SONICBLOW:
  14829. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14830. time /= 2;
  14831. break;
  14832. }
  14833. }
  14834. if (!(delaynodex&2)) {
  14835. if (sc && sc->count) {
  14836. if (sc->data[SC_POEMBRAGI])
  14837. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14838. 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)
  14839. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14840. }
  14841. }
  14842. if (!(delaynodex&4) && sd && sd->delayrate != 100)
  14843. time = time * sd->delayrate / 100;
  14844. if (battle_config.delay_rate != 100)
  14845. time = time * battle_config.delay_rate / 100;
  14846. //min delay
  14847. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14848. time = max(time, battle_config.min_skill_delay_limit);
  14849. //ShowInfo("Delay delayfix = %d\n",time);
  14850. return time;
  14851. }
  14852. /*=========================================
  14853. *
  14854. *-----------------------------------------*/
  14855. struct square {
  14856. int val1[5];
  14857. int val2[5];
  14858. };
  14859. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14860. {
  14861. nullpo_retv(tc);
  14862. if(dir == 0){
  14863. tc->val1[0]=x-2;
  14864. tc->val1[1]=x-1;
  14865. tc->val1[2]=x;
  14866. tc->val1[3]=x+1;
  14867. tc->val1[4]=x+2;
  14868. tc->val2[0]=
  14869. tc->val2[1]=
  14870. tc->val2[2]=
  14871. tc->val2[3]=
  14872. tc->val2[4]=y-1;
  14873. }
  14874. else if(dir==2){
  14875. tc->val1[0]=
  14876. tc->val1[1]=
  14877. tc->val1[2]=
  14878. tc->val1[3]=
  14879. tc->val1[4]=x+1;
  14880. tc->val2[0]=y+2;
  14881. tc->val2[1]=y+1;
  14882. tc->val2[2]=y;
  14883. tc->val2[3]=y-1;
  14884. tc->val2[4]=y-2;
  14885. }
  14886. else if(dir==4){
  14887. tc->val1[0]=x-2;
  14888. tc->val1[1]=x-1;
  14889. tc->val1[2]=x;
  14890. tc->val1[3]=x+1;
  14891. tc->val1[4]=x+2;
  14892. tc->val2[0]=
  14893. tc->val2[1]=
  14894. tc->val2[2]=
  14895. tc->val2[3]=
  14896. tc->val2[4]=y+1;
  14897. }
  14898. else if(dir==6){
  14899. tc->val1[0]=
  14900. tc->val1[1]=
  14901. tc->val1[2]=
  14902. tc->val1[3]=
  14903. tc->val1[4]=x-1;
  14904. tc->val2[0]=y+2;
  14905. tc->val2[1]=y+1;
  14906. tc->val2[2]=y;
  14907. tc->val2[3]=y-1;
  14908. tc->val2[4]=y-2;
  14909. }
  14910. else if(dir==1){
  14911. tc->val1[0]=x-1;
  14912. tc->val1[1]=x;
  14913. tc->val1[2]=x+1;
  14914. tc->val1[3]=x+2;
  14915. tc->val1[4]=x+3;
  14916. tc->val2[0]=y-4;
  14917. tc->val2[1]=y-3;
  14918. tc->val2[2]=y-1;
  14919. tc->val2[3]=y;
  14920. tc->val2[4]=y+1;
  14921. }
  14922. else if(dir==3){
  14923. tc->val1[0]=x+3;
  14924. tc->val1[1]=x+2;
  14925. tc->val1[2]=x+1;
  14926. tc->val1[3]=x;
  14927. tc->val1[4]=x-1;
  14928. tc->val2[0]=y-1;
  14929. tc->val2[1]=y;
  14930. tc->val2[2]=y+1;
  14931. tc->val2[3]=y+2;
  14932. tc->val2[4]=y+3;
  14933. }
  14934. else if(dir==5){
  14935. tc->val1[0]=x+1;
  14936. tc->val1[1]=x;
  14937. tc->val1[2]=x-1;
  14938. tc->val1[3]=x-2;
  14939. tc->val1[4]=x-3;
  14940. tc->val2[0]=y+3;
  14941. tc->val2[1]=y+2;
  14942. tc->val2[2]=y+1;
  14943. tc->val2[3]=y;
  14944. tc->val2[4]=y-1;
  14945. }
  14946. else if(dir==7){
  14947. tc->val1[0]=x-3;
  14948. tc->val1[1]=x-2;
  14949. tc->val1[2]=x-1;
  14950. tc->val1[3]=x;
  14951. tc->val1[4]=x+1;
  14952. tc->val2[1]=y;
  14953. tc->val2[0]=y+1;
  14954. tc->val2[2]=y-1;
  14955. tc->val2[3]=y-2;
  14956. tc->val2[4]=y-3;
  14957. }
  14958. }
  14959. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14960. {
  14961. int c;
  14962. nullpo_retv(tc);
  14963. for( c = 0; c < 5; c++ ) {
  14964. switch( dir ) {
  14965. case 0: tc->val2[c]+=are; break;
  14966. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14967. case 2: tc->val1[c]-=are; break;
  14968. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14969. case 4: tc->val2[c]-=are; break;
  14970. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14971. case 6: tc->val1[c]+=are; break;
  14972. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14973. }
  14974. }
  14975. }
  14976. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14977. {
  14978. int c,n=4;
  14979. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14980. struct square tc;
  14981. int x=bl->x,y=bl->y;
  14982. skill_brandishspear_first(&tc,dir,x,y);
  14983. skill_brandishspear_dir(&tc,dir,4);
  14984. skill_area_temp[1] = bl->id;
  14985. if(skill_lv > 9){
  14986. for(c=1;c<4;c++){
  14987. map_foreachincell(skill_area_sub,
  14988. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14989. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14990. skill_castend_damage_id);
  14991. }
  14992. }
  14993. if(skill_lv > 6){
  14994. skill_brandishspear_dir(&tc,dir,-1);
  14995. n--;
  14996. }else{
  14997. skill_brandishspear_dir(&tc,dir,-2);
  14998. n-=2;
  14999. }
  15000. if(skill_lv > 3){
  15001. for(c=0;c<5;c++){
  15002. map_foreachincell(skill_area_sub,
  15003. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  15004. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  15005. skill_castend_damage_id);
  15006. if(skill_lv > 6 && n==3 && c==4){
  15007. skill_brandishspear_dir(&tc,dir,-1);
  15008. n--;c=-1;
  15009. }
  15010. }
  15011. }
  15012. for(c=0;c<10;c++){
  15013. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  15014. map_foreachincell(skill_area_sub,
  15015. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  15016. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  15017. skill_castend_damage_id);
  15018. }
  15019. }
  15020. /*==========================================
  15021. * Weapon Repair [Celest/DracoRPG]
  15022. *------------------------------------------*/
  15023. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15024. int material;
  15025. int materials[4] = { 1002, 998, 999, 756 };
  15026. struct item *item;
  15027. struct map_session_data *target_sd;
  15028. nullpo_retv(sd);
  15029. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15030. return;
  15031. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15032. return;
  15033. if( idx < 0 || idx >= MAX_INVENTORY )
  15034. return; //Invalid index??
  15035. item = &target_sd->status.inventory[idx];
  15036. if( !item->nameid || !item->attribute )
  15037. return; //Again invalid item....
  15038. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  15039. clif_item_repaireffect(sd,idx,1);
  15040. return;
  15041. }
  15042. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15043. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15044. else
  15045. material = materials [2]; // Armors consume 1 Steel
  15046. if ( pc_search_inventory(sd,material) < 0 ) {
  15047. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15048. return;
  15049. }
  15050. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15051. item->attribute = 0;/* clear broken state */
  15052. clif_equiplist(target_sd);
  15053. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15054. clif_item_repaireffect(sd,idx,0);
  15055. if( sd != target_sd )
  15056. clif_item_repaireffect(target_sd,idx,0);
  15057. }
  15058. /*==========================================
  15059. * Item Appraisal
  15060. *------------------------------------------*/
  15061. void skill_identify(struct map_session_data *sd, int idx)
  15062. {
  15063. int flag=1;
  15064. nullpo_retv(sd);
  15065. if(idx >= 0 && idx < MAX_INVENTORY) {
  15066. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15067. flag=0;
  15068. sd->status.inventory[idx].identify=1;
  15069. }
  15070. }
  15071. clif_item_identified(sd,idx,flag);
  15072. }
  15073. /*==========================================
  15074. * Weapon Refine [Celest]
  15075. *------------------------------------------*/
  15076. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15077. {
  15078. nullpo_retv(sd);
  15079. if (idx >= 0 && idx < MAX_INVENTORY)
  15080. {
  15081. struct item *item;
  15082. struct item_data *ditem = sd->inventory_data[idx];
  15083. item = &sd->status.inventory[idx];
  15084. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15085. int i = 0, per;
  15086. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  15087. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15088. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15089. return;
  15090. }
  15091. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15092. clif_upgrademessage(sd->fd, 2, item->nameid);
  15093. return;
  15094. }
  15095. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15096. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15097. return;
  15098. }
  15099. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  15100. if( sd->class_&JOBL_THIRD )
  15101. per += 10;
  15102. else
  15103. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15104. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15105. if (per > rnd() % 100) {
  15106. int ep=0;
  15107. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15108. item->refine++;
  15109. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15110. if(item->equip) {
  15111. ep = item->equip;
  15112. pc_unequipitem(sd,idx,3);
  15113. }
  15114. clif_delitem(sd,idx,1,3);
  15115. clif_upgrademessage(sd->fd, 0, item->nameid);
  15116. clif_inventorylist(sd);
  15117. clif_refine(sd->fd,0,idx,item->refine);
  15118. if (ep)
  15119. pc_equipitem(sd,idx,ep);
  15120. clif_misceffect(&sd->bl,3);
  15121. if(item->refine == 10 &&
  15122. item->card[0] == CARD0_FORGE &&
  15123. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15124. { // Fame point system [DracoRPG]
  15125. switch(ditem->wlv){
  15126. case 1:
  15127. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15128. break;
  15129. case 2:
  15130. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15131. break;
  15132. case 3:
  15133. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15134. break;
  15135. }
  15136. }
  15137. } else {
  15138. item->refine = 0;
  15139. if(item->equip)
  15140. pc_unequipitem(sd,idx,3);
  15141. clif_upgrademessage(sd->fd, 1, item->nameid);
  15142. clif_refine(sd->fd,1,idx,item->refine);
  15143. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15144. clif_misceffect(&sd->bl,2);
  15145. clif_emotion(&sd->bl, E_OMG);
  15146. }
  15147. }
  15148. }
  15149. }
  15150. /*==========================================
  15151. *
  15152. *------------------------------------------*/
  15153. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15154. {
  15155. uint16 skill_lv;
  15156. int maxlv=1,lv;
  15157. nullpo_ret(sd);
  15158. skill_lv = sd->menuskill_val;
  15159. lv=pc_checkskill(sd,skill_id);
  15160. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15161. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15162. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15163. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15164. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15165. else if(skill_lv==2) maxlv=1;
  15166. else if(skill_lv==3) maxlv=2;
  15167. else if(skill_lv>=4) maxlv=3;
  15168. }
  15169. else if(skill_id==MG_SOULSTRIKE){
  15170. if(skill_lv==5) maxlv=1;
  15171. else if(skill_lv==6) maxlv=2;
  15172. else if(skill_lv>=7) maxlv=3;
  15173. }
  15174. else if(skill_id==MG_FIREBALL){
  15175. if(skill_lv==8) maxlv=1;
  15176. else if(skill_lv>=9) maxlv=2;
  15177. }
  15178. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15179. else return 0;
  15180. if(maxlv > lv)
  15181. maxlv = lv;
  15182. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15183. skill_get_time(SA_AUTOSPELL,skill_lv));
  15184. return 0;
  15185. }
  15186. /*==========================================
  15187. * Sitting skills functions.
  15188. *------------------------------------------*/
  15189. static int skill_sit_count(struct block_list *bl, va_list ap)
  15190. {
  15191. struct map_session_data *sd;
  15192. int type =va_arg(ap,int);
  15193. sd=(struct map_session_data*)bl;
  15194. if(!pc_issit(sd))
  15195. return 0;
  15196. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15197. return 1;
  15198. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  15199. return 1;
  15200. return 0;
  15201. }
  15202. static int skill_sit_in (struct block_list *bl, va_list ap)
  15203. {
  15204. struct map_session_data *sd;
  15205. int type = va_arg(ap,int);
  15206. sd = (struct map_session_data*)bl;
  15207. if(!pc_issit(sd))
  15208. return 0;
  15209. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  15210. sd->state.gangsterparadise = 1;
  15211. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  15212. sd->state.rest = 1;
  15213. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15214. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15215. }
  15216. return 0;
  15217. }
  15218. static int skill_sit_out (struct block_list *bl, va_list ap)
  15219. {
  15220. struct map_session_data *sd;
  15221. int type = va_arg(ap,int);
  15222. sd = (struct map_session_data*)bl;
  15223. if(sd->state.gangsterparadise && type&1)
  15224. sd->state.gangsterparadise = 0;
  15225. if(sd->state.rest && type&2) {
  15226. sd->state.rest = 0;
  15227. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15228. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15229. }
  15230. return 0;
  15231. }
  15232. int skill_sit (struct map_session_data *sd, int type)
  15233. {
  15234. int flag = 0;
  15235. int range = 0, lv;
  15236. nullpo_ret(sd);
  15237. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15238. flag |= 1;
  15239. range = skill_get_splash(RG_GANGSTER, lv);
  15240. }
  15241. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15242. flag |= 2;
  15243. range = skill_get_splash(TK_HPTIME, lv);
  15244. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15245. flag |= 2;
  15246. range = skill_get_splash(TK_SPTIME, lv);
  15247. }
  15248. if (type)
  15249. clif_status_load(&sd->bl, SI_SIT, 1);
  15250. else
  15251. clif_status_load(&sd->bl, SI_SIT, 0);
  15252. if (!flag) return 0;
  15253. if(type) {
  15254. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  15255. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  15256. } else {
  15257. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  15258. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  15259. }
  15260. return 0;
  15261. }
  15262. /*==========================================
  15263. * Do Forstjoke/Scream effect
  15264. *------------------------------------------*/
  15265. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15266. {
  15267. struct block_list *src;
  15268. uint16 skill_id,skill_lv;
  15269. unsigned int tick;
  15270. nullpo_ret(bl);
  15271. nullpo_ret(src = va_arg(ap,struct block_list*));
  15272. skill_id = va_arg(ap,int);
  15273. skill_lv = va_arg(ap,int);
  15274. if(!skill_lv)
  15275. return 0;
  15276. tick = va_arg(ap,unsigned int);
  15277. if (src == bl || status_isdead(bl))
  15278. return 0;
  15279. if (bl->type == BL_PC) {
  15280. struct map_session_data *sd = (struct map_session_data *)bl;
  15281. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15282. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15283. }
  15284. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15285. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15286. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15287. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15288. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15289. return 0;
  15290. }
  15291. /**
  15292. * Set map cell flag as skill unit effect
  15293. * @param src Skill unit
  15294. * @param skill_id
  15295. * @param skill_lv
  15296. * @param cell Cell type cell_t
  15297. * @param flag 0/1
  15298. */
  15299. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15300. {
  15301. int range = skill_get_unit_range(skill_id,skill_lv);
  15302. int x, y;
  15303. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15304. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15305. map_setcell(src->bl.m, x, y, cell, flag);
  15306. }
  15307. /**
  15308. * Do skill attack area (such splash effect) around the 'first' target.
  15309. * First target will skip skill condition, always receive damage. But,
  15310. * around it, still need target/condition validation by
  15311. * battle_check_target and status_check_skilluse
  15312. * @param bl
  15313. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15314. */
  15315. int skill_attack_area(struct block_list *bl, va_list ap)
  15316. {
  15317. struct block_list *src,*dsrc;
  15318. int atk_type,skill_id,skill_lv,flag,type;
  15319. unsigned int tick;
  15320. if(status_isdead(bl))
  15321. return 0;
  15322. atk_type = va_arg(ap,int);
  15323. src = va_arg(ap,struct block_list*);
  15324. dsrc = va_arg(ap,struct block_list*);
  15325. skill_id = va_arg(ap,int);
  15326. skill_lv = va_arg(ap,int);
  15327. tick = va_arg(ap,unsigned int);
  15328. flag = va_arg(ap,int);
  15329. type = va_arg(ap,int);
  15330. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  15331. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15332. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15333. !status_check_skilluse(NULL, bl, skill_id, 2))
  15334. return 0;
  15335. switch (skill_id) {
  15336. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15337. case NPC_ACIDBREATH:
  15338. case NPC_DARKNESSBREATH:
  15339. case NPC_FIREBREATH:
  15340. case NPC_ICEBREATH:
  15341. case NPC_THUNDERBREATH:
  15342. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15343. default:
  15344. //Area-splash, disable skill animation.
