skill.c 339 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. struct s_skill_db skill_db[MAX_SKILL_DB];
  50. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  51. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  52. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  53. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  54. int firewall_unit_pos;
  55. int icewall_unit_pos;
  56. //Since only mob-casted splash skills can hit ice-walls
  57. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  58. /// Returns the id of the skill, or 0 if not found.
  59. int skill_name2id(const char* name)
  60. {
  61. if( name == NULL )
  62. return 0;
  63. return (int)strdb_get(skilldb_name2id, name);
  64. }
  65. /// Maps skill ids to skill db offsets.
  66. /// Returns the skill's array index, or 0 (Unknown Skill).
  67. int skill_get_index( int id )
  68. {
  69. // avoid ranges reserved for mapping guild/homun/mercenary skills
  70. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  71. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  72. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  73. return 0;
  74. // map skill id to skill db index
  75. if( id >= GD_SKILLBASE )
  76. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  77. else
  78. if( id >= MC_SKILLBASE )
  79. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  80. else
  81. if( id >= HM_SKILLBASE )
  82. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  83. else
  84. ; // identity
  85. // validate result
  86. if( id <= 0 || id >= MAX_SKILL_DB )
  87. return 0;
  88. return id;
  89. }
  90. const char* skill_get_name( int id )
  91. {
  92. return skill_db[skill_get_index(id)].name;
  93. }
  94. const char* skill_get_desc( int id )
  95. {
  96. return skill_db[skill_get_index(id)].desc;
  97. }
  98. // out of bounds error checking [celest]
  99. static void skill_chk(int* id, int lv)
  100. {
  101. *id = skill_get_index(*id); // checks/adjusts id
  102. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  103. }
  104. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  105. // Skill DB
  106. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  107. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  108. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  109. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  110. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  111. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  112. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  113. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  114. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  115. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  116. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  117. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  118. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  119. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  120. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  121. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  122. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  123. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  124. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  125. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  126. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  127. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  128. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  129. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  130. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  131. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  132. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  133. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  134. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  135. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  136. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  137. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  138. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  139. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  140. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  141. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  142. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  143. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  144. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  145. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  146. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  147. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  148. int skill_tree_get_max(int id, int b_class)
  149. {
  150. int i;
  151. b_class = pc_class2idx(b_class);
  152. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  153. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  154. return skill_tree[b_class][i].max;
  155. else
  156. return skill_get_max(id);
  157. }
  158. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  159. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  160. int status_change_timer_sub(struct block_list *bl, va_list ap);
  161. int skill_attack_area(struct block_list *bl,va_list ap);
  162. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  163. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  164. int skill_greed(struct block_list *bl, va_list ap);
  165. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  166. static int skill_trap_splash(struct block_list *bl, va_list ap);
  167. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  168. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  169. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  170. static int skill_unit_effect(struct block_list *bl,va_list ap);
  171. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  172. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  173. int skill_get_casttype (int id)
  174. {
  175. int inf = skill_get_inf(id);
  176. if (inf&(INF_GROUND_SKILL))
  177. return CAST_GROUND;
  178. if (inf&INF_SUPPORT_SKILL)
  179. return CAST_NODAMAGE;
  180. if (inf&INF_SELF_SKILL) {
  181. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  182. return CAST_DAMAGE; //Combo skill.
  183. return CAST_NODAMAGE;
  184. }
  185. if (skill_get_nk(id)&NK_NO_DAMAGE)
  186. return CAST_NODAMAGE;
  187. return CAST_DAMAGE;
  188. };
  189. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  190. int skill_get_range2 (struct block_list *bl, int id, int lv)
  191. {
  192. int range;
  193. if( bl->type == BL_MOB && !(battle_config.mob_ai&0x400) )
  194. return 9; //Mobs have a range of 9 regardless of skill used.
  195. range = skill_get_range(id, lv);
  196. if( range < 0 )
  197. {
  198. if( battle_config.use_weapon_skill_range&bl->type )
  199. return status_get_range(bl);
  200. range *=-1;
  201. }
  202. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  203. switch( id )
  204. {
  205. case AC_SHOWER: case MA_SHOWER:
  206. case AC_DOUBLE: case MA_DOUBLE:
  207. case HT_BLITZBEAT:
  208. case AC_CHARGEARROW:
  209. case MA_CHARGEARROW:
  210. case SN_FALCONASSAULT:
  211. case SN_SHARPSHOOTING:
  212. case MA_SHARPSHOOTING:
  213. case HT_POWER:
  214. if( bl->type == BL_PC )
  215. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  216. else
  217. range += 10; //Assume level 10?
  218. break;
  219. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  220. case GS_RAPIDSHOWER:
  221. case GS_PIERCINGSHOT:
  222. case GS_FULLBUSTER:
  223. case GS_SPREADATTACK:
  224. case GS_GROUNDDRIFT:
  225. if (bl->type == BL_PC)
  226. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  227. else
  228. range += 10; //Assume level 10?
  229. break;
  230. case NJ_KIRIKAGE:
  231. if (bl->type == BL_PC)
  232. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  233. break;
  234. }
  235. if( !range && bl->type != BL_PC )
  236. return 9; // Enable non players to use self skills on others. [Skotlex]
  237. return range;
  238. }
  239. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  240. {
  241. int skill, heal;
  242. struct status_change* sc;
  243. if (skill_lv >= battle_config.max_heal_lv)
  244. return battle_config.max_heal;
  245. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  246. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  247. heal += heal * skill * 2 / 100;
  248. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  249. heal += heal * skill * 2 / 100;
  250. if(target && target->type == BL_MER)
  251. heal >>= 1;
  252. sc = status_get_sc(target);
  253. if( sc && sc->count )
  254. {
  255. if( sc->data[SC_CRITICALWOUND] )
  256. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  257. if( sc->data[SC_INCHEALRATE] )
  258. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  259. }
  260. return heal;
  261. }
  262. // Making plagiarize check its own function [Aru]
  263. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  264. {
  265. struct status_change* sc;
  266. sc = status_get_sc(bl);
  267. // Never copy NPC/Wedding Skills
  268. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  269. return 0;
  270. // High-class skills
  271. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  272. {
  273. if(battle_config.copyskill_restrict == 2)
  274. return 0;
  275. else if(battle_config.copyskill_restrict)
  276. return (sd->status.class_ == JOB_STALKER);
  277. }
  278. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  279. if ((skillid == AL_INCAGI || skillid == AL_BLESSING))
  280. return 0;
  281. return 1;
  282. }
  283. // [MouseJstr] - skill ok to cast? and when?
  284. int skillnotok (int skillid, struct map_session_data *sd)
  285. {
  286. int i,m;
  287. nullpo_retr (1, sd);
  288. m = sd->bl.m;
  289. i = skill_get_index(skillid);
  290. if (i == 0)
  291. return 1; // invalid skill id
  292. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  293. return 0; // GMs can do any damn thing they want
  294. if (sd->blockskill[i] > 0)
  295. return 1;
  296. // Check skill restrictions [Celest]
  297. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  298. return 1;
  299. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  300. return 1;
  301. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  302. return 1;
  303. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  304. return 1;
  305. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  306. return 1;
  307. switch (skillid) {
  308. case AL_WARP:
  309. if(map[m].flag.nowarp) {
  310. clif_skill_teleportmessage(sd,0);
  311. return 1;
  312. }
  313. return 0;
  314. break;
  315. case AL_TELEPORT:
  316. if(map[m].flag.noteleport) {
  317. clif_skill_teleportmessage(sd,0);
  318. return 1;
  319. }
  320. return 0;
  321. case WE_CALLPARTNER:
  322. case WE_CALLPARENT:
  323. case WE_CALLBABY:
  324. if (map[m].flag.nomemo) {
  325. clif_skill_teleportmessage(sd,1);
  326. return 1;
  327. }
  328. break;
  329. case MC_VENDING:
  330. case MC_IDENTIFY:
  331. return 0; // always allowed
  332. case WZ_ICEWALL:
  333. // noicewall flag [Valaris]
  334. if (map[m].flag.noicewall) {
  335. clif_skill_fail(sd,skillid,0,0);
  336. return 1;
  337. }
  338. break;
  339. case GD_EMERGENCYCALL:
  340. if (
  341. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  342. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  343. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  344. ) {
  345. clif_skill_fail(sd,skillid,0,0);
  346. return 1;
  347. }
  348. break;
  349. }
  350. return (map[m].flag.noskill);
  351. }
  352. int skillnotok_hom(int skillid, struct homun_data *hd)
  353. {
  354. int i = skill_get_index(skillid);
  355. nullpo_retr(1,hd);
  356. if (i == 0)
  357. return 1; // invalid skill id
  358. if (hd->blockskill[i] > 0)
  359. return 1;
  360. //Use master's criteria.
  361. return skillnotok(skillid, hd->master);
  362. }
  363. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  364. {
  365. int i = skill_get_index(skillid);
  366. nullpo_retr(1,md);
  367. if( i == 0 )
  368. return 1; // Invalid Skill ID
  369. if( md->blockskill[i] > 0 )
  370. return 1;
  371. return skillnotok(skillid, md->master);
  372. }
  373. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  374. {
  375. int pos = skill_get_unit_layout_type(skillid,skilllv);
  376. int dir;
  377. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  378. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  379. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  380. }
  381. if (pos != -1) // simple single-definition layout
  382. return &skill_unit_layout[pos];
  383. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  384. if (skillid == MG_FIREWALL)
  385. return &skill_unit_layout [firewall_unit_pos + dir];
  386. else if (skillid == WZ_ICEWALL)
  387. return &skill_unit_layout [icewall_unit_pos + dir];
  388. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  389. return &skill_unit_layout[0]; // default 1x1 layout
  390. }
  391. /*==========================================
  392. *
  393. *------------------------------------------*/
  394. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  395. {
  396. struct map_session_data *sd, *dstsd;
  397. struct mob_data *md, *dstmd;
  398. struct status_data *sstatus, *tstatus;
  399. struct status_change *sc, *tsc;
  400. enum sc_type status;
  401. int skill;
  402. int rate;
  403. nullpo_retr(0, src);
  404. nullpo_retr(0, bl);
  405. if(skillid < 0) return 0;
  406. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  407. sd = BL_CAST(BL_PC, src);
  408. md = BL_CAST(BL_MOB, src);
  409. dstsd = BL_CAST(BL_PC, bl);
  410. dstmd = BL_CAST(BL_MOB, bl);
  411. sc = status_get_sc(src);
  412. tsc = status_get_sc(bl);
  413. sstatus = status_get_status_data(src);
  414. tstatus = status_get_status_data(bl);
  415. if (!tsc) //skill additional effect is about adding effects to the target...
  416. //So if the target can't be inflicted with statuses, this is pointless.
  417. return 0;
  418. switch(skillid)
  419. {
  420. case 0: // Normal attacks (no skill used)
  421. {
  422. if(sd) {
  423. // Automatic trigger of Blitz Beat
  424. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  425. rand()%1000 <= sstatus->luk*10/3+1 ) {
  426. rate=(sd->status.job_level+9)/10;
  427. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  428. }
  429. // Gank
  430. if(dstmd && sd->status.weapon != W_BOW &&
  431. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  432. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  433. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  434. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  435. else
  436. clif_skill_fail(sd,RG_SNATCHER,0,0);
  437. }
  438. // Chance to trigger Taekwon kicks [Dralnu]
  439. if(sc && !sc->data[SC_COMBO]) {
  440. if(sc->data[SC_READYSTORM] &&
  441. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  442. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  443. ; //Stance triggered
  444. else if(sc->data[SC_READYDOWN] &&
  445. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  446. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  447. ; //Stance triggered
  448. else if(sc->data[SC_READYTURN] &&
  449. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  450. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  451. ; //Stance triggered
  452. else if(sc->data[SC_READYCOUNTER])
  453. { //additional chance from SG_FRIEND [Komurka]
  454. rate = 20;
  455. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  456. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  457. status_change_end(src,SC_SKILLRATE_UP,-1);
  458. }
  459. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  460. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  461. }
  462. }
  463. if (sd->special_state.bonus_coma) {
  464. rate = sd->weapon_coma_ele[tstatus->def_ele];
  465. rate += sd->weapon_coma_race[tstatus->race];
  466. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  467. if (rate)
  468. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  469. }
  470. }
  471. if (sc) {
  472. struct status_change_entry *sce;
  473. // Enchant Poison gives a chance to poison attacked enemies
  474. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  475. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  476. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  477. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  478. if((sce=sc->data[SC_EDP]))
  479. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  480. skill_get_time2(ASC_EDP,sce->val1));
  481. }
  482. }
  483. break;
  484. case SM_BASH:
  485. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  486. //TODO: How much % per base level it actually is?
  487. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  488. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  489. }
  490. break;
  491. case MER_CRASH:
  492. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  493. break;
  494. case AS_VENOMKNIFE:
  495. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  496. skilllv = pc_checkskill(sd, TF_POISON);
  497. case TF_POISON:
  498. case AS_SPLASHER:
  499. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  500. && sd && skillid==TF_POISON
  501. )
  502. clif_skill_fail(sd,skillid,0,0);
  503. break;
  504. case AS_SONICBLOW:
  505. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  506. break;
  507. case WZ_FIREPILLAR:
  508. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  509. break;
  510. case MG_FROSTDIVER:
  511. case WZ_FROSTNOVA:
  512. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  513. break;
  514. case WZ_STORMGUST:
  515. //Tharis pointed out that this is normal freeze chance with a base of 300%
  516. if(tsc->sg_counter >= 3 &&
  517. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  518. tsc->sg_counter = 0;
  519. break;
  520. case WZ_METEOR:
  521. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  522. break;
  523. case WZ_VERMILION:
  524. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  525. break;
  526. case HT_FREEZINGTRAP:
  527. case MA_FREEZINGTRAP:
  528. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  529. break;
  530. case HT_FLASHER:
  531. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  532. break;
  533. case HT_LANDMINE:
  534. case MA_LANDMINE:
  535. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  536. break;
  537. case HT_SHOCKWAVE:
  538. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  539. break;
  540. case HT_SANDMAN:
  541. case MA_SANDMAN:
  542. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  543. break;
  544. case TF_SPRINKLESAND:
  545. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  546. break;
  547. case TF_THROWSTONE:
  548. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  549. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  550. break;
  551. case NPC_DARKCROSS:
  552. case CR_HOLYCROSS:
  553. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  554. break;
  555. case CR_GRANDCROSS:
  556. case NPC_GRANDDARKNESS:
  557. //Chance to cause blind status vs demon and undead element, but not against players
  558. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  559. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  560. break;
  561. case AM_ACIDTERROR:
  562. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  563. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  564. clif_emotion(bl,23);
  565. break;
  566. case AM_DEMONSTRATION:
  567. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  568. break;
  569. case CR_SHIELDCHARGE:
  570. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  571. break;
  572. case PA_PRESSURE:
  573. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  574. break;
  575. case RG_RAID:
  576. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  577. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  578. break;
  579. case BA_FROSTJOKER:
  580. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  581. break;
  582. case DC_SCREAM:
  583. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  584. break;
  585. case BD_LULLABY:
  586. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  587. break;
  588. case DC_UGLYDANCE:
  589. rate = 5+5*skilllv;
  590. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  591. rate += 5+skill;
  592. status_zap(bl, 0, rate);
  593. break;
  594. case SL_STUN:
  595. if (tstatus->size==1) //Only stuns mid-sized mobs.
  596. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  597. break;
  598. case NPC_PETRIFYATTACK:
  599. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  600. skilllv,0,0,skill_get_time(skillid,skilllv),
  601. skill_get_time2(skillid,skilllv));
  602. break;
  603. case NPC_CURSEATTACK:
  604. case NPC_SLEEPATTACK:
  605. case NPC_BLINDATTACK:
  606. case NPC_POISON:
  607. case NPC_SILENCEATTACK:
  608. case NPC_STUNATTACK:
  609. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  610. break;
  611. case NPC_ACIDBREATH:
  612. case NPC_ICEBREATH:
  613. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  614. break;
  615. case NPC_BLEEDING:
  616. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  617. break;
  618. case NPC_MENTALBREAKER:
  619. { //Based on observations by Tharis, Mental Breaker should do SP damage
  620. //equal to Matk*skLevel.
  621. rate = sstatus->matk_min;
  622. if (rate < sstatus->matk_max)
  623. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  624. rate*=skilllv;
  625. status_zap(bl, 0, rate);
  626. break;
  627. }
  628. // Equipment breaking monster skills [Celest]
  629. case NPC_WEAPONBRAKER:
  630. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  631. break;
  632. case NPC_ARMORBRAKE:
  633. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  634. break;
  635. case NPC_HELMBRAKE:
  636. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  637. break;
  638. case NPC_SHIELDBRAKE:
  639. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  640. break;
  641. case CH_TIGERFIST:
  642. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  643. break;
  644. case LK_SPIRALPIERCE:
  645. case ML_SPIRALPIERCE:
  646. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  647. break;
  648. case ST_REJECTSWORD:
  649. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  650. break;
  651. case PF_FOGWALL:
  652. if (src != bl && !tsc->data[SC_DELUGE])
  653. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  654. break;
  655. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  656. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  657. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  658. break;
  659. case LK_JOINTBEAT:
  660. status = status_skill2sc(skillid);
  661. if (tsc->jb_flag) {
  662. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  663. tsc->jb_flag = 0;
  664. }
  665. break;
  666. case ASC_METEORASSAULT:
  667. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  668. switch(rand()%3) {
  669. case 0:
  670. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  671. break;
  672. case 1:
  673. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  674. break;
  675. default:
  676. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  677. }
  678. break;
  679. case HW_NAPALMVULCAN:
  680. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  681. break;
  682. case WS_CARTTERMINATION: // Cart termination
  683. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  684. break;
  685. case CR_ACIDDEMONSTRATION:
  686. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  687. break;
  688. case TK_DOWNKICK:
  689. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  690. break;
  691. case TK_JUMPKICK:
  692. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  693. {// debuff the following statuses
  694. status_change_end(bl, SC_SPIRIT, -1);
  695. status_change_end(bl, SC_ADRENALINE2, -1);
  696. status_change_end(bl, SC_KAITE, -1);
  697. status_change_end(bl, SC_KAAHI, -1);
  698. status_change_end(bl, SC_ONEHAND, -1);
  699. status_change_end(bl, SC_ASPDPOTION2, -1);
  700. }
  701. break;
  702. case TK_TURNKICK:
  703. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  704. if(attack_type&BF_MISC) //70% base stun chance...
  705. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  706. break;
  707. case GS_BULLSEYE: //0.1% coma rate.
  708. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  709. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  710. break;
  711. case GS_PIERCINGSHOT:
  712. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  713. break;
  714. case NJ_HYOUSYOURAKU:
  715. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  716. break;
  717. case GS_FLING:
  718. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  719. break;
  720. case GS_DISARM:
  721. rate = 3*skilllv;
  722. if (sstatus->dex > tstatus->dex)
  723. rate += (sstatus->dex - tstatus->dex)/5;
  724. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  725. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  726. break;
  727. case NPC_EVILLAND:
  728. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  729. break;
  730. case NPC_HELLJUDGEMENT:
  731. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  732. break;
  733. case NPC_CRITICALWOUND:
  734. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  735. break;
  736. }
  737. if( sd && skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  738. { // Trigger status effects
  739. enum sc_type type;
  740. int i;
  741. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  742. {
  743. rate = sd->addeff[i].rate;
  744. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  745. rate += sd->addeff[i].arrow_rate;
  746. if( !rate ) continue;
  747. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
  748. { // Trigger has attack type consideration.
  749. if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
  750. continue;
  751. }
  752. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  753. { // Trigger has range consideration.
  754. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  755. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  756. continue; //Range Failed.
  757. }
  758. type = sd->addeff[i].id;
  759. skill = skill_get_time2(status_sc2skill(type),7);
  760. if (sd->addeff[i].flag&ATF_TARGET)
  761. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  762. if (sd->addeff[i].flag&ATF_SELF)
  763. status_change_start(src,type,rate,7,0,0,0,skill,0);
  764. }
  765. }
  766. if( sd && skillid )
  767. { // Trigger status effects on skills
  768. enum sc_type type;
  769. int i;
  770. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  771. {
  772. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  773. continue;
  774. type = sd->addeff3[i].id;
  775. skill = skill_get_time2(status_sc2skill(type),7);
  776. if( sd->addeff3[i].target&ATF_TARGET )
  777. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  778. if( sd->addeff3[i].target&ATF_SELF )
  779. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  780. }
  781. }
  782. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  783. { //Pass heritage to Master for status causing effects. [Skotlex]
  784. sd = map_id2sd(md->master_id);
  785. src = sd?&sd->bl:src;
  786. }
  787. // Autospell when attacking
  788. if( sd && !status_isdead(bl) && src != bl && sd->autospell[0].id )
  789. {
  790. struct block_list *tbl;
  791. struct unit_data *ud;
  792. int i, skilllv;
  793. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  794. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  795. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  796. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  797. continue; // one or more trigger conditions were not fulfilled
  798. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  799. if (skillnotok(skill, sd))
  800. continue;
  801. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  802. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  803. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  804. if (rand()%1000 > rate)
  805. continue;
  806. if (sd->autospell[i].id < 0)
  807. tbl = src;
  808. else
  809. tbl = bl;
  810. switch (skill_get_casttype(skill)) {
  811. case CAST_GROUND:
  812. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  813. break;
  814. case CAST_NODAMAGE:
  815. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  816. break;
  817. case CAST_DAMAGE:
  818. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  819. break;
  820. }
  821. //Set canact delay. [Skotlex]
  822. ud = unit_bl2ud(src);
  823. if (ud) {
  824. rate = skill_delayfix(src, skill, skilllv);
  825. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  826. ud->canact_tick = tick+rate;
  827. if ( battle_config.display_status_timers && sd )
  828. clif_status_change(src, SI_ACTIONDELAY, 1, rate);
  829. }
  830. }
  831. break; //Only one auto skill comes off at a time.
  832. }
  833. }
  834. //Auto-script when attacking
  835. if( sd && src != bl && sd->autoscript[0].script )
  836. {
  837. int i;
  838. for( i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++ )
  839. {
  840. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  841. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  842. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  843. continue; // one or more trigger conditions were not fulfilled
  844. if( rand()%1000 > sd->autoscript[i].rate )
  845. continue;
  846. run_script(sd->autoscript[i].script,0,sd->autoscript[i].target?bl->id:src->id,0);
  847. break; //Have only one script execute at a time.
  848. }
  849. }
  850. //Polymorph
  851. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  852. dstmd && !(tstatus->mode&MD_BOSS) &&
  853. (rand()%10000 < sd->classchange))
  854. {
  855. struct mob_db *mob;
  856. int class_;
  857. skill = 0;
  858. do {
  859. do {
  860. class_ = rand() % MAX_MOB_DB;
  861. } while (!mobdb_checkid(class_));
  862. rate = rand() % 1000000;
  863. mob = mob_db(class_);
  864. } while (
  865. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  866. (skill++) < 2000);
  867. if (skill < 2000)
  868. mob_class_change(dstmd,class_);
  869. }
  870. return 0;
  871. }
  872. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  873. {
  874. int skill, skilllv, i;
  875. struct block_list *tbl;
  876. if( sd == NULL || skillid <= 0 )
  877. return 0;
  878. sd->state.skillonskill = 1;
  879. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  880. {
  881. if( sd->autospell3[i].flag != skillid )
  882. continue;
  883. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  884. if( skillnotok(skill, sd) )
  885. continue;
  886. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  887. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  888. if( sd->autospell3[i].id >= 0 && bl == NULL )
  889. continue; // No target
  890. if( rand()%1000 > sd->autospell3[i].rate )
  891. continue;
  892. if( sd->autospell3[i].id < 0 )
  893. tbl = &sd->bl;
  894. else
  895. tbl = bl;
  896. switch( skill_get_casttype(skill) )
  897. {
  898. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  899. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  900. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  901. }
  902. break;
  903. }
  904. if( sd->autoscript3[0].script )
  905. {
  906. for( i = 0; i < ARRAYLENGTH(sd->autoscript3) && sd->autoscript3[i].script; i++ )
  907. {
  908. if( sd->autoscript3[i].flag != skillid )
  909. continue;
  910. if( sd->autoscript3[i].target && bl == NULL )
  911. continue;
  912. if( rand()%1000 > sd->autoscript3[i].rate )
  913. continue;
  914. run_script(sd->autoscript3[i].script,0,sd->bl.id,0);
  915. break;
  916. }
  917. }
  918. sd->state.skillonskill = 0;
  919. return 1;
  920. }
  921. /* Splitted off from skill_additional_effect, which is never called when the
  922. * attack skill kills the enemy. Place in this function counter status effects
  923. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  924. * from cards) that will take effect on the source, not the target. [Skotlex]
  925. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  926. * type of skills, so not every instance of skill_additional_effect needs a call
  927. * to this one.
  928. */
  929. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  930. {
  931. int rate;
  932. struct map_session_data *sd=NULL;
  933. struct map_session_data *dstsd=NULL;
  934. struct status_change *tsc;
  935. nullpo_retr(0, src);
  936. nullpo_retr(0, bl);
  937. if(skillid < 0) return 0;
  938. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  939. tsc = status_get_sc(bl);
  940. if (tsc && !tsc->count)
  941. tsc = NULL;
  942. sd = BL_CAST(BL_PC, src);
  943. dstsd = BL_CAST(BL_PC, bl);
  944. switch(skillid){
  945. case 0: //Normal Attack
  946. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  947. tsc->data[SC_KAAHI]->val4 = add_timer(
  948. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  949. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  950. break;
  951. case MO_EXTREMITYFIST:
  952. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  953. break;
  954. case GS_FULLBUSTER:
  955. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  956. break;
  957. case HFLI_SBR44: //[orn]
  958. case HVAN_EXPLOSION:
  959. if(src->type == BL_HOM){
  960. TBL_HOM *hd = (TBL_HOM*)src;
  961. hd->homunculus.intimacy = 200;
  962. if (hd->master)
  963. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  964. }
  965. break;
  966. }
  967. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  968. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  969. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  970. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  971. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  972. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  973. ){ //Soul Drain should only work on targetted spells [Skotlex]
  974. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  975. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  976. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  977. }
  978. if(dstsd && attack_type&BF_WEAPON)
  979. { //Counter effects.
  980. enum sc_type type;
  981. int i, time;
  982. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  983. {
  984. rate = dstsd->addeff2[i].rate;
  985. if (attack_type&BF_LONG)
  986. rate+=dstsd->addeff2[i].arrow_rate;
  987. if (!rate) continue;
  988. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  989. { //Trigger has range consideration.
  990. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  991. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  992. continue; //Range Failed.
  993. }
  994. type = dstsd->addeff2[i].id;
  995. time = skill_get_time2(status_sc2skill(type),7);
  996. if (dstsd->addeff2[i].flag&ATF_TARGET)
  997. status_change_start(src,type,rate,7,0,0,0,time,0);
  998. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  999. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1000. }
  1001. }
  1002. // Trigger counter-spells to retaliate against damage causing skills.
  1003. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  1004. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1005. {
  1006. struct block_list *tbl;
  1007. struct unit_data *ud;
  1008. int i, skillid, skilllv, rate;
  1009. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1010. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1011. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1012. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1013. continue; // one or more trigger conditions were not fulfilled
  1014. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1015. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1016. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1017. rate = dstsd->autospell2[i].rate;
  1018. if (attack_type&BF_LONG)
  1019. rate>>=1;
  1020. if (skillnotok(skillid, dstsd))
  1021. continue;
  1022. if (rand()%1000 > rate)
  1023. continue;
  1024. if (dstsd->autospell2[i].id < 0)
  1025. tbl = bl;
  1026. else
  1027. tbl = src;
  1028. switch (skill_get_casttype(skillid)) {
  1029. case CAST_GROUND:
  1030. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1031. break;
  1032. case CAST_NODAMAGE:
  1033. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1034. break;
  1035. case CAST_DAMAGE:
  1036. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1037. break;
  1038. }
  1039. //Set canact delay. [Skotlex]
  1040. ud = unit_bl2ud(bl);
  1041. if (ud) {
  1042. rate = skill_delayfix(bl, skillid, skilllv);
  1043. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1044. ud->canact_tick = tick+rate;
  1045. if ( battle_config.display_status_timers && dstsd )
  1046. clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
  1047. }
  1048. }
  1049. break; //trigger only one auto-spell per hit.
  1050. }
  1051. }
  1052. //Auto-script when attacked
  1053. if( dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1054. {
  1055. int i;
  1056. for( i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++ )
  1057. {
  1058. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  1059. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  1060. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  1061. continue; // one or more trigger conditions were not fulfilled
  1062. if( rand()%1000 > dstsd->autoscript2[i].rate )
  1063. continue;
  1064. run_script(dstsd->autoscript2[i].script,0,dstsd->autoscript2[i].target?src->id:bl->id,0);
  1065. break; //Have only one script execute at a time.
  1066. }
  1067. }
  1068. return 0;
  1069. }
  1070. /*=========================================================================
  1071. Breaks equipment. On-non players causes the corresponding strip effect.
  1072. - rate goes from 0 to 10000 (100.00%)
  1073. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1074. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1075. --------------------------------------------------------------------------*/
  1076. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1077. {
  1078. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1079. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1080. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1081. struct status_change *sc = status_get_sc(bl);
  1082. int i,j;
  1083. TBL_PC *sd;
  1084. sd = BL_CAST(BL_PC, bl);
  1085. if (sc && !sc->count)
  1086. sc = NULL;
  1087. if (sd) {
  1088. if (sd->unbreakable_equip)
  1089. where &= ~sd->unbreakable_equip;
  1090. if (sd->unbreakable)
  1091. rate -= rate*sd->unbreakable/100;
  1092. if (where&EQP_WEAPON) {
  1093. switch (sd->status.weapon) {
  1094. case W_FIST: //Bare fists should not break :P
  1095. case W_1HAXE:
  1096. case W_2HAXE:
  1097. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1098. case W_2HMACE:
  1099. case W_STAFF:
  1100. case W_2HSTAFF:
  1101. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1102. case W_HUUMA:
  1103. where &= ~EQP_WEAPON;
  1104. }
  1105. }
  1106. }
  1107. if (flag&BCT_ENEMY) {
  1108. if (battle_config.equip_skill_break_rate != 100)
  1109. rate = rate*battle_config.equip_skill_break_rate/100;
  1110. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1111. if (battle_config.equip_self_break_rate != 100)
  1112. rate = rate*battle_config.equip_self_break_rate/100;
  1113. }
  1114. for (i = 0; i < 4; i++) {
  1115. if (where&where_list[i]) {
  1116. if (sc && sc->count && sc->data[scdef[i]])
  1117. where&=~where_list[i];
  1118. else if (rand()%10000 >= rate)
  1119. where&=~where_list[i];
  1120. else if (!sd) //Cause Strip effect.
  1121. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1122. }
  1123. }
  1124. if (!where) //Nothing to break.
  1125. return 0;
  1126. if (sd) {
  1127. for (i = 0; i < EQI_MAX; i++) {
  1128. j = sd->equip_index[i];
  1129. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1130. continue;
  1131. flag = 0;
  1132. switch(i) {
  1133. case EQI_HEAD_TOP: //Upper Head
  1134. flag = (where&EQP_HELM);
  1135. break;
  1136. case EQI_ARMOR: //Body
  1137. flag = (where&EQP_ARMOR);
  1138. break;
  1139. case EQI_HAND_R: //Left/Right hands
  1140. case EQI_HAND_L:
  1141. flag = (
  1142. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1143. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1144. break;
  1145. default:
  1146. continue;
  1147. }
  1148. if (flag) {
  1149. sd->status.inventory[j].attribute = 1;
  1150. pc_unequipitem(sd, j, 3);
  1151. }
  1152. }
  1153. clif_equiplist(sd);
  1154. }
  1155. return where; //Return list of pieces broken.
  1156. }
  1157. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1158. {
  1159. struct status_change *sc;
  1160. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1161. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1162. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1163. int i;
  1164. if (rand()%100 >= rate)
  1165. return 0;
  1166. sc = status_get_sc(bl);
  1167. if (!sc)
  1168. return 0;
  1169. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1170. if (where&pos[i] && sc->data[sc_def[i]])
  1171. where&=~pos[i];
  1172. }
  1173. if (!where) return 0;
  1174. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1175. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1176. where&=~pos[i];
  1177. }
  1178. return where?1:0;
  1179. }
  1180. /*=========================================================================
  1181. Used to knock back players, monsters, traps, etc
  1182. - 'count' is the number of squares to knock back
  1183. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1184. - if 'flag&0x1', position update packets must not be sent.
  1185. -------------------------------------------------------------------------*/
  1186. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1187. {
  1188. int dx = 0, dy = 0, nx, ny;
  1189. int ret;
  1190. struct skill_unit* su = NULL;
  1191. nullpo_retr(0, src);
  1192. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1193. return 0; //No knocking back in WoE
  1194. if (count == 0)
  1195. return 0; //Actual knockback distance is 0.
  1196. switch (target->type)
  1197. {
  1198. case BL_MOB:
  1199. {
  1200. struct mob_data* md = BL_CAST(BL_MOB, target);
  1201. if( md->class_ == MOBID_EMPERIUM )
  1202. return 0;
  1203. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1204. return 0;
  1205. }
  1206. break;
  1207. case BL_PC:
  1208. {
  1209. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1210. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
  1211. return 0; // Basilica caster can't be knocked-back
  1212. if( src != target && sd->special_state.no_knockback )
  1213. return 0;
  1214. }
  1215. break;
  1216. case BL_SKILL:
  1217. su = (struct skill_unit *)target;
  1218. if( su->group->unit_id == UNT_ANKLESNARE )
  1219. return 0; // ankle snare cannot be knocked back
  1220. break;
  1221. }
  1222. if (direction == -1) // <optimized>: do the computation here instead of outside
  1223. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1224. if (direction >= 0 && direction < 8)
  1225. { // take the reversed 'direction' and reverse it
  1226. dx = -dirx[direction];
  1227. dy = -diry[direction];
  1228. }
  1229. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1230. nx = ret>>16;
  1231. ny = ret&0xffff;
  1232. if (!su)
  1233. unit_stop_walking(target,0);
  1234. dx = nx - target->x;
  1235. dy = ny - target->y;
  1236. if (!dx && !dy) //Could not knockback.
  1237. return 0;
  1238. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1239. if(su)
  1240. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1241. else
  1242. map_moveblock(target, nx, ny, gettick());
  1243. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1244. if(!(flag&0x1))
  1245. clif_blown(target);
  1246. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1247. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1248. return count; //Return amount of knocked back cells.
  1249. }
  1250. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1251. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1252. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1253. {
  1254. struct status_change *sc = status_get_sc(bl);
  1255. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1256. // item-based reflection
  1257. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1258. return 1;
  1259. // status-based reflection
  1260. if( !sc || sc->count == 0 )
  1261. return 0;
  1262. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1263. return 1;
  1264. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1265. {// Kaite only works against non-players if they are low-level.
  1266. clif_specialeffect(bl, 438, AREA);
  1267. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1268. status_change_end(bl, SC_KAITE, -1);
  1269. return 1;
  1270. }
  1271. return 0;
  1272. }
  1273. /*
  1274. * =========================================================================
  1275. * Does a skill attack with the given properties.
  1276. * src is the master behind the attack (player/mob/pet)
  1277. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1278. * bl is the target to be attacked.
  1279. * flag can hold a bunch of information:
  1280. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1281. * (usually holds number of targets, or just 1 for simple splash attacks)
  1282. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1283. * packet shouldn't display a skill animation)
  1284. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1285. * client (causes player characters to not scream skill name)
  1286. *-------------------------------------------------------------------------*/
  1287. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1288. {
  1289. struct Damage dmg;
  1290. struct status_data *sstatus, *tstatus;
  1291. struct status_change *sc;
  1292. struct map_session_data *sd, *tsd;
  1293. int type,damage,rdamage=0;
  1294. if(skillid > 0 && skilllv <= 0) return 0;
  1295. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1296. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1297. nullpo_retr(0, bl); //Target to be attacked.
  1298. if (src != dsrc) {
  1299. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1300. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1301. return 0;
  1302. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1303. //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]
  1304. if (!status_check_skilluse(src, bl, skillid, 2))
  1305. return 0;
  1306. }
  1307. sd = BL_CAST(BL_PC, src);
  1308. tsd = BL_CAST(BL_PC, bl);
  1309. sstatus = status_get_status_data(src);
  1310. tstatus = status_get_status_data(bl);
  1311. sc= status_get_sc(bl);
  1312. if (sc && !sc->count) sc = NULL; //Don't need it.