  15345. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15346. }
  15347. }
  15348. /**
  15349. * Clear skill unit group
  15350. * @param bl
  15351. * @param flag &1
  15352. */
  15353. int skill_clear_group(struct block_list *bl, int flag)
  15354. {
  15355. struct unit_data *ud = NULL;
  15356. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15357. int i, count = 0;
  15358. nullpo_ret(bl);
  15359. if (!(ud = unit_bl2ud(bl)))
  15360. return 0;
  15361. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15362. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15363. switch (ud->skillunit[i]->skill_id) {
  15364. case SA_DELUGE:
  15365. case SA_VOLCANO:
  15366. case SA_VIOLENTGALE:
  15367. case SA_LANDPROTECTOR:
  15368. case NJ_SUITON:
  15369. case NJ_KAENSIN:
  15370. case SC_CHAOSPANIC:
  15371. if (flag&1)
  15372. group[count++] = ud->skillunit[i];
  15373. break;
  15374. case SO_CLOUD_KILL:
  15375. if( flag&4 )
  15376. group[count++] = ud->skillunit[i];
  15377. break;
  15378. case SO_WARMER:
  15379. if( flag&8 )
  15380. group[count++] = ud->skillunit[i];
  15381. break;
  15382. default:
  15383. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15384. group[count++] = ud->skillunit[i];
  15385. break;
  15386. }
  15387. }
  15388. for (i = 0; i < count; i++)
  15389. skill_delunitgroup(group[i]);
  15390. return count;
  15391. }
  15392. /**
  15393. * Returns the first element field found [Skotlex]
  15394. * @param bl
  15395. * @return skill_unit_group
  15396. */
  15397. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15398. {
  15399. struct unit_data *ud = NULL;
  15400. int i;
  15401. nullpo_ret(bl);
  15402. if (!(ud = unit_bl2ud(bl)))
  15403. return NULL;
  15404. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15405. switch (ud->skillunit[i]->skill_id) {
  15406. case SA_DELUGE:
  15407. case SA_VOLCANO:
  15408. case SA_VIOLENTGALE:
  15409. case SA_LANDPROTECTOR:
  15410. case NJ_SUITON:
  15411. case SO_CLOUD_KILL:
  15412. case SO_WARMER:
  15413. case SC_CHAOSPANIC:
  15414. return ud->skillunit[i];
  15415. }
  15416. }
  15417. return NULL;
  15418. }
  15419. /// Graffiti cleaner [Valaris]
  15420. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15421. {
  15422. struct skill_unit *unit = NULL;
  15423. nullpo_ret(bl);
  15424. nullpo_ret(ap);
  15425. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15426. return 0;
  15427. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15428. skill_delunit(unit);
  15429. return 0;
  15430. }
  15431. /// Greed effect
  15432. int skill_greed(struct block_list *bl, va_list ap)
  15433. {
  15434. struct block_list *src;
  15435. struct map_session_data *sd = NULL;
  15436. struct flooritem_data *fitem = NULL;
  15437. nullpo_ret(bl);
  15438. nullpo_ret(src = va_arg(ap, struct block_list *));
  15439. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15440. pc_takeitem(sd, fitem);
  15441. return 0;
  15442. }
  15443. /// Ranger's Detonator [Jobbie/3CeAM]
  15444. int skill_detonator(struct block_list *bl, va_list ap)
  15445. {
  15446. struct skill_unit *unit = NULL;
  15447. struct block_list *src;
  15448. int unit_id;
  15449. nullpo_ret(bl);
  15450. nullpo_ret(ap);
  15451. src = va_arg(ap,struct block_list *);
  15452. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15453. return 0;
  15454. if( unit->group->src_id != src->id )
  15455. return 0;
  15456. unit_id = unit->group->unit_id;
  15457. switch( unit_id )
  15458. { //List of Hunter and Ranger Traps that can be detonate.
  15459. case UNT_BLASTMINE:
  15460. case UNT_SANDMAN:
  15461. case UNT_CLAYMORETRAP:
  15462. case UNT_TALKIEBOX:
  15463. case UNT_CLUSTERBOMB:
  15464. case UNT_FIRINGTRAP:
  15465. case UNT_ICEBOUNDTRAP:
  15466. switch(unit_id) {
  15467. case UNT_TALKIEBOX:
  15468. clif_talkiebox(bl,unit->group->valstr);
  15469. unit->group->val2 = -1;
  15470. break;
  15471. case UNT_CLAYMORETRAP:
  15472. case UNT_FIRINGTRAP:
  15473. case UNT_ICEBOUNDTRAP:
  15474. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15475. break;
  15476. default:
  15477. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15478. break;
  15479. }
  15480. clif_changetraplook(bl, UNT_USED_TRAPS);
  15481. unit->group->unit_id = UNT_USED_TRAPS;
  15482. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15483. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15484. break;
  15485. }
  15486. return 0;
  15487. }
  15488. /**
  15489. * Rebellion's Bind Trap explosion
  15490. * @author [Cydh]
  15491. **/
  15492. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15493. struct skill_unit *su = NULL;
  15494. struct block_list *src = NULL;
  15495. nullpo_ret(bl);
  15496. nullpo_ret(ap);
  15497. src = va_arg(ap,struct block_list *);
  15498. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15499. return 0;
  15500. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15501. return 0;
  15502. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15503. clif_changetraplook(bl, UNT_USED_TRAPS);
  15504. su->group->unit_id = UNT_USED_TRAPS;
  15505. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15506. return 1;
  15507. }
  15508. /*==========================================
  15509. * Check new skill unit cell when overlapping in other skill unit cell.
  15510. * Catched skill in cell value pushed to *unit pointer.
  15511. * Set (*alive) to 0 will ends 'new unit' check
  15512. *------------------------------------------*/
  15513. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15514. {
  15515. uint16 skill_id;
  15516. int *alive;
  15517. struct skill_unit *unit;
  15518. skill_id = va_arg(ap,int);
  15519. alive = va_arg(ap,int *);
  15520. unit = (struct skill_unit *)bl;
  15521. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15522. return 0;
  15523. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15524. return 0;
  15525. switch (skill_id) {
  15526. case SA_LANDPROTECTOR:
  15527. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15528. (*alive) = 0;
  15529. skill_delunit(unit);
  15530. return 1;
  15531. }
  15532. //It deletes everything except traps and barriers
  15533. if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15534. skill_delunit(unit);
  15535. return 1;
  15536. }
  15537. break;
  15538. case HW_GANBANTEIN:
  15539. case LG_EARTHDRIVE:
  15540. // Officially songs/dances are removed
  15541. skill_delunit(unit);
  15542. return 1;
  15543. case SA_VOLCANO:
  15544. case SA_DELUGE:
  15545. case SA_VIOLENTGALE:
  15546. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15547. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15548. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15549. if (unit->range <= 0)
  15550. {
  15551. (*alive) = 0;
  15552. return 1;
  15553. }
  15554. /*
  15555. switch (unit->group->skill_id)
  15556. { //These cannot override each other.
  15557. case SA_VOLCANO:
  15558. case SA_DELUGE:
  15559. case SA_VIOLENTGALE:
  15560. (*alive) = 0;
  15561. return 1;
  15562. }
  15563. */
  15564. break;
  15565. case PF_FOGWALL:
  15566. switch(unit->group->skill_id) {
  15567. case SA_VOLCANO: //Can't be placed on top of these
  15568. case SA_VIOLENTGALE:
  15569. (*alive) = 0;
  15570. return 1;
  15571. case SA_DELUGE:
  15572. case NJ_SUITON:
  15573. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15574. (*alive) = 2;
  15575. break;
  15576. }
  15577. break;
  15578. case WZ_WATERBALL:
  15579. switch (unit->group->skill_id) {
  15580. case SA_DELUGE:
  15581. case NJ_SUITON:
  15582. //Consumes deluge/suiton
  15583. skill_delunit(unit);
  15584. return 1;
  15585. }
  15586. //Fall through
  15587. case WZ_ICEWALL:
  15588. case HP_BASILICA:
  15589. case HW_GRAVITATION:
  15590. //These can't be placed on top of themselves (duration can't be refreshed)
  15591. if (unit->group->skill_id == skill_id)
  15592. {
  15593. (*alive) = 0;
  15594. return 1;
  15595. }
  15596. break;
  15597. case GN_CRAZYWEED_ATK:
  15598. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15599. break;
  15600. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15601. skill_delunit(unit);
  15602. return 1;
  15603. }
  15604. break;
  15605. case RL_FIRE_RAIN:
  15606. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15607. skill_delunit(unit);
  15608. return 1;
  15609. }
  15610. break;
  15611. }
  15612. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15613. (*alive) = 0;
  15614. return 1;
  15615. }
  15616. return 0;
  15617. }
  15618. /*==========================================
  15619. * Splash effect for skill unit 'trap type'.
  15620. * Chance triggered when damaged, timeout, or char step on it.
  15621. *------------------------------------------*/
  15622. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15623. {
  15624. struct block_list *src = va_arg(ap,struct block_list *);
  15625. struct skill_unit *unit = NULL;
  15626. int tick = va_arg(ap,int);
  15627. struct skill_unit_group *sg;
  15628. struct block_list *ss; //Skill src bl
  15629. nullpo_ret(src);
  15630. unit = (struct skill_unit *)src;
  15631. if (!unit || !unit->alive || bl->prev == NULL)
  15632. return 0;
  15633. nullpo_ret(sg = unit->group);
  15634. nullpo_ret(ss = map_id2bl(sg->src_id));
  15635. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15636. return 0;
  15637. switch (sg->unit_id) {
  15638. case UNT_B_TRAP:
  15639. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15640. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15641. break;
  15642. case UNT_SHOCKWAVE:
  15643. case UNT_SANDMAN:
  15644. case UNT_FLASHER:
  15645. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15646. break;
  15647. case UNT_GROUNDDRIFT_WIND:
  15648. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15649. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15650. break;
  15651. case UNT_GROUNDDRIFT_DARK:
  15652. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15653. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15654. break;
  15655. case UNT_GROUNDDRIFT_POISON:
  15656. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15657. sc_start2(ss,bl,SC_POISON,5,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, sg->skill_lv));
  15658. break;
  15659. case UNT_GROUNDDRIFT_WATER:
  15660. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15661. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15662. break;
  15663. case UNT_GROUNDDRIFT_FIRE:
  15664. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15665. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15666. break;
  15667. case UNT_ELECTRICSHOCKER:
  15668. if (bl->id != ss->id) {
  15669. if (status_get_mode(bl)&MD_BOSS)
  15670. break;
  15671. 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)) {
  15672. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15673. clif_fixpos(bl);
  15674. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15675. }
  15676. }
  15677. break;
  15678. case UNT_MAGENTATRAP:
  15679. case UNT_COBALTTRAP:
  15680. case UNT_MAIZETRAP:
  15681. case UNT_VERDURETRAP:
  15682. if( bl->type != BL_PC && !is_boss(bl) )
  15683. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15684. break;
  15685. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  15686. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  15687. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  15688. break;
  15689. case UNT_FIRINGTRAP:
  15690. case UNT_ICEBOUNDTRAP:
  15691. if( src->id == bl->id ) break;
  15692. if( bl->type == BL_SKILL ) {
  15693. struct skill_unit *su = (struct skill_unit *)bl;
  15694. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15695. break;
  15696. }
  15697. case UNT_CLUSTERBOMB:
  15698. if( ss != bl )
  15699. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15700. break;
  15701. case UNT_CLAYMORETRAP:
  15702. if( src->id == bl->id ) break;
  15703. if( bl->type == BL_SKILL ) {
  15704. struct skill_unit *su = (struct skill_unit *)bl;
  15705. if (!su)
  15706. return 0;
  15707. switch(su->group->unit_id) {
  15708. case UNT_CLAYMORETRAP:
  15709. case UNT_LANDMINE:
  15710. case UNT_BLASTMINE:
  15711. case UNT_SHOCKWAVE:
  15712. case UNT_SANDMAN:
  15713. case UNT_FLASHER:
  15714. case UNT_FREEZINGTRAP:
  15715. case UNT_FIRINGTRAP:
  15716. case UNT_ICEBOUNDTRAP:
  15717. clif_changetraplook(bl, UNT_USED_TRAPS);
  15718. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15719. su->group->unit_id = UNT_USED_TRAPS;
  15720. break;
  15721. }
  15722. }
  15723. default:
  15724. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15725. break;
  15726. }
  15727. return 1;
  15728. }
  15729. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15730. {
  15731. uint16 skill_id, skill_lv;
  15732. struct skill_unit *unit;
  15733. nullpo_ret(bl);
  15734. skill_id = va_arg(ap,int);
  15735. skill_lv = va_arg(ap,int);
  15736. unit = (struct skill_unit *)bl;
  15737. if( unit == NULL || unit->group == NULL )
  15738. return 0;
  15739. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15740. return 0;
  15741. if( unit->group->skill_id == SC_MAELSTROM ) {
  15742. struct block_list *src;
  15743. if( (src = map_id2bl(unit->group->src_id)) ){
  15744. int sp = unit->group->skill_lv * skill_lv;
  15745. if( src->type == BL_PC )
  15746. sp += ((TBL_PC*)src)->status.job_level / 5;
  15747. status_heal(src, 0, sp/2, 1);
  15748. }
  15749. }
  15750. return 0;
  15751. }
  15752. /**
  15753. * Remove current enchanted element for new element
  15754. * @param bl Char
  15755. * @param type New element
  15756. */
  15757. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15758. {
  15759. struct status_change *sc;
  15760. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15761. int i;
  15762. nullpo_retv(bl);
  15763. nullpo_retv(sc= status_get_sc(bl));
  15764. if (!sc->count)
  15765. return;
  15766. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15767. if (type != scs[i] && sc->data[scs[i]])
  15768. status_change_end(bl, scs[i], INVALID_TIMER);
  15769. }
  15770. /**
  15771. * Check camouflage condition
  15772. * @param bl
  15773. * @param sce
  15774. * @return True if near wall; False otherwise
  15775. */
  15776. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15777. {
  15778. bool wall = true;
  15779. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15780. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15781. { //Check for walls.
  15782. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15783. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15784. int i;
  15785. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15786. if( i == 8 )
  15787. wall = false;
  15788. }
  15789. if( sce ) {
  15790. if( !wall ) {
  15791. if( sce->val1 < 3 ) //End cloaking.
  15792. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15793. else if( sce->val4&1 ) { //Remove wall bonus
  15794. sce->val4&=~1;
  15795. status_calc_bl(bl,SCB_SPEED);
  15796. }
  15797. } else {
  15798. if( !(sce->val4&1) ) { //Add wall speed bonus
  15799. sce->val4|=1;
  15800. status_calc_bl(bl,SCB_SPEED);
  15801. }
  15802. }
  15803. }
  15804. return wall;
  15805. }
  15806. /** Check Shadow Form on the target
  15807. * @param bl: Target
  15808. * @param damage: Damage amount
  15809. * @param hit
  15810. * @return true - in Shadow Form state; false - otherwise
  15811. */
  15812. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15813. {
  15814. struct status_change *sc;
  15815. nullpo_retr(false,bl);
  15816. if (!damage)
  15817. return false;
  15818. sc = status_get_sc(bl);
  15819. if( sc && sc->data[SC__SHADOWFORM] ) {
  15820. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15821. if( !src || src->m != bl->m ) {
  15822. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15823. return false;
  15824. }
  15825. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15826. if( src->type == BL_PC )
  15827. ((TBL_PC*)src)->shadowform_id = 0;
  15828. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15829. return false;
  15830. }
  15831. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15832. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15833. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15834. if( src->type == BL_PC )
  15835. ((TBL_PC*)src)->shadowform_id = 0;
  15836. }
  15837. return true;
  15838. }
  15839. return false;
  15840. }
  15841. /**
  15842. * Check camouflage condition
  15843. * @param bl
  15844. * @param sce
  15845. * @return True if near wall; False otherwise
  15846. * @TODO: Seems wrong
  15847. */
  15848. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15849. {
  15850. bool wall = true;
  15851. if( bl->type == BL_PC ) { //Check for walls.
  15852. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15853. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15854. int i;
  15855. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15856. if( i == 8 )
  15857. wall = false;
  15858. }
  15859. if( sce ) {
  15860. if( !wall ) {
  15861. if( sce->val1 == 1 ) //End camouflage.
  15862. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15863. }
  15864. status_calc_bl(bl,SCB_SPEED);
  15865. }
  15866. return wall;
  15867. }
  15868. /**
  15869. * Initialize new skill unit for skill unit group.
  15870. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15871. * @param group Skill unit group
  15872. * @param idx
  15873. * @param x
  15874. * @param y
  15875. * @param val1
  15876. * @param val2
  15877. */
  15878. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15879. {
  15880. struct skill_unit *unit;
  15881. nullpo_retr(NULL, group);
  15882. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15883. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15884. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15885. return unit;
  15886. if(!unit->alive)
  15887. group->alive_count++;
  15888. unit->bl.id = map_get_new_object_id();
  15889. unit->bl.type = BL_SKILL;
  15890. unit->bl.m = group->map;
  15891. unit->bl.x = x;
  15892. unit->bl.y = y;
  15893. unit->group = group;
  15894. unit->alive = 1;
  15895. unit->val1 = val1;
  15896. unit->val2 = val2;
  15897. // Stores new skill unit
  15898. idb_put(skillunit_db, unit->bl.id, unit);
  15899. map_addiddb(&unit->bl);
  15900. if(map_addblock(&unit->bl))
  15901. return NULL;
  15902. // Perform oninit actions
  15903. switch (group->skill_id) {
  15904. case WZ_ICEWALL:
  15905. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15906. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15907. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15908. break;
  15909. case SA_LANDPROTECTOR:
  15910. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15911. break;
  15912. case HP_BASILICA:
  15913. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15914. break;
  15915. case SC_MAELSTROM:
  15916. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15917. break;
  15918. default:
  15919. if (group->state.song_dance&0x1) //Check for dissonance.
  15920. skill_dance_overlap(unit, 1);
  15921. break;
  15922. }
  15923. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15924. return unit;
  15925. }
  15926. /**
  15927. * Remove unit
  15928. * @param unit
  15929. */
  15930. int skill_delunit(struct skill_unit* unit)
  15931. {
  15932. struct skill_unit_group *group;
  15933. nullpo_ret(unit);
  15934. if( !unit->alive )
  15935. return 0;
  15936. unit->alive = 0;
  15937. nullpo_ret(group = unit->group);
  15938. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15939. skill_dance_overlap(unit, 0);
  15940. // invoke onout event
  15941. if( !unit->range )
  15942. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15943. // perform ondelete actions
  15944. switch (group->skill_id) {
  15945. case HT_ANKLESNARE:
  15946. case SC_ESCAPE:
  15947. {
  15948. struct block_list* target = map_id2bl(group->val2);
  15949. enum sc_type type = status_skill2sc(group->skill_id);
  15950. if( target )
  15951. status_change_end(target, type, INVALID_TIMER);
  15952. }
  15953. break;
  15954. case WZ_ICEWALL:
  15955. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15956. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15957. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15958. break;
  15959. case SA_LANDPROTECTOR:
  15960. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15961. break;
  15962. case HP_BASILICA:
  15963. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15964. break;
  15965. case RA_ELECTRICSHOCKER: {
  15966. struct block_list* target = map_id2bl(group->val2);
  15967. if( target )
  15968. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15969. }
  15970. break;
  15971. case SC_MAELSTROM:
  15972. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15973. break;
  15974. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15975. if( group->val2 ) { // Someone Traped
  15976. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15977. if( tsc && tsc->data[SC__MANHOLE] )
  15978. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15979. }
  15980. break;
  15981. }
  15982. clif_skill_delunit(unit);
  15983. unit->group=NULL;
  15984. map_delblock(&unit->bl); // don't free yet
  15985. map_deliddb(&unit->bl);
  15986. idb_remove(skillunit_db, unit->bl.id);
  15987. if(--group->alive_count==0)
  15988. skill_delunitgroup(group);
  15989. return 0;
  15990. }
  15991. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15992. /// Returns the target skill_unit_group or NULL if not found.
  15993. struct skill_unit_group* skill_id2group(int group_id) {
  15994. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15995. }
  15996. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  15997. /**
  15998. * Returns a new group_id that isn't being used in skillunit_group_db.
  15999. * Fatal error if nothing is available.
  16000. */
  16001. static int skill_get_new_group_id(void)
  16002. {
  16003. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16004. return skill_unit_group_newid++;// available
  16005. {// find next id
  16006. int base_id = skill_unit_group_newid;
  16007. while( base_id != ++skill_unit_group_newid )
  16008. {
  16009. if( skill_unit_group_newid < MAX_SKILL )
  16010. skill_unit_group_newid = MAX_SKILL;
  16011. if( skill_id2group(skill_unit_group_newid) == NULL )
  16012. return skill_unit_group_newid++;// available
  16013. }
  16014. // full loop, nothing available
  16015. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16016. exit(1);
  16017. }
  16018. }
  16019. /**
  16020. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16021. * @param src Object that cast the skill
  16022. * @param count How many 'cells' used that needed. Related with skill layout
  16023. * @param skill_id ID of used skill
  16024. * @param skill_lv Skill level of used skill
  16025. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16026. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16027. * @param interval Time interval
  16028. * @return skill_unit_group
  16029. */
  16030. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  16031. {
  16032. struct unit_data* ud = unit_bl2ud( src );
  16033. struct skill_unit_group* group;
  16034. int i;
  16035. if(!(skill_id && skill_lv)) return 0;
  16036. nullpo_retr(NULL, src);
  16037. nullpo_retr(NULL, ud);
  16038. // Find a free spot to store the new unit group
  16039. // TODO: Make this flexible maybe by changing this fixed array?
  16040. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16041. if(i == MAX_SKILLUNITGROUP) {
  16042. // Array is full, make room by discarding oldest group
  16043. int j = 0;
  16044. unsigned maxdiff = 0, tick = gettick();
  16045. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16046. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16047. if(x > maxdiff){
  16048. maxdiff = x;
  16049. j = i;
  16050. }
  16051. }
  16052. skill_delunitgroup(ud->skillunit[j]);
  16053. // Since elements must have shifted, we use the last slot.
  16054. i = MAX_SKILLUNITGROUP-1;
  16055. }
  16056. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16057. group->src_id = src->id;
  16058. group->party_id = status_get_party_id(src);
  16059. group->guild_id = status_get_guild_id(src);
  16060. group->bg_id = bg_team_get_id(src);
  16061. group->group_id = skill_get_new_group_id();
  16062. group->link_group_id = 0;
  16063. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16064. group->unit_count = count;
  16065. group->alive_count = 0;
  16066. group->val1 = 0;
  16067. group->val2 = 0;
  16068. group->val3 = 0;
  16069. group->skill_id = skill_id;
  16070. group->skill_lv = skill_lv;
  16071. group->unit_id = unit_id;
  16072. group->map = src->m;
  16073. group->limit = limit;
  16074. group->interval = interval;
  16075. group->tick = gettick();
  16076. group->valstr = NULL;
  16077. ud->skillunit[i] = group;
  16078. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  16079. group->tick += 1500;
  16080. // Stores this new group to DBMap
  16081. idb_put(skillunit_group_db, group->group_id, group);
  16082. return group;
  16083. }
  16084. /**
  16085. * Remove skill unit group
  16086. * @param group
  16087. * @param file
  16088. * @param line
  16089. * @param *func
  16090. */
  16091. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16092. {
  16093. struct block_list* src;
  16094. struct unit_data *ud;
  16095. short i, j;
  16096. int link_group_id;
  16097. if( group == NULL ) {
  16098. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16099. return 0;
  16100. }
  16101. src = map_id2bl(group->src_id);
  16102. ud = unit_bl2ud(src);
  16103. if (!src || !ud) {
  16104. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16105. return 0;
  16106. }
  16107. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16108. switch( group->skill_id ) {
  16109. case BA_DISSONANCE:
  16110. case BA_POEMBRAGI:
  16111. case BA_WHISTLE:
  16112. case BA_ASSASSINCROSS:
  16113. case BA_APPLEIDUN:
  16114. case DC_UGLYDANCE:
  16115. case DC_HUMMING:
  16116. case DC_DONTFORGETME:
  16117. case DC_FORTUNEKISS:
  16118. case DC_SERVICEFORYOU:
  16119. case NC_NEUTRALBARRIER:
  16120. case NC_STEALTHFIELD:
  16121. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16122. break;
  16123. }
  16124. }
  16125. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  16126. struct status_change* sc = status_get_sc(src);
  16127. if (sc && sc->data[SC_DANCING]) {
  16128. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16129. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16130. }
  16131. }
  16132. // End SC from the master when the skill group is deleted
  16133. i = SC_NONE;
  16134. switch (group->unit_id) {
  16135. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16136. case UNT_BASILICA: i = SC_BASILICA; break;
  16137. }
  16138. if (i != SC_NONE) {
  16139. struct status_change *sc = status_get_sc(src);
  16140. if (sc && sc->data[i]) {
  16141. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16142. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16143. }
  16144. }
  16145. switch( group->skill_id ) {
  16146. case SG_SUN_WARM:
  16147. case SG_MOON_WARM:
  16148. case SG_STAR_WARM:
  16149. {
  16150. struct status_change *sc = NULL;
  16151. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16152. sc->data[SC_WARM]->val4 = 0;
  16153. status_change_end(src, SC_WARM, INVALID_TIMER);
  16154. }
  16155. }
  16156. break;
  16157. case NC_NEUTRALBARRIER:
  16158. {
  16159. struct status_change *sc = NULL;
  16160. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  16161. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16162. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16163. }
  16164. }
  16165. break;
  16166. case NC_STEALTHFIELD:
  16167. {
  16168. struct status_change *sc = NULL;
  16169. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16170. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16171. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16172. }
  16173. }
  16174. break;
  16175. case LG_BANDING:
  16176. {
  16177. struct status_change *sc = NULL;
  16178. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16179. sc->data[SC_BANDING]->val4 = 0;
  16180. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16181. }
  16182. }
  16183. break;
  16184. }
  16185. if (src->type==BL_PC && group->state.ammo_consume)
  16186. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16187. group->alive_count=0;
  16188. // remove all unit cells
  16189. if(group->unit != NULL)
  16190. for( i = 0; i < group->unit_count; i++ )
  16191. skill_delunit(&group->unit[i]);
  16192. // clear Talkie-box string
  16193. if( group->valstr != NULL ) {
  16194. aFree(group->valstr);
  16195. group->valstr = NULL;
  16196. }
  16197. idb_remove(skillunit_group_db, group->group_id);
  16198. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16199. group->unit = NULL;
  16200. group->group_id = 0;
  16201. group->unit_count = 0;
  16202. link_group_id = group->link_group_id;
  16203. group->link_group_id = 0;
  16204. // locate this group, swap with the last entry and delete it
  16205. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16206. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16207. j--;
  16208. if( i < MAX_SKILLUNITGROUP ) {
  16209. ud->skillunit[i] = ud->skillunit[j];
  16210. ud->skillunit[j] = NULL;
  16211. ers_free(skill_unit_ers, group);
  16212. } else
  16213. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16214. if(link_group_id) {
  16215. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16216. if(group_cur)
  16217. skill_delunitgroup(group_cur);
  16218. }
  16219. return 1;
  16220. }
  16221. /**
  16222. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16223. * @param src
  16224. */
  16225. void skill_clear_unitgroup(struct block_list *src)
  16226. {
  16227. struct unit_data *ud;
  16228. nullpo_retv(src);
  16229. nullpo_retv((ud = unit_bl2ud(src)));
  16230. while (ud->skillunit[0])
  16231. skill_delunitgroup(ud->skillunit[0]);
  16232. }
  16233. /**
  16234. * Search tickset for skill unit in skill unit group
  16235. * @param bl Block List for skill_unit
  16236. * @param group Skill unit group
  16237. * @param tick
  16238. * @return skill_unit_group_tickset if found
  16239. */
  16240. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  16241. {
  16242. int i, j = -1, s, id;
  16243. struct unit_data *ud;
  16244. struct skill_unit_group_tickset *set;
  16245. nullpo_ret(bl);
  16246. if (group->interval == -1)
  16247. return NULL;
  16248. ud = unit_bl2ud(bl);
  16249. if (!ud)
  16250. return NULL;
  16251. set = ud->skillunittick;
  16252. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  16253. id = s = group->skill_id;
  16254. else
  16255. id = s = group->group_id;
  16256. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16257. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16258. if (set[k].id == id)
  16259. return &set[k];
  16260. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16261. j=k;
  16262. }
  16263. if (j == -1) {
  16264. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16265. j = id % MAX_SKILLUNITGROUPTICKSET;
  16266. }
  16267. set[j].id = id;
  16268. set[j].tick = tick;
  16269. return &set[j];
  16270. }
  16271. /*==========================================
  16272. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16273. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16274. *------------------------------------------*/
  16275. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16276. {
  16277. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16278. struct skill_unit_group* group = NULL;
  16279. unsigned int tick = va_arg(ap,unsigned int);
  16280. nullpo_ret(unit);
  16281. if( !unit->alive || bl->prev == NULL )
  16282. return 0;
  16283. nullpo_ret(group = unit->group);
  16284. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16285. return 0; //AoE skills are ineffective. [Skotlex]
  16286. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16287. return 0;
  16288. skill_unit_onplace_timer(unit,bl,tick);
  16289. return 1;
  16290. }
  16291. /**
  16292. * @see DBApply
  16293. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16294. */
  16295. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16296. {
  16297. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16298. struct skill_unit_group* group = NULL;
  16299. unsigned int tick = va_arg(ap,unsigned int);
  16300. bool dissonance;
  16301. struct block_list* bl = &unit->bl;
  16302. nullpo_ret(unit);
  16303. if( !unit->alive )
  16304. return 0;
  16305. nullpo_ret(group = unit->group);
  16306. // Check for expiration
  16307. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16308. {// skill unit expired (inlined from skill_unit_onlimit())
  16309. switch( group->unit_id ) {
  16310. case UNT_BLASTMINE:
  16311. #ifdef RENEWAL
  16312. case UNT_CLAYMORETRAP:
  16313. #endif
  16314. case UNT_GROUNDDRIFT_WIND:
  16315. case UNT_GROUNDDRIFT_DARK:
  16316. case UNT_GROUNDDRIFT_POISON:
  16317. case UNT_GROUNDDRIFT_WATER:
  16318. case UNT_GROUNDDRIFT_FIRE:
  16319. group->unit_id = UNT_USED_TRAPS;
  16320. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16321. group->limit=DIFF_TICK(tick+1500,group->tick);
  16322. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16323. break;
  16324. case UNT_ANKLESNARE:
  16325. case UNT_ELECTRICSHOCKER:
  16326. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16327. skill_delunit(unit);
  16328. break;
  16329. }
  16330. case UNT_SKIDTRAP:
  16331. case UNT_LANDMINE:
  16332. case UNT_SHOCKWAVE:
  16333. case UNT_SANDMAN:
  16334. case UNT_FLASHER:
  16335. case UNT_FREEZINGTRAP:
  16336. #ifndef RENEWAL
  16337. case UNT_CLAYMORETRAP:
  16338. #endif
  16339. case UNT_TALKIEBOX:
  16340. case UNT_CLUSTERBOMB:
  16341. case UNT_MAGENTATRAP:
  16342. case UNT_COBALTTRAP:
  16343. case UNT_MAIZETRAP:
  16344. case UNT_VERDURETRAP:
  16345. case UNT_FIRINGTRAP:
  16346. case UNT_ICEBOUNDTRAP:
  16347. {
  16348. struct block_list* src;
  16349. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16350. { // revert unit back into a trap
  16351. struct item item_tmp;
  16352. memset(&item_tmp,0,sizeof(item_tmp));
  16353. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16354. item_tmp.identify = 1;
  16355. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16356. }
  16357. skill_delunit(unit);
  16358. }
  16359. break;
  16360. case UNT_WARP_ACTIVE:
  16361. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16362. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16363. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16364. // restart timers
  16365. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16366. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16367. // apply effect to all units standing on it
  16368. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16369. break;
  16370. case UNT_CALLFAMILY:
  16371. {
  16372. struct map_session_data *sd = NULL;
  16373. if(group->val1) {
  16374. sd = map_charid2sd(group->val1);
  16375. group->val1 = 0;
  16376. if (sd && !map[sd->bl.m].flag.nowarp)
  16377. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16378. }
  16379. if(group->val2) {
  16380. sd = map_charid2sd(group->val2);
  16381. group->val2 = 0;
  16382. if (sd && !map[sd->bl.m].flag.nowarp)
  16383. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16384. }
  16385. skill_delunit(unit);
  16386. }
  16387. break;
  16388. case UNT_REVERBERATION:
  16389. case UNT_NETHERWORLD:
  16390. if( unit->val1 <= 0 ) { // If it was deactivated.