  1313. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1314. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1315. return 0;
  1316. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1317. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1318. return 0;
  1319. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1320. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1321. //Skotlex: Adjusted to the new system
  1322. if(src->type==BL_PET)
  1323. { // [Valaris]
  1324. struct pet_data *pd = (TBL_PET*)src;
  1325. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1326. {
  1327. int element = skill_get_ele(skillid, skilllv);
  1328. if (skillid == -1)
  1329. element = sstatus->rhw.ele;
  1330. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1331. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1332. else
  1333. dmg.damage= skilllv;
  1334. dmg.damage2=0;
  1335. dmg.div_= pd->a_skill->div_;
  1336. }
  1337. }
  1338. if (attack_type&BF_MAGIC) {
  1339. if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) )
  1340. { //Magic reflection, switch caster/target
  1341. struct block_list *tbl = bl;
  1342. bl = src;
  1343. src = tbl;
  1344. sd = BL_CAST(BL_PC, src);
  1345. tsd = BL_CAST(BL_PC, bl);
  1346. sc = status_get_sc(bl);
  1347. if (sc && !sc->count)
  1348. sc = NULL; //Don't need it.
  1349. //Spirit of Wizard blocks bounced back spells.
  1350. if (sc && sc->data[SC_SPIRIT] &&
  1351. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1352. {
  1353. //It should only consume once per skill casted. Val3 is the skill
  1354. //id and val4 is the ID of the damage src, this should account for
  1355. //ground spells (and single target spells will be completed on
  1356. //castend_id) [Skotlex]
  1357. if (tsd && !(
  1358. sc->data[SC_SPIRIT]->val3 == skillid &&
  1359. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1360. ) { //Check if you have stone to consume.
  1361. type = pc_search_inventory (tsd, 7321);
  1362. if (type >= 0)
  1363. pc_delitem(tsd, type, 1, 0);
  1364. } else
  1365. type = 0;
  1366. if (type >= 0) {
  1367. dmg.damage = dmg.damage2 = 0;
  1368. dmg.dmg_lv = ATK_FLEE;
  1369. sc->data[SC_SPIRIT]->val3 = skillid;
  1370. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1371. }
  1372. }
  1373. }
  1374. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1375. int sp = skill_get_sp(skillid,skilllv);
  1376. dmg.damage = dmg.damage2 = 0;
  1377. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1378. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1379. if(skillid == WZ_WATERBALL && skilllv > 1)
  1380. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1381. status_heal(bl, 0, sp, 2);
  1382. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1383. }
  1384. }
  1385. damage = dmg.damage + dmg.damage2;
  1386. if( (skillid == AL_INCAGI || skillid == AL_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1387. damage = 1;
  1388. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1389. && skillid != WS_CARTTERMINATION )
  1390. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1391. //Skill hit type
  1392. type=(skillid==0)?5:skill_get_hit(skillid);
  1393. if(damage < dmg.div_
  1394. //Only skills that knockback even when they miss. [Skotlex]
  1395. && skillid != CH_PALMSTRIKE)
  1396. dmg.blewcount = 0;
  1397. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1398. if(battle_config.gx_disptype) dsrc = src;
  1399. if(src == bl) type = 4;
  1400. else flag|=SD_ANIMATION;
  1401. }
  1402. if(skillid == NJ_TATAMIGAESHI) {
  1403. dsrc = src; //For correct knockback.
  1404. flag|=SD_ANIMATION;
  1405. }
  1406. if(sd) {
  1407. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1408. if (sd->sc.data[SC_COMBO])
  1409. { //End combo state after skill is invoked. [Skotlex]
  1410. switch (skillid) {
  1411. case TK_TURNKICK:
  1412. case TK_STORMKICK:
  1413. case TK_DOWNKICK:
  1414. case TK_COUNTER:
  1415. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1416. { //Extend combo time.
  1417. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1418. sd->skilllv_old = skilllv;
  1419. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1420. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1421. sd->sc.data[SC_COMBO]->timer = add_timer(
  1422. tick+sd->sc.data[SC_COMBO]->val4,
  1423. status_change_timer, src->id, SC_COMBO);
  1424. break;
  1425. }
  1426. default:
  1427. status_change_end(src,SC_COMBO,-1);
  1428. }
  1429. }
  1430. switch(skillid)
  1431. {
  1432. case MO_TRIPLEATTACK:
  1433. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1434. flag=1;
  1435. break;
  1436. case MO_CHAINCOMBO:
  1437. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1438. flag=1;
  1439. break;
  1440. case MO_COMBOFINISH:
  1441. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1442. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1443. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1444. flag=1;
  1445. case CH_TIGERFIST:
  1446. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1447. flag=1;
  1448. case CH_CHAINCRUSH:
  1449. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1450. flag=1;
  1451. break;
  1452. case AC_DOUBLE:
  1453. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1454. {
  1455. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1456. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1457. clif_combo_delay(src,2000);
  1458. }
  1459. break;
  1460. case TK_COUNTER:
  1461. { //bonus from SG_FRIEND [Komurka]
  1462. int level;
  1463. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1464. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1465. }
  1466. break;
  1467. case SL_STIN:
  1468. case SL_STUN:
  1469. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1470. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1471. break;
  1472. case GS_FULLBUSTER:
  1473. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1474. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1475. break;
  1476. } //Switch End
  1477. if (flag) { //Possible to chain
  1478. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1479. if (flag < 0) flag = 0;
  1480. flag += 300 * battle_config.combo_delay_rate/100;
  1481. sc_start(src,SC_COMBO,100,skillid,flag);
  1482. clif_combo_delay(src, flag);
  1483. }
  1484. }
  1485. //Display damage.
  1486. switch( skillid )
  1487. {
  1488. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1489. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1490. break;
  1491. //Skills that need be passed as a normal attack for the client to display correctly.
  1492. case HVAN_EXPLOSION:
  1493. case NPC_SELFDESTRUCTION:
  1494. if(src->type==BL_PC)
  1495. dmg.blewcount = 10;
  1496. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1497. // fall through
  1498. case KN_AUTOCOUNTER:
  1499. case NPC_CRITICALSLASH:
  1500. case TF_DOUBLE:
  1501. case GS_CHAINACTION:
  1502. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1503. break;
  1504. case AS_SPLASHER:
  1505. if( flag&SD_ANIMATION ) // the surrounding targets
  1506. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1507. else // the central target doesn't display an animation
  1508. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1509. break;
  1510. default:
  1511. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1512. type = 5;
  1513. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1514. break;
  1515. }
  1516. map_freeblock_lock();
  1517. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1518. && pc_checkskill(tsd,RG_PLAGIARISM)
  1519. && (!sc || !sc->data[SC_PRESERVE])
  1520. && damage < tsd->status.hp)
  1521. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1522. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1523. can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
  1524. {
  1525. int lv = skilllv;
  1526. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1527. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1528. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1529. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1530. }
  1531. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1532. lv = type;
  1533. //kRO Update makes it impossible to copy skills beyond the skill_db max.
  1534. if ((type = skill_get_max(skillid)) < lv)
  1535. lv = type;
  1536. tsd->cloneskill_id = skillid;
  1537. tsd->status.skill[skillid].id = skillid;
  1538. tsd->status.skill[skillid].lv = lv;
  1539. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1540. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1541. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1542. clif_skillinfoblock(tsd);
  1543. }
  1544. }
  1545. if( skillid != WZ_SIGHTRASHER &&
  1546. skillid != WZ_SIGHTBLASTER &&
  1547. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1548. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1549. bl->type == BL_SKILL && damage > 0 )
  1550. {
  1551. struct skill_unit* su = (struct skill_unit*)bl;
  1552. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1553. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1554. }
  1555. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1556. { //Skills with can't walk delay also stop normal attacking for that
  1557. //duration when the attack connects. [Skotlex]
  1558. struct unit_data *ud = unit_bl2ud(src);
  1559. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1560. ud->attackabletime = tick + type;
  1561. }
  1562. if (!dmg.amotion) {
  1563. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1564. if (damage > 0) {
  1565. if (!status_isdead(bl))
  1566. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1567. //Counter status effects [Skotlex]
  1568. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1569. }
  1570. }
  1571. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1572. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1573. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1574. {
  1575. int direction = -1; // default
  1576. switch(skillid)
  1577. {
  1578. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1579. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1580. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1581. }
  1582. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1583. }
  1584. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1585. if (dmg.amotion)
  1586. battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1587. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1588. int rate = 50 + skilllv * 5;
  1589. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1590. if(rand()%100 < rate)
  1591. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1592. }
  1593. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1594. if (battle_config.left_cardfix_to_right)
  1595. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1596. else
  1597. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1598. }
  1599. if( rdamage > 0 )
  1600. {
  1601. if( dmg.amotion )
  1602. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1603. else
  1604. status_fix_damage(bl,src,rdamage,0);
  1605. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1606. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1607. if( tsd && src != bl )
  1608. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1609. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  1610. }
  1611. if (!(flag&2) &&
  1612. (
  1613. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1614. ) &&
  1615. (sc = status_get_sc(src)) &&
  1616. sc->data[SC_DOUBLECAST] &&
  1617. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1618. {
  1619. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1620. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1621. }
  1622. map_freeblock_unlock();
  1623. return damage;
  1624. }
  1625. /*==========================================
  1626. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1627. * flagについて?F16?i?を確認
  1628. * MSB <- 00fTffff ->LSB
  1629. * T =タ?ゲット選?用(BCT_*)
  1630. * ffff=自由に使用可能
  1631. * 0 =予約?B0に固定
  1632. *------------------------------------------*/
  1633. static int skill_area_temp[8];
  1634. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1635. int skill_area_sub (struct block_list *bl, va_list ap)
  1636. {
  1637. struct block_list *src;
  1638. int skill_id,skill_lv,flag;
  1639. unsigned int tick;
  1640. SkillFunc func;
  1641. nullpo_retr(0, bl);
  1642. src=va_arg(ap,struct block_list *);
  1643. skill_id=va_arg(ap,int);
  1644. skill_lv=va_arg(ap,int);
  1645. tick=va_arg(ap,unsigned int);
  1646. flag=va_arg(ap,int);
  1647. func=va_arg(ap,SkillFunc);
  1648. if(battle_check_target(src,bl,flag) > 0)
  1649. {
  1650. // several splash skills need this initial dummy packet to display correctly
  1651. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  1652. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  1653. if (flag&(SD_SPLASH|SD_PREAMBLE))
  1654. skill_area_temp[2]++;
  1655. return func(src,bl,skill_id,skill_lv,tick,flag);
  1656. }
  1657. return 0;
  1658. }
  1659. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1660. {
  1661. struct skill_unit *unit;
  1662. int skillid,g_skillid;
  1663. unit = (struct skill_unit *)bl;
  1664. if(bl->prev == NULL || bl->type != BL_SKILL)
  1665. return 0;
  1666. if(!unit->alive)
  1667. return 0;
  1668. skillid = va_arg(ap,int);
  1669. g_skillid = unit->group->skill_id;
  1670. switch (skillid)
  1671. {
  1672. case MG_SAFETYWALL:
  1673. case AL_PNEUMA:
  1674. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1675. return 0;
  1676. break;
  1677. case AL_WARP:
  1678. case HT_SKIDTRAP:
  1679. case MA_SKIDTRAP:
  1680. case HT_LANDMINE:
  1681. case MA_LANDMINE:
  1682. case HT_ANKLESNARE:
  1683. case HT_SHOCKWAVE:
  1684. case HT_SANDMAN:
  1685. case MA_SANDMAN:
  1686. case HT_FLASHER:
  1687. case HT_FREEZINGTRAP:
  1688. case MA_FREEZINGTRAP:
  1689. case HT_BLASTMINE:
  1690. case HT_CLAYMORETRAP:
  1691. case HT_TALKIEBOX:
  1692. case HP_BASILICA:
  1693. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1694. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1695. return 0;
  1696. break;
  1697. default: //Avoid stacking with same kind of trap. [Skotlex]
  1698. if (g_skillid != skillid)
  1699. return 0;
  1700. break;
  1701. }
  1702. return 1;
  1703. }
  1704. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1705. {
  1706. //Non players do not check for the skill's splash-trigger area.
  1707. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1708. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1709. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1710. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1711. return 0;
  1712. }
  1713. range += layout_type;
  1714. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1715. }
  1716. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1717. {
  1718. int skillid;
  1719. if(bl->prev == NULL)
  1720. return 0;
  1721. skillid = va_arg(ap,int);
  1722. if( status_isdead(bl) && skillid != AL_WARP )
  1723. return 0;
  1724. if( skillid == HP_BASILICA && bl->type == BL_PC )
  1725. return 0;
  1726. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  1727. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1728. return 1;
  1729. }
  1730. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1731. {
  1732. int range, type;
  1733. switch (skillid) { // to be expanded later
  1734. case WZ_ICEWALL:
  1735. range = 2;
  1736. break;
  1737. default:
  1738. {
  1739. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1740. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1741. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1742. return 0;
  1743. }
  1744. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1745. }
  1746. break;
  1747. }
  1748. // if the caster is a monster/NPC, only check for players
  1749. // otherwise just check characters
  1750. if (bl->type == BL_PC)
  1751. type = BL_CHAR;
  1752. else
  1753. type = BL_PC;
  1754. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1755. x - range, y - range, x + range, y + range,
  1756. type, skillid);
  1757. }
  1758. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1759. {
  1760. struct map_session_data *sd;
  1761. int gid, id, strvit, agidex;
  1762. sd = (struct map_session_data *)bl;
  1763. id = va_arg(ap,int);
  1764. gid = va_arg(ap,int);
  1765. if (sd->status.guild_id != gid)
  1766. return 0;
  1767. if(id == sd->bl.id && battle_config.guild_aura&16)
  1768. return 0;
  1769. strvit = va_arg(ap,int);
  1770. agidex = va_arg(ap,int);
  1771. if (sd->sc.data[SC_GUILDAURA]) {
  1772. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1773. if (sce->val3 != strvit || sce->val4 != agidex) {
  1774. sce->val3 = strvit;
  1775. sce->val4 = agidex;
  1776. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1777. }
  1778. return 0;
  1779. }
  1780. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1781. return 1;
  1782. }
  1783. /*==========================================
  1784. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  1785. * Flag:
  1786. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1787. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1788. *------------------------------------------*/
  1789. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  1790. {
  1791. struct status_data *status;
  1792. struct map_session_data *sd = NULL;
  1793. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  1794. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1795. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1796. return 0;
  1797. nullpo_retr(0,bl);
  1798. switch( bl->type )
  1799. {
  1800. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  1801. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  1802. }
  1803. status = status_get_status_data(bl);
  1804. if( (j = skill_get_index(skill)) == 0 )
  1805. return 0;
  1806. // Requeriments
  1807. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1808. {
  1809. itemid[i] = skill_db[j].itemid[i];
  1810. amount[i] = skill_db[j].amount[i];
  1811. }
  1812. hp = skill_db[j].hp[lv-1];
  1813. sp = skill_db[j].sp[lv-1];
  1814. hp_rate = skill_db[j].hp_rate[lv-1];
  1815. sp_rate = skill_db[j].sp_rate[lv-1];
  1816. state = skill_db[j].state;
  1817. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  1818. hp += (status->max_hp * mhp) / 100;
  1819. if( hp_rate > 0 )
  1820. hp += (status->hp * hp_rate) / 100;
  1821. else
  1822. hp += (status->max_hp * (-hp_rate)) / 100;
  1823. if( sp_rate > 0 )
  1824. sp += (status->sp * sp_rate) / 100;
  1825. else
  1826. sp += (status->max_sp * (-sp_rate)) / 100;
  1827. if( bl->type == BL_HOM )
  1828. { // Intimacy Requeriments
  1829. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  1830. switch( skill )
  1831. {
  1832. case HFLI_SBR44:
  1833. if( hd->homunculus.intimacy <= 200 )
  1834. return 0;
  1835. break;
  1836. case HVAN_EXPLOSION:
  1837. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  1838. return 0;
  1839. break;
  1840. }
  1841. }
  1842. if( !(type&2) )
  1843. {
  1844. if( hp > 0 && status->hp <= (unsigned int)hp )
  1845. {
  1846. clif_skill_fail(sd, skill, 2, 0);
  1847. return 0;
  1848. }
  1849. if( sp > 0 && status->sp <= (unsigned int)sp )
  1850. {
  1851. clif_skill_fail(sd, skill, 1, 0);
  1852. return 0;
  1853. }
  1854. }
  1855. if( !type )
  1856. switch( state )
  1857. {
  1858. case ST_MOVE_ENABLE:
  1859. if( !unit_can_move(bl) )
  1860. {
  1861. clif_skill_fail(sd, skill, 0, 0);
  1862. return 0;
  1863. }
  1864. break;
  1865. }
  1866. if( !(type&1) )
  1867. return 1;
  1868. // Check item existences
  1869. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1870. {
  1871. index[i] = -1;
  1872. if( itemid[i] < 1 ) continue; // No item
  1873. index[i] = pc_search_inventory(sd, itemid[i]);
  1874. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  1875. {
  1876. clif_skill_fail(sd, skill, 0, 0);
  1877. return 0;
  1878. }
  1879. }
  1880. // Consume items
  1881. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  1882. {
  1883. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
  1884. }
  1885. if( type&2 )
  1886. return 1;
  1887. if( sp || hp )
  1888. status_zap(bl, hp, sp);
  1889. return 1;
  1890. }
  1891. /*==========================================
  1892. *
  1893. *------------------------------------------*/
  1894. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1895. {
  1896. return 1;
  1897. }
  1898. /*==========================================
  1899. *
  1900. *------------------------------------------*/
  1901. static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
  1902. {
  1903. struct block_list *src = map_id2bl(id),*target;
  1904. struct unit_data *ud = unit_bl2ud(src);
  1905. struct skill_timerskill *skl = NULL;
  1906. int range;
  1907. nullpo_retr(0, src);
  1908. nullpo_retr(0, ud);
  1909. skl = ud->skilltimerskill[data];
  1910. nullpo_retr(0, skl);
  1911. ud->skilltimerskill[data] = NULL;
  1912. do {
  1913. if(src->prev == NULL)
  1914. break;
  1915. if(skl->target_id) {
  1916. target = map_id2bl(skl->target_id);
  1917. if(!target && skl->skill_id == RG_INTIMIDATE)
  1918. target = src; //Required since it has to warp.
  1919. if(target == NULL)
  1920. break;
  1921. if(target->prev == NULL)
  1922. break;
  1923. if(src->m != target->m)
  1924. break;
  1925. if(status_isdead(src))
  1926. break;
  1927. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1928. break;
  1929. switch(skl->skill_id) {
  1930. case RG_INTIMIDATE:
  1931. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1932. short x,y;
  1933. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1934. if (target != src && !status_isdead(target))
  1935. unit_warp(target, -1, x, y, 3);
  1936. }
  1937. break;
  1938. case BA_FROSTJOKER:
  1939. case DC_SCREAM:
  1940. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1941. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1942. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1943. break;
  1944. case WZ_WATERBALL:
  1945. if (!status_isdead(target))
  1946. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1947. if (skl->type>1 && !status_isdead(target)) {
  1948. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1949. } else {
  1950. struct status_change *sc = status_get_sc(src);
  1951. if(sc) {
  1952. if(sc->data[SC_MAGICPOWER])
  1953. status_change_end(src,SC_MAGICPOWER,-1);
  1954. if(sc->data[SC_SPIRIT] &&
  1955. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1956. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1957. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1958. }
  1959. }
  1960. break;
  1961. default:
  1962. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1963. break;
  1964. }
  1965. }
  1966. else {
  1967. if(src->m != skl->map)
  1968. break;
  1969. switch( skl->skill_id )
  1970. {
  1971. case WZ_METEOR:
  1972. if( skl->type >= 0 )
  1973. {
  1974. int x = skl->type>>16, y = skl->type&0xFFFF;
  1975. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  1976. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  1977. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  1978. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1979. }
  1980. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  1981. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1982. break;
  1983. }
  1984. }
  1985. } while (0);
  1986. //Free skl now that it is no longer needed.
  1987. ers_free(skill_timer_ers, skl);
  1988. return 0;
  1989. }
  1990. /*==========================================
  1991. *
  1992. *------------------------------------------*/
  1993. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  1994. {
  1995. int i;
  1996. struct unit_data *ud;
  1997. nullpo_retr(1, src);
  1998. ud = unit_bl2ud(src);
  1999. nullpo_retr(1, ud);
  2000. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2001. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2002. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2003. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2004. ud->skilltimerskill[i]->src_id = src->id;
  2005. ud->skilltimerskill[i]->target_id = target;
  2006. ud->skilltimerskill[i]->skill_id = skill_id;
  2007. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2008. ud->skilltimerskill[i]->map = src->m;
  2009. ud->skilltimerskill[i]->x = x;
  2010. ud->skilltimerskill[i]->y = y;
  2011. ud->skilltimerskill[i]->type = type;
  2012. ud->skilltimerskill[i]->flag = flag;
  2013. return 0;
  2014. }
  2015. /*==========================================
  2016. *
  2017. *------------------------------------------*/
  2018. int skill_cleartimerskill (struct block_list *src)
  2019. {
  2020. int i;
  2021. struct unit_data *ud;
  2022. nullpo_retr(0, src);
  2023. ud = unit_bl2ud(src);
  2024. nullpo_retr(0, ud);
  2025. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2026. if(ud->skilltimerskill[i]) {
  2027. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2028. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2029. ud->skilltimerskill[i]=NULL;
  2030. }
  2031. }
  2032. return 1;
  2033. }
  2034. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2035. {
  2036. TBL_SKILL *su = (TBL_SKILL*)bl;
  2037. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2038. { //Reveal trap.
  2039. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2040. //clif_changetraplook(bl, su->group->unit_id);
  2041. clif_skill_setunit(su);
  2042. return 1;
  2043. }
  2044. return 0;
  2045. }
  2046. /*==========================================
  2047. *
  2048. *
  2049. *------------------------------------------*/
  2050. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2051. {
  2052. struct map_session_data *sd = NULL, *tsd = NULL;
  2053. struct status_data *tstatus;
  2054. struct status_change *sc;
  2055. if (skillid > 0 && skilllv <= 0) return 0;
  2056. nullpo_retr(1, src);
  2057. nullpo_retr(1, bl);
  2058. if (src->m != bl->m)
  2059. return 1;
  2060. if (bl->prev == NULL)
  2061. return 1;
  2062. sd = BL_CAST(BL_PC, src);
  2063. tsd = BL_CAST(BL_PC, bl);
  2064. if (status_isdead(bl))
  2065. return 1;
  2066. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2067. { //GTB makes all targetted magic display miss with a single bolt.
  2068. sc_type sct = status_skill2sc(skillid);
  2069. if(sct != SC_NONE)
  2070. status_change_end(bl, sct, -1);
  2071. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2072. return 1;
  2073. }
  2074. sc = status_get_sc(src);
  2075. if (sc && !sc->count)
  2076. sc = NULL; //Unneeded
  2077. tstatus = status_get_status_data(bl);
  2078. map_freeblock_lock();
  2079. switch(skillid)
  2080. {
  2081. case MER_CRASH:
  2082. case SM_BASH:
  2083. case MS_BASH:
  2084. case MC_MAMMONITE:
  2085. case TF_DOUBLE:
  2086. case AC_DOUBLE:
  2087. case MA_DOUBLE:
  2088. case AS_SONICBLOW:
  2089. case KN_PIERCE:
  2090. case ML_PIERCE:
  2091. case KN_SPEARBOOMERANG:
  2092. case TF_POISON:
  2093. case TF_SPRINKLESAND:
  2094. case AC_CHARGEARROW:
  2095. case MA_CHARGEARROW:
  2096. case RG_INTIMIDATE:
  2097. case AM_ACIDTERROR:
  2098. case BA_MUSICALSTRIKE:
  2099. case DC_THROWARROW:
  2100. case BA_DISSONANCE:
  2101. case CR_HOLYCROSS:
  2102. case NPC_DARKCROSS:
  2103. case CR_SHIELDCHARGE:
  2104. case CR_SHIELDBOOMERANG:
  2105. case NPC_PIERCINGATT:
  2106. case NPC_MENTALBREAKER:
  2107. case NPC_RANGEATTACK:
  2108. case NPC_CRITICALSLASH:
  2109. case NPC_COMBOATTACK:
  2110. case NPC_GUIDEDATTACK:
  2111. case NPC_POISON:
  2112. case NPC_RANDOMATTACK:
  2113. case NPC_WATERATTACK:
  2114. case NPC_GROUNDATTACK:
  2115. case NPC_FIREATTACK:
  2116. case NPC_WINDATTACK:
  2117. case NPC_POISONATTACK:
  2118. case NPC_HOLYATTACK:
  2119. case NPC_DARKNESSATTACK:
  2120. case NPC_TELEKINESISATTACK:
  2121. case NPC_UNDEADATTACK:
  2122. case NPC_ARMORBRAKE:
  2123. case NPC_WEAPONBRAKER:
  2124. case NPC_HELMBRAKE:
  2125. case NPC_SHIELDBRAKE:
  2126. case NPC_BLINDATTACK:
  2127. case NPC_SILENCEATTACK:
  2128. case NPC_STUNATTACK:
  2129. case NPC_PETRIFYATTACK:
  2130. case NPC_CURSEATTACK:
  2131. case NPC_SLEEPATTACK:
  2132. case LK_AURABLADE:
  2133. case LK_SPIRALPIERCE:
  2134. case ML_SPIRALPIERCE:
  2135. case LK_HEADCRUSH:
  2136. case CG_ARROWVULCAN:
  2137. case HW_MAGICCRASHER:
  2138. case ITM_TOMAHAWK:
  2139. case MO_TRIPLEATTACK:
  2140. case CH_CHAINCRUSH:
  2141. case CH_TIGERFIST:
  2142. case PA_SHIELDCHAIN: // Shield Chain
  2143. case PA_SACRIFICE:
  2144. case WS_CARTTERMINATION: // Cart Termination
  2145. case AS_VENOMKNIFE:
  2146. case HT_PHANTASMIC:
  2147. case HT_POWER:
  2148. case TK_DOWNKICK:
  2149. case TK_COUNTER:
  2150. case GS_CHAINACTION:
  2151. case GS_TRIPLEACTION:
  2152. case GS_MAGICALBULLET:
  2153. case GS_TRACKING:
  2154. case GS_PIERCINGSHOT:
  2155. case GS_RAPIDSHOWER:
  2156. case GS_DUST:
  2157. case GS_DISARM: // Added disarm. [Reddozen]
  2158. case GS_FULLBUSTER:
  2159. case NJ_SYURIKEN:
  2160. case NJ_KUNAI:
  2161. case ASC_BREAKER:
  2162. case HFLI_MOON: //[orn]
  2163. case HFLI_SBR44: //[orn]
  2164. case NPC_BLEEDING:
  2165. case NPC_CRITICALWOUND:
  2166. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2167. break;
  2168. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2169. switch( rand()%6 ){
  2170. case 0: flag |= BREAK_ANKLE; break;
  2171. case 1: flag |= BREAK_WRIST; break;
  2172. case 2: flag |= BREAK_KNEE; break;
  2173. case 3: flag |= BREAK_SHOULDER; break;
  2174. case 4: flag |= BREAK_WAIST; break;
  2175. case 5: flag |= BREAK_NECK; break;
  2176. }
  2177. //TODO: is there really no cleaner way to do this?
  2178. sc = status_get_sc(bl);
  2179. if (sc) sc->jb_flag = flag;
  2180. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2181. break;
  2182. case MO_COMBOFINISH:
  2183. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2184. { //Becomes a splash attack when Soul Linked.
  2185. map_foreachinrange(skill_area_sub, bl,
  2186. skill_get_splash(skillid, skilllv),splash_target(src),
  2187. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2188. skill_castend_damage_id);
  2189. } else
  2190. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2191. break;
  2192. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2193. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2194. skill_area_temp[1] = 0;
  2195. map_foreachinrange(skill_attack_area, src,
  2196. skill_get_splash(skillid, skilllv), splash_target(src),
  2197. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2198. break;
  2199. case KN_CHARGEATK:
  2200. {
  2201. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2202. unsigned int dist = distance_bl(src, bl);
  2203. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2204. // teleport to target (if not on WoE grounds)
  2205. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2206. clif_slide(src, bl->x, bl->y);
  2207. // cause damage and knockback if the path to target was a straight one
  2208. if( path )
  2209. {
  2210. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2211. skill_blown(src, bl, dist, dir, 0);
  2212. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2213. // make the caster look in the direction of the target
  2214. unit_setdir(src, (dir+4)%8);
  2215. }
  2216. }
  2217. break;
  2218. case TK_JUMPKICK:
  2219. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2220. {
  2221. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2222. clif_slide(src,bl->x,bl->y);
  2223. }
  2224. break;
  2225. case SN_SHARPSHOOTING:
  2226. case MA_SHARPSHOOTING:
  2227. case NJ_KAMAITACHI:
  2228. //It won't shoot through walls since on castend there has to be a direct
  2229. //line of sight between caster and target.
  2230. skill_area_temp[1] = bl->id;
  2231. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2232. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2233. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2234. break;
  2235. case NPC_ACIDBREATH:
  2236. case NPC_DARKNESSBREATH:
  2237. case NPC_FIREBREATH:
  2238. case NPC_ICEBREATH:
  2239. case NPC_THUNDERBREATH:
  2240. skill_area_temp[1] = bl->id;
  2241. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2242. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2243. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2244. break;
  2245. case MO_INVESTIGATE:
  2246. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2247. if (sc && sc->data[SC_BLADESTOP])
  2248. status_change_end(src,SC_BLADESTOP,-1);
  2249. break;
  2250. case RG_BACKSTAP:
  2251. {
  2252. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2253. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2254. if (sc && sc->data[SC_HIDING])
  2255. status_change_end(src, SC_HIDING, -1);
  2256. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2257. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2258. unit_setdir(bl,dir);
  2259. }
  2260. else if (sd)
  2261. clif_skill_fail(sd,skillid,0,0);
  2262. }
  2263. break;
  2264. case MO_FINGEROFFENSIVE:
  2265. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2266. if (battle_config.finger_offensive_type && sd) {
  2267. int i;
  2268. for (i = 1; i < sd->spiritball_old; i++)
  2269. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2270. }
  2271. if (sc && sc->data[SC_BLADESTOP])
  2272. status_change_end(src,SC_BLADESTOP,-1);
  2273. break;
  2274. case MO_CHAINCOMBO:
  2275. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2276. if (sc && sc->data[SC_BLADESTOP])
  2277. status_change_end(src,SC_BLADESTOP,-1);
  2278. break;
  2279. case NJ_ISSEN:
  2280. status_change_end(src,SC_NEN,-1);
  2281. status_change_end(src,SC_HIDING,-1);
  2282. // fall through
  2283. case MO_EXTREMITYFIST:
  2284. if( skillid == MO_EXTREMITYFIST )
  2285. {
  2286. status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
  2287. status_change_end(src,SC_BLADESTOP,-1);
  2288. }
  2289. //Client expects you to move to target regardless of distance
  2290. {
  2291. struct unit_data *ud = unit_bl2ud(src);
  2292. short dx,dy;
  2293. int i,speed;
  2294. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2295. dx = bl->x - src->x;
  2296. dy = bl->y - src->y;
  2297. if (dx < 0) dx-=i;
  2298. else if (dx > 0) dx+=i;
  2299. if (dy < 0) dy-=i;
  2300. else if (dy > 0) dy+=i;
  2301. if (!dx && !dy) dy++;
  2302. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2303. {
  2304. dx = bl->x;
  2305. dy = bl->y;
  2306. } else {
  2307. dx = src->x + dx;
  2308. dy = src->y + dy;
  2309. }
  2310. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2311. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2312. //Increase can't walk delay to not alter your walk path
  2313. ud->canmove_tick = tick;
  2314. speed = status_get_speed(src);
  2315. for (i = 0; i < ud->walkpath.path_len; i ++)
  2316. {
  2317. if(ud->walkpath.path[i]&1)
  2318. ud->canmove_tick+=7*speed/5;
  2319. else
  2320. ud->canmove_tick+=speed;
  2321. }
  2322. }
  2323. }
  2324. break;
  2325. //Splash attack skills.
  2326. case AS_GRIMTOOTH:
  2327. case MC_CARTREVOLUTION:
  2328. case NPC_SPLASHATTACK:
  2329. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2330. case AS_SPLASHER:
  2331. case SM_MAGNUM:
  2332. case MS_MAGNUM:
  2333. case HT_BLITZBEAT:
  2334. case AC_SHOWER:
  2335. case MA_SHOWER:
  2336. case MG_NAPALMBEAT:
  2337. case MG_FIREBALL:
  2338. case RG_RAID:
  2339. case HW_NAPALMVULCAN:
  2340. case NJ_HUUMA:
  2341. case NJ_BAKUENRYU:
  2342. case ASC_METEORASSAULT:
  2343. case GS_DESPERADO:
  2344. case GS_SPREADATTACK:
  2345. case NPC_EARTHQUAKE:
  2346. case NPC_PULSESTRIKE:
  2347. case NPC_HELLJUDGEMENT:
  2348. if( flag&1 )
  2349. { //Recursive invocation
  2350. // skill_area_temp[0] holds number of targets in area
  2351. // skill_area_temp[1] holds the id of the original target
  2352. // skill_area_temp[2] counts how many targets have already been processed
  2353. int sflag = skill_area_temp[0] & 0xFFF;
  2354. if( flag&SD_LEVEL )
  2355. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2356. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2357. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2358. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2359. }
  2360. else
  2361. {
  2362. if ( skillid == NJ_BAKUENRYU )
  2363. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2364. skill_area_temp[0] = 0;
  2365. skill_area_temp[1] = bl->id;
  2366. skill_area_temp[2] = 0;
  2367. // if skill damage should be split among targets, count them
  2368. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2369. //special case: Venom Splasher uses a different range for searching than for splashing
  2370. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2371. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2372. // recursive invocation of skill_castend_damage_id() with flag|1
  2373. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2374. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2375. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2376. { // Initiate 10% of your damage becomes fire element.
  2377. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2378. if( sd )
  2379. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2380. if( bl->type == BL_MER )
  2381. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2382. }
  2383. }
  2384. break;
  2385. case KN_BRANDISHSPEAR:
  2386. case ML_BRANDISH:
  2387. //Coded apart for it needs the flag passed to the damage calculation.
  2388. if (skill_area_temp[1] != bl->id)
  2389. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2390. else
  2391. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2392. break;
  2393. case KN_BOWLINGBASH:
  2394. case MS_BOWLINGBASH:
  2395. if(flag&1){
  2396. if(bl->id==skill_area_temp[1])
  2397. break;
  2398. //two hits for 500%
  2399. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2400. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2401. } else {
  2402. int i,c;
  2403. c = skill_get_blewcount(skillid,skilllv);
  2404. // keep moving target in the direction that src is looking, square by square
  2405. for(i=0;i<c;i++){
  2406. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2407. break; //Can't knockback
  2408. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2409. if( skill_area_temp[0] > 1 ) break; // collision
  2410. }
  2411. clif_blown(bl); //Update target pos.