  16391. skill_delunit(unit);
  16392. break;
  16393. }
  16394. clif_changetraplook(bl,UNT_USED_TRAPS);
  16395. if (group->unit_id == UNT_REVERBERATION)
  16396. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16397. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16398. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16399. group->unit_id = UNT_USED_TRAPS;
  16400. break;
  16401. case UNT_FEINTBOMB: {
  16402. struct block_list *src = map_id2bl(group->src_id);
  16403. struct status_change *sc;
  16404. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16405. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  16406. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16407. }
  16408. skill_delunit(unit);
  16409. }
  16410. break;
  16411. case UNT_BANDING:
  16412. {
  16413. struct block_list *src = map_id2bl(group->src_id);
  16414. struct status_change *sc;
  16415. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16416. skill_delunit(unit);
  16417. break;
  16418. }
  16419. // This unit isn't removed while SC_BANDING is active.
  16420. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16421. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16422. }
  16423. break;
  16424. case UNT_B_TRAP:
  16425. {
  16426. struct block_list* src;
  16427. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16428. struct item item_tmp;
  16429. memset(&item_tmp, 0, sizeof(item_tmp));
  16430. item_tmp.nameid = group->item_id;
  16431. item_tmp.identify = 1;
  16432. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16433. }
  16434. skill_delunit(unit);
  16435. }
  16436. break;
  16437. default:
  16438. skill_delunit(unit);
  16439. }
  16440. } else {// skill unit is still active
  16441. switch( group->unit_id ) {
  16442. case UNT_ICEWALL:
  16443. // icewall loses 50 hp every second
  16444. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16445. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16446. unit->limit = DIFF_TICK(tick+700,group->tick);
  16447. break;
  16448. case UNT_BLASTMINE:
  16449. case UNT_SKIDTRAP:
  16450. case UNT_LANDMINE:
  16451. case UNT_SHOCKWAVE:
  16452. case UNT_SANDMAN:
  16453. case UNT_FLASHER:
  16454. case UNT_CLAYMORETRAP:
  16455. case UNT_FREEZINGTRAP:
  16456. case UNT_TALKIEBOX:
  16457. case UNT_ANKLESNARE:
  16458. case UNT_B_TRAP:
  16459. if( unit->val1 <= 0 ) {
  16460. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16461. skill_delunit(unit);
  16462. else {
  16463. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16464. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16465. group->unit_id = UNT_USED_TRAPS;
  16466. }
  16467. }
  16468. break;
  16469. case UNT_REVERBERATION:
  16470. case UNT_NETHERWORLD:
  16471. if (unit->val1 <= 0) {
  16472. clif_changetraplook(bl,UNT_USED_TRAPS);
  16473. if (group->unit_id == UNT_REVERBERATION)
  16474. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16475. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16476. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16477. group->unit_id = UNT_USED_TRAPS;
  16478. }
  16479. break;
  16480. case UNT_WALLOFTHORN:
  16481. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16482. skill_delunitgroup(group);
  16483. break;
  16484. }
  16485. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16486. skill_delunit(unit);
  16487. break;
  16488. }
  16489. }
  16490. //Don't continue if unit or even group is expired and has been deleted.
  16491. if( !group || !unit->alive )
  16492. return 0;
  16493. dissonance = skill_dance_switch(unit, 0);
  16494. if( unit->range >= 0 && group->interval != -1 )
  16495. {
  16496. if( battle_config.skill_wall_check )
  16497. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16498. else
  16499. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16500. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16501. group->unit_id = UNT_USED_TRAPS;
  16502. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16503. unit->range = -1; //Disable processed cell.
  16504. if (--group->val1 <= 0) { // number of live cells
  16505. //All tiles were processed, disable skill.
  16506. group->target_flag=BCT_NOONE;
  16507. group->bl_flag= BL_NUL;
  16508. }
  16509. }
  16510. }
  16511. if( dissonance )
  16512. skill_dance_switch(unit, 1);
  16513. return 0;
  16514. }
  16515. /*==========================================
  16516. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16517. *------------------------------------------*/
  16518. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16519. {
  16520. map_freeblock_lock();
  16521. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16522. map_freeblock_unlock();
  16523. return 0;
  16524. }
  16525. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16526. /*==========================================
  16527. * flag :
  16528. * 1 : store that skill_unit in array
  16529. * 2 : clear that skill_unit
  16530. * 4 : call_on_left
  16531. *------------------------------------------*/
  16532. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16533. {
  16534. struct skill_unit* unit = (struct skill_unit *)bl;
  16535. struct skill_unit_group* group = NULL;
  16536. struct block_list* target = va_arg(ap,struct block_list*);
  16537. unsigned int tick = va_arg(ap,unsigned int);
  16538. int flag = va_arg(ap,int);
  16539. bool dissonance;
  16540. uint16 skill_id;
  16541. int i;
  16542. nullpo_ret(unit);
  16543. nullpo_ret(target);
  16544. if( !unit->alive || target->prev == NULL )
  16545. return 0;
  16546. nullpo_ret(group = unit->group);
  16547. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  16548. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16549. dissonance = skill_dance_switch(unit, 0);
  16550. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16551. skill_id = group->skill_id;
  16552. if( group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16553. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16554. if( dissonance ) {
  16555. skill_dance_switch(unit, 1);
  16556. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16557. }
  16558. return 0;
  16559. }
  16560. //Target-type check.
  16561. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16562. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16563. if( flag&1 ) {
  16564. if( flag&2 ) { //Clear this skill id.
  16565. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16566. if( i < ARRAYLENGTH(skill_unit_temp) )
  16567. skill_unit_temp[i] = 0;
  16568. }
  16569. } else {
  16570. if( flag&2 ) { //Store this skill id.
  16571. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16572. if( i < ARRAYLENGTH(skill_unit_temp) )
  16573. skill_unit_temp[i] = skill_id;
  16574. else
  16575. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16576. }
  16577. }
  16578. if( flag&4 )
  16579. skill_unit_onleft(skill_id,target,tick);
  16580. }
  16581. if( dissonance )
  16582. skill_dance_switch(unit, 1);
  16583. return 0;
  16584. } else {
  16585. if( flag&1 ) {
  16586. int result = skill_unit_onplace(unit,target,tick);
  16587. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16588. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16589. if( i < ARRAYLENGTH(skill_unit_temp) )
  16590. skill_unit_temp[i] = 0;
  16591. }
  16592. } else {
  16593. int result = skill_unit_onout(unit,target,tick);
  16594. if( flag&2 && result ) { //Store this unit id.
  16595. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16596. if( i < ARRAYLENGTH(skill_unit_temp) )
  16597. skill_unit_temp[i] = skill_id;
  16598. else
  16599. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16600. }
  16601. }
  16602. //TODO: Normally, this is dangerous since the unit and group could be freed
  16603. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16604. //cells do not get deleted within them. [Skotlex]
  16605. if( dissonance )
  16606. skill_dance_switch(unit, 1);
  16607. if( flag&4 )
  16608. skill_unit_onleft(skill_id,target,tick);
  16609. return 1;
  16610. }
  16611. }
  16612. /*==========================================
  16613. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16614. * Flag values:
  16615. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16616. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16617. * units to figure out when they have left a group.
  16618. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16619. *------------------------------------------*/
  16620. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16621. {
  16622. nullpo_ret(bl);
  16623. if( bl->prev == NULL )
  16624. return 0;
  16625. if( flag&2 && !(flag&1) ) //Onout, clear data
  16626. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16627. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16628. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16629. int i;
  16630. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16631. if( skill_unit_temp[i] )
  16632. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16633. }
  16634. return 0;
  16635. }
  16636. /*==========================================
  16637. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16638. * @param bl Skill unit
  16639. * @param m Map
  16640. * @param dx
  16641. * @param dy
  16642. *------------------------------------------*/
  16643. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16644. unsigned int tick = gettick();
  16645. struct skill_unit *su;
  16646. if (bl->type != BL_SKILL)
  16647. return;
  16648. if (!(su = (struct skill_unit *)bl))
  16649. return;
  16650. if (!su->alive)
  16651. return;
  16652. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16653. return; //Ensembles may not be moved around.
  16654. if (!bl->prev) {
  16655. bl->x = dx;
  16656. bl->y = dy;
  16657. return;
  16658. }
  16659. map_moveblock(bl, dx, dy, tick);
  16660. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16661. clif_getareachar_skillunit(bl, su, AREA, 0);
  16662. return;
  16663. }
  16664. /**
  16665. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16666. * @param group Skill Group
  16667. * @param m Map
  16668. * @param dx
  16669. * @param dy
  16670. */
  16671. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16672. {
  16673. int i, j;
  16674. unsigned int tick = gettick();
  16675. int *m_flag;
  16676. struct skill_unit *unit1;
  16677. struct skill_unit *unit2;
  16678. if (group == NULL)
  16679. return;
  16680. if (group->unit_count <= 0)
  16681. return;
  16682. if (group->unit == NULL)
  16683. return;
  16684. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16685. return; //Ensembles may not be moved around.
  16686. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16687. // m_flag
  16688. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16689. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16690. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16691. // 3: Both 1+2.
  16692. for(i = 0; i < group->unit_count; i++) {
  16693. unit1 =& group->unit[i];
  16694. if (!unit1->alive || unit1->bl.m != m)
  16695. continue;
  16696. for(j = 0; j < group->unit_count; j++) {
  16697. unit2 = &group->unit[j];
  16698. if (!unit2->alive)
  16699. continue;
  16700. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16701. m_flag[i] |= 0x1;
  16702. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16703. m_flag[i] |= 0x2;
  16704. }
  16705. }
  16706. j = 0;
  16707. for (i = 0; i < group->unit_count; i++) {
  16708. unit1 = &group->unit[i];
  16709. if (!unit1->alive)
  16710. continue;
  16711. if (!(m_flag[i]&0x2)) {
  16712. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16713. skill_dance_overlap(unit1, 0);
  16714. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16715. }
  16716. //Move Cell using "smart" criteria (avoid useless moving around)
  16717. switch(m_flag[i]) {
  16718. case 0:
  16719. //Cell moves independently, safely move it.
  16720. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16721. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16722. break;
  16723. case 1:
  16724. //Cell moves unto another cell, look for a replacement cell that won't collide
  16725. //and has no cell moving into it (flag == 2)
  16726. for(; j < group->unit_count; j++) {
  16727. int dx2, dy2;
  16728. if(m_flag[j] != 2 || !group->unit[j].alive)
  16729. continue;
  16730. //Move to where this cell would had moved.
  16731. unit2 = &group->unit[j];
  16732. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16733. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16734. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16735. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16736. j++; //Skip this cell as we have used it.
  16737. break;
  16738. }
  16739. break;
  16740. case 2:
  16741. case 3:
  16742. break; //Don't move the cell as a cell will end on this tile anyway.
  16743. }
  16744. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16745. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16746. skill_dance_overlap(unit1, 1);
  16747. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16748. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16749. }
  16750. }
  16751. aFree(m_flag);
  16752. }
  16753. /**
  16754. * Checking product requirement in player's inventory.
  16755. * Checking if player has the item or not, the amount, and the weight limit.
  16756. * @param sd Player
  16757. * @param nameid Product requested
  16758. * @param trigger Trigger criteria to match will 'ItemLv'
  16759. * @param qty Amount of item will be created
  16760. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16761. */
  16762. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16763. {
  16764. short i, j;
  16765. nullpo_ret(sd);
  16766. if (!nameid || !itemdb_exists(nameid))
  16767. return 0;
  16768. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16769. if (skill_produce_db[i].nameid == nameid) {
  16770. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16771. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16772. continue; // must iterate again to check other skills that produce it. [malufett]
  16773. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16774. continue; // special case
  16775. break;
  16776. }
  16777. }
  16778. if (i >= MAX_SKILL_PRODUCE_DB)
  16779. return 0;
  16780. // Cannot carry the produced stuff
  16781. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16782. return 0;
  16783. // Matching the requested produce list
  16784. if (trigger >= 0) {
  16785. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16786. if (skill_produce_db[i].itemlv != trigger)
  16787. return 0;
  16788. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16789. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16790. return 0;
  16791. } else { // Weapon (itemlv must be higher or equal)
  16792. if (skill_produce_db[i].itemlv > trigger)
  16793. return 0;
  16794. }
  16795. }
  16796. // Check on player's inventory
  16797. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16798. unsigned short nameid_produce;
  16799. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16800. continue;
  16801. if (skill_produce_db[i].mat_amount[j] == 0) {
  16802. if (pc_search_inventory(sd,nameid_produce) < 0)
  16803. return 0;
  16804. } else {
  16805. unsigned short idx, amt;
  16806. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16807. if (sd->status.inventory[idx].nameid == nameid_produce)
  16808. amt += sd->status.inventory[idx].amount;
  16809. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16810. return 0;
  16811. }
  16812. }
  16813. return i + 1;
  16814. }
  16815. /**
  16816. * Attempt to produce an item
  16817. * @param sd Player
  16818. * @param skill_id Skill used
  16819. * @param nameid Requested product
  16820. * @param slot1
  16821. * @param slot2
  16822. * @param slot3
  16823. * @param qty Amount of requested item
  16824. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  16825. * @return True is success, False if failed
  16826. */
  16827. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  16828. {
  16829. int slot[3];
  16830. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16831. int num = -1; // exclude the recipe
  16832. struct status_data *status;
  16833. struct item_data* data;
  16834. nullpo_ret(sd);
  16835. status = status_get_status_data(&sd->bl);
  16836. if( sd->skill_id_old == skill_id )
  16837. skill_lv = sd->skill_lv_old;
  16838. if (produce_idx == -1) {
  16839. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16840. return false;
  16841. idx--;
  16842. }
  16843. else
  16844. idx = produce_idx;
  16845. if (qty < 1)
  16846. qty = 1;
  16847. if (!skill_id) //A skill can be specified for some override cases.
  16848. skill_id = skill_produce_db[idx].req_skill;
  16849. if( skill_id == GC_RESEARCHNEWPOISON )
  16850. skill_id = GC_CREATENEWPOISON;
  16851. slot[0] = slot1;
  16852. slot[1] = slot2;
  16853. slot[2] = slot3;
  16854. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16855. short j;
  16856. if (slot[i] <= 0)
  16857. continue;
  16858. j = pc_search_inventory(sd,slot[i]);
  16859. if (j < 0)
  16860. continue;
  16861. if (slot[i] == ITEMID_STAR_CRUMB) {
  16862. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16863. sc++;
  16864. }
  16865. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16866. static const int ele_table[4] = { 3, 1, 4, 2 };
  16867. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16868. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16869. }
  16870. }
  16871. if (skill_id == RK_RUNEMASTERY) {
  16872. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16873. data = itemdb_search(nameid);
  16874. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16875. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16876. else temp_qty = 1;
  16877. if (data->stack.inventory) {
  16878. for (i = 0; i < MAX_INVENTORY; i++) {
  16879. if (sd->status.inventory[i].nameid == nameid) {
  16880. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16881. clif_msg(sd,RUNE_CANT_CREATE);
  16882. return 0;
  16883. } else {
  16884. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16885. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16886. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16887. }
  16888. break;
  16889. }
  16890. }
  16891. }
  16892. qty = temp_qty;
  16893. }
  16894. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16895. short id, x, j;
  16896. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16897. continue;
  16898. num++;
  16899. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16900. do {
  16901. int y = 0;
  16902. j = pc_search_inventory(sd,id);
  16903. if (j >= 0) {
  16904. y = sd->status.inventory[j].amount;
  16905. if (y > x)
  16906. y = x;
  16907. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16908. } else {
  16909. ShowError("skill_produce_mix: material item error\n");
  16910. return false;
  16911. }
  16912. x -= y;
  16913. } while( j >= 0 && x > 0 );
  16914. }
  16915. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16916. wlv = itemdb_wlv(nameid);
  16917. if (!equip) {
  16918. switch (skill_id) {
  16919. case BS_IRON:
  16920. case BS_STEEL:
  16921. case BS_ENCHANTEDSTONE:
  16922. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16923. i = pc_checkskill(sd,skill_id);
  16924. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16925. switch (nameid) {
  16926. case ITEMID_IRON:
  16927. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16928. break;
  16929. case ITEMID_STEEL:
  16930. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16931. break;
  16932. case ITEMID_STAR_CRUMB:
  16933. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16934. break;
  16935. default: // Enchanted Stones
  16936. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16937. break;
  16938. }
  16939. break;
  16940. case ASC_CDP:
  16941. make_per = (2000 + 40*status->dex + 20*status->luk);
  16942. break;
  16943. case AL_HOLYWATER:
  16944. case AB_ANCILLA:
  16945. make_per = 100000; //100% success
  16946. break;
  16947. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16948. case AM_TWILIGHT1:
  16949. case AM_TWILIGHT2:
  16950. case AM_TWILIGHT3:
  16951. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16952. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16953. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16954. if (hom_is_active(sd->hd)) {//Player got a homun
  16955. int skill;
  16956. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16957. make_per += skill*100; //+1% bonus per level
  16958. }
  16959. switch(nameid){
  16960. case ITEMID_RED_POTION:
  16961. case ITEMID_YELLOW_POTION:
  16962. case ITEMID_WHITE_POTION:
  16963. make_per += (1+rnd()%100)*10 + 2000;
  16964. break;
  16965. case ITEMID_ALCOHOL:
  16966. make_per += (1+rnd()%100)*10 + 1000;
  16967. break;
  16968. case ITEMID_FIRE_BOTTLE:
  16969. case ITEMID_ACID_BOTTLE:
  16970. case ITEMID_MAN_EATER_BOTTLE:
  16971. case ITEMID_MINI_BOTTLE:
  16972. make_per += (1+rnd()%100)*10;
  16973. break;
  16974. case ITEMID_YELLOW_SLIM_POTION:
  16975. make_per -= (1+rnd()%50)*10;
  16976. break;
  16977. case ITEMID_WHITE_SLIM_POTION:
  16978. case ITEMID_COATING_BOTTLE:
  16979. make_per -= (1+rnd()%100)*10;
  16980. break;
  16981. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16982. case ITEMID_BLUE_POTION:
  16983. case ITEMID_RED_SLIM_POTION:
  16984. case ITEMID_ANODYNE:
  16985. case ITEMID_ALOEBERA:
  16986. default:
  16987. break;
  16988. }
  16989. if (battle_config.pp_rate != 100)
  16990. make_per = make_per * battle_config.pp_rate / 100;
  16991. break;
  16992. case SA_CREATECON: // Elemental Converter Creation
  16993. make_per = 100000; // should be 100% success rate
  16994. break;
  16995. case RK_RUNEMASTERY: {
  16996. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16997. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16998. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16999. int D = 0;
  17000. switch (nameid) { //rune rank it_diff 9 craftable rune
  17001. case ITEMID_BERKANA:
  17002. D = -2000;
  17003. break; //Rank S
  17004. case ITEMID_NAUTHIZ:
  17005. case ITEMID_URUZ:
  17006. D = -1500;
  17007. break; //Rank A
  17008. case ITEMID_ISA:
  17009. case ITEMID_WYRD:
  17010. D = -1000;
  17011. break; //Rank B
  17012. case ITEMID_RAIDO:
  17013. case ITEMID_THURISAZ:
  17014. case ITEMID_HAGALAZ:
  17015. case ITEMID_OTHILA:
  17016. D = -500;
  17017. break; //Rank C
  17018. default:
  17019. D = -1500;
  17020. break; //not specified =-15%
  17021. }
  17022. make_per = A + B + C + D;
  17023. }
  17024. break;
  17025. case GC_CREATENEWPOISON:
  17026. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17027. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17028. break;
  17029. case GN_CHANGEMATERIAL:
  17030. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17031. if (skill_changematerial_db[i].nameid == nameid) {
  17032. make_per = skill_changematerial_db[i].rate * 10;
  17033. break;
  17034. }
  17035. }
  17036. break;
  17037. case GN_S_PHARMACY:
  17038. {
  17039. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17040. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  17041. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  17042. switch(nameid){// difficulty factor
  17043. case ITEMID_HP_INCREASE_POTION_SMALL:
  17044. case ITEMID_SP_INCREASE_POTION_SMALL:
  17045. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17046. difficulty += 10;
  17047. break;
  17048. case ITEMID_BOMB_MUSHROOM_SPORE:
  17049. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17050. difficulty += 15;
  17051. break;
  17052. case ITEMID_BANANA_BOMB:
  17053. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17054. case ITEMID_SP_INCREASE_POTION_LARGE:
  17055. case ITEMID_VITATA500:
  17056. difficulty += 20;
  17057. break;
  17058. case ITEMID_SEED_OF_HORNY_PLANT:
  17059. case ITEMID_BLOODSUCK_PLANT_SEED:
  17060. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17061. difficulty += 30;
  17062. break;
  17063. case ITEMID_HP_INCREASE_POTION_LARGE:
  17064. case ITEMID_CURE_FREE:
  17065. difficulty += 40;
  17066. break;
  17067. }
  17068. if( make_per >= 400 && make_per > difficulty)
  17069. qty = 10;
  17070. else if( make_per >= 300 && make_per > difficulty)
  17071. qty = 7;
  17072. else if( make_per >= 100 && make_per > difficulty)
  17073. qty = 6;
  17074. else if( make_per >= 1 && make_per > difficulty)
  17075. qty = 5;
  17076. else
  17077. qty = 4;
  17078. make_per = 10000;
  17079. }
  17080. break;
  17081. case GN_MAKEBOMB:
  17082. case GN_MIX_COOKING:
  17083. {
  17084. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17085. 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)
  17086. qty = ~(5 + rnd()%5) + 1;
  17087. switch(nameid){// difficulty factor
  17088. case ITEMID_APPLE_BOMB:
  17089. difficulty += 5;
  17090. break;
  17091. case ITEMID_COCONUT_BOMB:
  17092. case ITEMID_MELON_BOMB:
  17093. difficulty += 10;
  17094. break;
  17095. case ITEMID_SAVAGE_FULL_ROAST:
  17096. case ITEMID_COCKTAIL_WARG_BLOOD:
  17097. case ITEMID_MINOR_STEW:
  17098. case ITEMID_SIROMA_ICED_TEA:
  17099. case ITEMID_DROSERA_HERB_SALAD:
  17100. case ITEMID_PETITE_TAIL_NOODLES:
  17101. case ITEMID_PINEAPPLE_BOMB:
  17102. difficulty += 15;
  17103. break;
  17104. case ITEMID_BANANA_BOMB:
  17105. difficulty += 20;
  17106. break;
  17107. }
  17108. if( make_per >= 30 && make_per > difficulty)
  17109. qty = 10 + rnd()%2;
  17110. else if( make_per >= 10 && make_per > difficulty)
  17111. qty = 10;
  17112. else if( make_per == 10 && make_per > difficulty)
  17113. qty = 8;
  17114. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17115. ;// Food/Bomb creation fails.
  17116. else if( make_per >= 30 && make_per < difficulty)
  17117. qty = 5;
  17118. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17119. qty = ~qty + 1;
  17120. make_per = 0;
  17121. }
  17122. else
  17123. make_per = 10000;
  17124. qty = (skill_lv > 1 ? qty : 1);
  17125. }
  17126. break;
  17127. default:
  17128. if (sd->menuskill_id == AM_PHARMACY &&
  17129. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17130. { //Assume Cooking Dish
  17131. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17132. make_per = 10000; //100% Success
  17133. else
  17134. make_per = 1200 * (sd->menuskill_val - 10)
  17135. + 20 * (sd->status.base_level + 1)
  17136. + 20 * (status->dex + 1)
  17137. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17138. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17139. - 10 * (100 - status->luk + 1)
  17140. - 500 * (num - 1)
  17141. - 100 * (rnd()%4 + 1);
  17142. break;
  17143. }
  17144. make_per = 5000;
  17145. break;
  17146. }
  17147. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17148. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17149. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17150. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  17151. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  17152. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  17153. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  17154. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  17155. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  17156. if (battle_config.wp_rate != 100)
  17157. make_per = make_per * battle_config.wp_rate / 100;
  17158. }
  17159. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17160. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17161. if (make_per < 1) make_per = 1;
  17162. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17163. struct item tmp_item;
  17164. memset(&tmp_item,0,sizeof(tmp_item));
  17165. tmp_item.nameid = nameid;
  17166. tmp_item.amount = 1;
  17167. tmp_item.identify = 1;
  17168. if (equip) {
  17169. tmp_item.card[0] = CARD0_FORGE;
  17170. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17171. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17172. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17173. } else {
  17174. //Flag is only used on the end, so it can be used here. [Skotlex]
  17175. switch (skill_id) {
  17176. case BS_DAGGER:
  17177. case BS_SWORD:
  17178. case BS_TWOHANDSWORD:
  17179. case BS_AXE:
  17180. case BS_MACE:
  17181. case BS_KNUCKLE:
  17182. case BS_SPEAR:
  17183. flag = battle_config.produce_item_name_input&0x1;
  17184. break;
  17185. case AM_PHARMACY:
  17186. case AM_TWILIGHT1:
  17187. case AM_TWILIGHT2:
  17188. case AM_TWILIGHT3:
  17189. flag = battle_config.produce_item_name_input&0x2;
  17190. break;
  17191. case AL_HOLYWATER:
  17192. case AB_ANCILLA:
  17193. flag = battle_config.produce_item_name_input&0x8;
  17194. break;
  17195. case ASC_CDP:
  17196. flag = battle_config.produce_item_name_input&0x10;
  17197. break;
  17198. default:
  17199. flag = battle_config.produce_item_name_input&0x80;
  17200. break;
  17201. }
  17202. if (flag) {
  17203. tmp_item.card[0] = CARD0_CREATE;
  17204. tmp_item.card[1] = 0;
  17205. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17206. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17207. }
  17208. }
  17209. // if(log_config.produce > 0)
  17210. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17211. //TODO update PICKLOG
  17212. if (equip) {
  17213. clif_produceeffect(sd,0,nameid);
  17214. clif_misceffect(&sd->bl,3);
  17215. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17216. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17217. } else {
  17218. int fame = 0;
  17219. tmp_item.amount = 0;
  17220. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17221. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17222. tmp_item.amount = qty;
  17223. break;
  17224. }
  17225. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17226. tmp_item.amount++;
  17227. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17228. continue;
  17229. if (skill_id != AM_PHARMACY &&
  17230. skill_id != AM_TWILIGHT1 &&
  17231. skill_id != AM_TWILIGHT2 &&
  17232. skill_id != AM_TWILIGHT3)
  17233. continue;
  17234. //Add fame as needed.
  17235. switch(++sd->potion_success_counter) {
  17236. case 3:
  17237. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17238. break;
  17239. case 5:
  17240. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17241. break;
  17242. case 7:
  17243. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17244. break;
  17245. case 10:
  17246. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17247. sd->potion_success_counter = 0;
  17248. break;
  17249. }
  17250. } else //Failure
  17251. sd->potion_success_counter = 0;
  17252. }
  17253. if (fame)
  17254. pc_addfame(sd,fame);
  17255. //Visual effects and the like.
  17256. switch (skill_id) {
  17257. case AM_PHARMACY:
  17258. case AM_TWILIGHT1:
  17259. case AM_TWILIGHT2:
  17260. case AM_TWILIGHT3:
  17261. case ASC_CDP:
  17262. case GC_CREATENEWPOISON:
  17263. clif_produceeffect(sd,2,nameid);
  17264. clif_misceffect(&sd->bl,5);
  17265. break;
  17266. case BS_IRON:
  17267. case BS_STEEL:
  17268. case BS_ENCHANTEDSTONE:
  17269. clif_produceeffect(sd,0,nameid);
  17270. clif_misceffect(&sd->bl,3);
  17271. break;
  17272. case RK_RUNEMASTERY:
  17273. clif_produceeffect(sd,4,nameid);
  17274. clif_misceffect(&sd->bl,5);
  17275. break;
  17276. default: //Those that don't require a skill?
  17277. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17278. clif_specialeffect(&sd->bl, 608, AREA);
  17279. if (sd->cook_mastery < 1999)
  17280. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17281. }
  17282. break;
  17283. }
  17284. }
  17285. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17286. int j, k = 0, l;
  17287. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17288. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17289. if (skill_changematerial_db[i].nameid == nameid){
  17290. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17291. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17292. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17293. tmp_item.amount = (isStackable ? total_qty : 1);
  17294. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17295. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17296. clif_additem(sd,0,0,flag);
  17297. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17298. }
  17299. }
  17300. k++;
  17301. }
  17302. }
  17303. break;
  17304. }
  17305. }
  17306. if (k) {
  17307. clif_produceeffect(sd,6,nameid);
  17308. clif_misceffect(&sd->bl,5);
  17309. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17310. return true;
  17311. }
  17312. } else if (tmp_item.amount) { //Success
  17313. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17314. clif_additem(sd,0,0,flag);
  17315. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17316. }
  17317. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17318. clif_produceeffect(sd,6,nameid);
  17319. clif_misceffect(&sd->bl,5);
  17320. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17321. }
  17322. return true;
  17323. }
  17324. }
  17325. //Failure
  17326. // if(log_config.produce)
  17327. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17328. //TODO update PICKLOG
  17329. if (equip) {
  17330. clif_produceeffect(sd,1,nameid);
  17331. clif_misceffect(&sd->bl,2);
  17332. } else {
  17333. switch (skill_id) {
  17334. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17335. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17336. case AM_PHARMACY:
  17337. case AM_TWILIGHT1:
  17338. case AM_TWILIGHT2:
  17339. case AM_TWILIGHT3:
  17340. case GC_CREATENEWPOISON:
  17341. clif_produceeffect(sd,3,nameid);
  17342. clif_misceffect(&sd->bl,6);
  17343. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17344. break;
  17345. case BS_IRON:
  17346. case BS_STEEL:
  17347. case BS_ENCHANTEDSTONE:
  17348. clif_produceeffect(sd,1,nameid);
  17349. clif_misceffect(&sd->bl,2);
  17350. break;
  17351. case RK_RUNEMASTERY:
  17352. clif_produceeffect(sd,5,nameid);
  17353. clif_misceffect(&sd->bl,6);
  17354. break;
  17355. case GN_MIX_COOKING:
  17356. {
  17357. struct item tmp_item;
  17358. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17359. int rate = rnd()%500;
  17360. memset(&tmp_item,0,sizeof(tmp_item));
  17361. if (rate < 50) i = 4;
  17362. else if (rate < 100) i = 2+rnd()%1;
  17363. else if (rate < 250) i = 1;
  17364. else if (rate < 500) i = 0;
  17365. tmp_item.nameid = compensation[i];
  17366. tmp_item.amount = qty;
  17367. tmp_item.identify = 1;
  17368. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17369. clif_additem(sd,0,0,flag);
  17370. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17371. }
  17372. clif_produceeffect(sd,7,nameid);
  17373. clif_misceffect(&sd->bl,6);
  17374. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17375. }
  17376. break;
  17377. case GN_MAKEBOMB:
  17378. case GN_S_PHARMACY:
  17379. case GN_CHANGEMATERIAL:
  17380. clif_produceeffect(sd,7,nameid);
  17381. clif_misceffect(&sd->bl,6);
  17382. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17383. break;
  17384. default:
  17385. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17386. clif_specialeffect(&sd->bl, 609, AREA);
  17387. if (sd->cook_mastery > 0)
  17388. pc_setglobalreg(sd, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17389. }
  17390. break;
  17391. }
  17392. }
  17393. return false;
  17394. }
  17395. /**
  17396. * Attempt to create arrow by specified material
  17397. * @param sd Player
  17398. * @param nameid Item ID of material
  17399. * @return True if created, False is failed
  17400. */
  17401. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17402. {
  17403. short i, j, idx = -1;
  17404. struct item tmp_item;
  17405. nullpo_ret(sd);
  17406. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17407. return false;
  17408. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17409. if (nameid == skill_arrow_db[i].nameid) {
  17410. idx = i;
  17411. break;
  17412. }
  17413. }
  17414. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17415. return false;
  17416. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17417. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17418. char flag = 0;
  17419. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17420. continue;
  17421. memset(&tmp_item,0,sizeof(tmp_item));
  17422. tmp_item.identify = 1;
  17423. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17424. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17425. if (battle_config.produce_item_name_input&0x4) {
  17426. tmp_item.card[0] = CARD0_CREATE;
  17427. tmp_item.card[1] = 0;
  17428. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17429. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17430. }
  17431. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17432. clif_additem(sd,0,0,flag);
  17433. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17434. }
  17435. }
  17436. return true;
  17437. }
  17438. /**
  17439. * Enchant weapon with poison
  17440. * @param sd Player
  17441. * @nameid Item ID of poison type
  17442. */
  17443. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17444. {
  17445. sc_type type;
  17446. int chance, i, val4 = 0;
  17447. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17448. char output[CHAT_SIZE_MAX];
  17449. const char *msg;
  17450. nullpo_ret(sd);
  17451. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17452. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17453. return 0;
  17454. }
  17455. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17456. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17457. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17458. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17459. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  17460. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17461. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  17462. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  17463. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17464. default:
  17465. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17466. return 0;
  17467. }
  17468. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17469. 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
  17470. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17471. sprintf(output, msg_txt(sd,721), msg);
  17472. clif_colormes(sd->fd,color_table[COLOR_WHITE],output);
  17473. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17474. clif_msg(sd,msg);
  17475. #endif*/
  17476. return 0;
  17477. }
  17478. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17479. {
  17480. struct status_change *sc = status_get_sc(bl);
  17481. // non-offensive and non-magic skills do not affect the status
  17482. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17483. return;
  17484. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17485. if (sc->data[SC_MAGICPOWER]->val4) {
  17486. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17487. } else {
  17488. sc->data[SC_MAGICPOWER]->val4 = 1;
  17489. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17490. #ifndef RENEWAL
  17491. if(bl->type == BL_PC){// update current display.