  2412. if (i!=c) { //Splash
  2413. skill_area_temp[1] = bl->id;
  2414. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2415. }
  2416. //Weirdo dual-hit property, two attacks for 500%
  2417. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2418. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2419. }
  2420. break;
  2421. case KN_SPEARSTAB:
  2422. if(flag&1) {
  2423. if (bl->id==skill_area_temp[1])
  2424. break;
  2425. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2426. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2427. } else {
  2428. int x=bl->x,y=bl->y,i,dir;
  2429. dir = map_calc_dir(bl,src->x,src->y);
  2430. skill_area_temp[1] = bl->id;
  2431. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2432. // all the enemies between the caster and the target are hit, as well as the target
  2433. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2434. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2435. for (i=0;i<4;i++) {
  2436. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2437. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2438. x += dirx[dir];
  2439. y += diry[dir];
  2440. }
  2441. }
  2442. break;
  2443. case TK_TURNKICK:
  2444. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2445. {
  2446. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2447. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2448. map_foreachinrange(skill_area_sub,bl,
  2449. skill_get_splash(skillid, skilllv),BL_CHAR,
  2450. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2451. skill_castend_nodamage_id);
  2452. }
  2453. break;
  2454. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2455. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2456. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2457. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2458. break;
  2459. case PR_TURNUNDEAD:
  2460. case ALL_RESURRECTION:
  2461. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2462. break;
  2463. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2464. break;
  2465. case MG_SOULSTRIKE:
  2466. case NPC_DARKSTRIKE:
  2467. case MG_COLDBOLT:
  2468. case MG_FIREBOLT:
  2469. case MG_LIGHTNINGBOLT:
  2470. case WZ_EARTHSPIKE:
  2471. case AL_HEAL:
  2472. case AL_HOLYLIGHT:
  2473. case WZ_JUPITEL:
  2474. case NPC_DARKTHUNDER:
  2475. case PR_ASPERSIO:
  2476. case MG_FROSTDIVER:
  2477. case WZ_SIGHTBLASTER:
  2478. case WZ_SIGHTRASHER:
  2479. case NJ_KOUENKA:
  2480. case NJ_HYOUSENSOU:
  2481. case NJ_HUUJIN:
  2482. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2483. break;
  2484. case NPC_MAGICALATTACK:
  2485. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2486. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2487. break;
  2488. case HVAN_CAPRICE: //[blackhole89]
  2489. {
  2490. int ran=rand()%4;
  2491. int sid = 0;
  2492. switch(ran)
  2493. {
  2494. case 0: sid=MG_COLDBOLT; break;
  2495. case 1: sid=MG_FIREBOLT; break;
  2496. case 2: sid=MG_LIGHTNINGBOLT; break;
  2497. case 3: sid=WZ_EARTHSPIKE; break;
  2498. }
  2499. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2500. }
  2501. break;
  2502. case WZ_WATERBALL:
  2503. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2504. {
  2505. int range = skilllv/2;
  2506. int size = 2*range + 1;
  2507. int count = 0;
  2508. if( src->type == BL_PC )
  2509. {// count the number of water cells in range
  2510. struct skill_unit* unit;
  2511. int x, y;
  2512. for( y = src->y - range; y <= src->y + range; ++y )
  2513. for( x = src->x - range; x <= src->x + range; ++x )
  2514. {
  2515. if( map_getcell(src->m,x,y,CELL_CHKWATER) )
  2516. count++; // natural water cell
  2517. else
  2518. if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL
  2519. || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2520. {
  2521. count++; // skill-induced water cell
  2522. skill_delunit(unit); // consume cell
  2523. }
  2524. }
  2525. }
  2526. else // non-players bypass the water requirement
  2527. count = size*size;
  2528. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2529. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2530. }
  2531. break;
  2532. case PR_BENEDICTIO:
  2533. //Should attack undead and demons. [Skotlex]
  2534. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2535. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2536. break;
  2537. case SL_SMA:
  2538. if (sc && sc->data[SC_SMA])
  2539. status_change_end(src,SC_SMA,-1);
  2540. case SL_STIN:
  2541. case SL_STUN:
  2542. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2543. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2544. clif_skill_fail(sd,skillid,0,0);
  2545. break;
  2546. }
  2547. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2548. break;
  2549. case NPC_DARKBREATH:
  2550. clif_emotion(src,7);
  2551. case SN_FALCONASSAULT:
  2552. case PA_PRESSURE:
  2553. case CR_ACIDDEMONSTRATION:
  2554. case TF_THROWSTONE:
  2555. case NPC_SMOKING:
  2556. case GS_FLING:
  2557. case NJ_ZENYNAGE:
  2558. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2559. break;
  2560. case HVAN_EXPLOSION:
  2561. case NPC_SELFDESTRUCTION:
  2562. if (src != bl)
  2563. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2564. break;
  2565. // Celest
  2566. case PF_SOULBURN:
  2567. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2568. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2569. if (skilllv == 5)
  2570. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2571. status_percent_damage(src, bl, 0, 100, false);
  2572. } else {
  2573. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2574. if (skilllv == 5)
  2575. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2576. status_percent_damage(src, src, 0, 100, false);
  2577. }
  2578. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2579. break;
  2580. case NPC_BLOODDRAIN:
  2581. case NPC_ENERGYDRAIN:
  2582. {
  2583. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2584. src, src, bl, skillid, skilllv, tick, flag);
  2585. if (heal > 0){
  2586. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2587. status_heal(src, heal, 0, 0);
  2588. }
  2589. }
  2590. break;
  2591. case GS_BULLSEYE:
  2592. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2593. break;
  2594. case NJ_KASUMIKIRI:
  2595. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2596. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2597. break;
  2598. case NJ_KIRIKAGE:
  2599. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  2600. { //You don't move on GVG grounds.
  2601. short x, y;
  2602. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2603. if (unit_movepos(src, x, y, 0, 0))
  2604. clif_slide(src,src->x,src->y);
  2605. }
  2606. if (sc && sc->data[SC_HIDING])
  2607. status_change_end(src, SC_HIDING, -1);
  2608. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2609. break;
  2610. case 0:
  2611. if(sd) {
  2612. if (flag & 3){
  2613. if (bl->id != skill_area_temp[1])
  2614. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2615. } else {
  2616. skill_area_temp[1] = bl->id;
  2617. map_foreachinrange(skill_area_sub, bl,
  2618. sd->splash_range, BL_CHAR,
  2619. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2620. skill_castend_damage_id);
  2621. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2622. }
  2623. }
  2624. break;
  2625. default:
  2626. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2627. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2628. 0, abs(skill_get_num(skillid, skilllv)),
  2629. skillid, skilllv, skill_get_hit(skillid));
  2630. map_freeblock_unlock();
  2631. return 1;
  2632. }
  2633. map_freeblock_unlock();
  2634. if( sd && !(flag&1) )
  2635. {
  2636. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  2637. battle_consume_ammo(sd, skillid, skilllv);
  2638. if( !sd->state.skillonskill )
  2639. skill_onskillusage(sd, bl, skillid, tick);
  2640. }
  2641. return 0;
  2642. }
  2643. /*==========================================
  2644. *
  2645. *------------------------------------------*/
  2646. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2647. {
  2648. struct map_session_data *sd, *dstsd;
  2649. struct mob_data *md, *dstmd;
  2650. struct homun_data *hd;
  2651. struct mercenary_data *mer;
  2652. struct status_data *sstatus, *tstatus;
  2653. struct status_change *tsc;
  2654. struct status_change_entry *tsce;
  2655. int i;
  2656. enum sc_type type;
  2657. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2658. nullpo_retr(1, src);
  2659. nullpo_retr(1, bl);
  2660. if (src->m != bl->m)
  2661. return 1;
  2662. sd = BL_CAST(BL_PC, src);
  2663. hd = BL_CAST(BL_HOM, src);
  2664. md = BL_CAST(BL_MOB, src);
  2665. mer = BL_CAST(BL_MER, src);
  2666. dstsd = BL_CAST(BL_PC, bl);
  2667. dstmd = BL_CAST(BL_MOB, bl);
  2668. if(bl->prev == NULL)
  2669. return 1;
  2670. if(status_isdead(src))
  2671. return 1;
  2672. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2673. return 1;
  2674. tstatus = status_get_status_data(bl);
  2675. sstatus = status_get_status_data(src);
  2676. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2677. switch (skillid) {
  2678. case HLIF_HEAL: //[orn]
  2679. if (bl->type != BL_HOM) {
  2680. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2681. break ;
  2682. }
  2683. case AL_HEAL:
  2684. case ALL_RESURRECTION:
  2685. case PR_ASPERSIO:
  2686. //Apparently only player casted skills can be offensive like this.
  2687. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2688. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2689. //Offensive heal does not works on non-enemies. [Skotlex]
  2690. clif_skill_fail(sd,skillid,0,0);
  2691. return 0;
  2692. }
  2693. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2694. }
  2695. break;
  2696. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2697. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2698. default:
  2699. //Skill is actually ground placed.
  2700. if (src == bl && skill_get_unit_id(skillid,0))
  2701. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2702. }
  2703. type = status_skill2sc(skillid);
  2704. tsc = status_get_sc(bl);
  2705. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2706. if (src!=bl && type > -1 &&
  2707. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2708. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2709. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2710. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2711. map_freeblock_lock();
  2712. switch(skillid)
  2713. {
  2714. case HLIF_HEAL: //[orn]
  2715. case AL_HEAL:
  2716. {
  2717. int heal = skill_calc_heal(src, bl, skilllv);
  2718. int heal_get_jobexp;
  2719. if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
  2720. heal=0;
  2721. if( sd )
  2722. {
  2723. if( (i = pc_skillheal_bonus(sd, skillid)) )
  2724. heal += heal * i / 100;
  2725. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  2726. heal = heal*2;
  2727. }
  2728. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  2729. heal += heal * i / 100;
  2730. if( tsc && tsc->count )
  2731. {
  2732. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  2733. { //Bounce back heal
  2734. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2735. status_change_end(bl, SC_KAITE, -1);
  2736. if (src == bl)
  2737. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2738. else {
  2739. bl = src;
  2740. dstsd = sd;
  2741. }
  2742. } else
  2743. if (tsc->data[SC_BERSERK])
  2744. heal = 0; //Needed so that it actually displays 0 when healing.
  2745. }
  2746. heal_get_jobexp = status_heal(bl,heal,0,0);
  2747. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2748. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2749. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2750. if (heal_get_jobexp <= 0)
  2751. heal_get_jobexp = 1;
  2752. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2753. }
  2754. }
  2755. break;
  2756. case PR_REDEMPTIO:
  2757. if (sd && !(flag&1)) {
  2758. if (sd->status.party_id == 0) {
  2759. clif_skill_fail(sd,skillid,0,0);
  2760. break;
  2761. }
  2762. skill_area_temp[0] = 0;
  2763. party_foreachsamemap(skill_area_sub,
  2764. sd,skill_get_splash(skillid, skilllv),
  2765. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2766. skill_castend_nodamage_id);
  2767. if (skill_area_temp[0] == 0) {
  2768. clif_skill_fail(sd,skillid,0,0);
  2769. break;
  2770. }
  2771. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2772. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2773. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  2774. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  2775. clif_updatestatus(sd,SP_BASEEXP);
  2776. clif_updatestatus(sd,SP_JOBEXP);
  2777. }
  2778. status_set_hp(src, 1, 0);
  2779. status_set_sp(src, 0, 0);
  2780. break;
  2781. } else if (status_isdead(bl) && flag&1) { //Revive
  2782. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2783. skilllv = 3; //Resurrection level 3 is used
  2784. } else //Invalid target, skip resurrection.
  2785. break;
  2786. case ALL_RESURRECTION:
  2787. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  2788. { //No reviving in WoE grounds!
  2789. clif_skill_fail(sd,skillid,0,0);
  2790. break;
  2791. }
  2792. if (!status_isdead(bl))
  2793. break;
  2794. {
  2795. int per = 0, sper = 0;
  2796. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2797. break;
  2798. switch(skilllv){
  2799. case 1: per=10; break;
  2800. case 2: per=30; break;
  2801. case 3: per=50; break;
  2802. case 4: per=80; break;
  2803. }
  2804. if(dstsd && dstsd->special_state.restart_full_recover)
  2805. per = sper = 100;
  2806. if (status_revive(bl, per, sper))
  2807. {
  2808. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2809. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2810. {
  2811. int exp = 0,jexp = 0;
  2812. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2813. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2814. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2815. if (exp < 1) exp = 1;
  2816. }
  2817. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2818. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2819. if (jexp < 1) jexp = 1;
  2820. }
  2821. if(exp > 0 || jexp > 0)
  2822. pc_gainexp (sd, bl, exp, jexp);
  2823. }
  2824. }
  2825. }
  2826. break;
  2827. case AL_DECAGI:
  2828. case MER_DECAGI:
  2829. clif_skill_nodamage (src, bl, skillid, skilllv,
  2830. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  2831. break;
  2832. case AL_CRUCIS:
  2833. if (flag&1)
  2834. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2835. else {
  2836. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2837. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2838. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2839. }
  2840. break;
  2841. case PR_LEXDIVINA:
  2842. case MER_LEXDIVINA:
  2843. if( tsce )
  2844. status_change_end(bl,type, -1);
  2845. else
  2846. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2847. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2848. break;
  2849. case SA_ABRACADABRA:
  2850. {
  2851. int abra_skillid = 0, abra_skilllv;
  2852. do {
  2853. i = rand() % MAX_SKILL_ABRA_DB;
  2854. abra_skillid = skill_abra_db[i].skillid;
  2855. } while (abra_skillid == 0 ||
  2856. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2857. rand()%10000 >= skill_abra_db[i].per
  2858. );
  2859. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2860. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2861. if( sd )
  2862. {// player-casted
  2863. sd->state.abra_flag = 1;
  2864. sd->skillitem = abra_skillid;
  2865. sd->skillitemlv = abra_skilllv;
  2866. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2867. }
  2868. else
  2869. {// mob-casted
  2870. struct unit_data *ud = unit_bl2ud(src);
  2871. int inf = skill_get_inf(abra_skillid);
  2872. int target_id = 0;
  2873. if (!ud) break;
  2874. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2875. if (src->type == BL_PET)
  2876. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2877. if (!bl) bl = src;
  2878. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2879. } else { //Assume offensive skills
  2880. if (ud->target)
  2881. target_id = ud->target;
  2882. else switch (src->type) {
  2883. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2884. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2885. }
  2886. if (!target_id)
  2887. break;
  2888. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2889. bl = map_id2bl(target_id);
  2890. if (!bl) bl = src;
  2891. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2892. } else
  2893. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2894. }
  2895. }
  2896. }
  2897. break;
  2898. case SA_COMA:
  2899. clif_skill_nodamage(src,bl,skillid,skilllv,
  2900. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2901. break;
  2902. case SA_FULLRECOVERY:
  2903. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2904. if (status_isimmune(bl))
  2905. break;
  2906. status_percent_heal(bl, 100, 100);
  2907. break;
  2908. case NPC_ALLHEAL:
  2909. {
  2910. int heal;
  2911. if( status_isimmune(bl) )
  2912. break;
  2913. heal = status_percent_heal(bl, 100, 0);
  2914. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  2915. if( skillid == NPC_ALLHEAL && dstmd )
  2916. { // Reset Damage Logs
  2917. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  2918. dstmd->tdmg = 0;
  2919. }
  2920. }
  2921. break;
  2922. case SA_SUMMONMONSTER:
  2923. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2924. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  2925. break;
  2926. case SA_LEVELUP:
  2927. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2928. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2929. break;
  2930. case SA_INSTANTDEATH:
  2931. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2932. status_set_hp(bl,1,0);
  2933. break;
  2934. case SA_QUESTION:
  2935. case SA_GRAVITY:
  2936. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2937. break;
  2938. case SA_CLASSCHANGE:
  2939. case SA_MONOCELL:
  2940. if (dstmd)
  2941. {
  2942. int class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  2943. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2944. mob_class_change(dstmd,class_);
  2945. if( tsc && dstmd->status.mode&MD_BOSS )
  2946. {
  2947. 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 };
  2948. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  2949. if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
  2950. for (i = 0; i < ARRAYLENGTH(scs); i++)
  2951. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  2952. }
  2953. }
  2954. break;
  2955. case SA_DEATH:
  2956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2957. status_kill(bl);
  2958. break;
  2959. case SA_REVERSEORCISH:
  2960. clif_skill_nodamage(src,bl,skillid,skilllv,
  2961. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2962. break;
  2963. case SA_FORTUNE:
  2964. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2965. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2966. break;
  2967. case SA_TAMINGMONSTER:
  2968. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2969. if (sd && dstmd) {
  2970. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2971. if( i < MAX_PET_DB )
  2972. pet_catch_process1(sd, dstmd->class_);
  2973. }
  2974. break;
  2975. case CR_PROVIDENCE:
  2976. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2977. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2978. clif_skill_fail(sd,skillid,0,0);
  2979. map_freeblock_unlock();
  2980. return 1;
  2981. }
  2982. }
  2983. clif_skill_nodamage(src,bl,skillid,skilllv,
  2984. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2985. break;
  2986. case CG_MARIONETTE:
  2987. {
  2988. struct status_change* sc = status_get_sc(src);
  2989. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  2990. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  2991. clif_skill_fail(sd,skillid,0,0);
  2992. map_freeblock_unlock();
  2993. return 1;
  2994. }
  2995. if( sc && tsc )
  2996. {
  2997. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  2998. {
  2999. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3000. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3001. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3002. }
  3003. else
  3004. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3005. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3006. {
  3007. status_change_end(src, SC_MARIONETTE, -1);
  3008. status_change_end(bl, SC_MARIONETTE2, -1);
  3009. }
  3010. else
  3011. {
  3012. if( sd )
  3013. clif_skill_fail(sd,skillid,0,0);
  3014. map_freeblock_unlock();
  3015. return 1;
  3016. }
  3017. }
  3018. }
  3019. break;
  3020. case RG_CLOSECONFINE:
  3021. clif_skill_nodamage(src,bl,skillid,skilllv,
  3022. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3023. break;
  3024. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3025. case SA_FROSTWEAPON:
  3026. case SA_LIGHTNINGLOADER:
  3027. case SA_SEISMICWEAPON:
  3028. if (dstsd) {
  3029. if(dstsd->status.weapon == W_FIST ||
  3030. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3031. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3032. dstsd->sc.data[SC_FIREWEAPON] ||
  3033. dstsd->sc.data[SC_WATERWEAPON] ||
  3034. dstsd->sc.data[SC_WINDWEAPON] ||
  3035. dstsd->sc.data[SC_EARTHWEAPON] ||
  3036. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3037. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3038. dstsd->sc.data[SC_ENCPOISON]
  3039. ))
  3040. ) {
  3041. if (sd) clif_skill_fail(sd,skillid,0,0);
  3042. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3043. break;
  3044. }
  3045. }
  3046. if (sd) {
  3047. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3048. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3049. clif_skill_fail(sd,skillid,0,0);
  3050. break;
  3051. }
  3052. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3053. }
  3054. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3055. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3056. if (sd)
  3057. clif_skill_fail(sd,skillid,0,0);
  3058. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3059. clif_displaymessage(sd->fd,"You broke target's weapon");
  3060. }
  3061. break;
  3062. case PR_ASPERSIO:
  3063. if (sd && dstmd) {
  3064. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3065. break;
  3066. }
  3067. clif_skill_nodamage(src,bl,skillid,skilllv,
  3068. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3069. break;
  3070. case ITEM_ENCHANTARMS:
  3071. clif_skill_nodamage(src,bl,skillid,skilllv,
  3072. sc_start2(bl,type,100,skilllv,
  3073. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3074. break;
  3075. case TK_SEVENWIND:
  3076. switch(skill_get_ele(skillid,skilllv)) {
  3077. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3078. case ELE_WIND : type = SC_WINDWEAPON; break;
  3079. case ELE_WATER : type = SC_WATERWEAPON; break;
  3080. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3081. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3082. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3083. case ELE_HOLY : type = SC_ASPERSIO; break;
  3084. }
  3085. clif_skill_nodamage(src,bl,skillid,skilllv,
  3086. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3087. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  3088. break;
  3089. case PR_KYRIE:
  3090. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3091. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3092. break;
  3093. //Passive Magnum, should had been casted on yourself.
  3094. case SM_MAGNUM:
  3095. case MS_MAGNUM:
  3096. skill_area_temp[1] = 0;
  3097. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  3098. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3099. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3100. //Initiate 10% of your damage becomes fire element.
  3101. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3102. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3103. break;
  3104. case AL_INCAGI:
  3105. case AL_BLESSING:
  3106. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  3107. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3108. break;
  3109. }
  3110. case PR_SLOWPOISON:
  3111. case PR_IMPOSITIO:
  3112. case PR_LEXAETERNA:
  3113. case PR_SUFFRAGIUM:
  3114. case PR_BENEDICTIO:
  3115. case LK_BERSERK:
  3116. case MS_BERSERK:
  3117. case KN_AUTOCOUNTER:
  3118. case KN_TWOHANDQUICKEN:
  3119. case KN_ONEHAND:
  3120. case MER_QUICKEN:
  3121. case CR_SPEARQUICKEN:
  3122. case CR_REFLECTSHIELD:
  3123. case MS_REFLECTSHIELD:
  3124. case AS_POISONREACT:
  3125. case MC_LOUD:
  3126. case MG_ENERGYCOAT:
  3127. case MO_EXPLOSIONSPIRITS:
  3128. case MO_STEELBODY:
  3129. case MO_BLADESTOP:
  3130. case LK_AURABLADE:
  3131. case LK_PARRYING:
  3132. case MS_PARRYING:
  3133. case LK_CONCENTRATION:
  3134. case WS_CARTBOOST:
  3135. case SN_SIGHT:
  3136. case WS_MELTDOWN:
  3137. case WS_OVERTHRUSTMAX:
  3138. case ST_REJECTSWORD:
  3139. case HW_MAGICPOWER:
  3140. case PF_MEMORIZE:
  3141. case PA_SACRIFICE:
  3142. case ASC_EDP:
  3143. case NPC_STOP:
  3144. case PF_DOUBLECASTING:
  3145. case SG_SUN_COMFORT:
  3146. case SG_MOON_COMFORT:
  3147. case SG_STAR_COMFORT:
  3148. case NPC_HALLUCINATION:
  3149. case GS_MADNESSCANCEL:
  3150. case GS_ADJUSTMENT:
  3151. case GS_INCREASING:
  3152. case NJ_KASUMIKIRI:
  3153. case NJ_UTSUSEMI:
  3154. case NJ_NEN:
  3155. case NPC_DEFENDER:
  3156. case NPC_MAGICMIRROR:
  3157. clif_skill_nodamage(src,bl,skillid,skilllv,
  3158. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3159. break;
  3160. case HP_ASSUMPTIO:
  3161. if (sd && !dstsd) {
  3162. clif_skill_fail(sd,skillid,0,0);
  3163. } else {
  3164. clif_skill_nodamage(src,bl,skillid,skilllv,
  3165. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3166. }
  3167. break;
  3168. case MG_SIGHT:
  3169. case MER_SIGHT:
  3170. case AL_RUWACH:
  3171. case WZ_SIGHTBLASTER:
  3172. case NPC_WIDESIGHT:
  3173. case NPC_STONESKIN:
  3174. case NPC_ANTIMAGIC:
  3175. clif_skill_nodamage(src,bl,skillid,skilllv,
  3176. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3177. break;
  3178. case HLIF_AVOID:
  3179. case HAMI_DEFENCE:
  3180. i = skill_get_time(skillid,skilllv);
  3181. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3182. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3183. break;
  3184. case NJ_BUNSINJYUTSU:
  3185. clif_skill_nodamage(src,bl,skillid,skilllv,
  3186. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3187. if (tsc && tsc->data[SC_NEN])
  3188. status_change_end(bl,SC_NEN,-1);
  3189. break;
  3190. /* Was modified to only affect targetted char. [Skotlex]
  3191. case HP_ASSUMPTIO:
  3192. if (flag&1)
  3193. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3194. else
  3195. {
  3196. map_foreachinrange(skill_area_sub, bl,
  3197. skill_get_splash(skillid, skilllv), BL_PC,
  3198. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3199. skill_castend_nodamage_id);
  3200. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3201. }
  3202. break;
  3203. */
  3204. case SM_ENDURE:
  3205. clif_skill_nodamage(src,bl,skillid,skilllv,
  3206. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3207. if (sd)
  3208. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3209. break;
  3210. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3211. if (sd && dstsd && dstsd->sc.count) {
  3212. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3213. dstsd->sc.data[SC_WATERWEAPON] ||
  3214. dstsd->sc.data[SC_WINDWEAPON] ||
  3215. dstsd->sc.data[SC_EARTHWEAPON] ||
  3216. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3217. dstsd->sc.data[SC_GHOSTWEAPON]
  3218. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3219. ) {
  3220. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3221. clif_skill_fail(sd,skillid,0,0);
  3222. break;
  3223. }
  3224. }
  3225. clif_skill_nodamage(src,bl,skillid,skilllv,
  3226. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3227. break;
  3228. case LK_TENSIONRELAX:
  3229. clif_skill_nodamage(src,bl,skillid,skilllv,
  3230. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3231. skill_get_time(skillid,skilllv)));
  3232. break;
  3233. case MC_CHANGECART:
  3234. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3235. break;
  3236. case TK_MISSION:
  3237. if (sd) {
  3238. int id;
  3239. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3240. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3241. clif_skill_fail(sd,skillid,0,0);
  3242. break;
  3243. }
  3244. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3245. if (!id) {
  3246. clif_skill_fail(sd,skillid,0,0);
  3247. break;
  3248. }
  3249. sd->mission_mobid = id;
  3250. sd->mission_count = 0;
  3251. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3252. clif_mission_info(sd, id, 0);
  3253. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3254. }
  3255. break;
  3256. case AC_CONCENTRATION:
  3257. {
  3258. clif_skill_nodamage(src,bl,skillid,skilllv,
  3259. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3260. map_foreachinrange( status_change_timer_sub, src,
  3261. skill_get_splash(skillid, skilllv), BL_CHAR,
  3262. src,NULL,type,tick);
  3263. }
  3264. break;
  3265. case SM_PROVOKE:
  3266. case MER_PROVOKE:
  3267. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  3268. {
  3269. map_freeblock_unlock();
  3270. return 1;
  3271. }
  3272. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3273. clif_skill_nodamage(src,bl,skillid,skilllv,
  3274. (i = sc_start(bl,type, 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl), skilllv, skill_get_time(skillid,skilllv))));
  3275. if( !i )
  3276. {
  3277. if( sd )
  3278. clif_skill_fail(sd,skillid,0,0);
  3279. map_freeblock_unlock();
  3280. return 0;
  3281. }
  3282. unit_skillcastcancel(bl, 2);
  3283. if( tsc && tsc->count )
  3284. {
  3285. if( tsc->data[SC_FREEZE] )
  3286. status_change_end(bl,SC_FREEZE,-1);
  3287. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  3288. status_change_end(bl,SC_STONE,-1);
  3289. if( tsc->data[SC_SLEEP] )
  3290. status_change_end(bl,SC_SLEEP,-1);
  3291. }
  3292. if( dstmd )
  3293. {
  3294. dstmd->state.provoke_flag = src->id;
  3295. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  3296. }
  3297. break;
  3298. case ML_DEVOTION:
  3299. case CR_DEVOTION:
  3300. {
  3301. int count, lv;
  3302. if( !dstsd )
  3303. { // Only players can be devoted
  3304. if( sd )
  3305. clif_skill_fail(sd, skillid, 0, 0);
  3306. break;
  3307. }
  3308. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  3309. lv = -lv;
  3310. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  3311. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  3312. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  3313. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
  3314. {
  3315. if( sd )
  3316. clif_skill_fail(sd,skillid,0,0);
  3317. map_freeblock_unlock();
  3318. return 1;
  3319. }
  3320. i = 0;
  3321. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  3322. if( sd )
  3323. { // Player Devoting Player
  3324. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  3325. if( i == count )
  3326. {
  3327. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  3328. if( i == count )
  3329. { // No free slots, skill Fail
  3330. clif_skill_fail(sd, skillid, 0, 0);
  3331. map_freeblock_unlock();
  3332. return 1;
  3333. }
  3334. }
  3335. sd->devotion[i] = bl->id;
  3336. }
  3337. else
  3338. mer->devotion_flag = 1; // Mercenary Devoting Owner
  3339. clif_skill_nodamage(src, bl, skillid, skilllv,
  3340. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
  3341. clif_devotion(src, NULL);
  3342. }
  3343. break;
  3344. case MO_CALLSPIRITS:
  3345. if(sd) {
  3346. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3347. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3348. }
  3349. break;
  3350. case CH_SOULCOLLECT:
  3351. if(sd) {
  3352. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3353. for (i = 0; i < 5; i++)
  3354. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3355. }
  3356. break;
  3357. case MO_KITRANSLATION:
  3358. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3359. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3360. }
  3361. break;
  3362. case TK_TURNKICK:
  3363. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3364. if (skill_area_temp[1] != bl->id) {
  3365. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3366. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3367. }
  3368. break;
  3369. case MO_ABSORBSPIRITS:
  3370. i = 0;
  3371. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3372. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3373. i = dstsd->spiritball * 7;
  3374. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3375. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3376. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3377. i = 2 * dstmd->level;
  3378. mob_target(dstmd,src,0);
  3379. }
  3380. if (i) status_heal(src, 0, i, 3);
  3381. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3382. break;
  3383. case AC_MAKINGARROW:
  3384. if(sd) {
  3385. clif_arrow_create_list(sd);
  3386. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3387. }
  3388. break;
  3389. case AM_PHARMACY:
  3390. if(sd) {
  3391. clif_skill_produce_mix_list(sd,22);
  3392. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3393. }
  3394. break;
  3395. case SA_CREATECON:
  3396. if(sd) {
  3397. clif_skill_produce_mix_list(sd,23);
  3398. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3399. }
  3400. break;
  3401. case BS_HAMMERFALL:
  3402. clif_skill_nodamage(src,bl,skillid,skilllv,
  3403. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3404. break;
  3405. case RG_RAID:
  3406. skill_area_temp[1] = 0;
  3407. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3408. map_foreachinrange(skill_area_sub, bl,
  3409. skill_get_splash(skillid, skilllv), splash_target(src),
  3410. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3411. skill_castend_damage_id);
  3412. status_change_end(src, SC_HIDING, -1);
  3413. break;
  3414. case ASC_METEORASSAULT:
  3415. case GS_SPREADATTACK:
  3416. case NPC_EARTHQUAKE:
  3417. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3418. case NPC_HELLJUDGEMENT:
  3419. case NPC_PULSESTRIKE:
  3420. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3421. break;
  3422. case KN_BRANDISHSPEAR:
  3423. case ML_BRANDISH:
  3424. {
  3425. int c,n=4;
  3426. int dir = map_calc_dir(src,bl->x,bl->y);
  3427. struct square tc;
  3428. int x=bl->x,y=bl->y;
  3429. skill_brandishspear_first(&tc,dir,x,y);
  3430. skill_brandishspear_dir(&tc,dir,4);
  3431. skill_area_temp[1] = bl->id;
  3432. if(skilllv > 9){
  3433. for(c=1;c<4;c++){
  3434. map_foreachincell(skill_area_sub,
  3435. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3436. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3437. skill_castend_damage_id);
  3438. }
  3439. }
  3440. if(skilllv > 6){
  3441. skill_brandishspear_dir(&tc,dir,-1);
  3442. n--;
  3443. }else{
  3444. skill_brandishspear_dir(&tc,dir,-2);
  3445. n-=2;
  3446. }
  3447. if(skilllv > 3){
  3448. for(c=0;c<5;c++){
  3449. map_foreachincell(skill_area_sub,
  3450. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3451. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3452. skill_castend_damage_id);
  3453. if(skilllv > 6 && n==3 && c==4){
  3454. skill_brandishspear_dir(&tc,dir,-1);
  3455. n--;c=-1;
  3456. }
  3457. }
  3458. }
  3459. for(c=0;c<10;c++){
  3460. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3461. map_foreachincell(skill_area_sub,
  3462. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3463. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3464. skill_castend_damage_id);
  3465. }
  3466. }
  3467. break;
  3468. case WZ_SIGHTRASHER:
  3469. //Passive side of the attack.
  3470. status_change_end(src,SC_SIGHT,-1);
  3471. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3472. map_foreachinrange(skill_area_sub,src,
  3473. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  3474. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3475. skill_castend_damage_id);
  3476. break;
  3477. case NJ_HYOUSYOURAKU:
  3478. case NJ_RAIGEKISAI:
  3479. case WZ_FROSTNOVA:
  3480. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3481. skill_area_temp[1] = 0;
  3482. map_foreachinrange(skill_attack_area, src,
  3483. skill_get_splash(skillid, skilllv), splash_target(src),
  3484. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3485. break;
  3486. case HVAN_EXPLOSION: //[orn]
  3487. case NPC_SELFDESTRUCTION:
  3488. //Self Destruction hits everyone in range (allies+enemies)
  3489. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3490. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3491. BCT_ENEMY:BCT_ALL;
  3492. clif_skill_nodamage(src, src, skillid, -1, 1);
  3493. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3494. map_foreachinrange(skill_area_sub, bl,
  3495. skill_get_splash(skillid, skilllv), splash_target(src),
  3496. src, skillid, skilllv, tick, flag|i,
  3497. skill_castend_damage_id);
  3498. map_addblock(src);
  3499. status_damage(src, src, sstatus->max_hp,0,0,1);
  3500. break;
  3501. case AL_ANGELUS:
  3502. case PR_MAGNIFICAT:
  3503. case PR_GLORIA:
  3504. case SN_WINDWALK:
  3505. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  3506. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3507. else if( sd )
  3508. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3509. break;
  3510. case MER_MAGNIFICAT:
  3511. if( mer != NULL )
  3512. {
  3513. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3514. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  3515. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  3516. else if( mer->master && !(flag&1) )
  3517. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3518. }
  3519. break;
  3520. case BS_ADRENALINE:
  3521. case BS_ADRENALINE2:
  3522. case BS_WEAPONPERFECT:
  3523. case BS_OVERTHRUST:
  3524. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3525. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3526. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3527. } else if (sd) {
  3528. party_foreachsamemap(skill_area_sub,
  3529. sd,skill_get_splash(skillid, skilllv),
  3530. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3531. skill_castend_nodamage_id);
  3532. }
  3533. break;
  3534. case BS_MAXIMIZE:
  3535. case NV_TRICKDEAD:
  3536. case CR_DEFENDER:
  3537. case ML_DEFENDER:
  3538. case CR_AUTOGUARD:
  3539. case ML_AUTOGUARD:
  3540. case TK_READYSTORM:
  3541. case TK_READYDOWN:
  3542. case TK_READYTURN:
  3543. case TK_READYCOUNTER:
  3544. case TK_DODGE:
  3545. case CR_SHRINK:
  3546. case ST_PRESERVE:
  3547. case SG_FUSION:
  3548. case GS_GATLINGFEVER:
  3549. if( tsce )
  3550. i = status_change_end(bl, type, -1);
  3551. else
  3552. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3553. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3554. break;
  3555. case SL_KAITE:
  3556. case SL_KAAHI:
  3557. case SL_KAIZEL:
  3558. case SL_KAUPE:
  3559. if (sd) {
  3560. if (!dstsd || !(
  3561. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3562. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3563. dstsd->status.char_id == sd->status.char_id ||
  3564. dstsd->status.char_id == sd->status.partner_id ||
  3565. dstsd->status.char_id == sd->status.child
  3566. )) {
  3567. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3568. clif_skill_fail(sd,skillid,0,0);
  3569. break;
  3570. }
  3571. }
  3572. clif_skill_nodamage(src,bl,skillid,skilllv,
  3573. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3574. break;
  3575. case SM_AUTOBERSERK:
  3576. case MER_AUTOBERSERK:
  3577. if( tsce )
  3578. i = status_change_end(bl, type, -1);
  3579. else
  3580. i = sc_start(bl,type,100,skilllv,60000);
  3581. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3582. break;
  3583. case TF_HIDING:
  3584. case ST_CHASEWALK:
  3585. if (tsce)
  3586. i = status_change_end(bl, type, -1);
  3587. else
  3588. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3589. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3590. break;
  3591. case TK_RUN:
  3592. if (tsce)
  3593. clif_skill_nodamage(src,bl,skillid,skilllv,
  3594. status_change_end(bl, type, -1));
  3595. else {
  3596. clif_skill_nodamage(src,bl,skillid,skilllv,
  3597. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3598. // If the client receives a skill-use packet inmediately before
  3599. // a walkok packet, it will discard the walk packet! [Skotlex]
  3600. // So aegis has to resend the walk ok.
  3601. if (sd) clif_walkok(sd);
  3602. }
  3603. break;
  3604. case AS_CLOAKING:
  3605. if( !tsce )
  3606. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3607. else
  3608. i = status_change_end(bl, type, -1);
  3609. if( i )
  3610. clif_skill_nodamage(src,bl,skillid,-1,i);
  3611. else
  3612. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3613. break;
  3614. case BD_ADAPTATION:
  3615. if(tsc && tsc->data[SC_DANCING]){
  3616. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3617. skill_stop_dancing(bl);
  3618. }
  3619. break;
  3620. case BA_FROSTJOKER:
  3621. case DC_SCREAM:
  3622. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3623. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3624. if (md) {
  3625. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3626. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3627. char temp[70];
  3628. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3629. clif_message(&md->bl,temp);
  3630. }
  3631. break;
  3632. case BA_PANGVOICE:
  3633. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3634. break;
  3635. case DC_WINKCHARM:
  3636. if( dstsd )
  3637. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3638. else
  3639. if( dstmd )
  3640. {
  3641. if( status_get_lv(src) > status_get_lv(bl)
  3642. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3643. && !(tstatus->mode&MD_BOSS) )
  3644. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3645. else
  3646. {
  3647. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3648. if(sd) clif_skill_fail(sd,skillid,0,0);
  3649. }
  3650. }
  3651. break;
  3652. case TF_STEAL:
  3653. if(sd) {
  3654. if(pc_steal_item(sd,bl,skilllv))
  3655. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3656. else
  3657. clif_skill_fail(sd,skillid,0x0a,0);
  3658. }
  3659. break;
  3660. case RG_STEALCOIN:
  3661. if(sd) {
  3662. if(pc_steal_coin(sd,bl))
  3663. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3664. else
  3665. clif_skill_fail(sd,skillid,0,0);
  3666. }
  3667. break;
  3668. case MG_STONECURSE:
  3669. {
  3670. if (tstatus->mode&MD_BOSS) {
  3671. if (sd) clif_skill_fail(sd,skillid,0,0);
  3672. break;
  3673. }
  3674. if(status_isimmune(bl) || !tsc)
  3675. break;
  3676. if (dstmd)
  3677. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3678. if (tsc->data[SC_STONE]) {
  3679. status_change_end(bl,SC_STONE,-1);
  3680. if (sd) clif_skill_fail(sd,skillid,0,0);
  3681. break;
  3682. }
  3683. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3684. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3685. skill_get_time2(skillid,skilllv)))
  3686. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3687. else if(sd) {
  3688. clif_skill_fail(sd,skillid,0,0);
  3689. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3690. if (skilllv > 5) break;
  3691. }
  3692. if (sd) {
  3693. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3694. break; //Do not delete the gemstone.