  17492. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17493. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17494. }
  17495. #endif
  17496. }
  17497. }
  17498. }
  17499. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17500. int x, y, i, class_, skill;
  17501. struct mob_data *md;
  17502. nullpo_ret(sd);
  17503. skill = sd->menuskill_val;
  17504. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17505. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17506. return 0;
  17507. }
  17508. // Spawn Position
  17509. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17510. x = sd->sc.comet_x;
  17511. y = sd->sc.comet_y;
  17512. sd->sc.comet_x = sd->sc.comet_y = 0;
  17513. sd->menuskill_val = 0;
  17514. // Item picked decides the mob class
  17515. switch(nameid) {
  17516. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17517. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17518. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17519. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17520. default:
  17521. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17522. return 0;
  17523. }
  17524. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17525. if( md ) {
  17526. struct unit_data *ud = unit_bl2ud(&md->bl);
  17527. md->master_id = sd->bl.id;
  17528. md->special_state.ai = AI_FAW;
  17529. if(ud) {
  17530. ud->skill_id = NC_MAGICDECOY;
  17531. ud->skill_lv = skill;
  17532. }
  17533. if( md->deletetimer != INVALID_TIMER )
  17534. delete_timer(md->deletetimer, mob_timer_delete);
  17535. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17536. mob_spawn(md);
  17537. }
  17538. return 0;
  17539. }
  17540. // Warlock Spellbooks. [LimitLine/3CeAM]
  17541. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  17542. int i, max_preserve, skill_id, point;
  17543. struct status_change *sc;
  17544. nullpo_retv(sd);
  17545. sc = status_get_sc(&sd->bl);
  17546. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17547. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17548. if( sc && !sc->data[i] )
  17549. break;
  17550. }
  17551. if( i > SC_MAXSPELLBOOK ) {
  17552. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17553. return;
  17554. }
  17555. if (!skill_spellbook_count)
  17556. return;
  17557. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17558. if( i == MAX_SKILL_SPELLBOOK_DB )
  17559. return;
  17560. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17561. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17562. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17563. return;
  17564. }
  17565. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17566. point = skill_spellbook_db[i].point;
  17567. if( sc && sc->data[SC_FREEZE_SP] ) {
  17568. if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) {
  17569. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17570. return;
  17571. }
  17572. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17573. if( !sc->data[i] ){
  17574. sc->data[SC_FREEZE_SP]->val2 += point; // increase points
  17575. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17576. break;
  17577. }
  17578. }
  17579. } else {
  17580. sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER);
  17581. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17582. }
  17583. // Reading Spell Book SP cost same as the sealed spell.
  17584. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17585. }
  17586. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17587. int lv, prob, aslvl = 0;
  17588. uint16 id, sk_idx = 0;
  17589. nullpo_ret(sd);
  17590. if (sd->sc.data[SC_STOP]) {
  17591. aslvl = sd->sc.data[SC_STOP]->val1;
  17592. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17593. }
  17594. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17595. return 0;
  17596. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17597. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17598. return 0;
  17599. }
  17600. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17601. lv = min(lv,sd->status.skill[sk_idx].lv);
  17602. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17603. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17604. return 0;
  17605. }
  17606. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17607. int i;
  17608. nullpo_ret(sd);
  17609. nullpo_ret(item_list);
  17610. if( n <= 0 )
  17611. return 1;
  17612. for( i = 0; i < n; i++ ) {
  17613. unsigned short nameid;
  17614. int add_amount, del_amount, idx, product;
  17615. struct item tmp_item;
  17616. idx = item_list[i*2+0]-2;
  17617. del_amount = item_list[i*2+1];
  17618. if( skill_lv == 2 )
  17619. del_amount -= (del_amount % 10);
  17620. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17621. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17622. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17623. return 1;
  17624. }
  17625. switch( nameid ) {
  17626. // Level 1
  17627. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17628. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17629. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17630. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17631. // Level 2
  17632. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17633. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17634. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17635. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17636. default:
  17637. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17638. return 1;
  17639. }
  17640. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17641. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17642. return 1;
  17643. }
  17644. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17645. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17646. return 1;
  17647. }
  17648. memset(&tmp_item,0,sizeof(tmp_item));
  17649. tmp_item.nameid = product;
  17650. tmp_item.amount = add_amount;
  17651. tmp_item.identify = 1;
  17652. if( tmp_item.amount ) {
  17653. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17654. if( flag != 0 ) {
  17655. clif_additem(sd,0,0,flag);
  17656. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17657. }
  17658. }
  17659. }
  17660. return 0;
  17661. }
  17662. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17663. int i, j, k, c, p = 0, amount;
  17664. unsigned short nameid;
  17665. nullpo_ret(sd);
  17666. nullpo_ret(item_list);
  17667. // Search for objects that can be created.
  17668. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17669. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17670. p = 0;
  17671. do {
  17672. c = 0;
  17673. // Verification of overlap between the objects required and the list submitted.
  17674. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17675. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17676. for( k = 0; k < n; k++ ) {
  17677. int idx = item_list[k*2+0]-2;
  17678. nameid = sd->status.inventory[idx].nameid;
  17679. amount = item_list[k*2+1];
  17680. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17681. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17682. return 0;
  17683. }
  17684. 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]
  17685. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17686. c++; // match
  17687. }
  17688. }
  17689. else
  17690. break; // No more items required
  17691. }
  17692. p++;
  17693. } while(n == j && c == n);
  17694. p--;
  17695. if ( p > 0 ) {
  17696. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  17697. return 1;
  17698. }
  17699. }
  17700. }
  17701. if( p == 0)
  17702. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17703. return 0;
  17704. }
  17705. /**
  17706. * For Royal Guard's LG_TRAMPLE
  17707. */
  17708. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17709. {
  17710. struct skill_unit *su = (struct skill_unit *)bl;
  17711. struct skill_unit_group *sg = NULL;
  17712. unsigned int tick;
  17713. nullpo_ret(su);
  17714. tick = va_arg(ap, unsigned int);
  17715. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17716. switch( sg->unit_id ) {
  17717. case UNT_CLAYMORETRAP:
  17718. case UNT_FIRINGTRAP:
  17719. case UNT_ICEBOUNDTRAP:
  17720. 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);
  17721. break;
  17722. case UNT_LANDMINE:
  17723. case UNT_BLASTMINE:
  17724. case UNT_SHOCKWAVE:
  17725. case UNT_SANDMAN:
  17726. case UNT_FLASHER:
  17727. case UNT_FREEZINGTRAP:
  17728. case UNT_CLUSTERBOMB:
  17729. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17730. break;
  17731. }
  17732. // Traps aren't recovered.
  17733. skill_delunit(su);
  17734. }
  17735. return 0;
  17736. }
  17737. /*==========================================
  17738. *
  17739. *------------------------------------------*/
  17740. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17741. int i;
  17742. nullpo_retr(-1, sd);
  17743. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17744. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17745. }
  17746. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17747. struct map_session_data *sd = map_id2sd(id);
  17748. int i = (int)data;
  17749. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17750. return 0;
  17751. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17752. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17753. return 0;
  17754. }
  17755. aFree(sd->scd[i]);
  17756. sd->scd[i] = NULL;
  17757. return 1;
  17758. }
  17759. /**
  17760. * Flags a singular skill as being blocked from persistent usage.
  17761. * @param sd the player the skill delay affects
  17762. * @param skill_id the skill which should be delayed
  17763. * @param tick the length of time the delay should last
  17764. * @param load whether this assignment is being loaded upon player login
  17765. * @return 0 if successful, -1 otherwise
  17766. */
  17767. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17768. int i;
  17769. nullpo_retr(-1, sd);
  17770. if (!skill_id || tick < 1)
  17771. return -1;
  17772. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17773. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17774. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17775. aFree(sd->scd[i]);
  17776. sd->scd[i] = NULL;
  17777. }
  17778. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17779. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17780. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17781. sd->scd[i]->skill_id = skill_id;
  17782. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17783. if (battle_config.display_status_timers && tick > 0)
  17784. clif_skill_cooldown(sd, skill_id, tick);
  17785. return 1;
  17786. } else {
  17787. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17788. return 0;
  17789. }
  17790. }
  17791. int skill_blockpc_clear(struct map_session_data *sd) {
  17792. int i;
  17793. nullpo_ret(sd);
  17794. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17795. if (!sd->scd[i])
  17796. continue;
  17797. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17798. aFree(sd->scd[i]);
  17799. sd->scd[i] = NULL;
  17800. }
  17801. return 1;
  17802. }
  17803. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17804. {
  17805. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17806. if (data <= 0 || data >= SKILL_MAX_DB())
  17807. return 0;
  17808. if (hd)
  17809. hd->blockskill[data] = 0;
  17810. return 1;
  17811. }
  17812. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17813. {
  17814. uint16 idx = skill_get_index(skill_id);
  17815. nullpo_retr(-1, hd);
  17816. if (!idx)
  17817. return -1;
  17818. if (tick < 1) {
  17819. hd->blockskill[idx] = 0;
  17820. return -1;
  17821. }
  17822. hd->blockskill[idx] = 1;
  17823. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17824. }
  17825. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17826. {
  17827. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17828. if( data <= 0 || data >= SKILL_MAX_DB() )
  17829. return 0;
  17830. if( md )
  17831. md->blockskill[data] = 0;
  17832. return 1;
  17833. }
  17834. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17835. {
  17836. uint16 idx = skill_get_index(skill_id);
  17837. nullpo_retr(-1, md);
  17838. if( !idx )
  17839. return -1;
  17840. if( tick < 1 ) {
  17841. md->blockskill[idx] = 0;
  17842. return -1;
  17843. }
  17844. md->blockskill[idx] = 1;
  17845. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17846. }
  17847. /**
  17848. * Adds a new skill unit entry for this player to recast after map load
  17849. * @param sd: Player
  17850. * @param skill_id: Skill ID to save
  17851. * @param skill_lv: Skill level to save
  17852. */
  17853. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  17854. {
  17855. struct skill_usave *sus = NULL;
  17856. if (idb_exists(skillusave_db,sd->status.char_id))
  17857. idb_remove(skillusave_db,sd->status.char_id);
  17858. CREATE(sus, struct skill_usave, 1);
  17859. idb_put(skillusave_db, sd->status.char_id, sus);
  17860. sus->skill_id = skill_id;
  17861. sus->skill_lv = skill_lv;
  17862. }
  17863. /**
  17864. * Loads saved skill unit entries for this player after map load
  17865. * @param sd: Player
  17866. */
  17867. void skill_usave_trigger(struct map_session_data *sd)
  17868. {
  17869. struct skill_usave *sus = NULL;
  17870. struct skill_unit_group *group = NULL;
  17871. if (!(sus = idb_get(skillusave_db,sd->status.char_id)))
  17872. return;
  17873. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  17874. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  17875. 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));
  17876. idb_remove(skillusave_db, sd->status.char_id);
  17877. }
  17878. /*
  17879. *
  17880. */
  17881. int skill_split_str (char *str, char **val, int num)
  17882. {
  17883. int i;
  17884. for( i = 0; i < num && str; i++ ) {
  17885. val[i] = str;
  17886. str = strchr(str,',');
  17887. if( str )
  17888. *str++ = 0;
  17889. }
  17890. return i;
  17891. }
  17892. /**
  17893. * Split the string with ':' as separator and put each value for a skilllv
  17894. * if no more value found put the latest to fill the array
  17895. * @param str : string to split
  17896. * @param val : array of MAX_SKILL_LEVEL to put value into
  17897. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17898. */
  17899. int skill_split_atoi (char *str, int *val)
  17900. {
  17901. int i, j, step = 1;
  17902. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17903. if (!str) break;
  17904. val[i] = atoi(str);
  17905. str = strchr(str,':');
  17906. if (str)
  17907. *str++=0;
  17908. }
  17909. if(i==0) //No data found.
  17910. return 0;
  17911. if(i==1) { //Single value, have the whole range have the same value.
  17912. for (; i < MAX_SKILL_LEVEL; i++)
  17913. val[i] = val[i-1];
  17914. return i;
  17915. }
  17916. //Check for linear change with increasing steps until we reach half of the data acquired.
  17917. for (step = 1; step <= i/2; step++) {
  17918. int diff = val[i-1] - val[i-step-1];
  17919. for(j = i-1; j >= step; j--)
  17920. if ((val[j]-val[j-step]) != diff)
  17921. break;
  17922. if (j>=step) //No match, try next step.