  3695. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3696. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3697. }
  3698. }
  3699. break;
  3700. case NV_FIRSTAID:
  3701. clif_skill_nodamage(src,bl,skillid,5,1);
  3702. status_heal(bl,5,0,0);
  3703. break;
  3704. case AL_CURE:
  3705. if(status_isimmune(bl)) {
  3706. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3707. break;
  3708. }
  3709. status_change_end(bl, SC_SILENCE , -1 );
  3710. status_change_end(bl, SC_BLIND , -1 );
  3711. status_change_end(bl, SC_CONFUSION, -1 );
  3712. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3713. break;
  3714. case TF_DETOXIFY:
  3715. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3716. status_change_end(bl, SC_POISON , -1 );
  3717. status_change_end(bl, SC_DPOISON , -1 );
  3718. break;
  3719. case PR_STRECOVERY:
  3720. if(status_isimmune(bl)) {
  3721. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3722. break;
  3723. }
  3724. if (tsc && tsc->opt1) {
  3725. status_change_end(bl, SC_FREEZE, -1 );
  3726. status_change_end(bl, SC_STONE, -1 );
  3727. status_change_end(bl, SC_SLEEP, -1 );
  3728. status_change_end(bl, SC_STUN, -1 );
  3729. }
  3730. //Is this equation really right? It looks so... special.
  3731. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3732. {
  3733. status_change_start(bl, SC_BLIND,
  3734. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3735. 1,0,0,0,
  3736. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3737. }
  3738. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3739. if(dstmd)
  3740. mob_unlocktarget(dstmd,tick);
  3741. break;
  3742. // Mercenary Supportive Skills
  3743. case MER_BENEDICTION:
  3744. status_change_end(bl, SC_CURSE, -1);
  3745. status_change_end(bl, SC_BLIND, -1);
  3746. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3747. break;
  3748. case MER_COMPRESS:
  3749. status_change_end(bl, SC_BLEEDING, -1);
  3750. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3751. break;
  3752. case MER_MENTALCURE:
  3753. status_change_end(bl, SC_CONFUSION, -1);
  3754. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3755. break;
  3756. case MER_RECUPERATE:
  3757. status_change_end(bl, SC_POISON, -1);
  3758. status_change_end(bl, SC_SILENCE, -1);
  3759. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3760. break;
  3761. case MER_REGAIN:
  3762. status_change_end(bl, SC_SLEEP, -1);
  3763. status_change_end(bl, SC_STUN, -1);
  3764. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3765. break;
  3766. case MER_TENDER:
  3767. status_change_end(bl, SC_FREEZE, -1);
  3768. status_change_end(bl, SC_STONE, -1);
  3769. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3770. break;
  3771. case MER_SCAPEGOAT:
  3772. if( mer && mer->master )
  3773. {
  3774. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  3775. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  3776. }
  3777. break;
  3778. case MER_ESTIMATION:
  3779. if( !mer )
  3780. break;
  3781. sd = mer->master;
  3782. case WZ_ESTIMATION:
  3783. if( sd == NULL )
  3784. break;
  3785. if( dstsd )
  3786. { // Fail on Players
  3787. clif_skill_fail(sd,skillid,0,0);
  3788. break;
  3789. }
  3790. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  3791. break; // Cannot be Used on Emperium
  3792. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3793. clif_skill_estimation(sd, bl);
  3794. if( skillid == MER_ESTIMATION )
  3795. sd = NULL;
  3796. break;
  3797. case BS_REPAIRWEAPON:
  3798. if(sd && dstsd)
  3799. clif_item_repair_list(sd,dstsd);
  3800. break;
  3801. case MC_IDENTIFY:
  3802. if(sd)
  3803. clif_item_identify_list(sd);
  3804. break;
  3805. // Weapon Refining [Celest]
  3806. case WS_WEAPONREFINE:
  3807. if(sd)
  3808. clif_item_refine_list(sd);
  3809. break;
  3810. case MC_VENDING:
  3811. if(sd)
  3812. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3813. if ( !pc_can_give_items(pc_isGM(sd)) )
  3814. clif_skill_fail(sd,skillid,0,0);
  3815. else
  3816. clif_openvendingreq(sd,2+skilllv);
  3817. }
  3818. break;
  3819. case AL_TELEPORT:
  3820. if(sd)
  3821. {
  3822. if (map[bl->m].flag.noteleport) {
  3823. clif_skill_teleportmessage(sd,0);
  3824. break;
  3825. }
  3826. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3827. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3828. break;
  3829. }
  3830. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3831. if(skilllv == 1) {
  3832. // possibility to skip menu [LuzZza]
  3833. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3834. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3835. else
  3836. pc_randomwarp(sd,3);
  3837. } else {
  3838. if (sd->skillitem != AL_TELEPORT)
  3839. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3840. else //Autocasted Teleport level 2??
  3841. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3842. }
  3843. } else
  3844. unit_warp(bl,-1,-1,-1,3);
  3845. break;
  3846. case NPC_EXPULSION:
  3847. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3848. unit_warp(bl,-1,-1,-1,3);
  3849. break;
  3850. case AL_HOLYWATER:
  3851. if(sd) {
  3852. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3853. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3854. else
  3855. clif_skill_fail(sd,skillid,0,0);
  3856. }
  3857. break;
  3858. case TF_PICKSTONE:
  3859. if(sd) {
  3860. int eflag;
  3861. struct item item_tmp;
  3862. struct block_list tbl;
  3863. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3864. memset(&item_tmp,0,sizeof(item_tmp));
  3865. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3866. item_tmp.nameid = ITEMID_STONE;
  3867. item_tmp.identify = 1;
  3868. tbl.id = 0;
  3869. clif_takeitem(&sd->bl,&tbl);
  3870. eflag = pc_additem(sd,&item_tmp,1);
  3871. if(eflag) {
  3872. clif_additem(sd,0,0,eflag);
  3873. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3874. }
  3875. }
  3876. break;
  3877. case ASC_CDP:
  3878. if(sd) {
  3879. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3880. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3881. }
  3882. break;
  3883. case RG_STRIPWEAPON:
  3884. case RG_STRIPSHIELD:
  3885. case RG_STRIPARMOR:
  3886. case RG_STRIPHELM:
  3887. case ST_FULLSTRIP:
  3888. {
  3889. unsigned short location = 0;
  3890. i = 5+2*skilllv;
  3891. if (sstatus->dex > tstatus->dex)
  3892. i += (sstatus->dex - tstatus->dex)/5;
  3893. switch (skillid) {
  3894. case RG_STRIPWEAPON:
  3895. location = EQP_WEAPON;
  3896. break;
  3897. case RG_STRIPSHIELD:
  3898. location = EQP_SHIELD;
  3899. break;
  3900. case RG_STRIPARMOR:
  3901. location = EQP_ARMOR;
  3902. break;
  3903. case RG_STRIPHELM:
  3904. location = EQP_HELM;
  3905. break;
  3906. case ST_FULLSTRIP:
  3907. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3908. break;
  3909. }
  3910. //Note that Full Strip autospell doesn't use a duration
  3911. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  3912. skill_strip_equip(bl, location, i, skilllv,
  3913. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  3914. && sd)
  3915. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3916. }
  3917. break;
  3918. case AM_BERSERKPITCHER:
  3919. case AM_POTIONPITCHER:
  3920. {
  3921. int i,x,hp = 0,sp = 0,bonus=100;
  3922. if( sd )
  3923. {
  3924. x = skilllv%11 - 1;
  3925. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3926. if( i < 0 || skill_db[skillid].itemid[x] <= 0 )
  3927. {
  3928. clif_skill_fail(sd,skillid,0,0);
  3929. map_freeblock_unlock();
  3930. return 1;
  3931. }
  3932. if( sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x] )
  3933. {
  3934. clif_skill_fail(sd,skillid,0,0);
  3935. map_freeblock_unlock();
  3936. return 1;
  3937. }
  3938. if( skillid == AM_BERSERKPITCHER )
  3939. { //Does not override use-level, and cannot be used on bows.
  3940. if( dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW) )
  3941. {
  3942. clif_skill_fail(sd,skillid,0,0);
  3943. map_freeblock_unlock();
  3944. return 1;
  3945. }
  3946. }
  3947. potion_flag = 1;
  3948. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3949. potion_target = bl->id;
  3950. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3951. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3952. potion_flag = potion_target = 0;
  3953. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  3954. bonus += sd->status.base_level;
  3955. if( potion_per_hp > 0 || potion_per_sp > 0 )
  3956. {
  3957. hp = tstatus->max_hp * potion_per_hp / 100;
  3958. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3959. if( dstsd )
  3960. {
  3961. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3962. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3963. }
  3964. }
  3965. else
  3966. {
  3967. if( potion_hp > 0 )
  3968. {
  3969. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3970. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3971. if( dstsd )
  3972. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3973. }
  3974. if( potion_sp > 0 )
  3975. {
  3976. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3977. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  3978. if( dstsd )
  3979. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3980. }
  3981. }
  3982. if (sd->itemgrouphealrate[IG_POTION]>0)
  3983. {
  3984. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  3985. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  3986. }
  3987. if( (i = pc_skillheal_bonus(sd, skillid)) )
  3988. {
  3989. hp += hp * i / 100;
  3990. sp += sp * i / 100;
  3991. }
  3992. }
  3993. else
  3994. {
  3995. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3996. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3997. if( dstsd )
  3998. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3999. }
  4000. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  4001. {
  4002. hp += hp * i / 100;
  4003. sp += sp * i / 100;
  4004. }
  4005. if( tsc && tsc->data[SC_CRITICALWOUND] )
  4006. {
  4007. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4008. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4009. }
  4010. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4011. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  4012. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4013. if( sp > 0 )
  4014. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4015. status_heal(bl,hp,sp,0);
  4016. }
  4017. break;
  4018. case AM_CP_WEAPON:
  4019. case AM_CP_SHIELD:
  4020. case AM_CP_ARMOR:
  4021. case AM_CP_HELM:
  4022. {
  4023. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  4024. if(tsc && tsc->data[scid])
  4025. status_change_end(bl, scid, -1 );
  4026. clif_skill_nodamage(src,bl,skillid,skilllv,
  4027. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4028. }
  4029. break;
  4030. case AM_TWILIGHT1:
  4031. if (sd) {
  4032. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4033. //Prepare 200 White Potions.
  4034. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4035. clif_skill_fail(sd,skillid,0,0);
  4036. }
  4037. break;
  4038. case AM_TWILIGHT2:
  4039. if (sd) {
  4040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4041. //Prepare 200 Slim White Potions.
  4042. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4043. clif_skill_fail(sd,skillid,0,0);
  4044. }
  4045. break;
  4046. case AM_TWILIGHT3:
  4047. if (sd) {
  4048. //check if you can produce all three, if not, then fail:
  4049. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4050. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4051. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4052. ) {
  4053. clif_skill_fail(sd,skillid,0,0);
  4054. break;
  4055. }
  4056. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4057. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4058. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4059. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4060. }
  4061. break;
  4062. case SA_DISPELL:
  4063. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4064. {
  4065. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4066. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  4067. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  4068. || rand()%100 >= 50+10*skilllv)
  4069. {
  4070. if (sd)
  4071. clif_skill_fail(sd,skillid,0,0);
  4072. break;
  4073. }
  4074. if(status_isimmune(bl) || !tsc || !tsc->count)
  4075. break;
  4076. for(i=0;i<SC_MAX;i++)
  4077. {
  4078. if (!tsc->data[i])
  4079. continue;
  4080. switch (i) {
  4081. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4082. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4083. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4084. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4085. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4086. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4087. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4088. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4089. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4090. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4091. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4092. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4093. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  4094. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  4095. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  4096. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  4097. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  4098. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  4099. continue;
  4100. case SC_ASSUMPTIO:
  4101. if( bl->type == BL_MOB )
  4102. continue;
  4103. break;
  4104. }
  4105. 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.
  4106. status_change_end(bl,(sc_type)i,-1);
  4107. }
  4108. break;
  4109. }
  4110. //Affect all targets on splash area.
  4111. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4112. src, skillid, skilllv, tick, flag|1,
  4113. skill_castend_damage_id);
  4114. break;
  4115. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4116. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4117. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4118. break;
  4119. case TK_HIGHJUMP:
  4120. {
  4121. int x,y, dir = unit_getdir(src);
  4122. //Fails on noteleport maps, except for vs maps [Skotlex]
  4123. if(map[src->m].flag.noteleport &&
  4124. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4125. ) {
  4126. x = src->x;
  4127. y = src->y;
  4128. } else {
  4129. x = src->x + dirx[dir]*skilllv*2;
  4130. y = src->y + diry[dir]*skilllv*2;
  4131. }
  4132. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4133. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  4134. clif_slide(src,x,y);
  4135. unit_movepos(src, x, y, 1, 0);
  4136. }
  4137. }
  4138. break;
  4139. case SA_CASTCANCEL:
  4140. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4141. unit_skillcastcancel(src,1);
  4142. if(sd) {
  4143. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4144. sp = sp * (90 - (skilllv-1)*20) / 100;
  4145. if(sp < 0) sp = 0;
  4146. status_zap(src, 0, sp);
  4147. }
  4148. break;
  4149. case SA_SPELLBREAKER:
  4150. {
  4151. int sp;
  4152. if(tsc && tsc->data[SC_MAGICROD]) {
  4153. sp = skill_get_sp(skillid,skilllv);
  4154. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  4155. if(sp < 1) sp = 1;
  4156. status_heal(bl,0,sp,2);
  4157. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  4158. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  4159. } else {
  4160. struct unit_data *ud = unit_bl2ud(bl);
  4161. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4162. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4163. bl_skillid = ud->skillid;
  4164. bl_skilllv = ud->skilllv;
  4165. if (tstatus->mode & MD_BOSS)
  4166. { //Only 10% success chance against bosses. [Skotlex]
  4167. if (rand()%100 < 90)
  4168. {
  4169. if (sd) clif_skill_fail(sd,skillid,0,0);
  4170. break;
  4171. }
  4172. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4173. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4174. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4175. unit_skillcastcancel(bl,0);
  4176. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4177. status_zap(bl, hp, sp);
  4178. if (hp && skilllv >= 5)
  4179. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4180. else
  4181. hp = 0;
  4182. if (sp) //Recover some of the SP used
  4183. sp = sp*(25*(skilllv-1))/100;
  4184. if(hp || sp)
  4185. status_heal(src, hp, sp, 2);
  4186. }
  4187. }
  4188. break;
  4189. case SA_MAGICROD:
  4190. //It activates silently, no use animation.
  4191. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4192. break;
  4193. case SA_AUTOSPELL:
  4194. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4195. if(sd)
  4196. clif_autospell(sd,skilllv);
  4197. else {
  4198. int maxlv=1,spellid=0;
  4199. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4200. if(skilllv >= 10) {
  4201. spellid = MG_FROSTDIVER;
  4202. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  4203. // maxlv = 10;
  4204. // else
  4205. maxlv = skilllv - 9;
  4206. }
  4207. else if(skilllv >=8) {
  4208. spellid = MG_FIREBALL;
  4209. maxlv = skilllv - 7;
  4210. }
  4211. else if(skilllv >=5) {
  4212. spellid = MG_SOULSTRIKE;
  4213. maxlv = skilllv - 4;
  4214. }
  4215. else if(skilllv >=2) {
  4216. int i = rand()%3;
  4217. spellid = spellarray[i];
  4218. maxlv = skilllv - 1;
  4219. }
  4220. else if(skilllv > 0) {
  4221. spellid = MG_NAPALMBEAT;
  4222. maxlv = 3;
  4223. }
  4224. if(spellid > 0)
  4225. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4226. skill_get_time(SA_AUTOSPELL,skilllv));
  4227. }
  4228. break;
  4229. case BS_GREED:
  4230. if(sd){
  4231. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4232. map_foreachinrange(skill_greed,bl,
  4233. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4234. }
  4235. break;
  4236. case SA_ELEMENTWATER:
  4237. case SA_ELEMENTFIRE:
  4238. case SA_ELEMENTGROUND:
  4239. case SA_ELEMENTWIND:
  4240. if(sd && !dstmd) //Only works on monsters.
  4241. break;
  4242. if(tstatus->mode&MD_BOSS)
  4243. break;
  4244. case NPC_ATTRICHANGE:
  4245. case NPC_CHANGEWATER:
  4246. case NPC_CHANGEGROUND:
  4247. case NPC_CHANGEFIRE:
  4248. case NPC_CHANGEWIND:
  4249. case NPC_CHANGEPOISON:
  4250. case NPC_CHANGEHOLY:
  4251. case NPC_CHANGEDARKNESS:
  4252. case NPC_CHANGETELEKINESIS:
  4253. clif_skill_nodamage(src,bl,skillid,skilllv,
  4254. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4255. skill_get_time(skillid, skilllv)));
  4256. break;
  4257. case NPC_CHANGEUNDEAD:
  4258. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  4259. //TO-DO This is ugly, fix it
  4260. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  4261. clif_skill_nodamage(src,bl,skillid,skilllv,
  4262. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  4263. skill_get_time(skillid, skilllv)));
  4264. break;
  4265. case NPC_PROVOCATION:
  4266. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4267. if (md) mob_unlocktarget(md, tick);
  4268. break;
  4269. case NPC_KEEPING:
  4270. case NPC_BARRIER:
  4271. {
  4272. int skill_time = skill_get_time(skillid,skilllv);
  4273. struct unit_data *ud = unit_bl2ud(bl);
  4274. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4275. sc_start(bl,type,100,skilllv,skill_time))
  4276. && ud) { //Disable attacking/acting/moving for skill's duration.
  4277. ud->attackabletime =
  4278. ud->canact_tick =
  4279. ud->canmove_tick = tick + skill_time;
  4280. }
  4281. }
  4282. break;
  4283. case NPC_REBIRTH:
  4284. if( md && md->state.rebirth )
  4285. break; // only works once
  4286. sc_start(bl,type,100,skilllv,-1);
  4287. break;
  4288. case NPC_DARKBLESSING:
  4289. clif_skill_nodamage(src,bl,skillid,skilllv,
  4290. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4291. break;
  4292. case NPC_LICK:
  4293. status_zap(bl, 0, 100);
  4294. clif_skill_nodamage(src,bl,skillid,skilllv,
  4295. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4296. break;
  4297. case NPC_SUICIDE:
  4298. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4299. status_kill(src); //When suiciding, neither exp nor drops is given.
  4300. break;
  4301. case NPC_SUMMONSLAVE:
  4302. case NPC_SUMMONMONSTER:
  4303. if(md && md->skillidx >= 0)
  4304. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4305. break;
  4306. case NPC_CALLSLAVE:
  4307. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4308. break;
  4309. case NPC_RANDOMMOVE:
  4310. if (md) {
  4311. md->next_walktime = tick - 1;
  4312. mob_randomwalk(md,tick);
  4313. }
  4314. break;
  4315. case NPC_SPEEDUP:
  4316. {
  4317. // or does it increase casting rate? just a guess xD
  4318. int i = SC_ASPDPOTION0 + skilllv - 1;
  4319. if (i > SC_ASPDPOTION3)
  4320. i = SC_ASPDPOTION3;
  4321. clif_skill_nodamage(src,bl,skillid,skilllv,
  4322. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  4323. }
  4324. break;
  4325. case NPC_REVENGE:
  4326. // not really needed... but adding here anyway ^^
  4327. if (md && md->master_id > 0) {
  4328. struct block_list *mbl, *tbl;
  4329. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4330. (tbl = battle_gettargeted(mbl)) == NULL)
  4331. break;
  4332. md->state.provoke_flag = tbl->id;
  4333. mob_target(md, tbl, sstatus->rhw.range);
  4334. }
  4335. break;
  4336. case NPC_RUN:
  4337. {
  4338. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4339. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4340. unit_stop_attack(src);
  4341. //Run skillv tiles overriding the can-move check.
  4342. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4343. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4344. }
  4345. break;
  4346. case NPC_TRANSFORMATION:
  4347. case NPC_METAMORPHOSIS:
  4348. if(md && md->skillidx >= 0) {
  4349. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4350. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4351. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4352. if (class_) mob_class_change(md, class_);
  4353. }
  4354. break;
  4355. case NPC_EMOTION_ON:
  4356. case NPC_EMOTION:
  4357. //va[0] is the emotion to use.
  4358. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4359. //val[1] 'sets' the mode
  4360. //val[2] adds to the current mode
  4361. //val[3] removes from the current mode
  4362. //val[4] if set, asks to delete the previous mode change.
  4363. if(md && md->skillidx >= 0 && tsc)
  4364. {
  4365. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4366. if(md->db->skill[md->skillidx].val[4] && tsce)
  4367. status_change_end(bl, type, -1);
  4368. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4369. sc_start4(src, type, 100, skilllv,
  4370. md->db->skill[md->skillidx].val[1],
  4371. md->db->skill[md->skillidx].val[2],
  4372. md->db->skill[md->skillidx].val[3],
  4373. skill_get_time(skillid, skilllv));
  4374. }
  4375. break;
  4376. case NPC_POWERUP:
  4377. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4378. clif_skill_nodamage(src,bl,skillid,skilllv,
  4379. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4380. break;
  4381. case NPC_AGIUP:
  4382. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4383. clif_skill_nodamage(src,bl,skillid,skilllv,
  4384. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4385. break;
  4386. case NPC_INVISIBLE:
  4387. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4388. clif_skill_nodamage(src,bl,skillid,skilllv,
  4389. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4390. break;
  4391. case NPC_SIEGEMODE:
  4392. // not sure what it does
  4393. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4394. break;
  4395. case WE_MALE:
  4396. {
  4397. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4398. 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]
  4399. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4400. }
  4401. break;
  4402. case WE_FEMALE:
  4403. {
  4404. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4405. 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]
  4406. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4407. }
  4408. break;
  4409. // parent-baby skills
  4410. case WE_BABY:
  4411. if(sd){
  4412. struct map_session_data *f_sd = pc_get_father(sd);
  4413. struct map_session_data *m_sd = pc_get_mother(sd);
  4414. // if neither was found
  4415. if(!f_sd && !m_sd){
  4416. clif_skill_fail(sd,skillid,0,0);
  4417. map_freeblock_unlock();
  4418. return 0;
  4419. }
  4420. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4421. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4422. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4423. }
  4424. break;
  4425. case PF_HPCONVERSION:
  4426. {
  4427. int hp, sp;
  4428. hp = sstatus->max_hp/10;
  4429. sp = hp * 10 * skilllv / 100;
  4430. if (!status_charge(src,hp,0)) {
  4431. if (sd) clif_skill_fail(sd,skillid,0,0);
  4432. break;
  4433. }
  4434. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4435. status_heal(bl,0,sp,2);
  4436. }
  4437. break;
  4438. case MA_REMOVETRAP:
  4439. case HT_REMOVETRAP:
  4440. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4441. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4442. {
  4443. struct skill_unit* su;
  4444. struct skill_unit_group* sg;
  4445. su = BL_CAST(BL_SKILL, bl);
  4446. // Mercenaries can remove any trap
  4447. // Players can only remove their own traps or traps on Vs maps.
  4448. 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) )
  4449. {
  4450. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4451. { // prevent picking up expired traps
  4452. if( battle_config.skill_removetrap_type )
  4453. { // get back all items used to deploy the trap
  4454. for( i = 0; i < 10; i++ )
  4455. {
  4456. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  4457. {
  4458. int flag;
  4459. struct item item_tmp;
  4460. memset(&item_tmp,0,sizeof(item_tmp));
  4461. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4462. item_tmp.identify = 1;
  4463. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  4464. {
  4465. clif_additem(sd,0,0,flag);
  4466. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4467. }
  4468. }
  4469. }
  4470. }
  4471. else
  4472. { // get back 1 trap
  4473. struct item item_tmp;
  4474. memset(&item_tmp,0,sizeof(item_tmp));
  4475. item_tmp.nameid = ITEMID_TRAP;
  4476. item_tmp.identify = 1;
  4477. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  4478. {
  4479. clif_additem(sd,0,0,flag);
  4480. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4481. }
  4482. }
  4483. }
  4484. skill_delunit(su);
  4485. }
  4486. }
  4487. break;
  4488. case HT_SPRINGTRAP:
  4489. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4490. {
  4491. struct skill_unit *su=NULL;
  4492. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4493. switch(su->group->unit_id){
  4494. case UNT_ANKLESNARE: // ankle snare
  4495. if (su->group->val2 != 0)
  4496. // if it is already trapping something don't spring it,
  4497. // remove trap should be used instead
  4498. break;
  4499. // otherwise fallthrough to below
  4500. case UNT_BLASTMINE:
  4501. case UNT_SKIDTRAP:
  4502. case UNT_LANDMINE:
  4503. case UNT_SHOCKWAVE:
  4504. case UNT_SANDMAN:
  4505. case UNT_FLASHER:
  4506. case UNT_FREEZINGTRAP:
  4507. case UNT_CLAYMORETRAP:
  4508. case UNT_TALKIEBOX:
  4509. su->group->unit_id = UNT_USED_TRAPS;
  4510. clif_changetraplook(bl, UNT_USED_TRAPS);
  4511. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4512. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4513. }
  4514. }
  4515. }
  4516. break;
  4517. case BD_ENCORE:
  4518. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4519. if(sd)
  4520. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4521. break;
  4522. case AS_SPLASHER:
  4523. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4524. if (sd) clif_skill_fail(sd,skillid,0,0);
  4525. map_freeblock_unlock();
  4526. return 1;
  4527. }
  4528. clif_skill_nodamage(src,bl,skillid,skilllv,
  4529. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4530. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4531. break;
  4532. case PF_MINDBREAKER:
  4533. {
  4534. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4535. {
  4536. map_freeblock_unlock();
  4537. return 1;
  4538. }
  4539. if (tsce)
  4540. { //HelloKitty2 (?) explained that this silently fails when target is
  4541. //already inflicted. [Skotlex]
  4542. map_freeblock_unlock();
  4543. return 1;
  4544. }
  4545. //Has a 55% + skilllv*5% success chance.
  4546. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4547. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4548. {
  4549. if (sd) clif_skill_fail(sd,skillid,0,0);
  4550. map_freeblock_unlock();
  4551. return 0;
  4552. }
  4553. unit_skillcastcancel(bl,0);
  4554. if(tsc && tsc->count){
  4555. if(tsc->data[SC_FREEZE])
  4556. status_change_end(bl,SC_FREEZE,-1);
  4557. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4558. status_change_end(bl,SC_STONE,-1);
  4559. if(tsc->data[SC_SLEEP])
  4560. status_change_end(bl,SC_SLEEP,-1);
  4561. }
  4562. if(dstmd)
  4563. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4564. }
  4565. break;
  4566. case PF_SOULCHANGE:
  4567. {
  4568. unsigned int sp1 = 0, sp2 = 0;
  4569. if (dstmd) {
  4570. if (dstmd->state.soul_change_flag) {
  4571. if(sd) clif_skill_fail(sd,skillid,0,0);
  4572. break;
  4573. }
  4574. dstmd->state.soul_change_flag = 1;
  4575. sp2 = sstatus->max_sp * 3 /100;
  4576. status_heal(src, 0, sp2, 2);
  4577. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4578. break;
  4579. }
  4580. sp1 = sstatus->sp;
  4581. sp2 = tstatus->sp;
  4582. status_set_sp(src, sp2, 3);
  4583. status_set_sp(bl, sp1, 3);
  4584. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4585. }
  4586. break;
  4587. // Slim Pitcher
  4588. case CR_SLIMPITCHER:
  4589. if (potion_hp || potion_sp) {
  4590. int hp = potion_hp, sp = potion_sp;
  4591. hp = hp * (100 + (tstatus->vit<<1))/100;
  4592. sp = sp * (100 + (tstatus->int_<<1))/100;
  4593. if (dstsd) {
  4594. if (hp)
  4595. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4596. if (sp)
  4597. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4598. }
  4599. if (tsc && tsc->data[SC_CRITICALWOUND])
  4600. {
  4601. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4602. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4603. }
  4604. if(hp > 0)
  4605. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4606. if(sp > 0)
  4607. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4608. status_heal(bl,hp,sp,0);
  4609. }
  4610. break;
  4611. // Full Chemical Protection
  4612. case CR_FULLPROTECTION:
  4613. {
  4614. int i, skilltime;
  4615. skilltime = skill_get_time(skillid,skilllv);
  4616. if (!tsc) {
  4617. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4618. break;
  4619. }
  4620. for (i=0; i<4; i++) {
  4621. if(tsc->data[SC_STRIPWEAPON + i])
  4622. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
  4623. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  4624. }
  4625. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4626. }
  4627. break;
  4628. case RG_CLEANER: //AppleGirl
  4629. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4630. break;
  4631. case CG_LONGINGFREEDOM:
  4632. {
  4633. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4634. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4635. {
  4636. clif_skill_nodamage(src,bl,skillid,skilllv,
  4637. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4638. }
  4639. }
  4640. break;
  4641. case CG_TAROTCARD:
  4642. {
  4643. int eff, count = -1;
  4644. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  4645. {
  4646. if( sd )
  4647. clif_skill_fail(sd,skillid,0,0);
  4648. map_freeblock_unlock();
  4649. return 0;
  4650. }
  4651. do {
  4652. eff = rand() % 14;
  4653. clif_specialeffect(bl, 523 + eff, AREA);
  4654. switch (eff)
  4655. {
  4656. case 0: // heals SP to 0
  4657. status_percent_damage(src, bl, 0, 100, false);
  4658. break;
  4659. case 1: // matk halved
  4660. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4661. break;
  4662. case 2: // all buffs removed
  4663. status_change_clear_buffs(bl,1);
  4664. break;
  4665. case 3: // 1000 damage, random armor destroyed
  4666. {
  4667. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4668. status_fix_damage(src, bl, 1000, 0);
  4669. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4670. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4671. }
  4672. break;
  4673. case 4: // atk halved
  4674. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4675. break;
  4676. case 5: // 2000HP heal, random teleported
  4677. status_heal(src, 2000, 0, 0);
  4678. unit_warp(src, -1,-1,-1, 3);
  4679. break;
  4680. case 6: // random 2 other effects
  4681. if (count == -1)
  4682. count = 3;
  4683. else
  4684. count++; //Should not retrigger this one.
  4685. break;
  4686. case 7: // stop freeze or stoned
  4687. {
  4688. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4689. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4690. }
  4691. break;
  4692. case 8: // curse coma and poison
  4693. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4694. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4695. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4696. break;
  4697. case 9: // confusion
  4698. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4699. break;
  4700. case 10: // 6666 damage, atk matk halved, cursed
  4701. status_fix_damage(src, bl, 6666, 0);
  4702. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4703. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4704. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4705. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4706. break;
  4707. case 11: // 4444 damage
  4708. status_fix_damage(src, bl, 4444, 0);
  4709. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4710. break;
  4711. case 12: // stun
  4712. sc_start(bl,SC_STUN,100,skilllv,5000);
  4713. break;
  4714. case 13: // atk,matk,hit,flee,def reduced
  4715. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4716. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4717. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4718. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4719. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4720. break;
  4721. default:
  4722. break;
  4723. }
  4724. } while ((--count) > 0);
  4725. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4726. }
  4727. break;
  4728. case SL_ALCHEMIST:
  4729. case SL_ASSASIN:
  4730. case SL_BARDDANCER:
  4731. case SL_BLACKSMITH:
  4732. case SL_CRUSADER:
  4733. case SL_HUNTER:
  4734. case SL_KNIGHT:
  4735. case SL_MONK:
  4736. case SL_PRIEST:
  4737. case SL_ROGUE:
  4738. case SL_SAGE:
  4739. case SL_SOULLINKER:
  4740. case SL_STAR:
  4741. case SL_SUPERNOVICE:
  4742. case SL_WIZARD:
  4743. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4744. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4745. clif_skill_fail(sd,skillid,0,0);
  4746. break;
  4747. }
  4748. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4749. { //Erase death count 1% of the casts
  4750. dstsd->die_counter = 0;
  4751. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4752. clif_misceffect2(bl, 0x152);
  4753. //SC_SPIRIT invokes status_calc_pc for us.
  4754. }
  4755. clif_skill_nodamage(src,bl,skillid,skilllv,
  4756. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4757. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4758. break;
  4759. case SL_HIGH:
  4760. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4761. clif_skill_fail(sd,skillid,0,0);
  4762. break;
  4763. }
  4764. clif_skill_nodamage(src,bl,skillid,skilllv,
  4765. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4766. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4767. break;
  4768. case SL_SWOO:
  4769. if (tsce) {
  4770. sc_start(src,SC_STUN,100,skilllv,10000);
  4771. break;
  4772. }
  4773. case SL_SKA: // [marquis007]
  4774. case SL_SKE:
  4775. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4776. clif_skill_fail(sd,skillid,0,0);
  4777. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4778. } else
  4779. clif_skill_nodamage(src,bl,skillid,skilllv,
  4780. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4781. if (skillid == SL_SKE)
  4782. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4783. break;
  4784. // New guild skills [Celest]
  4785. case GD_BATTLEORDER:
  4786. if(flag&1) {
  4787. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4788. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4789. } else if (status_get_guild_id(src)) {
  4790. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4791. map_foreachinrange(skill_area_sub, src,
  4792. skill_get_splash(skillid, skilllv), BL_PC,
  4793. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4794. skill_castend_nodamage_id);
  4795. if (sd)
  4796. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4797. }
  4798. break;
  4799. case GD_REGENERATION:
  4800. if(flag&1) {
  4801. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4802. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4803. } else if (status_get_guild_id(src)) {
  4804. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4805. map_foreachinrange(skill_area_sub, src,
  4806. skill_get_splash(skillid, skilllv), BL_PC,
  4807. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4808. skill_castend_nodamage_id);
  4809. if (sd)
  4810. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4811. }
  4812. break;
  4813. case GD_RESTORE:
  4814. if(flag&1) {
  4815. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4816. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4817. } else if (status_get_guild_id(src)) {
  4818. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4819. map_foreachinrange(skill_area_sub, src,
  4820. skill_get_splash(skillid, skilllv), BL_PC,
  4821. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4822. skill_castend_nodamage_id);
  4823. if (sd)
  4824. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4825. }
  4826. break;
  4827. case GD_EMERGENCYCALL:
  4828. {
  4829. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4830. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4831. int j = 0;
  4832. struct guild *g = NULL;
  4833. // i don't know if it actually summons in a circle, but oh well. ;P
  4834. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4835. if (!g)
  4836. break;
  4837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4838. for(i = 0; i < g->max_member; i++, j++) {
  4839. if (j>8) j=0;
  4840. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !pc_isdead(dstsd) && !dstsd->state.autotrade) {
  4841. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  4842. continue;
  4843. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4844. dx[j] = dy[j] = 0;
  4845. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4846. }
  4847. }
  4848. if (sd)
  4849. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4850. }
  4851. break;
  4852. case SG_FEEL:
  4853. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4854. if (sd) {
  4855. if(!sd->feel_map[skilllv-1].index)
  4856. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4857. else
  4858. clif_feel_info(sd, skilllv-1, 1);
  4859. }
  4860. break;
  4861. case SG_HATE:
  4862. if (sd) {
  4863. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4864. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4865. clif_skill_fail(sd,skillid,0,0);
  4866. }
  4867. break;
  4868. case GS_GLITTERING:
  4869. if(sd) {
  4870. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4871. if(rand()%100 < (20+10*skilllv))
  4872. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4873. else if(sd->spiritball > 0)
  4874. pc_delspiritball(sd,1,0);
  4875. }
  4876. break;
  4877. case GS_CRACKER:
  4878. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4879. {
  4880. i =65 -5*distance_bl(src,bl); //Base rate
  4881. if (i < 30) i = 30;
  4882. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4883. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4884. }
  4885. else if (sd)
  4886. clif_skill_fail(sd,skillid,0,0);
  4887. break;
  4888. case AM_CALLHOMUN: //[orn]
  4889. if (sd && !merc_call_homunculus(sd))
  4890. clif_skill_fail(sd,skillid,0,0);
  4891. break;
  4892. case AM_REST:
  4893. if (sd)
  4894. {
  4895. if (merc_hom_vaporize(sd,1))
  4896. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4897. else
  4898. clif_skill_fail(sd,skillid,0,0);
  4899. }
  4900. break;
  4901. case HAMI_CASTLE: //[orn]
  4902. if(rand()%100 < 20*skilllv && src != bl)
  4903. {
  4904. int x,y;
  4905. x = src->x;
  4906. y = src->y;
  4907. if (hd)
  4908. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4909. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4910. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4911. clif_slide(src,bl->x,bl->y) ;
  4912. if (unit_movepos(bl,x,y,0,0))
  4913. {
  4914. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4915. clif_slide(bl,x,y) ;
  4916. }
  4917. //TODO: Shouldn't also players and the like switch targets?
  4918. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4919. AREA_SIZE, BL_MOB, bl, src);
  4920. }
  4921. }
  4922. // Failed
  4923. else if (hd && hd->master)
  4924. clif_skill_fail(hd->master, skillid, 0, 0);
  4925. else if (sd)
  4926. clif_skill_fail(sd, skillid, 0, 0);
  4927. break;
  4928. case HVAN_CHAOTIC: //[orn]
  4929. {
  4930. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4931. int rnd = rand()%100;
  4932. i = (skilllv-1)%5;
  4933. if(rnd<per[i][0]) //Self
  4934. bl = src;
  4935. else if(rnd<per[i][1]) //Master
  4936. bl = battle_get_master(src);
  4937. else //Enemy
  4938. bl = map_id2bl(battle_gettarget(src));
  4939. if (!bl) bl = src;
  4940. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4941. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4942. i += i * rnd / 100;
  4943. if (dstsd && (rnd = pc_skillheal2_bonus(dstsd, skillid)) > 0)
  4944. i += i * rnd / 100;
  4945. //Eh? why double skill packet?
  4946. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4947. clif_skill_nodamage(src,bl,skillid,i,1);
  4948. status_heal(bl, i, 0, 0);
  4949. }
  4950. break;
  4951. //Homun single-target support skills [orn]
  4952. case HAMI_BLOODLUST:
  4953. case HFLI_FLEET:
  4954. case HFLI_SPEED:
  4955. case HLIF_CHANGE:
  4956. clif_skill_nodamage(src,bl,skillid,skilllv,
  4957. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4958. if (hd)
  4959. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4960. break;
  4961. case NPC_DRAGONFEAR:
  4962. if (flag&1) {
  4963. const enum sc_type sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4964. i = rand()%ARRAYLENGTH(sc);
  4965. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4966. break;
  4967. }
  4968. case NPC_WIDEBLEEDING:
  4969. case NPC_WIDECONFUSE:
  4970. case NPC_WIDECURSE:
  4971. case NPC_WIDEFREEZE:
  4972. case NPC_WIDESLEEP:
  4973. case NPC_WIDESILENCE:
  4974. case NPC_WIDESTONE:
  4975. case NPC_WIDESTUN:
  4976. case NPC_SLOWCAST:
  4977. if (flag&1)
  4978. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  4979. else {
  4980. skill_area_temp[2] = 0; //For SD_PREAMBLE
  4981. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4982. map_foreachinrange(skill_area_sub, bl,
  4983. skill_get_splash(skillid, skilllv),BL_CHAR,
  4984. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  4985. skill_castend_nodamage_id);
  4986. }
  4987. break;
  4988. default:
  4989. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  4990. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4991. map_freeblock_unlock();
  4992. return 1;
  4993. }
  4994. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  4995. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  4996. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  4997. }
  4998. if( sd && !(flag&1) )
  4999. {
  5000. if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
  5001. battle_consume_ammo(sd, skillid, skilllv);
  5002. if( !sd->state.skillonskill )
  5003. skill_onskillusage(sd, bl, skillid, tick);
  5004. }
  5005. map_freeblock_unlock();
  5006. return 0;
  5007. }
  5008. /*==========================================
  5009. *
  5010. *------------------------------------------*/
  5011. int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
  5012. {
  5013. struct block_list *target, *src;
  5014. struct map_session_data *sd;
  5015. struct mob_data *md;
  5016. struct unit_data *ud;
  5017. struct status_change *sc = NULL;
  5018. int inf,inf2,flag = 0;
  5019. src = map_id2bl(id);
  5020. if( src == NULL )
  5021. {
  5022. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  5023. return 0;// not found
  5024. }
  5025. ud = unit_bl2ud(src);
  5026. if( ud == NULL )
  5027. {
  5028. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  5029. return 0;// ???
  5030. }
  5031. sd = BL_CAST(BL_PC, src);
  5032. md = BL_CAST(BL_MOB, src);
  5033. if( src->prev == NULL ) {
  5034. ud->skilltimer = INVALID_TIMER;
  5035. return 0;
  5036. }
  5037. if(ud->skillid != SA_CASTCANCEL )
  5038. {// otherwise handled in unit_skillcastcancel()
  5039. if( ud->skilltimer != tid ) {
  5040. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5041. ud->skilltimer = INVALID_TIMER;
  5042. return 0;
  5043. }
  5044. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5045. {// restore original walk speed
  5046. ud->skilltimer = INVALID_TIMER;
  5047. status_calc_bl(&sd->bl, SCB_SPEED);
  5048. }
  5049. ud->skilltimer = INVALID_TIMER;
  5050. }
  5051. if (ud->skilltarget == id)
  5052. target = src;
  5053. else
  5054. target = map_id2bl(ud->skilltarget);
  5055. // Use a do so that you can break out of it when the skill fails.
  5056. do {
  5057. if(!target || target->prev==NULL) break;
  5058. if(src->m != target->m || status_isdead(src)) break;
  5059. switch (ud->skillid) {
  5060. //These should become skill_castend_pos
  5061. case WE_CALLPARTNER:
  5062. case WE_CALLPARENT:
  5063. case WE_CALLBABY:
  5064. case AM_RESURRECTHOMUN:
  5065. case PF_SPIDERWEB:
  5066. //Find a random spot to place the skill. [Skotlex]
  5067. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5068. ud->skillx = target->x + inf2;
  5069. ud->skilly = target->y + inf2;
  5070. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5071. ud->skillx = target->x;
  5072. ud->skilly = target->y;
  5073. }
  5074. ud->skilltimer=tid;
  5075. return skill_castend_pos(tid,tick,id,data);
  5076. }
  5077. if(ud->skillid == RG_BACKSTAP) {
  5078. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5079. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5080. break;
  5081. }
  5082. }
  5083. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  5084. {
  5085. sc = status_get_sc(target);
  5086. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  5087. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5088. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5089. break;
  5090. }
  5091. }
  5092. else
  5093. { // Check target validity.
  5094. inf = skill_get_inf(ud->skillid);
  5095. inf2 = skill_get_inf2(ud->skillid);
  5096. if(inf&INF_ATTACK_SKILL ||
  5097. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5098. inf = BCT_ENEMY; //Offensive skill.
  5099. else if(inf2&INF2_NO_ENEMY)
  5100. inf = BCT_NOENEMY;
  5101. else
  5102. inf = 0;
  5103. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5104. {
  5105. inf |=
  5106. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5107. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5108. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5109. inf &= ~BCT_NEUTRAL;
  5110. }
  5111. if (inf && battle_check_target(src, target, inf) <= 0)
  5112. break;
  5113. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5114. sc->data[SC_FOGWALL] &&
  5115. rand()%100 < 75)
  5116. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5117. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5118. break;
  5119. }
  5120. }
  5121. //Avoid doing double checks for instant-cast skills.
  5122. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5123. break;
  5124. if(md) {
  5125. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5126. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5127. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5128. }
  5129. if(src != target && battle_config.skill_add_range &&
  5130. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5131. {
  5132. if (sd) {
  5133. clif_skill_fail(sd,ud->skillid,0,0);
  5134. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5135. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5136. }
  5137. break;
  5138. }
  5139. if( sd && !skill_check_condition(sd, ud->skillid, ud->skilllv,1) )
  5140. break;
  5141. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5142. break;
  5143. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  5144. flag = 1;
  5145. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5146. unit_stop_walking(src,1);
  5147. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5148. if ( battle_config.display_status_timers && sd )
  5149. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5150. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5151. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5152. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5153. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  5154. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5155. map_freeblock_lock();
  5156. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5157. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5158. else
  5159. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  5160. sc = status_get_sc(src);
  5161. if(sc && sc->count) {
  5162. if(sc->data[SC_MAGICPOWER] &&
  5163. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5164. status_change_end(src,SC_MAGICPOWER,-1);
  5165. if(sc->data[SC_SPIRIT] &&
  5166. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  5167. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  5168. ud->skillid != WZ_WATERBALL)
  5169. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  5170. }
  5171. if (ud->skilltimer == -1) {
  5172. if(md) md->skillidx = -1;
  5173. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5174. ud->skilllv = ud->skilltarget = 0;
  5175. }
  5176. map_freeblock_unlock();
  5177. return 1;
  5178. } while(0);
  5179. //Skill failed.
  5180. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  5181. { //When Asura fails... (except when it fails from Fog of Wall)
  5182. //Consume SP/spheres
  5183. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5184. status_set_sp(src, 0, 0);
  5185. sc = &sd->sc;
  5186. if (sc->count)
  5187. { //End states
  5188. if (sc->data[SC_EXPLOSIONSPIRITS])
  5189. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5190. if (sc->data[SC_BLADESTOP])
  5191. status_change_end(src,SC_BLADESTOP,-1);
  5192. }
  5193. if (target && target->m == src->m)
  5194. { //Move character to target anyway.
  5195. int dx,dy;
  5196. dx = target->x - src->x;
  5197. dy = target->y - src->y;
  5198. if(dx > 0) dx++;
  5199. else if(dx < 0) dx--;
  5200. if (dy > 0) dy++;
  5201. else if(dy < 0) dy--;
  5202. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5203. { //Display movement + animation.
  5204. clif_slide(src,src->x,src->y);
  5205. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5206. }
  5207. clif_skill_fail(sd,ud->skillid,0,0);
  5208. }
  5209. }
  5210. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5211. ud->canact_tick = tick;
  5212. //You can't place a skill failed packet here because it would be
  5213. //sent in ALL cases, even cases where skill_check_condition fails
  5214. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5215. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5216. else
  5217. if(md) md->skillidx = -1;
  5218. return 0;
  5219. }
  5220. /*==========================================
  5221. *
  5222. *------------------------------------------*/
  5223. int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
  5224. {
  5225. struct block_list* src = map_id2bl(id);
  5226. int maxcount;
  5227. struct map_session_data *sd;
  5228. struct unit_data *ud = unit_bl2ud(src);
  5229. struct mob_data *md;
  5230. nullpo_retr(0, ud);
  5231. sd = BL_CAST(BL_PC , src);
  5232. md = BL_CAST(BL_MOB, src);
  5233. if( src->prev == NULL ) {
  5234. ud->skilltimer = INVALID_TIMER;
  5235. return 0;
  5236. }
  5237. if( ud->skilltimer != tid )
  5238. {
  5239. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5240. ud->skilltimer = INVALID_TIMER;
  5241. return 0;
  5242. }
  5243. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  5244. {// restore original walk speed
  5245. ud->skilltimer = INVALID_TIMER;
  5246. status_calc_bl(&sd->bl, SCB_SPEED);
  5247. }
  5248. ud->skilltimer = INVALID_TIMER;
  5249. do {
  5250. if( status_isdead(src) )
  5251. break;
  5252. if( !(src->type&battle_config.skill_reiteration) &&
  5253. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5254. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5255. )
  5256. {
  5257. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5258. break;
  5259. }
  5260. if( src->type&battle_config.skill_nofootset &&
  5261. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5262. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5263. )
  5264. {
  5265. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5266. break;
  5267. }
  5268. if( src->type&battle_config.land_skill_limit &&
  5269. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5270. ) {
  5271. int i;
  5272. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5273. if(ud->skillunit[i]->skill_id == ud->skillid)
  5274. maxcount--;
  5275. }
  5276. if( maxcount == 0 )
  5277. {
  5278. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5279. break;
  5280. }
  5281. }
  5282. if(tid != -1)
  5283. { //Avoid double checks on instant cast skills. [Skotlex]
  5284. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5285. break;
  5286. if(battle_config.skill_add_range &&
  5287. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5288. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5289. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5290. break;
  5291. }
  5292. }
  5293. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5294. break;
  5295. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  5296. break;
  5297. if(md) {
  5298. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5299. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5300. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5301. }
  5302. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5303. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5304. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5305. unit_stop_walking(src,1);
  5306. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5307. if ( battle_config.display_status_timers && sd )
  5308. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
  5309. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5310. map_freeblock_lock();
  5311. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5312. if (ud->skilltimer == -1) {
  5313. if (md) md->skillidx = -1;
  5314. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5315. ud->skilllv = ud->skillx = ud->skilly = 0;
  5316. }
  5317. map_freeblock_unlock();
  5318. return 1;
  5319. } while(0);
  5320. ud->canact_tick = tick;
  5321. ud->skillid = ud->skilllv = 0;
  5322. if(sd)
  5323. sd->skillitem = sd->skillitemlv = 0;
  5324. else if(md)
  5325. md->skillidx = -1;
  5326. return 0;
  5327. }
  5328. /*==========================================
  5329. *
  5330. *------------------------------------------*/
  5331. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5332. {
  5333. struct map_session_data* sd;
  5334. struct status_change* sc;
  5335. struct status_change_entry *sce;
  5336. struct skill_unit_group* sg;
  5337. enum sc_type type;
  5338. int i;
  5339. //if(skilllv <= 0) return 0;
  5340. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5341. nullpo_retr(0, src);
  5342. if(status_isdead(src))
  5343. return 0;
  5344. sd = BL_CAST(BL_PC, src);
  5345. sc = status_get_sc(src);
  5346. type = status_skill2sc(skillid);
  5347. sce = (sc && type != -1)?sc->data[type]:NULL;
  5348. switch (skillid) { //Skill effect.
  5349. case WZ_METEOR:
  5350. case MO_BODYRELOCATION:
  5351. case CR_CULTIVATION:
  5352. case HW_GANBANTEIN:
  5353. break; //Effect is displayed on respective switch case.
  5354. default:
  5355. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5356. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5357. else
  5358. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5359. }
  5360. switch(skillid)
  5361. {
  5362. case PR_BENEDICTIO:
  5363. skill_area_temp[1] = src->id;
  5364. i = skill_get_splash(skillid, skilllv);
  5365. map_foreachinarea(skill_area_sub,
  5366. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5367. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5368. skill_castend_nodamage_id);
  5369. map_foreachinarea(skill_area_sub,
  5370. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5371. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5372. skill_castend_damage_id);
  5373. break;
  5374. case BS_HAMMERFALL:
  5375. i = skill_get_splash(skillid, skilllv);
  5376. map_foreachinarea (skill_area_sub,
  5377. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5378. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5379. skill_castend_nodamage_id);
  5380. break;
  5381. case HT_DETECTING:
  5382. i = skill_get_splash(skillid, skilllv);
  5383. map_foreachinarea( status_change_timer_sub,
  5384. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5385. src,NULL,SC_SIGHT,tick);
  5386. if(battle_config.traps_setting&1)
  5387. map_foreachinarea( skill_reveal_trap,
  5388. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5389. break;
  5390. case MG_SAFETYWALL:
  5391. case MG_FIREWALL:
  5392. case MG_THUNDERSTORM:
  5393. case AL_PNEUMA:
  5394. case WZ_ICEWALL:
  5395. case WZ_FIREPILLAR:
  5396. case WZ_QUAGMIRE:
  5397. case WZ_VERMILION:
  5398. case WZ_STORMGUST:
  5399. case WZ_HEAVENDRIVE:
  5400. case PR_SANCTUARY:
  5401. case PR_MAGNUS:
  5402. case CR_GRANDCROSS:
  5403. case NPC_GRANDDARKNESS:
  5404. case HT_SKIDTRAP:
  5405. case MA_SKIDTRAP:
  5406. case HT_LANDMINE:
  5407. case MA_LANDMINE:
  5408. case HT_ANKLESNARE:
  5409. case HT_SHOCKWAVE:
  5410. case HT_SANDMAN:
  5411. case MA_SANDMAN:
  5412. case HT_FLASHER:
  5413. case HT_FREEZINGTRAP:
  5414. case MA_FREEZINGTRAP:
  5415. case HT_BLASTMINE:
  5416. case HT_CLAYMORETRAP:
  5417. case AS_VENOMDUST:
  5418. case AM_DEMONSTRATION:
  5419. case PF_FOGWALL:
  5420. case PF_SPIDERWEB:
  5421. case HT_TALKIEBOX:
  5422. case WE_CALLPARTNER:
  5423. case WE_CALLPARENT:
  5424. case WE_CALLBABY:
  5425. case AC_SHOWER: //Ground-placed skill implementation.
  5426. case MA_SHOWER:
  5427. case SA_VOLCANO:
  5428. case SA_DELUGE:
  5429. case SA_VIOLENTGALE:
  5430. case SA_LANDPROTECTOR:
  5431. case BD_LULLABY:
  5432. case BD_RICHMANKIM:
  5433. case BD_ETERNALCHAOS:
  5434. case BD_DRUMBATTLEFIELD:
  5435. case BD_RINGNIBELUNGEN:
  5436. case BD_ROKISWEIL:
  5437. case BD_INTOABYSS:
  5438. case BD_SIEGFRIED:
  5439. case BA_DISSONANCE:
  5440. case BA_POEMBRAGI:
  5441. case BA_WHISTLE:
  5442. case BA_ASSASSINCROSS:
  5443. case BA_APPLEIDUN:
  5444. case DC_UGLYDANCE:
  5445. case DC_HUMMING:
  5446. case DC_DONTFORGETME:
  5447. case DC_FORTUNEKISS:
  5448. case DC_SERVICEFORYOU:
  5449. case CG_MOONLIT:
  5450. case GS_DESPERADO:
  5451. case NJ_KAENSIN:
  5452. case NJ_BAKUENRYU:
  5453. case NJ_SUITON:
  5454. case NJ_HYOUSYOURAKU:
  5455. case NJ_RAIGEKISAI:
  5456. case NJ_KAMAITACHI:
  5457. case NPC_EVILLAND:
  5458. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5459. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5460. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5461. break;
  5462. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5463. skill_clear_unitgroup(src);
  5464. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5465. flag|=1;
  5466. break;
  5467. case HP_BASILICA:
  5468. if( sc->data[SC_BASILICA] )
  5469. status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
  5470. else
  5471. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  5472. skill_clear_unitgroup(src);
  5473. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  5474. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  5475. flag|=1;
  5476. }
  5477. break;
  5478. case CG_HERMODE:
  5479. skill_clear_unitgroup(src);
  5480. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5481. sc_start4(src,SC_DANCING,100,
  5482. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5483. flag|=1;
  5484. break;
  5485. case RG_CLEANER: // [Valaris]
  5486. i = skill_get_splash(skillid, skilllv);
  5487. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5488. break;
  5489. case WZ_METEOR:
  5490. {
  5491. int flag = 0, area = skill_get_splash(skillid, skilllv);
  5492. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5493. if( sc && sc->data[SC_MAGICPOWER] )
  5494. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5495. for( i = 0; i < 2 + (skilllv>>1); i++ )
  5496. {
  5497. // Creates a random Cell in the Splash Area
  5498. tmpx = x - area + rand()%(area * 2 + 1);
  5499. tmpy = y - area + rand()%(area * 2 + 1);
  5500. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  5501. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5502. if( i > 0 )
  5503. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5504. x1 = tmpx;
  5505. y1 = tmpy;
  5506. }
  5507. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  5508. }
  5509. break;
  5510. case AL_WARP:
  5511. if(sd)
  5512. {
  5513. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5514. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5515. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5516. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5517. );
  5518. }
  5519. break;
  5520. case MO_BODYRELOCATION:
  5521. if (unit_movepos(src, x, y, 1, 1)) {
  5522. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5523. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5524. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5525. }
  5526. break;
  5527. case NJ_SHADOWJUMP:
  5528. {
  5529. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  5530. { //You don't move on GVG grounds.
  5531. unit_movepos(src, x, y, 1, 0);
  5532. clif_slide(src,x,y);
  5533. }
  5534. if (sc && sc->data[SC_HIDING])
  5535. status_change_end(src, SC_HIDING, -1);
  5536. }
  5537. break;
  5538. case AM_SPHEREMINE:
  5539. case AM_CANNIBALIZE:
  5540. {
  5541. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5542. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5543. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5544. struct mob_data *md;
  5545. // Correct info, don't change any of this! [celest]
  5546. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5547. if (md) {
  5548. md->master_id = src->id;
  5549. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5550. if( md->deletetimer != INVALID_TIMER )
  5551. delete_timer(md->deletetimer, mob_timer_delete);
  5552. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5553. mob_spawn (md); //Now it is ready for spawning.
  5554. }
  5555. }
  5556. break;
  5557. // Slim Pitcher [Celest]
  5558. case CR_SLIMPITCHER:
  5559. if (sd) {
  5560. int i = skilllv%11 - 1;
  5561. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5562. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5563. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5564. clif_skill_fail(sd,skillid,0,0);
  5565. return 1;
  5566. }
  5567. potion_flag = 1;
  5568. potion_hp = 0;
  5569. potion_sp = 0;
  5570. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5571. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5572. potion_flag = 0;
  5573. //Apply skill bonuses
  5574. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5575. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5576. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5577. + pc_skillheal_bonus(sd, skillid);
  5578. potion_hp = potion_hp * (100+i)/100;
  5579. potion_sp = potion_sp * (100+i)/100;
  5580. if(potion_hp > 0 || potion_sp > 0) {
  5581. i = skill_get_splash(skillid, skilllv);
  5582. map_foreachinarea(skill_area_sub,
  5583. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5584. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5585. skill_castend_nodamage_id);
  5586. }
  5587. } else {
  5588. int i = skilllv%11 - 1;
  5589. struct item_data *item = itemdb_search(i);
  5590. i = skill_db[skillid].itemid[i];
  5591. item = itemdb_search(i);
  5592. potion_flag = 1;
  5593. potion_hp = 0;
  5594. potion_sp = 0;
  5595. run_script(item->script,0,src->id,0);
  5596. potion_flag = 0;
  5597. i = skill_get_max(CR_SLIMPITCHER)*10;
  5598. potion_hp = potion_hp * (100+i)/100;
  5599. potion_sp = potion_sp * (100+i)/100;
  5600. if(potion_hp > 0 || potion_sp > 0) {
  5601. i = skill_get_splash(skillid, skilllv);
  5602. map_foreachinarea(skill_area_sub,
  5603. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5604. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5605. skill_castend_nodamage_id);
  5606. }
  5607. }
  5608. break;
  5609. case HW_GANBANTEIN:
  5610. if (rand()%100 < 80) {
  5611. int dummy = 1;
  5612. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5613. i = skill_get_splash(skillid, skilllv);
  5614. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5615. } else {
  5616. if (sd) clif_skill_fail(sd,skillid,0,0);
  5617. return 1;
  5618. }
  5619. break;
  5620. case HW_GRAVITATION:
  5621. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5622. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  5623. flag|=1;
  5624. break;
  5625. // Plant Cultivation [Celest]
  5626. case CR_CULTIVATION:
  5627. if (sd) {
  5628. int i = skilllv - 1;
  5629. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5630. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5631. sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
  5632. map_count_oncell(src->m,x,y,BL_CHAR) > 0
  5633. ) {
  5634. clif_skill_fail(sd,skillid,0,0);
  5635. return 1;
  5636. }
  5637. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5638. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5639. if (rand()%100 < 50) {
  5640. clif_skill_fail(sd,skillid,0,0);
  5641. } else {
  5642. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5643. if (!md) break;
  5644. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5645. {
  5646. if( md->deletetimer != INVALID_TIMER )
  5647. delete_timer(md->deletetimer, mob_timer_delete);
  5648. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5649. }
  5650. mob_spawn (md);
  5651. }
  5652. }
  5653. break;
  5654. case SG_SUN_WARM:
  5655. case SG_MOON_WARM:
  5656. case SG_STAR_WARM:
  5657. skill_clear_unitgroup(src);
  5658. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5659. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5660. flag|=1;
  5661. break;
  5662. case PA_GOSPEL:
  5663. if (sce && sce->val4 == BCT_SELF)
  5664. status_change_end(src,SC_GOSPEL,-1);
  5665. else
  5666. {
  5667. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5668. if (!sg) break;
  5669. if (sce)
  5670. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5671. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  5672. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5673. }
  5674. break;
  5675. case NJ_TATAMIGAESHI:
  5676. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5677. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5678. break;
  5679. case AM_RESURRECTHOMUN: //[orn]
  5680. if (sd)
  5681. {
  5682. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5683. {
  5684. clif_skill_fail(sd,skillid,0,0);
  5685. break;
  5686. }
  5687. }
  5688. break;
  5689. default:
  5690. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5691. return 1;
  5692. }
  5693. if (sc && sc->data[SC_MAGICPOWER])
  5694. status_change_end(src,SC_MAGICPOWER,-1);
  5695. if( sd )
  5696. {
  5697. if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5698. battle_consume_ammo(sd, skillid, skilllv);
  5699. if( !sd->state.skillonskill )
  5700. skill_onskillusage(sd, NULL, skillid, tick);
  5701. }
  5702. return 0;
  5703. }
  5704. /*==========================================
  5705. *
  5706. *------------------------------------------*/
  5707. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5708. {
  5709. nullpo_retr(0, sd);
  5710. //Simplify skill_failed code.
  5711. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5712. if(skill_num != sd->menuskill_id)
  5713. return 0;
  5714. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5715. skill_failed(sd);
  5716. return 0;
  5717. }
  5718. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5719. skill_failed(sd);
  5720. return 0;
  5721. }
  5722. if(sd->sc.count && (
  5723. sd->sc.data[SC_SILENCE] ||
  5724. sd->sc.data[SC_ROKISWEIL] ||
  5725. sd->sc.data[SC_AUTOCOUNTER] ||
  5726. sd->sc.data[SC_STEELBODY] ||
  5727. sd->sc.data[SC_DANCING] ||
  5728. sd->sc.data[SC_BERSERK] ||
  5729. sd->sc.data[SC_BASILICA] ||
  5730. sd->sc.data[SC_MARIONETTE]
  5731. )) {
  5732. skill_failed(sd);
  5733. return 0;
  5734. }
  5735. pc_stop_attack(sd);
  5736. pc_stop_walking(sd,0);
  5737. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5738. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5739. if(strcmp(map,"cancel")==0) {
  5740. skill_failed(sd);
  5741. return 0;
  5742. }
  5743. switch(skill_num)
  5744. {
  5745. case AL_TELEPORT:
  5746. if(strcmp(map,"Random")==0)
  5747. pc_randomwarp(sd,3);
  5748. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5749. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5750. break;
  5751. case AL_WARP:
  5752. {
  5753. const struct point *p[4];
  5754. struct skill_unit_group *group;
  5755. int i, lv, wx, wy;
  5756. int maxcount=0;
  5757. int x,y;
  5758. unsigned short mapindex;
  5759. mapindex = mapindex_name2id((char*)map);
  5760. if(!mapindex) { //Given map not found?
  5761. clif_skill_fail(sd,skill_num,0,0);
  5762. skill_failed(sd);
  5763. return 0;
  5764. }
  5765. p[0] = &sd->status.save_point;
  5766. p[1] = &sd->status.memo_point[0];
  5767. p[2] = &sd->status.memo_point[1];
  5768. p[3] = &sd->status.memo_point[2];
  5769. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5770. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5771. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5772. maxcount--;
  5773. }
  5774. if(!maxcount) {
  5775. clif_skill_fail(sd,skill_num,0,0);
  5776. skill_failed(sd);
  5777. return 0;
  5778. }
  5779. }
  5780. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5781. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5782. wx = sd->menuskill_val>>16;
  5783. wy = sd->menuskill_val&0xffff;
  5784. if( lv <= 0 ) return 0;
  5785. if( lv > 4 ) lv = 4; // crash prevention
  5786. // check if the chosen map exists in the memo list
  5787. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5788. if( i < lv ) {
  5789. x=p[i]->x;
  5790. y=p[i]->y;
  5791. } else {
  5792. skill_failed(sd);
  5793. return 0;
  5794. }
  5795. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5796. {
  5797. skill_failed(sd);
  5798. return 0;
  5799. }
  5800. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5801. skill_failed(sd);
  5802. return 0;
  5803. }
  5804. // record the destination coordinates
  5805. group->val2 = (x<<16)|y;
  5806. group->val3 = mapindex;
  5807. }
  5808. break;
  5809. }
  5810. sd->menuskill_id = sd->menuskill_val = 0;
  5811. return 0;
  5812. #undef skill_failed
  5813. }
  5814. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5815. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5816. {
  5817. struct skill_unit* target = (struct skill_unit*)bl;
  5818. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5819. int flag = va_arg(ap, int);
  5820. if (src == target)
  5821. return 0;
  5822. if (!target->group || !(target->group->state.song_dance&0x1))
  5823. return 0;
  5824. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5825. return 0;
  5826. if (flag) //Set dissonance
  5827. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5828. else //Remove dissonance
  5829. target->val2 &= ~UF_ENSEMBLE;
  5830. clif_skill_setunit(target); //Update look of affected cell.
  5831. return 1;
  5832. }
  5833. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5834. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5835. //When 1, this unit has been positioned, so start the cancel effect.
  5836. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5837. {
  5838. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5839. return 0;
  5840. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5841. return 0; //Nothing to remove, this unit is not overlapped.
  5842. if (unit->val1 != unit->group->skill_id)
  5843. { //Reset state
  5844. unit->val1 = unit->group->skill_id;
  5845. unit->val2 &= ~UF_ENSEMBLE;
  5846. }
  5847. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5848. }
  5849. /*==========================================
  5850. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5851. * Flag: 0 - Convert, 1 - Revert.
  5852. *------------------------------------------*/
  5853. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5854. {
  5855. static struct skill_unit_group backup;
  5856. struct skill_unit_group* group = unit->group;
  5857. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5858. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5859. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5860. return false;
  5861. if( !flag )
  5862. { //Transform
  5863. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5864. // backup
  5865. backup.skill_id = group->skill_id;
  5866. backup.skill_lv = group->skill_lv;
  5867. backup.unit_id = group->unit_id;
  5868. backup.target_flag = group->target_flag;
  5869. backup.bl_flag = group->bl_flag;
  5870. backup.interval = group->interval;
  5871. // replace
  5872. group->skill_id = skillid;
  5873. group->skill_lv = 1;
  5874. group->unit_id = skill_get_unit_id(skillid,0);
  5875. group->target_flag = skill_get_unit_target(skillid);
  5876. group->bl_flag = skill_get_unit_bl_target(skillid);
  5877. group->interval = skill_get_unit_interval(skillid);
  5878. }
  5879. else
  5880. { //Restore
  5881. group->skill_id = backup.skill_id;
  5882. group->skill_lv = backup.skill_lv;
  5883. group->unit_id = backup.unit_id;
  5884. group->target_flag = backup.target_flag;
  5885. group->bl_flag = backup.bl_flag;
  5886. group->interval = backup.interval;
  5887. }
  5888. return true;
  5889. }
  5890. /*==========================================
  5891. * Initializes and sets a ground skill.
  5892. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5893. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5894. *------------------------------------------*/
  5895. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5896. {
  5897. struct skill_unit_group *group;
  5898. int i,limit,val1=0,val2=0,val3=0;
  5899. int target,interval,range,unit_flag;
  5900. struct s_skill_unit_layout *layout;
  5901. struct map_session_data *sd;
  5902. struct status_data *status;
  5903. struct status_change *sc;
  5904. int active_flag=1;
  5905. int subunt=0;
  5906. nullpo_retr(NULL, src);
  5907. limit = skill_get_time(skillid,skilllv);
  5908. range = skill_get_unit_range(skillid,skilllv);
  5909. interval = skill_get_unit_interval(skillid);
  5910. target = skill_get_unit_target(skillid);
  5911. unit_flag = skill_get_unit_flag(skillid);
  5912. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5913. sd = BL_CAST(BL_PC, src);
  5914. status = status_get_status_data(src);
  5915. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5916. switch( skillid )
  5917. {
  5918. case MG_SAFETYWALL:
  5919. val2=skilllv+1;
  5920. break;
  5921. case MG_FIREWALL:
  5922. if(sc && sc->data[SC_VIOLENTGALE])
  5923. limit = limit*3/2;
  5924. val2=4+skilllv;
  5925. break;
  5926. case AL_WARP:
  5927. val1=skilllv+6;
  5928. if(!(flag&1))
  5929. limit=2000;
  5930. else // previous implementation (not used anymore)
  5931. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5932. if( src->type != BL_SKILL ) return NULL;
  5933. group = ((TBL_SKILL*)src)->group;
  5934. src = map_id2bl(group->src_id);
  5935. if( !src ) return NULL;
  5936. val2 = group->val2; //Copy the (x,y) position you warp to
  5937. val3 = group->val3; //as well as the mapindex to warp to.
  5938. }
  5939. break;
  5940. case HP_BASILICA:
  5941. val1 = src->id; // Store caster id.
  5942. break;
  5943. case PR_SANCTUARY:
  5944. case NPC_EVILLAND:
  5945. val1=(skilllv+3)*2;
  5946. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  5947. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  5948. val2 += val2 * i / 100;
  5949. break;
  5950. case WZ_FIREPILLAR:
  5951. if((flag&1)!=0)
  5952. limit=1000;
  5953. val1=skilllv+2;
  5954. break;
  5955. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5956. case AM_DEMONSTRATION:
  5957. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5958. && (src->type&battle_config.vs_traps_bctall))
  5959. target = BCT_ALL;
  5960. break;
  5961. case HT_SHOCKWAVE:
  5962. val1=skilllv*15+10;
  5963. case HT_SANDMAN:
  5964. case MA_SANDMAN:
  5965. case HT_CLAYMORETRAP:
  5966. case HT_SKIDTRAP:
  5967. case MA_SKIDTRAP:
  5968. case HT_LANDMINE:
  5969. case MA_LANDMINE:
  5970. case HT_ANKLESNARE:
  5971. case HT_FLASHER:
  5972. case HT_FREEZINGTRAP:
  5973. case MA_FREEZINGTRAP:
  5974. case HT_BLASTMINE:
  5975. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  5976. limit *= 4; // longer trap times in WOE [celest]
  5977. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  5978. target = BCT_ALL;
  5979. break;
  5980. case SA_LANDPROTECTOR:
  5981. case SA_VOLCANO:
  5982. case SA_DELUGE:
  5983. case SA_VIOLENTGALE:
  5984. {
  5985. struct skill_unit_group *old_sg;
  5986. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5987. { //HelloKitty confirmed that these are interchangeable,
  5988. //so you can change element and not consume gemstones.
  5989. if ((
  5990. old_sg->skill_id == SA_VOLCANO ||
  5991. old_sg->skill_id == SA_DELUGE ||
  5992. old_sg->skill_id == SA_VIOLENTGALE
  5993. ) && old_sg->limit > 0)
  5994. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5995. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5996. if (limit < 0) //This can happen...
  5997. limit = skill_get_time(skillid,skilllv);
  5998. }
  5999. skill_clear_group(src,1);
  6000. }
  6001. break;
  6002. }
  6003. case BA_DISSONANCE:
  6004. case DC_UGLYDANCE:
  6005. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6006. break;
  6007. case BA_WHISTLE:
  6008. val1 = skilllv +status->agi/10; // Flee increase
  6009. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6010. if(sd){
  6011. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6012. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6013. }
  6014. break;
  6015. case DC_HUMMING:
  6016. val1 = 2*skilllv+status->dex/10; // Hit increase
  6017. if(sd)
  6018. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6019. break;
  6020. case BA_POEMBRAGI:
  6021. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6022. //For some reason at level 10 the base delay reduction is 50%.