  17923. continue;
  17924. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17925. val[i] = val[i-step]+diff;
  17926. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17927. { val[i] = 1; diff = 0; step = 1; }
  17928. }
  17929. return i;
  17930. }
  17931. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17932. for (;i<MAX_SKILL_LEVEL; i++)
  17933. val[i] = val[i-1];
  17934. return i;
  17935. }
  17936. /*
  17937. *
  17938. */
  17939. void skill_init_unit_layout (void) {
  17940. int i,j,pos = 0;
  17941. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17942. // standard square layouts go first
  17943. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17944. int size = i*2+1;
  17945. skill_unit_layout[i].count = size*size;
  17946. for (j=0; j<size*size; j++) {
  17947. skill_unit_layout[i].dx[j] = (j%size-i);
  17948. skill_unit_layout[i].dy[j] = (j/size-i);
  17949. }
  17950. }
  17951. // afterwards add special ones
  17952. pos = i;
  17953. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17954. uint16 skill_id = 0;
  17955. if (!skill_db[i])
  17956. continue;
  17957. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17958. continue;
  17959. skill_id = skill_idx2id(i);
  17960. if( skill_id == EL_FIRE_MANTLE ) {
  17961. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17962. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17963. skill_unit_layout[pos].count = 8;
  17964. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17965. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17966. } else {
  17967. switch (skill_id) {
  17968. case MG_FIREWALL:
  17969. case WZ_ICEWALL:
  17970. case WL_EARTHSTRAIN:
  17971. case RL_FIRE_RAIN:
  17972. // these will be handled later
  17973. break;
  17974. case PR_SANCTUARY:
  17975. case NPC_EVILLAND: {
  17976. static const int dx[] = {
  17977. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17978. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17979. static const int dy[]={
  17980. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17981. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17982. skill_unit_layout[pos].count = 21;
  17983. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17984. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17985. }
  17986. break;
  17987. case PR_MAGNUS: {
  17988. static const int dx[] = {
  17989. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17990. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17991. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17992. static const int dy[] = {
  17993. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17994. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17995. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17996. skill_unit_layout[pos].count = 33;
  17997. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17998. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17999. }
  18000. break;
  18001. case AS_VENOMDUST: {
  18002. static const int dx[] = {-1, 0, 0, 0, 1};
  18003. static const int dy[] = { 0,-1, 0, 1, 0};
  18004. skill_unit_layout[pos].count = 5;
  18005. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18006. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18007. }
  18008. break;
  18009. case CR_GRANDCROSS:
  18010. case NPC_GRANDDARKNESS: {
  18011. static const int dx[] = {
  18012. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18013. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18014. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18015. static const int dy[] = {
  18016. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18017. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18018. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18019. skill_unit_layout[pos].count = 29;
  18020. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18021. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18022. }
  18023. break;
  18024. case PF_FOGWALL: {
  18025. static const int dx[] = {
  18026. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18027. static const int dy[] = {
  18028. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18029. skill_unit_layout[pos].count = 15;
  18030. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18031. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18032. }
  18033. break;
  18034. case PA_GOSPEL: {
  18035. static const int dx[] = {
  18036. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18037. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18038. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18039. -1, 0, 1};
  18040. static const int dy[] = {
  18041. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18042. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18043. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18044. 3, 3, 3};
  18045. skill_unit_layout[pos].count = 33;
  18046. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18047. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18048. }
  18049. break;
  18050. case NJ_KAENSIN: {
  18051. 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};
  18052. 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};
  18053. skill_unit_layout[pos].count = 24;
  18054. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18055. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18056. }
  18057. break;
  18058. case NJ_TATAMIGAESHI: {
  18059. //Level 1 (count 4, cross of 3x3)
  18060. static const int dx1[] = {-1, 1, 0, 0};
  18061. static const int dy1[] = { 0, 0,-1, 1};
  18062. //Level 2-3 (count 8, cross of 5x5)
  18063. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18064. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18065. //Level 4-5 (count 12, cross of 7x7
  18066. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18067. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18068. //lv1
  18069. j = 0;
  18070. skill_unit_layout[pos].count = 4;
  18071. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18072. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18073. skill_db[i]->unit_layout_type[j] = pos;
  18074. //lv2/3
  18075. j++;
  18076. pos++;
  18077. skill_unit_layout[pos].count = 8;
  18078. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18079. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18080. skill_db[i]->unit_layout_type[j] = pos;
  18081. skill_db[i]->unit_layout_type[++j] = pos;
  18082. //lv4/5
  18083. j++;
  18084. pos++;
  18085. skill_unit_layout[pos].count = 12;
  18086. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18087. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18088. skill_db[i]->unit_layout_type[j] = pos;
  18089. skill_db[i]->unit_layout_type[++j] = pos;
  18090. //Fill in the rest using lv 5.
  18091. for (;j<MAX_SKILL_LEVEL;j++)
  18092. skill_db[i]->unit_layout_type[j] = pos;
  18093. //Skip, this way the check below will fail and continue to the next skill.
  18094. pos++;
  18095. }
  18096. break;
  18097. case GN_WALLOFTHORN: {
  18098. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18099. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18100. skill_unit_layout[pos].count = 16;
  18101. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18102. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18103. }
  18104. break;
  18105. default:
  18106. ShowError("unknown unit layout at skill %d\n",i);
  18107. break;
  18108. }
  18109. }
  18110. if (!skill_unit_layout[pos].count)
  18111. continue;
  18112. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18113. skill_db[i]->unit_layout_type[j] = pos;
  18114. pos++;
  18115. }
  18116. // firewall and icewall have 8 layouts (direction-dependent)
  18117. firewall_unit_pos = pos;
  18118. for (i=0;i<8;i++) {
  18119. if (i&1) {
  18120. skill_unit_layout[pos].count = 5;
  18121. if (i&0x2) {
  18122. int dx[] = {-1,-1, 0, 0, 1};
  18123. int dy[] = { 1, 0, 0,-1,-1};
  18124. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18125. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18126. } else {
  18127. int dx[] = { 1, 1 ,0, 0,-1};
  18128. int dy[] = { 1, 0, 0,-1,-1};
  18129. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18130. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18131. }
  18132. } else {
  18133. skill_unit_layout[pos].count = 3;
  18134. if (i%4==0) {
  18135. int dx[] = {-1, 0, 1};
  18136. int dy[] = { 0, 0, 0};
  18137. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18138. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18139. } else {
  18140. int dx[] = { 0, 0, 0};
  18141. int dy[] = {-1, 0, 1};
  18142. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18143. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18144. }
  18145. }
  18146. pos++;
  18147. }
  18148. icewall_unit_pos = pos;
  18149. for (i=0;i<8;i++) {
  18150. skill_unit_layout[pos].count = 5;
  18151. if (i&1) {
  18152. if (i&0x2) {
  18153. int dx[] = {-2,-1, 0, 1, 2};
  18154. int dy[] = { 2, 1, 0,-1,-2};
  18155. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18156. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18157. } else {
  18158. int dx[] = { 2, 1 ,0,-1,-2};
  18159. int dy[] = { 2, 1, 0,-1,-2};
  18160. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18161. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18162. }
  18163. } else {
  18164. if (i%4==0) {
  18165. int dx[] = {-2,-1, 0, 1, 2};
  18166. int dy[] = { 0, 0, 0, 0, 0};
  18167. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18168. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18169. } else {
  18170. int dx[] = { 0, 0, 0, 0, 0};
  18171. int dy[] = {-2,-1, 0, 1, 2};
  18172. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18173. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18174. }
  18175. }
  18176. pos++;
  18177. }
  18178. earthstrain_unit_pos = pos;
  18179. for( i = 0; i < 8; i++ )
  18180. { // For each Direction
  18181. skill_unit_layout[pos].count = 15;
  18182. switch( i )
  18183. {
  18184. case 0: case 1: case 3: case 4: case 5: case 7:
  18185. {
  18186. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18187. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18188. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18189. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18190. }
  18191. break;
  18192. case 2:
  18193. case 6:
  18194. {
  18195. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18196. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18197. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18198. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18199. }
  18200. break;
  18201. }
  18202. pos++;
  18203. }
  18204. firerain_unit_pos = pos;
  18205. for( i = 0; i < 8; i++ ) {
  18206. skill_unit_layout[pos].count = 3;
  18207. switch( i ) {
  18208. case 0: case 1: case 3: case 4: case 5: case 7:
  18209. {
  18210. static const int dx[] = {-1, 0, 1};
  18211. static const int dy[] = { 0, 0, 0};
  18212. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18213. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18214. }
  18215. break;
  18216. case 2:
  18217. case 6:
  18218. {
  18219. static const int dx[] = { 0, 0, 0};
  18220. static const int dy[] = {-1, 0, 1};
  18221. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18222. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18223. }
  18224. break;
  18225. }
  18226. pos++;
  18227. }
  18228. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18229. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18230. }
  18231. void skill_init_nounit_layout (void) {
  18232. int i, pos = 0;
  18233. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18234. overbrand_nounit_pos = pos;
  18235. for( i = 0; i < 8; i++ ) {
  18236. if( i&1 ) {
  18237. skill_nounit_layout[pos].count = 33;
  18238. if( i&2 ) {
  18239. if( i&4 ) { // 7
  18240. 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};
  18241. 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};
  18242. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18243. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18244. } else { // 3
  18245. 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};
  18246. 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};
  18247. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18248. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18249. }
  18250. } else {
  18251. if( i&4 ) { // 5
  18252. 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};
  18253. 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};
  18254. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18255. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18256. } else { // 1
  18257. 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};
  18258. 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};
  18259. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18260. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18261. }
  18262. }
  18263. } else {
  18264. skill_nounit_layout[pos].count = 21;
  18265. if( i&2 ) {
  18266. if( i&4 ) { // 6
  18267. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18268. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18269. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18270. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18271. } else { // 2
  18272. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18273. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18274. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18275. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18276. }
  18277. } else {
  18278. if( i&4 ) { // 4
  18279. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18280. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18281. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18282. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18283. } else { // 0
  18284. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18285. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18286. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18287. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18288. }
  18289. }
  18290. }
  18291. pos++;
  18292. }
  18293. overbrand_brandish_nounit_pos = pos;
  18294. for( i = 0; i < 8; i++ ) {
  18295. if( i&1 ) {
  18296. skill_nounit_layout[pos].count = 74;
  18297. if( i&2 ) {
  18298. if( i&4 ) { // 7
  18299. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18300. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18301. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18302. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18303. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18304. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18305. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18306. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18307. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18308. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18309. } else { // 3
  18310. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18311. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18312. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18313. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18314. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18315. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18316. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18317. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18318. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18319. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18320. }
  18321. } else {
  18322. if( i&4 ) { // 5
  18323. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18324. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18325. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18326. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18327. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18328. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18329. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18330. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18331. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18332. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18333. } else { // 1
  18334. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18335. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18336. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18337. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18338. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18339. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18340. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18341. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18342. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18343. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18344. }
  18345. }
  18346. } else {
  18347. skill_nounit_layout[pos].count = 44;
  18348. if( i&2 ) {
  18349. if( i&4 ) { // 6
  18350. 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};
  18351. 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};
  18352. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18353. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18354. } else { // 2
  18355. 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};
  18356. 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};
  18357. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18358. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18359. }
  18360. } else {
  18361. if( i&4 ) { // 4
  18362. 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};
  18363. 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};
  18364. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18365. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18366. } else { // 0
  18367. 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};
  18368. 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};
  18369. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18370. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18371. }
  18372. }
  18373. }
  18374. pos++;
  18375. }
  18376. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18377. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18378. }
  18379. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18380. int inf = 0;
  18381. int inf3 = 0;
  18382. struct status_change *sc = status_get_sc(bl);
  18383. if( !sc || !bl || !skill_id )
  18384. return 0; // Can do it
  18385. inf3 = skill_get_inf3(skill_id);
  18386. switch (type) {
  18387. case SC_ANKLE:
  18388. if (skill_id == AL_TELEPORT)
  18389. return 1;
  18390. break;
  18391. case SC_STASIS:
  18392. inf = skill_get_inf2(skill_id);
  18393. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  18394. return 1; // Can't do it.
  18395. if( inf3&INF3_STATIS_BL)
  18396. return 1;
  18397. break;
  18398. case SC_KAGEHUMI:
  18399. if( inf3&INF3_KAGEHUMI_BL)
  18400. return 1;
  18401. break;
  18402. }
  18403. return 0;
  18404. }
  18405. /* Determines whether a skill is currently active or not
  18406. * Used for purposes of cancelling SP usage when disabling a skill
  18407. */
  18408. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18409. {
  18410. switch( skill_id ) { //HP & SP Consumption Check
  18411. case BS_MAXIMIZE:
  18412. case NV_TRICKDEAD:
  18413. case TF_HIDING:
  18414. case AS_CLOAKING:
  18415. case GC_CLOAKINGEXCEED:
  18416. case ST_CHASEWALK:
  18417. case CR_DEFENDER:
  18418. case CR_SHRINK:
  18419. case CR_AUTOGUARD:
  18420. case ML_DEFENDER:
  18421. case ML_AUTOGUARD:
  18422. case PA_GOSPEL:
  18423. case GS_GATLINGFEVER:
  18424. case TK_READYCOUNTER:
  18425. case TK_READYDOWN:
  18426. case TK_READYSTORM:
  18427. case TK_READYTURN:
  18428. case TK_RUN:
  18429. case SG_FUSION:
  18430. case KO_YAMIKUMO:
  18431. case RA_WUGDASH:
  18432. case RA_CAMOUFLAGE:
  18433. if( sc->data[status_skill2sc(skill_id)] )
  18434. return 1;
  18435. break;
  18436. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18437. case NC_NEUTRALBARRIER:
  18438. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18439. return 1;
  18440. break;
  18441. case NC_STEALTHFIELD:
  18442. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18443. return 1;
  18444. break;
  18445. }
  18446. return 0;
  18447. }
  18448. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18449. int type = 0;
  18450. switch( skill_id ) {
  18451. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18452. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18453. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18454. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18455. }
  18456. type += skill_lv - 1;
  18457. return type;
  18458. }
  18459. /*==========================================
  18460. * sub-function of DB reading.
  18461. * skill_db.txt
  18462. *------------------------------------------*/
  18463. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18464. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18465. uint16 skill_id = atoi(split[0]);
  18466. uint16 idx = skill_get_index2(skill_id);
  18467. if (!idx) {
  18468. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18469. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18470. return false;
  18471. }
  18472. idx = skill_db_create(skill_id);
  18473. }
  18474. skill_split_atoi(split[1],skill_db[idx]->range);
  18475. skill_db[idx]->hit = atoi(split[2]);
  18476. skill_db[idx]->inf = atoi(split[3]);
  18477. skill_split_atoi(split[4],skill_db[idx]->element);
  18478. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18479. skill_split_atoi(split[6],skill_db[idx]->splash);
  18480. skill_db[idx]->max = atoi(split[7]);
  18481. skill_split_atoi(split[8],skill_db[idx]->num);
  18482. if( strcmpi(split[9],"yes") == 0 )
  18483. skill_db[idx]->castcancel = true;
  18484. else
  18485. skill_db[idx]->castcancel = false;
  18486. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18487. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18488. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18489. if( strcmpi(split[13],"weapon") == 0 )
  18490. skill_db[idx]->skill_type = BF_WEAPON;
  18491. else if( strcmpi(split[13],"magic") == 0 )
  18492. skill_db[idx]->skill_type = BF_MAGIC;
  18493. else if( strcmpi(split[13],"misc") == 0 )
  18494. skill_db[idx]->skill_type = BF_MISC;
  18495. else
  18496. skill_db[idx]->skill_type = 0;
  18497. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18498. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18499. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18500. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18501. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18502. return true;
  18503. }
  18504. /**
  18505. * Split string to int by constant value (const.txt) or atoi()
  18506. * @param *str: String input
  18507. * @param *val: Temporary storage
  18508. * @param *delim: Delimiter (for multiple value support)
  18509. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18510. * @param max: Maximum number that can be allocated
  18511. * @return count: Number of success
  18512. */
  18513. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18514. uint8 i = 0;
  18515. char *p = strtok(str, delim);
  18516. while (p != NULL) {
  18517. int n = min_value;
  18518. trim(p);
  18519. if (ISDIGIT(p[0])) // If using numeric
  18520. n = atoi(p);
  18521. else if (!script_get_constant(p, &n)) { // If using constant value
  18522. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18523. p = strtok(NULL, delim);
  18524. continue;
  18525. }
  18526. if (n > min_value) {
  18527. val[i] = n;
  18528. i++;
  18529. if (i >= max)
  18530. break;
  18531. }
  18532. p = strtok(NULL, delim);
  18533. }
  18534. return i;
  18535. }
  18536. /// Clear status data from skill requirement
  18537. static void skill_destroy_requirement(uint16 idx) {
  18538. if (skill_db[idx]->require.status_count)
  18539. aFree(skill_db[idx]->require.status);
  18540. skill_db[idx]->require.status = NULL;
  18541. skill_db[idx]->require.status_count = 0;
  18542. if (skill_db[idx]->require.eqItem_count)
  18543. aFree(skill_db[idx]->require.eqItem);
  18544. skill_db[idx]->require.eqItem = NULL;
  18545. skill_db[idx]->require.eqItem_count = 0;
  18546. }
  18547. /**
  18548. * Read skill requirement from skill_require_db.txt
  18549. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
  18550. */
  18551. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18552. {
  18553. char* p;
  18554. uint16 idx, i;
  18555. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18556. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18557. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18558. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18559. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18560. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18561. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18562. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18563. p = split[7];
  18564. while (p) {
  18565. int l = atoi(p);
  18566. if( l == 99 ) { // Any weapon
  18567. skill_db[idx]->require.weapon = 0;
  18568. break;
  18569. } else
  18570. skill_db[idx]->require.weapon |= 1<<l;
  18571. p = strchr(p,':');
  18572. if(!p)
  18573. break;
  18574. p++;
  18575. }
  18576. //Ammo type that required, see doc/item_db for ammo types (View column)
  18577. p = split[8];
  18578. while (p) {
  18579. int l = atoi(p);
  18580. if( l == 99 ) { // Any ammo type
  18581. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18582. break;
  18583. } else if( l ) // 0 stands for no requirement
  18584. skill_db[idx]->require.ammo |= 1<<l;
  18585. p = strchr(p,':');
  18586. if( !p )
  18587. break;
  18588. p++;
  18589. }
  18590. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18591. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18592. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18593. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18594. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18595. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18596. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18597. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18598. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18599. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18600. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18601. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18602. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18603. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18604. else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2;
  18605. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18606. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18607. //Status requirements
  18608. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18609. trim(split[11]);
  18610. if (split[11][0] != '\0' || atoi(split[11])) {
  18611. int require[MAX_SKILL_STATUS_REQUIRE];
  18612. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18613. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18614. for (i = 0; i < skill_db[idx]->require.status_count; i++){
  18615. //todo add a check if possible here
  18616. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18617. }
  18618. }
  18619. }
  18620. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18621. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18622. uint16 itemid = atoi(split[13 + 2 * i]);
  18623. if (itemid > 0 && !itemdb_exists(itemid) ) {
  18624. ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0]));
  18625. return false;
  18626. }
  18627. skill_db[idx]->require.itemid[i] = itemid;
  18628. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18629. }
  18630. //Equipped Item requirements.
  18631. trim(split[33]);
  18632. if (split[33][0] != '\0' || atoi(split[33])) {
  18633. int require[MAX_SKILL_EQUIP_REQUIRE];
  18634. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18635. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18636. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){
  18637. if (require[i] > 0 && !itemdb_exists(require[i])) {
  18638. ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0]));
  18639. aFree(skill_db[idx]->require.eqItem); //don't need to retain this
  18640. skill_db[idx]->require.eqItem_count = 0;
  18641. return false;
  18642. }
  18643. skill_db[idx]->require.eqItem[i] = require[i];
  18644. }
  18645. }
  18646. }
  18647. return true;
  18648. }
  18649. /** Reads skill cast db
  18650. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18651. */
  18652. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18653. {
  18654. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18655. skill_split_atoi(split[1],skill_db[idx]->cast);
  18656. skill_split_atoi(split[2],skill_db[idx]->delay);
  18657. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18658. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18659. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18660. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18661. #ifdef RENEWAL_CAST
  18662. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18663. #endif
  18664. return true;
  18665. }
  18666. /** Reads skill cast no dex db
  18667. * Structure: SkillID,Cast,Delay (optional)
  18668. */
  18669. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18670. {
  18671. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18672. skill_db[idx]->castnodex = atoi(split[1]);
  18673. if( split[2] ) // optional column
  18674. skill_db[idx]->delaynodex = atoi(split[2]);
  18675. return true;
  18676. }
  18677. /** Reads skill no cast db
  18678. * Structure: SkillID,Flag
  18679. */
  18680. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18681. {
  18682. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18683. skill_db[idx]->nocast |= atoi(split[1]);
  18684. return true;
  18685. }
  18686. /** Reads skill unit db
  18687. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18688. */
  18689. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18690. {
  18691. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18692. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18693. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18694. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18695. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18696. skill_db[idx]->unit_interval = atoi(split[5]);
  18697. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18698. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18699. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18700. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18701. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18702. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18703. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18704. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18705. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18706. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18707. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18708. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18709. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18710. skill_db[idx]->unit_target = BCT_NOENEMY;
  18711. //By default, target just characters.
  18712. skill_db[idx]->unit_target |= BL_CHAR;
  18713. if (skill_db[idx]->unit_flag&UF_NOPC)
  18714. skill_db[idx]->unit_target &= ~BL_PC;
  18715. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18716. skill_db[idx]->unit_target &= ~BL_MOB;
  18717. if (skill_db[idx]->unit_flag&UF_SKILL)
  18718. skill_db[idx]->unit_target |= BL_SKILL;
  18719. return true;
  18720. }
  18721. /** Reads Produce db
  18722. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18723. */
  18724. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18725. {
  18726. unsigned short x, y;
  18727. unsigned short id = atoi(split[0]);
  18728. unsigned short nameid = 0;
  18729. bool found = false;
  18730. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18731. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18732. return false;
  18733. }
  18734. // Clear previous data, for importing support
  18735. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18736. // Import just for clearing/disabling from original data
  18737. if (!(nameid = atoi(split[1]))) {
  18738. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18739. return true;
  18740. }
  18741. if (!itemdb_exists(nameid)) {
  18742. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18743. return false;
  18744. }
  18745. skill_produce_db[id].nameid = nameid;
  18746. skill_produce_db[id].itemlv = atoi(split[2]);
  18747. skill_produce_db[id].req_skill = atoi(split[3]);
  18748. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18749. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18750. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18751. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18752. }
  18753. if (!found)
  18754. skill_produce_count++;
  18755. return true;
  18756. }
  18757. /** Reads create arrow db
  18758. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18759. */
  18760. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18761. {
  18762. unsigned short x, y, i, material_id = atoi(split[0]);
  18763. if (!(itemdb_exists(material_id))) {
  18764. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18765. return false;
  18766. }
  18767. //search if we override something, (if not i=last idx)
  18768. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18769. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18770. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18771. return false;
  18772. }
  18773. // Import just for clearing/disabling from original data
  18774. if (atoi(split[1]) == 0) {
  18775. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18776. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18777. return true;
  18778. }
  18779. skill_arrow_db[i].nameid = material_id;
  18780. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18781. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18782. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18783. }
  18784. if (i == skill_arrow_count)
  18785. skill_arrow_count++;
  18786. return true;
  18787. }
  18788. /** Reads Spell book db
  18789. * Structure: SkillID,PreservePoints,RequiredBook
  18790. */
  18791. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18792. {
  18793. unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]);
  18794. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18795. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18796. if (!skill_get_inf(skill_id))
  18797. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18798. else {
  18799. unsigned short i;
  18800. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18801. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18802. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18803. return false;
  18804. }
  18805. // Import just for clearing/disabling from original data
  18806. if (points == 0) {
  18807. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18808. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18809. return true;
  18810. }
  18811. skill_spellbook_db[i].skill_id = skill_id;
  18812. skill_spellbook_db[i].point = points;
  18813. skill_spellbook_db[i].nameid = nameid;
  18814. if (i == skill_spellbook_count)
  18815. skill_spellbook_count++;
  18816. return true;
  18817. }
  18818. return false;
  18819. }
  18820. /** Reads improvise db
  18821. * Structure: SkillID,Rate
  18822. */
  18823. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18824. {
  18825. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18826. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18827. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18828. return false;
  18829. }
  18830. if ( !skill_get_inf(skill_id) ) {
  18831. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18832. return false;
  18833. }
  18834. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18835. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18836. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18837. return false;
  18838. }
  18839. // Import just for clearing/disabling from original data
  18840. if (per == 0) {
  18841. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18842. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18843. return true;
  18844. }
  18845. skill_improvise_db[i].skill_id = skill_id;
  18846. skill_improvise_db[i].per = per; // Still need confirm it.
  18847. if (i == skill_improvise_count)
  18848. skill_improvise_count++;
  18849. return true;
  18850. }
  18851. /** Reads Magic mushroom db
  18852. * Structure: SkillID
  18853. */
  18854. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18855. {
  18856. unsigned short i, skill_id = atoi(split[0]);
  18857. bool rem = (atoi(split[1]) == 1 ? true : false);
  18858. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18859. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18860. return false;
  18861. }
  18862. if (!skill_get_inf(skill_id)) {
  18863. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18864. return false;
  18865. }
  18866. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18867. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18868. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18869. return false;
  18870. }
  18871. // Import just for clearing/disabling from original data
  18872. if (rem) {
  18873. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18874. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18875. return true;
  18876. }
  18877. skill_magicmushroom_db[i].skill_id = skill_id;
  18878. if (i == skill_magicmushroom_count)
  18879. skill_magicmushroom_count++;
  18880. return true;
  18881. }
  18882. /** Reads db of copyable skill
  18883. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18884. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18885. */
  18886. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18887. {
  18888. int16 id = 0;
  18889. uint8 option = 0;
  18890. trim(split[0]);
  18891. if (ISDIGIT(split[0][0]))
  18892. id = atoi(split[0]);
  18893. else
  18894. id = skill_name2id(split[0]);
  18895. id = skill_db_isset(id, __FUNCTION__);
  18896. if ((option = atoi(split[1])) > 3) {
  18897. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18898. return false;
  18899. }
  18900. // Import just for clearing/disabling from original data
  18901. if (option == 0) {
  18902. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18903. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18904. return true;
  18905. }
  18906. skill_db[id]->copyable.option = option;
  18907. skill_db[id]->copyable.joballowed = 63;
  18908. if (atoi(split[2]))
  18909. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18910. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18911. return true;
  18912. }
  18913. /** Reads additional range for distance checking from NPC [Cydh]
  18914. * Structure: SkillName,AdditionalRange{,NPC Type}
  18915. * SkillID,AdditionalRange{,NPC Type}
  18916. */
  18917. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18918. {
  18919. uint16 id = 0;
  18920. trim(split[0]);
  18921. if (ISDIGIT(split[0][0]))
  18922. id = atoi(split[0]);
  18923. else
  18924. id = skill_name2id(split[0]);
  18925. id = skill_db_isset(id, __FUNCTION__);
  18926. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18927. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18928. return true;
  18929. }
  18930. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18931. * Structure: SkillID,DummyName,RatePerLvl
  18932. */
  18933. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18934. {
  18935. unsigned short i, skill_id = atoi(split[0]);
  18936. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18937. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18938. return false;
  18939. }
  18940. if (!skill_get_inf(skill_id)) {
  18941. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18942. return false;
  18943. }
  18944. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18945. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18946. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18947. return false;
  18948. }
  18949. // Import just for clearing/disabling from original data
  18950. if (strcmp(split[1],"clear") == 0) {
  18951. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18952. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18953. return true;
  18954. }
  18955. skill_abra_db[i].skill_id = skill_id;
  18956. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18957. skill_split_atoi(split[2],skill_abra_db[i].per);
  18958. if (i == skill_abra_count)
  18959. skill_abra_count++;
  18960. return true;
  18961. }
  18962. /** Reads change material db
  18963. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18964. */
  18965. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18966. {
  18967. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18968. short rate = atoi(split[2]);
  18969. bool found = false;
  18970. int x, y;
  18971. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18972. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18973. return false;
  18974. }
  18975. // Clear previous data, for importing support
  18976. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18977. found = true;
  18978. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18979. }
  18980. // Import just for clearing/disabling from original data
  18981. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18982. if (nameid == 0) {
  18983. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18984. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18985. return true;
  18986. }
  18987. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18988. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18989. if (skill_produce_db[x].nameid == nameid)
  18990. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18991. break;
  18992. }
  18993. if (x >= MAX_SKILL_PRODUCE_DB) {
  18994. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18995. return false;
  18996. }
  18997. skill_changematerial_db[id].nameid = nameid;
  18998. skill_changematerial_db[id].rate = rate;
  18999. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  19000. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  19001. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  19002. }
  19003. if (!found)
  19004. skill_changematerial_count++;
  19005. return true;
  19006. }
  19007. #ifdef ADJUST_SKILL_DAMAGE
  19008. /**
  19009. * Reads skill damage adjustment
  19010. * @author [Lilith]
  19011. */
  19012. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  19013. {
  19014. uint16 id = 0;
  19015. trim(split[0]);
  19016. if (ISDIGIT(split[0][0]))
  19017. id = atoi(split[0]);
  19018. else
  19019. id = skill_name2id(split[0]);
  19020. id = skill_db_isset(id, __FUNCTION__);
  19021. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  19022. skill_db[id]->damage.caster |= atoi(split[1]);
  19023. skill_db[id]->damage.map |= atoi(split[2]);
  19024. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  19025. if (split[3])
  19026. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  19027. if (split[4])
  19028. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  19029. if (split[5])
  19030. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  19031. return true;
  19032. }
  19033. #endif
  19034. /**
  19035. * Init dummy skill db also init Skill DB allocation
  19036. * @param skill_id
  19037. * @return Skill Index
  19038. **/
  19039. static uint16 skill_db_create(uint16 skill_id) {
  19040. if (skill_num >= MAX_SKILL) {
  19041. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  19042. return 0;
  19043. }
  19044. if (!skill_num)
  19045. CREATE(skill_db, struct s_skill_db *, 1);
  19046. else
  19047. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  19048. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  19049. if (skill_id > 0) {
  19050. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  19051. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  19052. }
  19053. skill_db[skill_num]->nameid = skill_id;
  19054. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  19055. return skill_next_idx();
  19056. }
  19057. static void skill_db_destroy(void) {
  19058. uint16 i;
  19059. for (i = 0; i < SKILL_MAX_DB(); i++) {
  19060. if (skill_db[i]) {
  19061. skill_destroy_requirement(i);
  19062. aFree(skill_db[i]);
  19063. }
  19064. skill_db[i] = NULL;
  19065. }
  19066. skill_num = 0;
  19067. aFree(skill_db);
  19068. skill_db = NULL;
  19069. }
  19070. /*===============================
  19071. * DB reading.
  19072. * skill_db.txt
  19073. * skill_require_db.txt
  19074. * skill_cast_db.txt
  19075. * skill_castnodex_db.txt
  19076. * skill_nocast_db.txt
  19077. * skill_unit_db.txt
  19078. * produce_db.txt
  19079. * create_arrow_db.txt
  19080. * abra_db.txt
  19081. *------------------------------*/
  19082. static void skill_readdb(void)
  19083. {
  19084. int i;
  19085. const char* dbsubpath[] = {
  19086. "",
  19087. "/"DBIMPORT,
  19088. //add other path here
  19089. };
  19090. db_clear(skilldb_name2id);
  19091. db_clear(skilldb_id2idx);
  19092. skill_db_destroy();
  19093. skill_db_create(0);
  19094. memset(skill_produce_db,0,sizeof(skill_produce_db));
  19095. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  19096. memset(skill_abra_db,0,sizeof(skill_abra_db));
  19097. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  19098. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  19099. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  19100. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  19101. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  19102. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  19103. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  19104. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  19105. char* dbsubpath1 = (char*)aMalloc(n1+1);
  19106. char* dbsubpath2 = (char*)aMalloc(n2+1);
  19107. if (i == 0) {
  19108. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19109. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  19110. } else {
  19111. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  19112. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  19113. }
  19114. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  19115. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  19116. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  19117. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  19118. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  19119. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  19120. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  19121. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  19122. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  19123. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  19124. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  19125. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  19126. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  19127. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  19128. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  19129. #ifdef ADJUST_SKILL_DAMAGE
  19130. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  19131. #endif
  19132. aFree(dbsubpath1);
  19133. aFree(dbsubpath2);
  19134. }
  19135. skill_init_unit_layout();
  19136. skill_init_nounit_layout();
  19137. }
  19138. void skill_reload (void) {
  19139. struct s_mapiterator *iter;
  19140. struct map_session_data *sd;
  19141. skill_readdb();
  19142. initChangeTables(); // Re-init Status Change tables
  19143. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  19144. iter = mapit_getallusers();
  19145. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  19146. pc_validate_skill(sd);
  19147. clif_skillinfoblock(sd);
  19148. }
  19149. mapit_free(iter);
  19150. }
  19151. /*==========================================
  19152. *
  19153. *------------------------------------------*/
  19154. void do_init_skill(void)
  19155. {
  19156. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  19157. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  19158. skill_readdb();
  19159. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  19160. skillunit_db = idb_alloc(DB_OPT_BASE);
  19161. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  19162. bowling_db = idb_alloc(DB_OPT_BASE);
  19163. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS);
  19164. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS);
  19165. ers_chunk_size(skill_unit_ers, 150);
  19166. ers_chunk_size(skill_timer_ers, 150);
  19167. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  19168. add_timer_func_list(skill_castend_id,"skill_castend_id");
  19169. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  19170. add_timer_func_list(skill_timerskill,"skill_timerskill");
  19171. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  19172. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  19173. }
  19174. void do_final_skill(void)
  19175. {
  19176. db_destroy(skilldb_name2id);
  19177. db_destroy(skilldb_id2idx);
  19178. db_destroy(skillunit_group_db);
  19179. db_destroy(skillunit_db);
  19180. db_destroy(skillusave_db);
  19181. db_destroy(bowling_db);
  19182. skill_db_destroy();
  19183. ers_destroy(skill_unit_ers);
  19184. ers_destroy(skill_timer_ers);
  19185. }