  6023. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  6024. if(sd){
  6025. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6026. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  6027. }
  6028. break;
  6029. case DC_DONTFORGETME:
  6030. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  6031. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  6032. if(sd){
  6033. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6034. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6035. }
  6036. break;
  6037. case BA_APPLEIDUN:
  6038. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6039. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6040. if(sd){
  6041. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6042. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6043. if ((i = pc_skillheal_bonus(sd, skillid)))
  6044. val2 += val2 * i / 100;
  6045. }
  6046. break;
  6047. case DC_SERVICEFORYOU:
  6048. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  6049. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  6050. if(sd){
  6051. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  6052. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  6053. }
  6054. break;
  6055. case BA_ASSASSINCROSS:
  6056. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6057. if(sd)
  6058. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6059. break;
  6060. case DC_FORTUNEKISS:
  6061. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6062. if(sd)
  6063. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6064. val1*=10; //Because every 10 crit is an actual cri point.
  6065. break;
  6066. case BD_DRUMBATTLEFIELD:
  6067. val1 = (skilllv+1)*25; //Watk increase
  6068. val2 = (skilllv+1)*2; //Def increase
  6069. break;
  6070. case BD_RINGNIBELUNGEN:
  6071. val1 = (skilllv+2)*25; //Watk increase
  6072. break;
  6073. case BD_RICHMANKIM:
  6074. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6075. break;
  6076. case BD_SIEGFRIED:
  6077. val1 = 55 + skilllv*5; //Elemental Resistance
  6078. val2 = skilllv*10; //Status ailment resistance
  6079. break;
  6080. case WE_CALLPARTNER:
  6081. if (sd) val1 = sd->status.partner_id;
  6082. break;
  6083. case WE_CALLPARENT:
  6084. if (sd) {
  6085. val1 = sd->status.father;
  6086. val2 = sd->status.mother;
  6087. }
  6088. break;
  6089. case WE_CALLBABY:
  6090. if (sd) val1 = sd->status.child;
  6091. break;
  6092. case NJ_KAENSIN:
  6093. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6094. val2 = (skilllv+1)/2 + 4;
  6095. break;
  6096. case NJ_SUITON:
  6097. skill_clear_group(src, 1);
  6098. break;
  6099. case GS_GROUNDDRIFT:
  6100. {
  6101. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6102. val1 = status->rhw.ele;
  6103. if (!val1)
  6104. val1=element[rand()%5];
  6105. switch (val1)
  6106. {
  6107. case ELE_FIRE:
  6108. subunt++;
  6109. case ELE_WATER:
  6110. subunt++;
  6111. case ELE_POISON:
  6112. subunt++;
  6113. case ELE_DARK:
  6114. subunt++;
  6115. case ELE_WIND:
  6116. break;
  6117. default:
  6118. subunt=rand()%5;
  6119. break;
  6120. }
  6121. break;
  6122. }
  6123. }
  6124. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6125. group->val1=val1;
  6126. group->val2=val2;
  6127. group->val3=val3;
  6128. group->target_flag=target;
  6129. group->bl_flag= skill_get_unit_bl_target(skillid);
  6130. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  6131. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6132. 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
  6133. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6134. if (DIFF_TICK(group->tick, gettick()) > 100)
  6135. active_flag = 0;
  6136. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6137. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6138. if (sd)
  6139. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6140. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6141. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6142. }
  6143. if (group->state.song_dance) {
  6144. if(sd){
  6145. sd->skillid_dance = skillid;
  6146. sd->skilllv_dance = skilllv;
  6147. }
  6148. if (
  6149. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  6150. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6151. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6152. )
  6153. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6154. }
  6155. limit = group->limit;
  6156. for( i = 0; i < layout->count; i++ )
  6157. {
  6158. struct skill_unit *unit;
  6159. int ux = x + layout->dx[i];
  6160. int uy = y + layout->dy[i];
  6161. int val1 = skilllv;
  6162. int val2 = 0;
  6163. int alive = 1;
  6164. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  6165. continue; // don't place skill units on walls (except for songs/dances/encores)
  6166. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  6167. continue; // no path between cell and center of casting.
  6168. switch( skillid )
  6169. {
  6170. case MG_FIREWALL:
  6171. case NJ_KAENSIN:
  6172. val2=group->val2;
  6173. break;
  6174. case WZ_ICEWALL:
  6175. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6176. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  6177. break;
  6178. case HT_LANDMINE:
  6179. case MA_LANDMINE:
  6180. case HT_ANKLESNARE:
  6181. case HT_SHOCKWAVE:
  6182. case HT_SANDMAN:
  6183. case MA_SANDMAN:
  6184. case HT_FLASHER:
  6185. case HT_FREEZINGTRAP:
  6186. case MA_FREEZINGTRAP:
  6187. case HT_TALKIEBOX:
  6188. case HT_SKIDTRAP:
  6189. case MA_SKIDTRAP:
  6190. val1 = 3500;
  6191. break;
  6192. case GS_DESPERADO:
  6193. val1 = abs(layout->dx[i]);
  6194. val2 = abs(layout->dy[i]);
  6195. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6196. if (val2 > val1) val1 = val2;
  6197. if (val1) val1--;
  6198. val1 = 36 -12*val1;
  6199. } else //Diagonal edges
  6200. val1 = 28 -4*val1 -4*val2;
  6201. if (val1 < 1) val1 = 1;
  6202. val2 = 0;
  6203. break;
  6204. default:
  6205. if (group->state.song_dance&0x1)
  6206. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6207. break;
  6208. }
  6209. if( range <= 0 )
  6210. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6211. if( !alive )
  6212. continue;
  6213. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6214. unit->limit=limit;
  6215. unit->range=range;
  6216. if (skillid == PF_FOGWALL && alive == 2)
  6217. { //Double duration of cells on top of Deluge/Suiton
  6218. unit->limit *= 2;
  6219. group->limit = unit->limit;
  6220. }
  6221. // execute on all targets standing on this cell
  6222. if (range==0 && active_flag)
  6223. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6224. }
  6225. if (!group->alive_count)
  6226. { //No cells? Something that was blocked completely by Land Protector?
  6227. skill_delunitgroup(src, group);
  6228. return NULL;
  6229. }
  6230. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6231. group->val1 = group->alive_count;
  6232. return group;
  6233. }
  6234. /*==========================================
  6235. *
  6236. *------------------------------------------*/
  6237. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6238. {
  6239. struct skill_unit_group *sg;
  6240. struct block_list *ss;
  6241. struct status_change *sc;
  6242. struct status_change_entry *sce;
  6243. enum sc_type type;
  6244. int skillid;
  6245. nullpo_retr(0, src);
  6246. nullpo_retr(0, bl);
  6247. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6248. return 0;
  6249. nullpo_retr(0, sg=src->group);
  6250. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6251. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  6252. return 0; //AoE skills are ineffective. [Skotlex]
  6253. sc = status_get_sc(bl);
  6254. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6255. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6256. type = status_skill2sc(sg->skill_id);
  6257. sce = (sc && type != -1)?sc->data[type]:NULL;
  6258. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6259. switch (sg->unit_id) {
  6260. case UNT_SAFETYWALL:
  6261. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6262. if (!sce)
  6263. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  6264. break;
  6265. case UNT_PNEUMA:
  6266. if (!sce)
  6267. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6268. break;
  6269. case UNT_WARP_WAITING:
  6270. if(bl->type==BL_PC){
  6271. struct map_session_data *sd = (struct map_session_data *)bl;
  6272. if((!sd->chatID || battle_config.chat_warpportal)
  6273. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  6274. {
  6275. int x = sg->val2>>16;
  6276. int y = sg->val2&0xffff;
  6277. unsigned short m = sg->val3;
  6278. if( --sg->val1 <= 0 )
  6279. skill_delunitgroup(NULL, sg);
  6280. pc_setpos(sd,m,x,y,3);
  6281. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  6282. }
  6283. } else
  6284. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6285. {
  6286. int m = map_mapindex2mapid(sg->val3);
  6287. if (m < 0) break; //Map not available on this map-server.
  6288. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6289. }
  6290. break;
  6291. case UNT_QUAGMIRE:
  6292. if(!sce)
  6293. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6294. break;
  6295. case UNT_VOLCANO:
  6296. case UNT_DELUGE:
  6297. case UNT_VIOLENTGALE:
  6298. if(!sce)
  6299. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6300. break;
  6301. case UNT_SUITON:
  6302. if(!sce)
  6303. sc_start4(bl,type,100,sg->skill_lv,
  6304. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6305. 0,0,sg->limit);
  6306. break;
  6307. case UNT_HERMODE:
  6308. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  6309. status_change_clear_buffs(bl,1); //Should dispell only allies.
  6310. case UNT_RICHMANKIM:
  6311. case UNT_ETERNALCHAOS:
  6312. case UNT_DRUMBATTLEFIELD:
  6313. case UNT_RINGNIBELUNGEN:
  6314. case UNT_ROKISWEIL:
  6315. case UNT_INTOABYSS:
  6316. case UNT_SIEGFRIED:
  6317. //Needed to check when a dancer/bard leaves their ensemble area.
  6318. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6319. return skillid;
  6320. if (!sce)
  6321. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6322. break;
  6323. case UNT_WHISTLE:
  6324. case UNT_ASSASSINCROSS:
  6325. case UNT_POEMBRAGI:
  6326. case UNT_APPLEIDUN:
  6327. case UNT_HUMMING:
  6328. case UNT_DONTFORGETME:
  6329. case UNT_FORTUNEKISS:
  6330. case UNT_SERVICEFORYOU:
  6331. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  6332. return 0;
  6333. if (!sc) return 0;
  6334. if (!sce)
  6335. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6336. else if (sce->val4 == 1) {
  6337. //Readjust timers since the effect will not last long.
  6338. sce->val4 = 0;
  6339. delete_timer(sce->timer, status_change_timer);
  6340. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6341. }
  6342. break;
  6343. case UNT_FOGWALL:
  6344. if (!sce)
  6345. {
  6346. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6347. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6348. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6349. }
  6350. break;
  6351. case UNT_GRAVITATION:
  6352. if (!sce)
  6353. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6354. break;
  6355. // officially, icewall has no problems existing on occupied cells [ultramage]
  6356. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6357. // src->val1 = 0;
  6358. // if(src->limit + sg->tick > tick + 700)
  6359. // src->limit = DIFF_TICK(tick+700,sg->tick);
  6360. // break;
  6361. case UNT_MOONLIT:
  6362. //Knockback out of area if affected char isn't in Moonlit effect
  6363. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  6364. break;
  6365. if (ss == bl) //Also needed to prevent infinite loop crash.
  6366. break;
  6367. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6368. break;
  6369. }
  6370. return skillid;
  6371. }
  6372. /*==========================================
  6373. *
  6374. *------------------------------------------*/
  6375. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6376. {
  6377. struct skill_unit_group *sg;
  6378. struct block_list *ss;
  6379. TBL_PC* sd;
  6380. TBL_PC* tsd;
  6381. struct status_data *tstatus, *sstatus;
  6382. struct status_change *tsc, *sc;
  6383. struct skill_unit_group_tickset *ts;
  6384. enum sc_type type;
  6385. int skillid;
  6386. int diff=0;
  6387. nullpo_retr(0, src);
  6388. nullpo_retr(0, bl);
  6389. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6390. return 0;
  6391. nullpo_retr(0, sg=src->group);
  6392. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6393. sd = BL_CAST(BL_PC, ss);
  6394. tsd = BL_CAST(BL_PC, bl);
  6395. tsc = status_get_sc(bl);
  6396. tstatus = status_get_status_data(bl);
  6397. if (sg->state.magic_power) //For magic power.
  6398. {
  6399. sc = status_get_sc(ss);
  6400. sstatus = status_get_status_data(ss);
  6401. } else {
  6402. sc = NULL;
  6403. sstatus = NULL;
  6404. }
  6405. type = status_skill2sc(sg->skill_id);
  6406. skillid = sg->skill_id;
  6407. if (sg->interval == -1) {
  6408. switch (sg->unit_id) {
  6409. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6410. case UNT_SPIDERWEB:
  6411. case UNT_FIREPILLAR_ACTIVE:
  6412. return 0;
  6413. default:
  6414. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6415. return 0;
  6416. }
  6417. }
  6418. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6419. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6420. diff = DIFF_TICK(tick,ts->tick);
  6421. if (diff < 0)
  6422. return 0;
  6423. ts->tick = tick+sg->interval;
  6424. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6425. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6426. }
  6427. //Temporarily set magic power to have it take effect. [Skotlex]
  6428. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6429. { //Store previous values.
  6430. swap(sstatus->matk_min, sc->mp_matk_min);
  6431. swap(sstatus->matk_max, sc->mp_matk_max);
  6432. //Note to NOT return from the function until this is unset!
  6433. }
  6434. switch (sg->unit_id)
  6435. {
  6436. case UNT_FIREWALL:
  6437. case UNT_KAENSIN:
  6438. {
  6439. int count=0;
  6440. const int x = bl->x, y = bl->y;
  6441. //Take into account these hit more times than the timer interval can handle.
  6442. do
  6443. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6444. while(--src->val2 && x == bl->x && y == bl->y &&
  6445. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6446. if (src->val2<=0)
  6447. skill_delunit(src);
  6448. }
  6449. break;
  6450. case UNT_SANCTUARY:
  6451. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  6452. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6453. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  6454. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  6455. }
  6456. else
  6457. {
  6458. int heal = sg->val2;
  6459. struct mob_data *md = BL_CAST(BL_MOB, bl);
  6460. if( md && mob_is_battleground(md) )
  6461. break;
  6462. if( tstatus->hp >= tstatus->max_hp )
  6463. break;
  6464. if( tsc )
  6465. {
  6466. if( tsc->data[SC_INCHEALRATE] )
  6467. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6468. if( tsc->data[SC_CRITICALWOUND] )
  6469. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6470. }
  6471. if( tsd )
  6472. heal += heal * pc_skillheal2_bonus(tsd, sg->skill_id) / 100;
  6473. if( bl->type == BL_MER )
  6474. heal /= 2;
  6475. if( status_isimmune(bl) )
  6476. heal = 0;
  6477. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6478. status_heal(bl, heal, 0, 0);
  6479. if( diff >= 500 )
  6480. sg->val1--;
  6481. }
  6482. if( sg->val1 <= 0 )
  6483. skill_delunitgroup(NULL,sg);
  6484. break;
  6485. case UNT_EVILLAND:
  6486. //Will heal demon and undead element monsters, but not players.
  6487. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  6488. { //Damage enemies
  6489. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6490. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6491. } else {
  6492. int heal = sg->val2;
  6493. if (tstatus->hp >= tstatus->max_hp)
  6494. break;
  6495. if (tsc && tsc->data[SC_CRITICALWOUND])
  6496. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6497. if (status_isimmune(bl))
  6498. heal = 0;
  6499. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6500. status_heal(bl, heal, 0, 0);
  6501. }
  6502. break;
  6503. case UNT_MAGNUS:
  6504. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6505. break;
  6506. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6507. break;
  6508. case UNT_ATTACK_SKILLS:
  6509. switch (sg->skill_id)
  6510. {
  6511. case SG_SUN_WARM: //SG skills [Komurka]
  6512. case SG_MOON_WARM:
  6513. case SG_STAR_WARM:
  6514. {
  6515. int count = 0;
  6516. const int x = bl->x, y = bl->y;
  6517. //If target isn't knocked back it should hit every 20ms [Playtester]
  6518. do
  6519. {
  6520. if( bl->type == BL_PC )
  6521. status_zap(bl, 0, 15); // sp damage to players
  6522. else // mobs
  6523. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6524. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6525. else { //should end when out of sp.
  6526. sg->limit = DIFF_TICK(tick,sg->tick);
  6527. break;
  6528. }
  6529. } while( x == bl->x && y == bl->y &&
  6530. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6531. }
  6532. break;
  6533. case WZ_STORMGUST:
  6534. if (tsc)
  6535. { //Reset hit counter when under new storm gust.
  6536. if (tsc->sg_id != sg->group_id) {
  6537. tsc->sg_id = sg->group_id;
  6538. tsc->sg_counter = 0;
  6539. }
  6540. tsc->sg_counter++; //SG hit counter.
  6541. }
  6542. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6543. tsc->sg_counter=0; //Attack absorbed.
  6544. break;
  6545. default:
  6546. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6547. }
  6548. break;
  6549. case UNT_FIREPILLAR_WAITING:
  6550. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6551. skill_delunit(src);
  6552. break;
  6553. case UNT_SKIDTRAP:
  6554. {
  6555. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6556. sg->unit_id = UNT_USED_TRAPS;
  6557. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6558. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6559. }
  6560. break;
  6561. case UNT_SPIDERWEB:
  6562. case UNT_ANKLESNARE:
  6563. if(sg->val2==0 && tsc){
  6564. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6565. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6566. {
  6567. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6568. if (td) sec = DIFF_TICK(td->tick, tick);
  6569. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6570. clif_fixpos(bl);
  6571. sg->val2=bl->id;
  6572. } else
  6573. sec = 3000; //Couldn't trap it?
  6574. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6575. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6576. sg->interval = -1;
  6577. src->range = 0;
  6578. }
  6579. break;
  6580. case UNT_VENOMDUST:
  6581. if(tsc && !tsc->data[type])
  6582. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6583. break;
  6584. case UNT_LANDMINE:
  6585. case UNT_CLAYMORETRAP:
  6586. case UNT_BLASTMINE:
  6587. case UNT_SHOCKWAVE:
  6588. case UNT_SANDMAN:
  6589. case UNT_FLASHER:
  6590. case UNT_FREEZINGTRAP:
  6591. case UNT_FIREPILLAR_ACTIVE:
  6592. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6593. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6594. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6595. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6596. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6597. break;
  6598. case UNT_TALKIEBOX:
  6599. if (sg->src_id == bl->id)
  6600. break;
  6601. if (sg->val2 == 0){
  6602. clif_talkiebox(&src->bl, sg->valstr);
  6603. sg->unit_id = UNT_USED_TRAPS;
  6604. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6605. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6606. sg->val2 = -1;
  6607. }
  6608. break;
  6609. case UNT_LULLABY:
  6610. if (ss->id == bl->id)
  6611. break;
  6612. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6613. break;
  6614. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6615. if (ss->id != bl->id)
  6616. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6617. break;
  6618. case UNT_DISSONANCE:
  6619. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6620. break;
  6621. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6622. {
  6623. int heal;
  6624. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6625. break; // affects self only when soullinked
  6626. heal = sg->val2;
  6627. if(tsc && tsc->data[SC_CRITICALWOUND])
  6628. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6629. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6630. status_heal(bl, heal, 0, 0);
  6631. break;
  6632. }
  6633. case UNT_TATAMIGAESHI:
  6634. case UNT_DEMONSTRATION:
  6635. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6636. break;
  6637. case UNT_GOSPEL:
  6638. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6639. break;
  6640. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6641. { // Support Effect only on party, not guild
  6642. int heal;
  6643. int i = rand()%13; // Positive buff count
  6644. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6645. switch (i)
  6646. {
  6647. case 0: // Heal 1~9999 HP
  6648. heal = rand() %9999+1;
  6649. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6650. status_heal(bl,heal,0,0);
  6651. break;
  6652. case 1: // End all negative status
  6653. status_change_clear_buffs(bl,2);
  6654. if (tsd) clif_gospel_info(tsd, 0x15);
  6655. break;
  6656. case 2: // Immunity to all status
  6657. sc_start(bl,SC_SCRESIST,100,100,time);
  6658. if (tsd) clif_gospel_info(tsd, 0x16);
  6659. break;
  6660. case 3: // MaxHP +100%
  6661. sc_start(bl,SC_INCMHPRATE,100,100,time);
  6662. if (tsd) clif_gospel_info(tsd, 0x17);
  6663. break;
  6664. case 4: // MaxSP +100%
  6665. sc_start(bl,SC_INCMSPRATE,100,100,time);
  6666. if (tsd) clif_gospel_info(tsd, 0x18);
  6667. break;
  6668. case 5: // All stats +20
  6669. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  6670. if (tsd) clif_gospel_info(tsd, 0x19);
  6671. break;
  6672. case 6: // Level 10 Blessing
  6673. sc_start(bl,SC_BLESSING,100,10,time);
  6674. break;
  6675. case 7: // Level 10 Increase AGI
  6676. sc_start(bl,SC_INCREASEAGI,100,10,time);
  6677. break;
  6678. case 8: // Enchant weapon with Holy element
  6679. sc_start(bl,SC_ASPERSIO,100,1,time);
  6680. if (tsd) clif_gospel_info(tsd, 0x1c);
  6681. break;
  6682. case 9: // Enchant armor with Holy element
  6683. sc_start(bl,SC_BENEDICTIO,100,1,time);
  6684. if (tsd) clif_gospel_info(tsd, 0x1d);
  6685. break;
  6686. case 10: // DEF +25%
  6687. sc_start(bl,SC_INCDEFRATE,100,25,time);
  6688. if (tsd) clif_gospel_info(tsd, 0x1e);
  6689. break;
  6690. case 11: // ATK +100%
  6691. sc_start(bl,SC_INCATKRATE,100,100,time);
  6692. if (tsd) clif_gospel_info(tsd, 0x1f);
  6693. break;
  6694. case 12: // HIT/Flee +50
  6695. sc_start(bl,SC_INCHIT,100,50,time);
  6696. sc_start(bl,SC_INCFLEE,100,50,time);
  6697. if (tsd) clif_gospel_info(tsd, 0x20);
  6698. break;
  6699. }
  6700. }
  6701. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6702. { // Offensive Effect
  6703. int i = rand()%9; // Negative buff count
  6704. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  6705. switch (i)
  6706. {
  6707. case 0: // Deal 1~9999 damage
  6708. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6709. break;
  6710. case 1: // Curse
  6711. sc_start(bl,SC_CURSE,100,1,time);
  6712. break;
  6713. case 2: // Blind
  6714. sc_start(bl,SC_BLIND,100,1,time);
  6715. break;
  6716. case 3: // Poison
  6717. sc_start(bl,SC_POISON,100,1,time);
  6718. break;
  6719. case 4: // Level 10 Provoke
  6720. sc_start(bl,SC_PROVOKE,100,10,time);
  6721. break;
  6722. case 5: // DEF -100%
  6723. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  6724. break;
  6725. case 6: // ATK -100%
  6726. sc_start(bl,SC_INCATKRATE,100,-100,time);
  6727. break;
  6728. case 7: // Flee -100%
  6729. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  6730. break;
  6731. case 8: // Speed/ASPD -25%
  6732. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  6733. break;
  6734. }
  6735. }
  6736. break;
  6737. case UNT_BASILICA:
  6738. {
  6739. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  6740. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  6741. { // knock-back any enemy except Boss
  6742. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  6743. clif_fixpos(bl);
  6744. }
  6745. if( sg->src_id != bl->id && i <= 0 )
  6746. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  6747. }
  6748. break;
  6749. case UNT_GRAVITATION:
  6750. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6751. break;
  6752. case UNT_DESPERADO:
  6753. if (rand()%100 < src->val1)
  6754. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6755. break;
  6756. case UNT_GROUNDDRIFT_WIND:
  6757. case UNT_GROUNDDRIFT_DARK:
  6758. case UNT_GROUNDDRIFT_POISON:
  6759. case UNT_GROUNDDRIFT_WATER:
  6760. case UNT_GROUNDDRIFT_FIRE:
  6761. map_foreachinrange(skill_trap_splash,&src->bl,
  6762. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6763. &src->bl,tick);
  6764. sg->unit_id = UNT_USED_TRAPS;
  6765. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6766. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6767. break;
  6768. }
  6769. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6770. { //Unset magic power.
  6771. swap(sstatus->matk_min, sc->mp_matk_min);
  6772. swap(sstatus->matk_max, sc->mp_matk_max);
  6773. }
  6774. if (bl->type == BL_MOB && ss != bl)
  6775. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6776. return skillid;
  6777. }
  6778. /*==========================================
  6779. * Triggered when a char steps out of a skill cell
  6780. *------------------------------------------*/
  6781. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6782. {
  6783. struct skill_unit_group *sg;
  6784. struct status_change *sc;
  6785. struct status_change_entry *sce;
  6786. enum sc_type type;
  6787. nullpo_retr(0, src);
  6788. nullpo_retr(0, bl);
  6789. nullpo_retr(0, sg=src->group);
  6790. sc = status_get_sc(bl);
  6791. type = status_skill2sc(sg->skill_id);
  6792. sce = (sc && type != -1)?sc->data[type]:NULL;
  6793. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6794. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6795. return 0;
  6796. switch(sg->unit_id){
  6797. case UNT_SAFETYWALL:
  6798. case UNT_PNEUMA:
  6799. if (sce)
  6800. status_change_end(bl,type,-1);
  6801. break;
  6802. case UNT_BASILICA:
  6803. if( sce && sce->val4 == src->bl.id )
  6804. status_change_end(bl,type,-1);
  6805. break;
  6806. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6807. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6808. status_change_end(bl,type,-1);
  6809. break;
  6810. case UNT_SPIDERWEB:
  6811. {
  6812. struct block_list *target = map_id2bl(sg->val2);
  6813. if (target && target==bl)
  6814. {
  6815. if (sce && sce->val2 == sg->group_id)
  6816. status_change_end(bl,type,-1);
  6817. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6818. }
  6819. break;
  6820. }
  6821. }
  6822. return sg->skill_id;
  6823. }
  6824. /*==========================================
  6825. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6826. *------------------------------------------*/
  6827. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6828. {
  6829. struct status_change *sc;
  6830. struct status_change_entry *sce;
  6831. enum sc_type type;
  6832. sc = status_get_sc(bl);
  6833. if (sc && !sc->count)
  6834. sc = NULL;
  6835. type = status_skill2sc(skill_id);
  6836. sce = (sc && type != -1)?sc->data[type]:NULL;
  6837. switch (skill_id)
  6838. {
  6839. case WZ_QUAGMIRE:
  6840. if (bl->type==BL_MOB)
  6841. break;
  6842. if (sce)
  6843. status_change_end(bl, type, -1);
  6844. break;
  6845. case BD_LULLABY:
  6846. case BD_RICHMANKIM:
  6847. case BD_ETERNALCHAOS:
  6848. case BD_DRUMBATTLEFIELD:
  6849. case BD_RINGNIBELUNGEN:
  6850. case BD_ROKISWEIL:
  6851. case BD_INTOABYSS:
  6852. case BD_SIEGFRIED:
  6853. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6854. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6855. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6856. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6857. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6858. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6859. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6860. skill_stop_dancing(bl);
  6861. }
  6862. case MG_SAFETYWALL:
  6863. case AL_PNEUMA:
  6864. case SA_VOLCANO:
  6865. case SA_DELUGE:
  6866. case SA_VIOLENTGALE:
  6867. case CG_HERMODE:
  6868. case HW_GRAVITATION:
  6869. case NJ_SUITON:
  6870. if (sce)
  6871. status_change_end(bl, type, -1);
  6872. break;
  6873. case BA_POEMBRAGI:
  6874. case BA_WHISTLE:
  6875. case BA_ASSASSINCROSS:
  6876. case BA_APPLEIDUN:
  6877. case DC_HUMMING:
  6878. case DC_DONTFORGETME:
  6879. case DC_FORTUNEKISS:
  6880. case DC_SERVICEFORYOU:
  6881. if (sce)
  6882. {
  6883. delete_timer(sce->timer, status_change_timer);
  6884. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6885. //not possible on our current implementation.
  6886. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6887. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6888. }
  6889. break;
  6890. case PF_FOGWALL:
  6891. if (sce)
  6892. {
  6893. status_change_end(bl,type,-1);
  6894. if ((sce=sc->data[SC_BLIND]))
  6895. {
  6896. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6897. status_change_end(bl, SC_BLIND, -1);
  6898. else {
  6899. delete_timer(sce->timer, status_change_timer);
  6900. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6901. }
  6902. }
  6903. }
  6904. break;
  6905. }
  6906. return skill_id;
  6907. }
  6908. /*==========================================
  6909. * Invoked when a unit cell has been placed/removed/deleted.
  6910. * flag values:
  6911. * flag&1: Invoke onplace function (otherwise invoke onout)
  6912. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6913. *------------------------------------------*/
  6914. static int skill_unit_effect (struct block_list* bl, va_list ap)
  6915. {
  6916. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6917. struct skill_unit_group* group = unit->group;
  6918. unsigned int tick = va_arg(ap,unsigned int);
  6919. unsigned int flag = va_arg(ap,unsigned int);
  6920. int skill_id;
  6921. bool dissonance;
  6922. if( !unit->alive || bl->prev == NULL )
  6923. return 0;
  6924. nullpo_retr(0, group);
  6925. dissonance = skill_dance_switch(unit, 0);
  6926. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6927. skill_id = group->skill_id;
  6928. //Target-type check.
  6929. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6930. {
  6931. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6932. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6933. }
  6934. else
  6935. {
  6936. if( flag&1 )
  6937. skill_unit_onplace(unit,bl,tick);
  6938. else
  6939. skill_unit_onout(unit,bl,tick);
  6940. if( flag&4 )
  6941. skill_unit_onleft(skill_id, bl, tick);
  6942. }
  6943. if( dissonance ) skill_dance_switch(unit, 1);
  6944. return 0;
  6945. }
  6946. /*==========================================
  6947. *
  6948. *------------------------------------------*/
  6949. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6950. {
  6951. struct skill_unit_group *sg;
  6952. nullpo_retr(0, src);
  6953. nullpo_retr(0, sg=src->group);
  6954. switch( sg->unit_id )
  6955. {
  6956. case UNT_SKIDTRAP:
  6957. case UNT_LANDMINE:
  6958. case UNT_SHOCKWAVE:
  6959. case UNT_SANDMAN:
  6960. case UNT_FLASHER:
  6961. case UNT_FREEZINGTRAP:
  6962. case UNT_TALKIEBOX:
  6963. case UNT_ANKLESNARE:
  6964. case UNT_ICEWALL:
  6965. src->val1-=damage;
  6966. break;
  6967. case UNT_BLASTMINE:
  6968. case UNT_CLAYMORETRAP:
  6969. skill_blown(bl, &src->bl, 2, -1, 0);
  6970. break;
  6971. default:
  6972. damage = 0;
  6973. break;
  6974. }
  6975. return damage;
  6976. }
  6977. /*==========================================
  6978. *
  6979. *------------------------------------------*/
  6980. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6981. {
  6982. int *c, skillid;
  6983. struct block_list *src;
  6984. struct map_session_data *sd;
  6985. struct map_session_data *tsd;
  6986. int *p_sd; //Contains the list of characters found.
  6987. nullpo_retr(0, bl);
  6988. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6989. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6990. nullpo_retr(0, sd=(struct map_session_data*)src);
  6991. c=va_arg(ap,int *);
  6992. p_sd = va_arg(ap, int *);
  6993. skillid = va_arg(ap,int);
  6994. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6995. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6996. if (bl == src)
  6997. return 0;
  6998. if(pc_isdead(tsd))
  6999. return 0;
  7000. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  7001. return 0;
  7002. switch(skillid)
  7003. {
  7004. case PR_BENEDICTIO:
  7005. {
  7006. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7007. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7008. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7009. && sd->status.sp >= 10)
  7010. p_sd[(*c)++]=tsd->bl.id;
  7011. return 1;
  7012. }
  7013. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7014. {
  7015. int skilllv;
  7016. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7017. return 0;
  7018. if (sd->status.sex != tsd->status.sex &&
  7019. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7020. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7021. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7022. sd->status.party_id && tsd->status.party_id &&
  7023. sd->status.party_id == tsd->status.party_id &&
  7024. !tsd->sc.data[SC_DANCING])
  7025. {
  7026. p_sd[(*c)++]=tsd->bl.id;
  7027. return skilllv;
  7028. } else {
  7029. return 0;
  7030. }
  7031. }
  7032. break;
  7033. }
  7034. return 0;
  7035. }
  7036. /*==========================================
  7037. * Checks and stores partners for ensemble skills [Skotlex]
  7038. *------------------------------------------*/
  7039. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  7040. {
  7041. static int c=0;
  7042. static int p_sd[2] = { 0, 0 };
  7043. int i;
  7044. if (!battle_config.player_skill_partner_check ||
  7045. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7046. return 99; //As if there were infinite partners.
  7047. if (cast_flag)
  7048. { //Execute the skill on the partners.
  7049. struct map_session_data* tsd;
  7050. switch (skill_id)
  7051. {
  7052. case PR_BENEDICTIO:
  7053. for (i = 0; i < c; i++)
  7054. {
  7055. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7056. status_charge(&tsd->bl, 0, 10);
  7057. }
  7058. return c;
  7059. default: //Warning: Assuming Ensemble skills here (for speed)
  7060. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  7061. {
  7062. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  7063. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7064. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7065. tsd->skillid_dance = skill_id;
  7066. tsd->skilllv_dance = *skill_lv;
  7067. }
  7068. return c;
  7069. }
  7070. }
  7071. //Else: new search for partners.
  7072. c = 0;
  7073. memset (p_sd, 0, sizeof(p_sd));
  7074. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7075. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7076. *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.
  7077. return c;
  7078. }
  7079. /*==========================================
  7080. *
  7081. *------------------------------------------*/
  7082. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7083. {
  7084. int *c,src_id,mob_class,skill;
  7085. struct mob_data *md;
  7086. md=(struct mob_data*)bl;
  7087. src_id=va_arg(ap,int);
  7088. mob_class=va_arg(ap,int);
  7089. skill=va_arg(ap,int);
  7090. c=va_arg(ap,int *);
  7091. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  7092. return 0; //Non alchemist summoned mobs have nothing to do here.
  7093. if(md->class_==mob_class)
  7094. (*c)++;
  7095. return 1;
  7096. }
  7097. /*==========================================
  7098. * Determines if a given skill should be made to consume ammo
  7099. * when used by the player. [Skotlex]
  7100. *------------------------------------------*/
  7101. int skill_isammotype (struct map_session_data *sd, int skill)
  7102. {
  7103. return (
  7104. battle_config.arrow_decrement==2 &&
  7105. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7106. skill != HT_PHANTASMIC &&
  7107. skill_get_type(skill) == BF_WEAPON &&
  7108. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7109. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7110. );
  7111. }
  7112. /*==========================================
  7113. * Checks that you have the requirements for casting a skill.
  7114. * Flag:
  7115. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7116. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7117. *------------------------------------------*/
  7118. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  7119. {
  7120. struct status_data *status;
  7121. struct status_change *sc;
  7122. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7123. int itemid[10],amount[10];
  7124. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  7125. nullpo_retr(0, sd);
  7126. if (lv <= 0 || sd->chatID) return 0;
  7127. if( battle_config.gm_skilluncond &&
  7128. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7129. sd->skillitem != skill)
  7130. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7131. sd->skillitem = sd->skillitemlv = 0;
  7132. //Need to do arrow state check.
  7133. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7134. //Need to do Spiritball check.
  7135. sd->spiritball_old = sd->spiritball;
  7136. return 1;
  7137. }
  7138. status = &sd->battle_status;
  7139. sc = &sd->sc;
  7140. if (!sc->count)
  7141. sc = NULL;
  7142. if(pc_is90overweight(sd)) {
  7143. clif_skill_fail(sd,skill,9,0);
  7144. sd->skillitem = sd->skillitemlv = 0;
  7145. return 0;
  7146. }
  7147. if (sd->state.abra_flag)
  7148. {
  7149. if (sd->skillitem != skill)
  7150. { //Cancelled, using a different skill.
  7151. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7152. } else {
  7153. //Abracadabra skill, skip requisites!
  7154. if(type&1)
  7155. { //Clear out the data.
  7156. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7157. }
  7158. return 1;
  7159. }
  7160. }
  7161. if (sd->menuskill_id == AM_PHARMACY &&
  7162. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7163. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7164. )) {
  7165. sd->skillitem = sd->skillitemlv = 0;
  7166. return 0;
  7167. }
  7168. if(sd->skillitem == skill) {
  7169. if(!type) //When a target was selected
  7170. { //Consume items that were skipped in pc_use_item [Skotlex]
  7171. if((i = sd->itemindex) == -1 ||
  7172. sd->status.inventory[i].nameid != sd->itemid ||
  7173. sd->inventory_data[i] == NULL ||
  7174. !sd->inventory_data[i]->flag.delay_consume ||
  7175. sd->status.inventory[i].amount < 1
  7176. )
  7177. { //Something went wrong, item exploit?
  7178. sd->itemid = sd->itemindex = -1;
  7179. return 0;
  7180. }
  7181. //Consume
  7182. sd->itemid = sd->itemindex = -1;
  7183. if(skill == WZ_EARTHSPIKE && sc &&
  7184. sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007]
  7185. ; //Do not consume item.
  7186. else
  7187. pc_delitem(sd,i,1,0);
  7188. }
  7189. if (type&1) //Casting finished
  7190. sd->skillitem = sd->skillitemlv = 0;
  7191. return 1;
  7192. }
  7193. //Code speedup, rather than using skill_get_* over and over again.
  7194. j = skill_get_index(skill);
  7195. if( j == 0 ) // invalid skill id
  7196. return 0;
  7197. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  7198. return 0;
  7199. hp = skill_db[j].hp[lv-1];
  7200. sp = skill_db[j].sp[lv-1];
  7201. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7202. sp=sp/2;
  7203. hp_rate = skill_db[j].hp_rate[lv-1];
  7204. sp_rate = skill_db[j].sp_rate[lv-1];
  7205. zeny = skill_db[j].zeny[lv-1];
  7206. weapon = skill_db[j].weapon;
  7207. ammo = skill_db[j].ammo;
  7208. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7209. state = skill_db[j].state;
  7210. spiritball = skill_db[j].spiritball[lv-1];
  7211. mhp = skill_db[j].mhp[lv-1];
  7212. for(i = 0; i < 10; i++) {
  7213. itemid[i] = skill_db[j].itemid[i];
  7214. amount[i] = skill_db[j].amount[i];
  7215. }
  7216. if(mhp > 0 && get_percentage(status->hp, status->max_hp) > mhp) {
  7217. //mhp is the max-hp-requirement, that is,
  7218. //you must have this % or less of HP to cast it.
  7219. clif_skill_fail(sd,skill,2,0);
  7220. return 0;
  7221. }
  7222. if(hp_rate > 0)
  7223. hp += (status->hp * hp_rate)/100;
  7224. else
  7225. hp += (status->max_hp * (-hp_rate))/100;
  7226. if(sp_rate > 0)
  7227. sp += (status->sp * sp_rate)/100;
  7228. else
  7229. sp += (status->max_sp * (-sp_rate))/100;
  7230. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  7231. { //Assume this skill is using the weapon, therefore it requires arrows.
  7232. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7233. ammo_qty = 1;
  7234. }
  7235. //Can only update state when weapon/arrow info is checked.
  7236. if (weapon) sd->state.arrow_atk = ammo?1:0;
  7237. switch(skill) { // Check for cost reductions due to skills & SCs
  7238. case MC_MAMMONITE:
  7239. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7240. zeny -= zeny*10/100;
  7241. break;
  7242. case AL_HOLYLIGHT:
  7243. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  7244. sp *= 5;
  7245. break;
  7246. case SL_SMA:
  7247. case SL_STUN:
  7248. case SL_STIN:
  7249. {
  7250. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7251. if(kaina_lv==0 || sd->status.base_level<70)
  7252. break;
  7253. if(sd->status.base_level>=90)
  7254. sp -= sp*7*kaina_lv/100;
  7255. else if(sd->status.base_level>=80)
  7256. sp -= sp*5*kaina_lv/100;
  7257. else if(sd->status.base_level>=70)
  7258. sp -= sp*3*kaina_lv/100;
  7259. }
  7260. break;
  7261. case MO_TRIPLEATTACK:
  7262. case MO_CHAINCOMBO:
  7263. case MO_COMBOFINISH:
  7264. case CH_TIGERFIST:
  7265. case CH_CHAINCRUSH:
  7266. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  7267. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7268. break;
  7269. }
  7270. if(sd->dsprate!=100)
  7271. sp=sp*sd->dsprate/100;
  7272. // perform skill-specific checks (and actions)
  7273. switch( skill )
  7274. {
  7275. case SA_CASTCANCEL:
  7276. if(sd->ud.skilltimer == -1) {
  7277. clif_skill_fail(sd,skill,0,0);
  7278. return 0;
  7279. }
  7280. break;
  7281. case BS_MAXIMIZE:
  7282. case NV_TRICKDEAD:
  7283. case TF_HIDING:
  7284. case AS_CLOAKING:
  7285. case CR_AUTOGUARD:
  7286. case ML_AUTOGUARD:
  7287. case CR_DEFENDER:
  7288. case ML_DEFENDER:
  7289. case ST_CHASEWALK:
  7290. case PA_GOSPEL:
  7291. case CR_SHRINK:
  7292. case TK_RUN:
  7293. case GS_GATLINGFEVER:
  7294. if(sc && sc->data[status_skill2sc(skill)])
  7295. return 1; //Allow turning off.
  7296. break;
  7297. case AL_WARP:
  7298. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7299. item_flag = 1;
  7300. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7301. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7302. return 0;
  7303. }
  7304. break;
  7305. case MO_CALLSPIRITS:
  7306. if(sd->spiritball >= lv) {
  7307. clif_skill_fail(sd,skill,0,0);
  7308. return 0;
  7309. }
  7310. break;
  7311. case MO_FINGEROFFENSIVE: //謖�シセ
  7312. case GS_FLING:
  7313. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7314. spiritball = sd->spiritball;
  7315. sd->spiritball_old = sd->spiritball;
  7316. }
  7317. else sd->spiritball_old = spiritball;
  7318. break;
  7319. case MO_BODYRELOCATION:
  7320. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  7321. spiritball = 0;
  7322. break;
  7323. case MO_CHAINCOMBO:
  7324. if(!sc)
  7325. return 0;
  7326. if(sc->data[SC_BLADESTOP])
  7327. break;
  7328. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  7329. break;
  7330. return 0;
  7331. case MO_COMBOFINISH:
  7332. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  7333. return 0;
  7334. break;
  7335. case CH_TIGERFIST:
  7336. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  7337. return 0;
  7338. break;
  7339. case CH_CHAINCRUSH:
  7340. if(!(sc && sc->data[SC_COMBO]))
  7341. return 0;
  7342. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  7343. return 0;
  7344. break;
  7345. case MO_EXTREMITYFIST:
  7346. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  7347. // return 0;
  7348. if(sc && sc->data[SC_BLADESTOP])
  7349. spiritball--;
  7350. else if (sc && sc->data[SC_COMBO]) {
  7351. switch(sc->data[SC_COMBO]->val1) {
  7352. case MO_COMBOFINISH:
  7353. spiritball = 4;
  7354. break;
  7355. case CH_TIGERFIST:
  7356. spiritball = 3;
  7357. break;
  7358. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7359. spiritball = sd->spiritball?sd->spiritball:1;
  7360. break;
  7361. default:
  7362. return 0;
  7363. }
  7364. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7365. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7366. clif_skill_fail(sd,skill,0,0);
  7367. return 0;
  7368. }
  7369. break;
  7370. case TK_MISSION:
  7371. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  7372. {// Cannot be used by Non-Taekwon classes
  7373. clif_skill_fail(sd,skill,0,0);
  7374. return 0;
  7375. }
  7376. break;
  7377. case TK_READYCOUNTER:
  7378. case TK_READYDOWN:
  7379. case TK_READYSTORM:
  7380. case TK_READYTURN:
  7381. if(sc && sc->data[status_skill2sc(skill)])
  7382. return 1; //Enable disabling them regardless of who you are.
  7383. case TK_JUMPKICK:
  7384. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  7385. {// Soul Linkers cannot use this skill
  7386. clif_skill_fail(sd,skill,0,0);
  7387. return 0;
  7388. }
  7389. break;
  7390. case TK_TURNKICK:
  7391. case TK_STORMKICK:
  7392. case TK_DOWNKICK:
  7393. case TK_COUNTER:
  7394. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7395. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7396. if(!(sc && sc->data[SC_COMBO]))
  7397. return 0; //Combo needs to be ready
  7398. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7399. { //Unlimited Combo
  7400. if (skill == sd->skillid_old) {
  7401. status_change_end(&sd->bl, SC_COMBO, -1);
  7402. sd->skillid_old = sd->skilllv_old = 0;
  7403. return 0; //Can't repeat previous combo skill.
  7404. }
  7405. break;
  7406. }
  7407. if(sc->data[SC_COMBO]->val1 != skill)
  7408. { //Cancel combo wait.
  7409. unit_cancel_combo(&sd->bl);
  7410. return 0;
  7411. }
  7412. break; //Combo ready.
  7413. case BD_ADAPTATION:
  7414. {
  7415. int time;
  7416. if(!(sc && sc->data[SC_DANCING]))
  7417. {
  7418. clif_skill_fail(sd,skill,0,0);
  7419. return 0;
  7420. }
  7421. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7422. if (skill_get_time(
  7423. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7424. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7425. - time <= skill_get_time2(skill,lv))
  7426. {
  7427. clif_skill_fail(sd,skill,0,0);
  7428. return 0;
  7429. }
  7430. }
  7431. break;
  7432. case PR_BENEDICTIO:
  7433. if (!(type&1))
  7434. { //Started casting.
  7435. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7436. {
  7437. clif_skill_fail(sd,skill,0,0);
  7438. return 0;
  7439. }
  7440. }
  7441. else
  7442. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7443. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7444. break;
  7445. case AM_CANNIBALIZE:
  7446. case AM_SPHEREMINE:
  7447. if(type&1){
  7448. int c=0;
  7449. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7450. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7451. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7452. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7453. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7454. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7455. if(c >= maxcount ||
  7456. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7457. { //Fails when: exceed max limit. There are other plant types already out.
  7458. clif_skill_fail(sd,skill,0,0);
  7459. return 0;
  7460. }
  7461. }
  7462. }
  7463. break;
  7464. case WZ_FIREPILLAR: // celest
  7465. if (lv <= 5) // no gems required at level 1-5
  7466. itemid[0] = 0;
  7467. break;
  7468. case SL_SMA:
  7469. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7470. if(!(sc && sc->data[SC_SMA]))
  7471. return 0;
  7472. break;
  7473. case HT_POWER:
  7474. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7475. return 0;
  7476. break;
  7477. case AM_BERSERKPITCHER:
  7478. case AM_POTIONPITCHER:
  7479. case CR_SLIMPITCHER:
  7480. case MG_STONECURSE:
  7481. case CR_CULTIVATION:
  7482. case SA_FLAMELAUNCHER:
  7483. case SA_FROSTWEAPON:
  7484. case SA_LIGHTNINGLOADER:
  7485. case SA_SEISMICWEAPON:
  7486. item_flag = 1;
  7487. break;
  7488. case SA_DELUGE:
  7489. case SA_VOLCANO:
  7490. case SA_VIOLENTGALE:
  7491. { //Does not consumes if the skill is already active. [Skotlex]
  7492. struct skill_unit_group *sg;
  7493. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7494. (
  7495. sg->skill_id == SA_VOLCANO ||
  7496. sg->skill_id == SA_DELUGE ||
  7497. sg->skill_id == SA_VIOLENTGALE
  7498. )) {
  7499. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7500. item_flag = 0;
  7501. else
  7502. sg->limit = 0; //Disable it.
  7503. }
  7504. break;
  7505. }
  7506. case CG_HERMODE:
  7507. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7508. {
  7509. clif_skill_fail(sd,skill,0,0);
  7510. return 0;
  7511. }
  7512. break;
  7513. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7514. {
  7515. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7516. int size = range*2+1;
  7517. for (i=0;i<size*size;i++) {
  7518. x = sd->bl.x+(i%size-range);
  7519. y = sd->bl.y+(i/size-range);
  7520. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7521. clif_skill_fail(sd,skill,0,0);
  7522. return 0;
  7523. }
  7524. }
  7525. }
  7526. break;
  7527. case PR_REDEMPTIO:
  7528. {
  7529. int exp;
  7530. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  7531. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  7532. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7533. return 0;
  7534. }
  7535. break;
  7536. }
  7537. case AM_TWILIGHT2:
  7538. case AM_TWILIGHT3:
  7539. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7540. {
  7541. clif_skill_fail(sd,skill,0,0);
  7542. return 0;
  7543. }
  7544. break;
  7545. case SG_SUN_WARM:
  7546. case SG_MOON_WARM:
  7547. case SG_STAR_WARM:
  7548. if (sc && sc->data[SC_MIRACLE])
  7549. break;
  7550. i = skill-SG_SUN_WARM;
  7551. if (sd->bl.m == sd->feel_map[i].m)
  7552. break;
  7553. clif_skill_fail(sd,skill,0,0);
  7554. return 0;
  7555. break;
  7556. case SG_SUN_COMFORT:
  7557. case SG_MOON_COMFORT:
  7558. case SG_STAR_COMFORT:
  7559. if (sc && sc->data[SC_MIRACLE])
  7560. break;
  7561. i = skill-SG_SUN_COMFORT;
  7562. if (sd->bl.m == sd->feel_map[i].m &&
  7563. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7564. break;
  7565. clif_skill_fail(sd,skill,0,0);
  7566. return 0;
  7567. case SG_FUSION:
  7568. if (sc && sc->data[SC_FUSION])
  7569. return 1;
  7570. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7571. break;
  7572. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7573. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  7574. if(sp>0 && !type)
  7575. {
  7576. if (status->sp < (unsigned int)sp)
  7577. clif_skill_fail(sd,skill,1,0);
  7578. else
  7579. status_zap(&sd->bl, 0, sp);
  7580. }
  7581. return 0;
  7582. case GD_BATTLEORDER:
  7583. case GD_REGENERATION:
  7584. case GD_RESTORE:
  7585. if (!map_flag_gvg2(sd->bl.m)) {
  7586. clif_skill_fail(sd,skill,0,0);
  7587. return 0;
  7588. }
  7589. case GD_EMERGENCYCALL:
  7590. // other checks were already done in skillnotok()
  7591. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7592. return 0;
  7593. break;
  7594. case GS_GLITTERING:
  7595. if(sd->spiritball >= 10) {
  7596. clif_skill_fail(sd,skill,0,0);
  7597. return 0;
  7598. }
  7599. break;
  7600. case NJ_ISSEN:
  7601. if (status->hp < 2) {
  7602. clif_skill_fail(sd,skill,0,0);
  7603. return 0;
  7604. }
  7605. case NJ_BUNSINJYUTSU:
  7606. if (!(sc && sc->data[SC_NEN])) {
  7607. clif_skill_fail(sd,skill,0,0);
  7608. return 0;
  7609. }
  7610. break;
  7611. case NJ_ZENYNAGE:
  7612. if(sd->status.zeny < zeny) {
  7613. clif_skill_fail(sd,skill,5,0);
  7614. return 0;
  7615. }
  7616. zeny = 0; //Zeny is reduced on skill_attack.
  7617. break;
  7618. case PF_HPCONVERSION:
  7619. if (status->sp == status->max_sp)
  7620. return 0; //Unusable when at full SP.
  7621. break;
  7622. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7623. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7624. clif_skill_fail(sd,skill,0,0);
  7625. return 0;
  7626. }
  7627. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7628. item_flag = 0;
  7629. break;
  7630. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7631. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7632. {
  7633. clif_skill_fail(sd,skill,0,0);
  7634. return 0;
  7635. }
  7636. break;
  7637. }
  7638. if(!(type&2)){
  7639. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7640. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7641. return 0;
  7642. }
  7643. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7644. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7645. return 0;
  7646. }
  7647. if(zeny>0 && sd->status.zeny < zeny) {
  7648. clif_skill_fail(sd,skill,5,0);
  7649. return 0;
  7650. }
  7651. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7652. clif_skill_fail(sd,skill,6,0);
  7653. return 0;
  7654. }
  7655. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7656. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7657. !sd->inventory_data[i] ||
  7658. sd->status.inventory[i].amount < ammo_qty
  7659. ) {
  7660. clif_arrow_fail(sd,0);
  7661. return 0;
  7662. }
  7663. if (!(ammo&1<<sd->inventory_data[i]->look))
  7664. { //Ammo type check. Send the "wrong weapon type" message
  7665. //which is the closest we have to wrong ammo type. [Skotlex]
  7666. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7667. //clif_skill_fail(sd,skill,6,0);
  7668. return 0;
  7669. }
  7670. }
  7671. if( spiritball > 0 && sd->spiritball < spiritball) {
  7672. clif_skill_fail(sd,skill,0,0);
  7673. return 0;
  7674. }
  7675. }
  7676. switch(state) {
  7677. case ST_HIDING:
  7678. if(!(sc && sc->option&OPTION_HIDE)) {
  7679. clif_skill_fail(sd,skill,0,0);
  7680. return 0;
  7681. }
  7682. break;
  7683. case ST_CLOAKING:
  7684. if(!pc_iscloaking(sd)) {
  7685. clif_skill_fail(sd,skill,0,0);
  7686. return 0;
  7687. }
  7688. break;
  7689. case ST_HIDDEN:
  7690. if(!pc_ishiding(sd)) {
  7691. clif_skill_fail(sd,skill,0,0);
  7692. return 0;
  7693. }
  7694. break;
  7695. case ST_RIDING:
  7696. if(!pc_isriding(sd)) {
  7697. clif_skill_fail(sd,skill,0,0);
  7698. return 0;
  7699. }
  7700. break;
  7701. case ST_FALCON:
  7702. if(!pc_isfalcon(sd)) {
  7703. clif_skill_fail(sd,skill,0,0);
  7704. return 0;
  7705. }
  7706. break;
  7707. case ST_CARTBOOST:
  7708. if(!(sc && sc->data[SC_CARTBOOST])) {
  7709. clif_skill_fail(sd,skill,0,0);
  7710. return 0;
  7711. }
  7712. case ST_CART:
  7713. if(!pc_iscarton(sd)) {
  7714. clif_skill_fail(sd,skill,0,0);
  7715. return 0;
  7716. }
  7717. break;
  7718. case ST_SHIELD:
  7719. if(sd->status.shield <= 0) {
  7720. clif_skill_fail(sd,skill,0,0);
  7721. return 0;
  7722. }
  7723. break;
  7724. case ST_SIGHT:
  7725. if(!(sc && sc->data[SC_SIGHT])) {
  7726. clif_skill_fail(sd,skill,0,0);
  7727. return 0;
  7728. }
  7729. break;
  7730. case ST_EXPLOSIONSPIRITS:
  7731. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7732. clif_skill_fail(sd,skill,0,0);
  7733. return 0;
  7734. }
  7735. break;
  7736. case ST_RECOV_WEIGHT_RATE:
  7737. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7738. clif_skill_fail(sd,skill,0,0);
  7739. return 0;
  7740. }
  7741. break;
  7742. case ST_MOVE_ENABLE:
  7743. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7744. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7745. if (!unit_can_move(&sd->bl)) {
  7746. clif_skill_fail(sd,skill,0,0);
  7747. return 0;
  7748. }
  7749. break;
  7750. case ST_WATER:
  7751. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7752. break;
  7753. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7754. break;
  7755. clif_skill_fail(sd,skill,0,0);
  7756. return 0;
  7757. }
  7758. if(!(type&1))
  7759. return 1; // consumption only happens on cast-end
  7760. if( item_flag )
  7761. {
  7762. int index[ARRAYLENGTH(itemid)];
  7763. // Check consumed items and reduce required amounts
  7764. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7765. {
  7766. index[i] = -1;
  7767. if( itemid[i] <= 0 )
  7768. continue;// no item
  7769. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7770. {
  7771. if( sd->special_state.no_gemstone )
  7772. { //Make it substract 1 gem rather than skipping the cost.
  7773. if( --amount[i] < 1 )
  7774. continue;
  7775. }
  7776. if(sc && sc->data[SC_INTOABYSS])
  7777. {
  7778. if( skill != SA_ABRACADABRA )
  7779. continue;
  7780. else if( --amount[i] < 1 )
  7781. amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  7782. }
  7783. }
  7784. if((skill == AM_POTIONPITCHER ||
  7785. skill == CR_SLIMPITCHER ||
  7786. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7787. continue;
  7788. index[i] = pc_search_inventory(sd,itemid[i]);
  7789. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7790. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7791. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7792. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7793. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7794. else
  7795. clif_skill_fail(sd,skill,0,0);
  7796. return 0;
  7797. }
  7798. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7799. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7800. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7801. }
  7802. // Consume items
  7803. if (item_flag==2)
  7804. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7805. {
  7806. if(index[i] >= 0)
  7807. pc_delitem(sd,index[i],amount[i],0);
  7808. }
  7809. }
  7810. if(type&2)
  7811. return 1;
  7812. if(sp || hp)
  7813. status_zap(&sd->bl, hp, sp);
  7814. if(zeny > 0) // Zeny豸郁イサ
  7815. pc_payzeny(sd,zeny);
  7816. if(spiritball > 0)
  7817. pc_delspiritball(sd,spiritball,0);
  7818. return 1;
  7819. }
  7820. /*==========================================
  7821. * Does cast-time reductions based on dex, item bonuses and config setting
  7822. *------------------------------------------*/
  7823. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7824. {
  7825. int time = skill_get_cast(skill_id, skill_lv);
  7826. struct map_session_data *sd;
  7827. struct status_change *sc;
  7828. nullpo_retr(0, bl);
  7829. sd = BL_CAST(BL_PC, bl);
  7830. sc = status_get_sc(bl);
  7831. // calculate base cast time (reduced by dex)
  7832. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
  7833. {
  7834. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7835. if( scale > 0 ) // not instant cast
  7836. time = time * scale / battle_config.castrate_dex_scale;
  7837. else return 0; // instant cast
  7838. }
  7839. // calculate cast time reduced by item/card bonuses
  7840. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  7841. {
  7842. int i;
  7843. if( sd->castrate != 100 )
  7844. time = time * sd->castrate / 100;
  7845. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  7846. {
  7847. if( sd->skillcast[i].id == skill_id )
  7848. {
  7849. time+= time * sd->skillcast[i].val / 100;
  7850. break;
  7851. }
  7852. }
  7853. }
  7854. if( sc && sc->count && sc->data[SC_SKILLCASTRATE] && (sc->data[SC_SKILLCASTRATE]->val1 == skill_id || sc->data[SC_SKILLCASTRATE]->val2 == skill_id || sc->data[SC_SKILLCASTRATE]->val3 == skill_id) )
  7855. time += time * sc->data[SC_SKILLCASTRATE]->val4 / 100;
  7856. // config cast time multiplier
  7857. if (battle_config.cast_rate != 100)
  7858. time = time * battle_config.cast_rate / 100;
  7859. // return final cast time
  7860. return (time > 0) ? time : 0;
  7861. }
  7862. /*==========================================
  7863. * Does cast-time reductions based on sc data.
  7864. *------------------------------------------*/
  7865. int skill_castfix_sc (struct block_list *bl, int time)
  7866. {
  7867. struct status_change *sc = status_get_sc(bl);
  7868. if (sc && sc->count) {
  7869. if (sc->data[SC_SLOWCAST])
  7870. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7871. if (sc->data[SC_FASTCAST])
  7872. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7873. if (sc->data[SC_SUFFRAGIUM]) {
  7874. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7875. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7876. }
  7877. if (sc->data[SC_MEMORIZE]) {
  7878. time>>=1;
  7879. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7880. status_change_end(bl, SC_MEMORIZE, -1);
  7881. }
  7882. if (sc->data[SC_POEMBRAGI])
  7883. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7884. }
  7885. return (time > 0) ? time : 0;
  7886. }
  7887. /*==========================================
  7888. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7889. *------------------------------------------*/
  7890. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7891. {
  7892. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7893. int time = skill_get_delay(skill_id, skill_lv);
  7894. struct map_session_data *sd;
  7895. struct status_change *sc = status_get_sc(bl);
  7896. nullpo_retr(0, bl);
  7897. sd = BL_CAST(BL_PC, bl);
  7898. if (skill_id == SA_ABRACADABRA)
  7899. return 0; //Will use picked skill's delay.
  7900. if (bl->type&battle_config.no_skill_delay)
  7901. return battle_config.min_skill_delay_limit;
  7902. if (time < 0)
  7903. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7904. // Delay reductions
  7905. switch (skill_id)
  7906. { //Monk combo skills have their delay reduced by agi/dex.
  7907. case MO_TRIPLEATTACK:
  7908. case MO_CHAINCOMBO:
  7909. case MO_COMBOFINISH:
  7910. case CH_TIGERFIST:
  7911. case CH_CHAINCRUSH:
  7912. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7913. break;
  7914. case HP_BASILICA:
  7915. if( sc && !sc->data[SC_BASILICA] )
  7916. time = 0; // There is no Delay on Basilica creation, only on cancel
  7917. break;
  7918. default:
  7919. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7920. { // if skill delay is allowed to be reduced by dex
  7921. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7922. if (scale > 0)
  7923. time = time * scale / battle_config.castrate_dex_scale;
  7924. else //To be capped later to minimum.
  7925. time = 0;
  7926. }
  7927. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7928. { // if skill delay is allowed to be reduced by agi
  7929. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7930. if (scale > 0)
  7931. time = time * scale / battle_config.castrate_dex_scale;
  7932. else //To be capped later to minimum.
  7933. time = 0;
  7934. }
  7935. }
  7936. if (sc->data[SC_SPIRIT])
  7937. {
  7938. switch (skill_id) {
  7939. case CR_SHIELDBOOMERANG:
  7940. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  7941. time /= 2;
  7942. break;
  7943. case AS_SONICBLOW:
  7944. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  7945. time /= 2;
  7946. break;
  7947. }
  7948. }
  7949. if (!(delaynodex&2))
  7950. {
  7951. if (sc && sc->count) {
  7952. if (sc->data[SC_POEMBRAGI])
  7953. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  7954. }
  7955. }
  7956. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  7957. time = time * sd->delayrate / 100;
  7958. if (battle_config.delay_rate != 100)
  7959. time = time * battle_config.delay_rate / 100;
  7960. if (time < status_get_amotion(bl))
  7961. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  7962. return max(time, battle_config.min_skill_delay_limit);
  7963. }
  7964. /*=========================================
  7965. *
  7966. *-----------------------------------------*/
  7967. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7968. {
  7969. nullpo_retv(tc);
  7970. if(dir == 0){
  7971. tc->val1[0]=x-2;
  7972. tc->val1[1]=x-1;
  7973. tc->val1[2]=x;
  7974. tc->val1[3]=x+1;
  7975. tc->val1[4]=x+2;
  7976. tc->val2[0]=
  7977. tc->val2[1]=
  7978. tc->val2[2]=
  7979. tc->val2[3]=
  7980. tc->val2[4]=y-1;
  7981. }
  7982. else if(dir==2){
  7983. tc->val1[0]=
  7984. tc->val1[1]=
  7985. tc->val1[2]=
  7986. tc->val1[3]=
  7987. tc->val1[4]=x+1;
  7988. tc->val2[0]=y+2;
  7989. tc->val2[1]=y+1;
  7990. tc->val2[2]=y;
  7991. tc->val2[3]=y-1;
  7992. tc->val2[4]=y-2;
  7993. }
  7994. else if(dir==4){
  7995. tc->val1[0]=x-2;
  7996. tc->val1[1]=x-1;
  7997. tc->val1[2]=x;
  7998. tc->val1[3]=x+1;
  7999. tc->val1[4]=x+2;
  8000. tc->val2[0]=
  8001. tc->val2[1]=
  8002. tc->val2[2]=
  8003. tc->val2[3]=
  8004. tc->val2[4]=y+1;
  8005. }
  8006. else if(dir==6){
  8007. tc->val1[0]=
  8008. tc->val1[1]=
  8009. tc->val1[2]=
  8010. tc->val1[3]=
  8011. tc->val1[4]=x-1;
  8012. tc->val2[0]=y+2;
  8013. tc->val2[1]=y+1;
  8014. tc->val2[2]=y;
  8015. tc->val2[3]=y-1;
  8016. tc->val2[4]=y-2;
  8017. }
  8018. else if(dir==1){
  8019. tc->val1[0]=x-1;
  8020. tc->val1[1]=x;
  8021. tc->val1[2]=x+1;
  8022. tc->val1[3]=x+2;
  8023. tc->val1[4]=x+3;
  8024. tc->val2[0]=y-4;
  8025. tc->val2[1]=y-3;
  8026. tc->val2[2]=y-1;
  8027. tc->val2[3]=y;
  8028. tc->val2[4]=y+1;
  8029. }
  8030. else if(dir==3){
  8031. tc->val1[0]=x+3;
  8032. tc->val1[1]=x+2;
  8033. tc->val1[2]=x+1;
  8034. tc->val1[3]=x;
  8035. tc->val1[4]=x-1;
  8036. tc->val2[0]=y-1;
  8037. tc->val2[1]=y;
  8038. tc->val2[2]=y+1;
  8039. tc->val2[3]=y+2;
  8040. tc->val2[4]=y+3;
  8041. }
  8042. else if(dir==5){
  8043. tc->val1[0]=x+1;
  8044. tc->val1[1]=x;
  8045. tc->val1[2]=x-1;
  8046. tc->val1[3]=x-2;
  8047. tc->val1[4]=x-3;
  8048. tc->val2[0]=y+3;
  8049. tc->val2[1]=y+2;
  8050. tc->val2[2]=y+1;
  8051. tc->val2[3]=y;
  8052. tc->val2[4]=y-1;
  8053. }
  8054. else if(dir==7){
  8055. tc->val1[0]=x-3;
  8056. tc->val1[1]=x-2;
  8057. tc->val1[2]=x-1;
  8058. tc->val1[3]=x;
  8059. tc->val1[4]=x+1;
  8060. tc->val2[1]=y;
  8061. tc->val2[0]=y+1;
  8062. tc->val2[2]=y-1;
  8063. tc->val2[3]=y-2;
  8064. tc->val2[4]=y-3;
  8065. }
  8066. }
  8067. /*=========================================
  8068. *
  8069. *-----------------------------------------*/
  8070. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8071. {
  8072. int c;
  8073. nullpo_retv(tc);
  8074. for( c = 0; c < 5; c++ )
  8075. {
  8076. switch( dir )
  8077. {
  8078. case 0: tc->val2[c]+=are; break;
  8079. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8080. case 2: tc->val1[c]-=are; break;
  8081. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8082. case 4: tc->val2[c]-=are; break;
  8083. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8084. case 6: tc->val1[c]+=are; break;
  8085. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8086. }
  8087. }
  8088. }
  8089. /*==========================================
  8090. * Weapon Repair [Celest/DracoRPG]
  8091. *------------------------------------------*/
  8092. void skill_repairweapon (struct map_session_data *sd, int idx)
  8093. {
  8094. int material;
  8095. int materials[4] = { 1002, 998, 999, 756 };
  8096. struct item *item;
  8097. struct map_session_data *target_sd;
  8098. nullpo_retv(sd);
  8099. target_sd = map_id2sd(sd->menuskill_val);
  8100. if (!target_sd) //Failed....
  8101. return;
  8102. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8103. return;
  8104. if(idx < 0 || idx >= MAX_INVENTORY)
  8105. return; //Invalid index??
  8106. item = &target_sd->status.inventory[idx];
  8107. if(item->nameid <= 0 || item->attribute == 0)
  8108. return; //Again invalid item....
  8109. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8110. clif_item_repaireffect(sd,item->nameid,1);
  8111. return;
  8112. }
  8113. if (itemdb_type(item->nameid)==4)
  8114. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8115. else
  8116. material = materials [2]; // Armors consume 1 Steel
  8117. if (pc_search_inventory(sd,material) < 0 ) {
  8118. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8119. return;
  8120. }
  8121. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8122. item->attribute=0;
  8123. clif_equiplist(target_sd);
  8124. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8125. clif_item_repaireffect(sd,item->nameid,0);
  8126. if(sd!=target_sd)
  8127. clif_item_repaireffect(target_sd,item->nameid,0);
  8128. }
  8129. /*==========================================
  8130. * Item Appraisal
  8131. *------------------------------------------*/
  8132. void skill_identify (struct map_session_data *sd, int idx)
  8133. {
  8134. int flag=1;
  8135. nullpo_retv(sd);
  8136. if(idx >= 0 && idx < MAX_INVENTORY) {
  8137. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8138. flag=0;
  8139. sd->status.inventory[idx].identify=1;
  8140. }
  8141. }
  8142. clif_item_identified(sd,idx,flag);
  8143. }
  8144. /*==========================================
  8145. * Weapon Refine [Celest]
  8146. *------------------------------------------*/
  8147. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8148. {
  8149. int i = 0, ep = 0, per;
  8150. int material[5] = { 0, 1010, 1011, 984, 984 };
  8151. struct item *item;
  8152. nullpo_retv(sd);
  8153. if (idx >= 0 && idx < MAX_INVENTORY)
  8154. {
  8155. struct item_data *ditem = sd->inventory_data[idx];
  8156. item = &sd->status.inventory[idx];
  8157. if(item->nameid > 0 && ditem->type == 4)
  8158. {
  8159. if( item->refine >= sd->menuskill_val
  8160. || item->refine >= MAX_REFINE // if it's no longer refineable
  8161. || ditem->flag.no_refine // if the item isn't refinable
  8162. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8163. {
  8164. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8165. return;
  8166. }
  8167. per = percentrefinery [ditem->wlv][(int)item->refine];
  8168. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8169. pc_delitem(sd, i, 1, 0);
  8170. if (per > rand() % 100) {
  8171. item->refine++;
  8172. if(item->equip) {
  8173. ep = item->equip;
  8174. pc_unequipitem(sd,idx,3);
  8175. }
  8176. clif_refine(sd->fd,0,idx,item->refine);
  8177. clif_delitem(sd,idx,1);
  8178. clif_additem(sd,idx,1,0);
  8179. if (ep)
  8180. pc_equipitem(sd,idx,ep);
  8181. clif_misceffect(&sd->bl,3);
  8182. if(item->refine == MAX_REFINE &&
  8183. item->card[0] == CARD0_FORGE &&
  8184. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8185. { // Fame point system [DracoRPG]
  8186. switch(ditem->wlv){
  8187. case 1:
  8188. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8189. break;
  8190. case 2:
  8191. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8192. break;
  8193. case 3:
  8194. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8195. break;
  8196. }
  8197. }
  8198. } else {
  8199. item->refine = 0;
  8200. if(item->equip)
  8201. pc_unequipitem(sd,idx,3);
  8202. clif_refine(sd->fd,1,idx,item->refine);
  8203. pc_delitem(sd,idx,1,0);
  8204. clif_misceffect(&sd->bl,2);
  8205. clif_emotion(&sd->bl, 23);
  8206. }
  8207. }
  8208. }
  8209. }
  8210. /*==========================================
  8211. *
  8212. *------------------------------------------*/
  8213. int skill_autospell (struct map_session_data *sd, int skillid)
  8214. {
  8215. int skilllv;
  8216. int maxlv=1,lv;
  8217. nullpo_retr(0, sd);
  8218. skilllv = sd->menuskill_val;
  8219. lv=pc_checkskill(sd,skillid);
  8220. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8221. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8222. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8223. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  8224. maxlv =10; //Soul Linker bonus. [Skotlex]
  8225. else if(skilllv==2) maxlv=1;
  8226. else if(skilllv==3) maxlv=2;
  8227. else if(skilllv>=4) maxlv=3;
  8228. }
  8229. else if(skillid==MG_SOULSTRIKE){
  8230. if(skilllv==5) maxlv=1;
  8231. else if(skilllv==6) maxlv=2;
  8232. else if(skilllv>=7) maxlv=3;
  8233. }
  8234. else if(skillid==MG_FIREBALL){
  8235. if(skilllv==8) maxlv=1;
  8236. else if(skilllv>=9) maxlv=2;
  8237. }
  8238. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8239. else return 0;
  8240. if(maxlv > lv)
  8241. maxlv = lv;
  8242. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8243. skill_get_time(SA_AUTOSPELL,skilllv));
  8244. return 0;
  8245. }
  8246. /*==========================================
  8247. * Sitting skills functions.
  8248. *------------------------------------------*/
  8249. static int skill_sit_count (struct block_list *bl, va_list ap)
  8250. {
  8251. struct map_session_data *sd;
  8252. int type =va_arg(ap,int);
  8253. sd=(struct map_session_data*)bl;
  8254. if(!pc_issit(sd))
  8255. return 0;
  8256. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8257. return 1;
  8258. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8259. return 1;
  8260. return 0;
  8261. }
  8262. static int skill_sit_in (struct block_list *bl, va_list ap)
  8263. {
  8264. struct map_session_data *sd;
  8265. int type =va_arg(ap,int);
  8266. sd=(struct map_session_data*)bl;
  8267. if(!pc_issit(sd))
  8268. return 0;
  8269. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8270. sd->state.gangsterparadise=1;
  8271. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8272. {
  8273. sd->state.rest=1;
  8274. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8275. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8276. }
  8277. return 0;
  8278. }
  8279. static int skill_sit_out (struct block_list *bl, va_list ap)
  8280. {
  8281. struct map_session_data *sd;
  8282. int type =va_arg(ap,int);
  8283. sd=(struct map_session_data*)bl;
  8284. if(sd->state.gangsterparadise && type&1)
  8285. sd->state.gangsterparadise=0;
  8286. if(sd->state.rest && type&2) {
  8287. sd->state.rest=0;
  8288. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8289. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8290. }
  8291. return 0;
  8292. }
  8293. int skill_sit (struct map_session_data *sd, int type)
  8294. {
  8295. int flag = 0;
  8296. int range = 0, lv;
  8297. nullpo_retr(0, sd);
  8298. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8299. flag|=1;
  8300. range = skill_get_splash(RG_GANGSTER, lv);
  8301. }
  8302. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8303. flag|=2;
  8304. range = skill_get_splash(TK_HPTIME, lv);
  8305. }
  8306. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8307. flag|=2;
  8308. range = skill_get_splash(TK_SPTIME, lv);
  8309. }
  8310. if (!flag) return 0;
  8311. if(type) {
  8312. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8313. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8314. } else {
  8315. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8316. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8317. }
  8318. return 0;
  8319. }
  8320. /*==========================================
  8321. *
  8322. *------------------------------------------*/
  8323. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8324. {
  8325. struct block_list *src;
  8326. int skillnum,skilllv;
  8327. unsigned int tick;
  8328. nullpo_retr(0, bl);
  8329. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8330. skillnum=va_arg(ap,int);
  8331. skilllv=va_arg(ap,int);
  8332. if(skilllv <= 0) return 0;
  8333. tick=va_arg(ap,unsigned int);
  8334. if (src == bl || status_isdead(bl))
  8335. return 0;
  8336. if (bl->type == BL_PC) {
  8337. struct map_session_data *sd = (struct map_session_data *)bl;
  8338. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8339. return 0;
  8340. }
  8341. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8342. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8343. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8344. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8345. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8346. return 0;
  8347. }
  8348. /*==========================================
  8349. *
  8350. *------------------------------------------*/
  8351. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  8352. {
  8353. int range = skill_get_unit_range(skill_num,skill_lv);
  8354. int x,y;
  8355. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  8356. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  8357. map_setcell(src->bl.m, x, y, cell, flag);
  8358. }
  8359. /*==========================================
  8360. *
  8361. *------------------------------------------*/
  8362. int skill_attack_area (struct block_list *bl, va_list ap)
  8363. {
  8364. struct block_list *src,*dsrc;
  8365. int atk_type,skillid,skilllv,flag,type;
  8366. unsigned int tick;
  8367. if(status_isdead(bl))
  8368. return 0;
  8369. atk_type = va_arg(ap,int);
  8370. src=va_arg(ap,struct block_list*);
  8371. dsrc=va_arg(ap,struct block_list*);
  8372. skillid=va_arg(ap,int);
  8373. skilllv=va_arg(ap,int);
  8374. tick=va_arg(ap,unsigned int);
  8375. flag=va_arg(ap,int);
  8376. type=va_arg(ap,int);
  8377. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8378. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8379. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8380. !status_check_skilluse(NULL, bl, skillid, 2))
  8381. return 0;
  8382. switch (skillid) {
  8383. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8384. case NPC_ACIDBREATH:
  8385. case NPC_DARKNESSBREATH:
  8386. case NPC_FIREBREATH:
  8387. case NPC_ICEBREATH:
  8388. case NPC_THUNDERBREATH:
  8389. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8390. default:
  8391. //Area-splash, disable skill animation.
  8392. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8393. }
  8394. }
  8395. /*==========================================
  8396. *
  8397. *------------------------------------------*/
  8398. int skill_clear_group (struct block_list *bl, int flag)
  8399. {
  8400. struct unit_data *ud = unit_bl2ud(bl);
  8401. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8402. int i, count=0;
  8403. nullpo_retr(0, bl);
  8404. if (!ud) return 0;
  8405. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8406. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8407. {
  8408. switch (ud->skillunit[i]->skill_id) {
  8409. case SA_DELUGE:
  8410. case SA_VOLCANO:
  8411. case SA_VIOLENTGALE:
  8412. case SA_LANDPROTECTOR:
  8413. case NJ_SUITON:
  8414. case NJ_KAENSIN:
  8415. if (flag&1)
  8416. group[count++]= ud->skillunit[i];
  8417. break;
  8418. default:
  8419. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8420. group[count++]= ud->skillunit[i];
  8421. break;
  8422. }
  8423. }
  8424. for (i=0;i<count;i++)
  8425. skill_delunitgroup(bl, group[i]);
  8426. return count;
  8427. }
  8428. /*==========================================
  8429. * Returns the first element field found [Skotlex]
  8430. *------------------------------------------*/
  8431. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8432. {
  8433. struct unit_data *ud = unit_bl2ud(bl);
  8434. int i;
  8435. nullpo_retr(0, bl);
  8436. if (!ud) return NULL;
  8437. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8438. switch (ud->skillunit[i]->skill_id) {
  8439. case SA_DELUGE:
  8440. case SA_VOLCANO:
  8441. case SA_VIOLENTGALE:
  8442. case SA_LANDPROTECTOR:
  8443. case NJ_SUITON:
  8444. return ud->skillunit[i];
  8445. }
  8446. }
  8447. return NULL;
  8448. }
  8449. // for graffiti cleaner [Valaris]
  8450. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8451. {
  8452. struct skill_unit *unit=NULL;
  8453. nullpo_retr(0, bl);
  8454. nullpo_retr(0, ap);
  8455. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8456. return 0;
  8457. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8458. skill_delunit(unit);
  8459. return 0;
  8460. }
  8461. int skill_greed (struct block_list *bl, va_list ap)
  8462. {
  8463. struct block_list *src;
  8464. struct map_session_data *sd=NULL;
  8465. struct flooritem_data *fitem=NULL;
  8466. nullpo_retr(0, bl);
  8467. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8468. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8469. pc_takeitem(sd, fitem);
  8470. return 0;
  8471. }
  8472. /*==========================================
  8473. *
  8474. *------------------------------------------*/
  8475. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8476. {
  8477. int skillid;
  8478. int *alive;
  8479. struct skill_unit *unit;
  8480. struct block_list *src;
  8481. skillid = va_arg(ap,int);
  8482. alive = va_arg(ap,int *);
  8483. src = va_arg(ap,struct block_list *);
  8484. unit = (struct skill_unit *)bl;
  8485. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8486. return 0;
  8487. switch (skillid)
  8488. {
  8489. case SA_LANDPROTECTOR:
  8490. if( unit->group->skill_id == SA_LANDPROTECTOR &&
  8491. battle_check_target(bl, src, BCT_ENEMY) > 0 )
  8492. { //Check for offensive Land Protector to delete both. [Skotlex]
  8493. (*alive) = 0;
  8494. skill_delunit(unit);
  8495. return 1;
  8496. }
  8497. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8498. { //It deletes everything except songs/dances and traps
  8499. skill_delunit(unit);
  8500. return 1;
  8501. }
  8502. break;
  8503. case HW_GANBANTEIN:
  8504. if( !(unit->group->state.song_dance&0x1) )
  8505. {// Don't touch song/dance.
  8506. skill_delunit(unit);
  8507. return 1;
  8508. }
  8509. break;
  8510. case SA_VOLCANO:
  8511. case SA_DELUGE:
  8512. case SA_VIOLENTGALE:
  8513. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8514. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8515. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8516. if (unit->range <= 0)
  8517. {
  8518. (*alive) = 0;
  8519. return 1;
  8520. }
  8521. /*
  8522. switch (unit->group->skill_id)
  8523. { //These cannot override each other.
  8524. case SA_VOLCANO:
  8525. case SA_DELUGE:
  8526. case SA_VIOLENTGALE:
  8527. (*alive) = 0;
  8528. return 1;
  8529. }
  8530. */
  8531. break;
  8532. case PF_FOGWALL:
  8533. switch(unit->group->skill_id)
  8534. {
  8535. case SA_VOLCANO: //Can't be placed on top of these
  8536. case SA_VIOLENTGALE:
  8537. (*alive) = 0;
  8538. return 1;
  8539. case SA_DELUGE:
  8540. case NJ_SUITON:
  8541. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8542. (*alive) = 2;
  8543. break;
  8544. }
  8545. break;
  8546. case HP_BASILICA:
  8547. if (unit->group->skill_id == HP_BASILICA)
  8548. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8549. (*alive) = 0;
  8550. return 1;
  8551. }
  8552. break;
  8553. }
  8554. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8555. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8556. { //It deletes everything except songs/dances/traps
  8557. (*alive) = 0;
  8558. return 1;
  8559. }
  8560. return 0;
  8561. }
  8562. /*==========================================
  8563. *
  8564. *------------------------------------------*/
  8565. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8566. {
  8567. struct mob_data* md;
  8568. struct unit_data*ud = unit_bl2ud(bl);
  8569. struct block_list *from_bl;
  8570. struct block_list *to_bl;
  8571. md = (struct mob_data*)bl;
  8572. from_bl = va_arg(ap,struct block_list *);
  8573. to_bl = va_arg(ap,struct block_list *);
  8574. if(ud && ud->target == from_bl->id)
  8575. ud->target = to_bl->id;
  8576. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8577. md->target_id = to_bl->id;
  8578. return 0;
  8579. }
  8580. /*==========================================
  8581. *
  8582. *------------------------------------------*/
  8583. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8584. {
  8585. struct block_list *src;
  8586. int tick;
  8587. struct skill_unit *unit;
  8588. struct skill_unit_group *sg;
  8589. struct block_list *ss;
  8590. src = va_arg(ap,struct block_list *);
  8591. unit = (struct skill_unit *)src;
  8592. tick = va_arg(ap,int);
  8593. nullpo_retr(0, sg = unit->group);
  8594. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8595. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8596. return 0;
  8597. switch(sg->unit_id){
  8598. case UNT_SHOCKWAVE:
  8599. case UNT_SANDMAN:
  8600. case UNT_FLASHER:
  8601. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8602. break;
  8603. case UNT_GROUNDDRIFT_WIND:
  8604. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8605. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8606. break;
  8607. case UNT_GROUNDDRIFT_DARK:
  8608. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8609. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8610. break;
  8611. case UNT_GROUNDDRIFT_POISON:
  8612. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8613. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8614. break;
  8615. case UNT_GROUNDDRIFT_WATER:
  8616. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8617. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8618. break;
  8619. case UNT_GROUNDDRIFT_FIRE:
  8620. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8621. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8622. break;
  8623. default:
  8624. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8625. break;
  8626. }
  8627. return 1;
  8628. }
  8629. /*==========================================
  8630. *
  8631. *------------------------------------------*/
  8632. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8633. {
  8634. struct status_change *sc;
  8635. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8636. int i;
  8637. nullpo_retr(0, bl);
  8638. nullpo_retr(0, sc= status_get_sc(bl));
  8639. if (!sc->count) return 0;
  8640. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8641. if (type != scs[i] && sc->data[scs[i]])
  8642. status_change_end(bl, scs[i], -1);
  8643. return 0;
  8644. }
  8645. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8646. {
  8647. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8648. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8649. bool wall = true;
  8650. int i;
  8651. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8652. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8653. { //Check for walls.
  8654. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8655. if( i == 8 )
  8656. wall = false;
  8657. }
  8658. if( sce )
  8659. {
  8660. if( !wall )
  8661. {
  8662. if( sce->val1 < 3 ) //End cloaking.
  8663. status_change_end(bl, SC_CLOAKING, -1);
  8664. else
  8665. if( sce->val4&1 )
  8666. { //Remove wall bonus
  8667. sce->val4&=~1;
  8668. status_calc_bl(bl,SCB_SPEED);
  8669. }
  8670. }
  8671. else
  8672. {
  8673. if( !(sce->val4&1) )
  8674. { //Add wall speed bonus
  8675. sce->val4|=1;
  8676. status_calc_bl(bl,SCB_SPEED);
  8677. }
  8678. }
  8679. }
  8680. return wall;
  8681. }
  8682. /*==========================================
  8683. *
  8684. *
  8685. *------------------------------------------*/
  8686. void skill_stop_dancing (struct block_list *src)
  8687. {
  8688. struct status_change* sc;
  8689. struct status_change_entry *sce;
  8690. struct skill_unit_group* group;
  8691. struct map_session_data* dsd = NULL;
  8692. nullpo_retv(src);
  8693. nullpo_retv(sc = status_get_sc(src));
  8694. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8695. return;
  8696. group = skill_id2group(sce->val2);
  8697. sce->val2 = 0;
  8698. if (sce->val4)
  8699. {
  8700. if (sce->val4 != BCT_SELF)
  8701. dsd = map_id2sd(sce->val4);
  8702. sce->val4 = 0;
  8703. }
  8704. status_change_end(src, SC_DANCING, -1);
  8705. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8706. {
  8707. sce->val4 = sce->val2 = 0;
  8708. status_change_end(&dsd->bl, SC_DANCING, -1);
  8709. }
  8710. if (group)
  8711. skill_delunitgroup(NULL, group);
  8712. }
  8713. /*==========================================
  8714. *
  8715. *------------------------------------------*/
  8716. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8717. {
  8718. struct skill_unit *unit;
  8719. nullpo_retr(NULL, group);
  8720. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8721. nullpo_retr(NULL, unit=&group->unit[idx]);
  8722. if(!unit->alive)
  8723. group->alive_count++;
  8724. unit->bl.id=map_get_new_object_id();
  8725. unit->bl.type=BL_SKILL;
  8726. unit->bl.m=group->map;
  8727. unit->bl.x=x;
  8728. unit->bl.y=y;
  8729. unit->group=group;
  8730. unit->alive=1;
  8731. unit->val1=val1;
  8732. unit->val2=val2;
  8733. idb_put(skillunit_db, unit->bl.id, unit);
  8734. map_addiddb(&unit->bl);
  8735. map_addblock(&unit->bl);
  8736. // perform oninit actions
  8737. switch (group->skill_id) {
  8738. case WZ_ICEWALL:
  8739. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8740. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8741. break;
  8742. case SA_LANDPROTECTOR:
  8743. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8744. break;
  8745. case HP_BASILICA:
  8746. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8747. break;
  8748. default:
  8749. if (group->state.song_dance&0x1) //Check for dissonance.
  8750. skill_dance_overlap(unit, 1);
  8751. break;
  8752. }
  8753. clif_skill_setunit(unit);
  8754. return unit;
  8755. }
  8756. /*==========================================
  8757. *
  8758. *------------------------------------------*/
  8759. int skill_delunit (struct skill_unit* unit)
  8760. {
  8761. struct skill_unit_group *group;
  8762. nullpo_retr(0, unit);
  8763. if( !unit->alive )
  8764. return 0;
  8765. nullpo_retr(0, group=unit->group);
  8766. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8767. skill_dance_overlap(unit, 0);
  8768. // invoke onout event
  8769. if( !unit->range )
  8770. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8771. // perform ondelete actions
  8772. switch (group->skill_id) {
  8773. case HT_ANKLESNARE:
  8774. {
  8775. struct block_list* target = map_id2bl(group->val2);
  8776. if( target )
  8777. status_change_end(target,SC_ANKLE,-1);
  8778. }
  8779. break;
  8780. case WZ_ICEWALL:
  8781. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  8782. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  8783. break;
  8784. case SA_LANDPROTECTOR:
  8785. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8786. break;
  8787. case HP_BASILICA:
  8788. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8789. break;
  8790. }
  8791. clif_skill_delunit(unit);
  8792. unit->group=NULL;
  8793. unit->alive=0;
  8794. map_delblock(&unit->bl); // don't free yet
  8795. map_deliddb(&unit->bl);
  8796. idb_remove(skillunit_db, unit->bl.id);
  8797. if(--group->alive_count==0)
  8798. skill_delunitgroup(NULL, group);
  8799. return 0;
  8800. }
  8801. /*==========================================
  8802. *
  8803. *------------------------------------------*/
  8804. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  8805. /// Returns the target skill_unit_group or NULL if not found.
  8806. struct skill_unit_group* skill_id2group(int group_id)
  8807. {
  8808. return (struct skill_unit_group*)idb_get(group_db, group_id);
  8809. }
  8810. static int skill_unit_group_newid = MAX_SKILL_DB;
  8811. /// Returns a new group_id that isn't being used in group_db.
  8812. /// Fatal error if nothing is available.
  8813. static int skill_get_new_group_id(void)
  8814. {
  8815. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  8816. return skill_unit_group_newid++;// available
  8817. {// find next id
  8818. int base_id = skill_unit_group_newid;
  8819. while( base_id != ++skill_unit_group_newid )
  8820. {
  8821. if( skill_unit_group_newid < MAX_SKILL_DB )
  8822. skill_unit_group_newid = MAX_SKILL_DB;
  8823. if( skill_id2group(skill_unit_group_newid) == NULL )
  8824. return skill_unit_group_newid++;// available
  8825. }
  8826. // full loop, nothing available
  8827. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  8828. exit(1);
  8829. }
  8830. }
  8831. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8832. {
  8833. struct unit_data* ud = unit_bl2ud( src );
  8834. struct skill_unit_group* group;
  8835. int i;
  8836. if(skilllv <= 0) return 0;
  8837. nullpo_retr(NULL, src);
  8838. nullpo_retr(NULL, ud);
  8839. // find a free spot to store the new unit group
  8840. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8841. if(i == MAX_SKILLUNITGROUP)
  8842. {
  8843. // array is full, make room by discarding oldest group
  8844. int j=0;
  8845. unsigned maxdiff=0,x,tick=gettick();
  8846. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8847. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8848. maxdiff=x;
  8849. j=i;
  8850. }
  8851. skill_delunitgroup(src, ud->skillunit[j]);
  8852. //Since elements must have shifted, we use the last slot.
  8853. i = MAX_SKILLUNITGROUP-1;
  8854. }
  8855. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8856. group->src_id = src->id;
  8857. group->party_id = status_get_party_id(src);
  8858. group->guild_id = status_get_guild_id(src);
  8859. group->bg_id = bg_team_get_id(src);
  8860. group->group_id = skill_get_new_group_id();
  8861. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8862. group->unit_count = count;
  8863. group->alive_count = 0;
  8864. group->val1 = 0;
  8865. group->val2 = 0;
  8866. group->val3 = 0;
  8867. group->skill_id = skillid;
  8868. group->skill_lv = skilllv;
  8869. group->unit_id = unit_id;
  8870. group->map = src->m;
  8871. group->limit = limit;
  8872. group->interval = interval;
  8873. group->tick = gettick();
  8874. group->valstr = NULL;
  8875. ud->skillunit[i] = group;
  8876. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8877. group->tick += 1500;
  8878. idb_put(group_db, group->group_id, group);
  8879. return group;
  8880. }
  8881. /*==========================================
  8882. *
  8883. *------------------------------------------*/
  8884. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8885. {
  8886. struct unit_data *ud;
  8887. int i,j;
  8888. nullpo_retr(0, group);
  8889. if (!src) src=map_id2bl(group->src_id);
  8890. ud = unit_bl2ud(src);
  8891. if(!src || !ud) {
  8892. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8893. return 0;
  8894. }
  8895. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8896. {
  8897. struct status_change* sc = status_get_sc(src);
  8898. if (sc && sc->data[SC_DANCING])
  8899. {
  8900. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8901. status_change_end(src,SC_DANCING,-1);
  8902. }
  8903. }
  8904. // end Gospel's status change on 'src'
  8905. // (needs to be done when the group is deleted by other means than skill deactivation)
  8906. if (group->unit_id == UNT_GOSPEL) {
  8907. struct status_change *sc = status_get_sc(src);
  8908. if(sc && sc->data[SC_GOSPEL]) {
  8909. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8910. status_change_end(src,SC_GOSPEL,-1);
  8911. }
  8912. }
  8913. if (group->skill_id == SG_SUN_WARM ||
  8914. group->skill_id == SG_MOON_WARM ||
  8915. group->skill_id == SG_STAR_WARM) {
  8916. struct status_change *sc = status_get_sc(src);
  8917. if(sc && sc->data[SC_WARM]) {
  8918. sc->data[SC_WARM]->val4 = 0;
  8919. status_change_end(src,SC_WARM,-1);
  8920. }
  8921. }
  8922. if (src->type==BL_PC && group->state.ammo_consume)
  8923. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8924. group->alive_count=0;
  8925. // remove all unit cells
  8926. if(group->unit != NULL)
  8927. for( i = 0; i < group->unit_count; i++ )
  8928. skill_delunit(&group->unit[i]);
  8929. // clear Talkie-box string
  8930. if( group->valstr != NULL )
  8931. {
  8932. aFree(group->valstr);
  8933. group->valstr = NULL;
  8934. }
  8935. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  8936. idb_remove(group_db, group->group_id);
  8937. group->unit=NULL;
  8938. group->group_id=0;
  8939. group->unit_count=0;
  8940. // locate this group, swap with the last entry and delete it
  8941. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  8942. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  8943. if( i < MAX_SKILLUNITGROUP )
  8944. {
  8945. ud->skillunit[i] = ud->skillunit[j];
  8946. ud->skillunit[j] = NULL;
  8947. ers_free(skill_unit_ers, group);
  8948. }
  8949. else
  8950. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8951. return 1;
  8952. }
  8953. /*==========================================
  8954. *
  8955. *------------------------------------------*/
  8956. int skill_clear_unitgroup (struct block_list *src)
  8957. {
  8958. struct unit_data *ud = unit_bl2ud(src);
  8959. nullpo_retr(0, ud);
  8960. while (ud->skillunit[0])
  8961. skill_delunitgroup(src, ud->skillunit[0]);
  8962. return 1;
  8963. }
  8964. /*==========================================
  8965. *
  8966. *------------------------------------------*/
  8967. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8968. {
  8969. int i,j=-1,k,s,id;
  8970. struct unit_data *ud;
  8971. struct skill_unit_group_tickset *set;
  8972. nullpo_retr(0, bl);
  8973. if (group->interval==-1)
  8974. return NULL;
  8975. ud = unit_bl2ud(bl);
  8976. if (!ud) return NULL;
  8977. set = ud->skillunittick;
  8978. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8979. id = s = group->skill_id;
  8980. else
  8981. id = s = group->group_id;
  8982. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8983. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8984. if (set[k].id == id)
  8985. return &set[k];
  8986. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8987. j=k;
  8988. }
  8989. if (j == -1) {
  8990. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8991. j = id % MAX_SKILLUNITGROUPTICKSET;
  8992. }
  8993. set[j].id = id;
  8994. set[j].tick = tick;
  8995. return &set[j];
  8996. }
  8997. /*==========================================
  8998. *
  8999. *------------------------------------------*/
  9000. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9001. {
  9002. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9003. struct skill_unit_group* group = unit->group;
  9004. unsigned int tick = va_arg(ap,unsigned int);
  9005. if( !unit->alive || bl->prev == NULL )
  9006. return 0;
  9007. nullpo_retr(0, group);
  9008. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9009. return 0; //AoE skills are ineffective. [Skotlex]
  9010. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9011. return 0;
  9012. skill_unit_onplace_timer(unit,bl,tick);
  9013. return 1;
  9014. }
  9015. /*==========================================
  9016. *
  9017. *------------------------------------------*/
  9018. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  9019. {
  9020. struct skill_unit* unit = (struct skill_unit*)data;
  9021. struct skill_unit_group* group = unit->group;
  9022. unsigned int tick = va_arg(ap,unsigned int);
  9023. bool dissonance;
  9024. struct block_list* bl = &unit->bl;
  9025. if( !unit->alive )
  9026. return 0;
  9027. nullpo_retr(0, group);
  9028. dissonance = skill_dance_switch(unit, 0);
  9029. if( unit->range >= 0 && group->interval != -1 )
  9030. {
  9031. if( battle_config.skill_wall_check )
  9032. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9033. else
  9034. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9035. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  9036. group->unit_id = UNT_USED_TRAPS;
  9037. if( !unit->alive )
  9038. {
  9039. if( dissonance ) skill_dance_switch(unit, 1);
  9040. return 0;
  9041. }
  9042. }
  9043. if( dissonance ) skill_dance_switch(unit, 1);
  9044. // check for expiration
  9045. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9046. {// skill unit expired (inlined from skill_unit_onlimit())
  9047. switch( group->unit_id )
  9048. {
  9049. case UNT_BLASTMINE:
  9050. case UNT_GROUNDDRIFT_WIND:
  9051. case UNT_GROUNDDRIFT_DARK:
  9052. case UNT_GROUNDDRIFT_POISON:
  9053. case UNT_GROUNDDRIFT_WATER:
  9054. case UNT_GROUNDDRIFT_FIRE:
  9055. group->unit_id = UNT_USED_TRAPS;
  9056. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9057. group->limit=DIFF_TICK(tick+1500,group->tick);
  9058. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9059. break;
  9060. case UNT_ANKLESNARE:
  9061. if( group->val2 > 0 ) {
  9062. // Used Trap don't returns back to item
  9063. skill_delunit(unit);
  9064. break;
  9065. }
  9066. case UNT_SKIDTRAP:
  9067. case UNT_LANDMINE:
  9068. case UNT_SHOCKWAVE:
  9069. case UNT_SANDMAN:
  9070. case UNT_FLASHER:
  9071. case UNT_FREEZINGTRAP:
  9072. case UNT_CLAYMORETRAP:
  9073. case UNT_TALKIEBOX:
  9074. {
  9075. struct block_list* src;
  9076. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  9077. { // revert unit back into a trap
  9078. struct item item_tmp;
  9079. memset(&item_tmp,0,sizeof(item_tmp));
  9080. item_tmp.nameid = ITEMID_TRAP;
  9081. item_tmp.identify = 1;
  9082. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9083. }
  9084. skill_delunit(unit);
  9085. }
  9086. break;
  9087. case UNT_WARP_ACTIVE:
  9088. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  9089. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  9090. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  9091. // restart timers
  9092. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  9093. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  9094. // apply effect to all units standing on it
  9095. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9096. break;
  9097. case UNT_CALLFAMILY:
  9098. {
  9099. struct map_session_data *sd = NULL;
  9100. if(group->val1) {
  9101. sd = map_charid2sd(group->val1);
  9102. group->val1 = 0;
  9103. if (sd && !map[sd->bl.m].flag.nowarp)
  9104. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9105. }
  9106. if(group->val2) {
  9107. sd = map_charid2sd(group->val2);
  9108. group->val2 = 0;
  9109. if (sd && !map[sd->bl.m].flag.nowarp)
  9110. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  9111. }
  9112. skill_delunit(unit);
  9113. }
  9114. break;
  9115. default:
  9116. skill_delunit(unit);
  9117. }
  9118. }
  9119. else
  9120. {// skill unit is still active
  9121. switch( group->unit_id )
  9122. {
  9123. case UNT_ICEWALL:
  9124. // icewall loses 50 hp every second
  9125. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  9126. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9127. unit->limit = DIFF_TICK(tick+700,group->tick);
  9128. break;
  9129. case UNT_SKIDTRAP:
  9130. case UNT_LANDMINE:
  9131. case UNT_SHOCKWAVE:
  9132. case UNT_SANDMAN:
  9133. case UNT_FLASHER:
  9134. case UNT_FREEZINGTRAP:
  9135. case UNT_TALKIEBOX:
  9136. case UNT_ANKLESNARE:
  9137. if( unit->val1 <= 0 ) {
  9138. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  9139. skill_delunit(unit);
  9140. else {
  9141. group->unit_id = UNT_USED_TRAPS;
  9142. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  9143. }
  9144. }
  9145. break;
  9146. case UNT_TATAMIGAESHI:
  9147. if( unit->range >= 0 )
  9148. { //Disable processed cell.
  9149. unit->range = -1;
  9150. if (--group->val1 <= 0) // number of live cells
  9151. { //All tiles were processed, disable skill.
  9152. group->target_flag=BCT_NOONE;
  9153. group->bl_flag= BL_NUL;
  9154. }
  9155. }
  9156. break;
  9157. }
  9158. }
  9159. return 0;
  9160. }
  9161. /*==========================================
  9162. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  9163. *------------------------------------------*/
  9164. int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
  9165. {
  9166. map_freeblock_lock();
  9167. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  9168. map_freeblock_unlock();
  9169. return 0;
  9170. }
  9171. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  9172. /*==========================================
  9173. *
  9174. *------------------------------------------*/
  9175. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9176. {
  9177. struct skill_unit* unit = (struct skill_unit *)bl;
  9178. struct skill_unit_group* group = unit->group;
  9179. struct block_list* target = va_arg(ap,struct block_list*);
  9180. unsigned int tick = va_arg(ap,unsigned int);
  9181. int flag = va_arg(ap,int);
  9182. bool dissonance;
  9183. int skill_id;
  9184. int i;
  9185. nullpo_retr(0, group);
  9186. if( !unit->alive || target->prev == NULL )
  9187. return 0;
  9188. dissonance = skill_dance_switch(unit, 0);
  9189. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9190. skill_id = unit->group->skill_id;
  9191. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9192. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  9193. if( dissonance ) skill_dance_switch(unit, 1);
  9194. return 0;
  9195. }
  9196. //Target-type check.
  9197. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9198. {
  9199. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9200. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9201. if( flag&1 )
  9202. {
  9203. if( flag&2 )
  9204. { //Clear this skill id.
  9205. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9206. if( i < ARRAYLENGTH(skill_unit_temp) )
  9207. skill_unit_temp[i] = 0;
  9208. }
  9209. }
  9210. else
  9211. {
  9212. if( flag&2 )
  9213. { //Store this skill id.
  9214. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9215. if( i < ARRAYLENGTH(skill_unit_temp) )
  9216. skill_unit_temp[i] = skill_id;
  9217. else
  9218. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9219. }
  9220. }
  9221. if( flag&4 )
  9222. skill_unit_onleft(skill_id,target,tick);
  9223. }
  9224. if( dissonance ) skill_dance_switch(unit, 1);
  9225. return 0;
  9226. }
  9227. else
  9228. {
  9229. if( flag&1 )
  9230. {
  9231. int result = skill_unit_onplace(unit,target,tick);
  9232. if( flag&2 && result )
  9233. { //Clear skill ids we have stored in onout.
  9234. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9235. if( i < ARRAYLENGTH(skill_unit_temp) )
  9236. skill_unit_temp[i] = 0;
  9237. }
  9238. }
  9239. else
  9240. {
  9241. int result = skill_unit_onout(unit,target,tick);
  9242. if( flag&2 && result )
  9243. { //Store this unit id.
  9244. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  9245. if( i < ARRAYLENGTH(skill_unit_temp) )
  9246. skill_unit_temp[i] = skill_id;
  9247. else
  9248. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9249. }
  9250. }
  9251. //TODO: Normally, this is dangerous since the unit and group could be freed
  9252. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9253. //cells do not get deleted within them. [Skotlex]
  9254. if( dissonance ) skill_dance_switch(unit, 1);
  9255. if( flag&4 )
  9256. skill_unit_onleft(skill_id,target,tick);
  9257. return 1;
  9258. }
  9259. }
  9260. /*==========================================
  9261. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9262. * Flag values:
  9263. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9264. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9265. * units to figure out when they have left a group.
  9266. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9267. *------------------------------------------*/
  9268. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9269. {
  9270. nullpo_retr(0, bl);
  9271. if( bl->prev == NULL )
  9272. return 0;
  9273. if( flag&2 && !(flag&1) )
  9274. { //Onout, clear data
  9275. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  9276. }
  9277. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9278. if( flag&2 && flag&1 )
  9279. { //Onplace, check any skill units you have left.
  9280. int i;
  9281. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  9282. if( skill_unit_temp[i] )
  9283. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9284. }
  9285. return 0;
  9286. }
  9287. /*==========================================
  9288. *
  9289. *------------------------------------------*/
  9290. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9291. {
  9292. int i,j;
  9293. unsigned int tick = gettick();
  9294. int *m_flag;
  9295. struct skill_unit *unit1;
  9296. struct skill_unit *unit2;
  9297. if (group == NULL)
  9298. return 0;
  9299. if (group->unit_count<=0)
  9300. return 0;
  9301. if (group->unit==NULL)
  9302. return 0;
  9303. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  9304. return 0; //Ensembles may not be moved around.
  9305. if( group->unit_id == UNT_ICEWALL )
  9306. return 0; //Icewalls don't get knocked back
  9307. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9308. // m_flag
  9309. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9310. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9311. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9312. // 3: Both 1+2.
  9313. for(i=0;i<group->unit_count;i++){
  9314. unit1=&group->unit[i];
  9315. if (!unit1->alive || unit1->bl.m!=m)
  9316. continue;
  9317. for(j=0;j<group->unit_count;j++){
  9318. unit2=&group->unit[j];
  9319. if (!unit2->alive)
  9320. continue;
  9321. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9322. m_flag[i] |= 0x1;
  9323. }
  9324. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9325. m_flag[i] |= 0x2;
  9326. }
  9327. }
  9328. }
  9329. j = 0;
  9330. for (i=0;i<group->unit_count;i++) {
  9331. unit1=&group->unit[i];
  9332. if (!unit1->alive)
  9333. continue;
  9334. if (!(m_flag[i]&0x2)) {
  9335. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  9336. skill_dance_overlap(unit1, 0);
  9337. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9338. }
  9339. //Move Cell using "smart" criteria (avoid useless moving around)
  9340. switch(m_flag[i])
  9341. {
  9342. case 0:
  9343. //Cell moves independently, safely move it.
  9344. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9345. break;
  9346. case 1:
  9347. //Cell moves unto another cell, look for a replacement cell that won't collide
  9348. //and has no cell moving into it (flag == 2)
  9349. for(;j<group->unit_count;j++)
  9350. {
  9351. if(m_flag[j]!=2 || !group->unit[j].alive)
  9352. continue;
  9353. //Move to where this cell would had moved.
  9354. unit2 = &group->unit[j];
  9355. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9356. j++; //Skip this cell as we have used it.
  9357. break;
  9358. }
  9359. break;
  9360. case 2:
  9361. case 3:
  9362. break; //Don't move the cell as a cell will end on this tile anyway.
  9363. }
  9364. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9365. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9366. skill_dance_overlap(unit1, 1);
  9367. clif_skill_setunit(unit1);
  9368. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9369. }
  9370. }
  9371. aFree(m_flag);
  9372. return 0;
  9373. }
  9374. /*==========================================
  9375. *
  9376. *------------------------------------------*/
  9377. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9378. {
  9379. int i,j;
  9380. nullpo_retr(0, sd);
  9381. if(nameid<=0)
  9382. return 0;
  9383. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9384. if(skill_produce_db[i].nameid == nameid )
  9385. break;
  9386. }
  9387. if( i >= MAX_SKILL_PRODUCE_DB )
  9388. return 0;
  9389. if(trigger>=0){
  9390. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9391. if(skill_produce_db[i].itemlv!=trigger)
  9392. return 0;
  9393. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9394. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9395. return 0;
  9396. } else { // Weapon (itemlv must be higher or equal)
  9397. if(skill_produce_db[i].itemlv>trigger)
  9398. return 0;
  9399. }
  9400. }
  9401. if((j=skill_produce_db[i].req_skill)>0 &&
  9402. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9403. return 0;
  9404. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9405. int id,x,y;
  9406. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9407. continue;
  9408. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9409. if(pc_search_inventory(sd,id) < 0)
  9410. return 0;
  9411. }
  9412. else {
  9413. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9414. if( sd->status.inventory[y].nameid == id )
  9415. x+=sd->status.inventory[y].amount;
  9416. if(x<qty*skill_produce_db[i].mat_amount[j])
  9417. return 0;
  9418. }
  9419. }
  9420. return i+1;
  9421. }
  9422. /*==========================================
  9423. *
  9424. *------------------------------------------*/
  9425. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9426. {
  9427. int slot[3];
  9428. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9429. struct status_data *status;
  9430. nullpo_retr(0, sd);
  9431. status = status_get_status_data(&sd->bl);
  9432. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9433. return 0;
  9434. idx--;
  9435. if (qty < 1)
  9436. qty = 1;
  9437. if (!skill_id) //A skill can be specified for some override cases.
  9438. skill_id = skill_produce_db[idx].req_skill;
  9439. slot[0]=slot1;
  9440. slot[1]=slot2;
  9441. slot[2]=slot3;
  9442. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9443. int j;
  9444. if( slot[i]<=0 )
  9445. continue;
  9446. j = pc_search_inventory(sd,slot[i]);
  9447. if(j < 0)
  9448. continue;
  9449. if(slot[i]==1000){ /* Star Crumb */
  9450. pc_delitem(sd,j,1,1);
  9451. sc++;
  9452. }
  9453. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9454. static const int ele_table[4]={3,1,4,2};
  9455. pc_delitem(sd,j,1,1);
  9456. ele=ele_table[slot[i]-994];
  9457. }
  9458. }
  9459. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9460. int j,id,x;
  9461. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9462. continue;
  9463. x=qty*skill_produce_db[idx].mat_amount[i];
  9464. do{
  9465. int y=0;
  9466. j = pc_search_inventory(sd,id);
  9467. if(j >= 0){
  9468. y = sd->status.inventory[j].amount;
  9469. if(y>x)y=x;
  9470. pc_delitem(sd,j,y,0);
  9471. } else
  9472. ShowError("skill_produce_mix: material item error\n");
  9473. x-=y;
  9474. }while( j>=0 && x>0 );
  9475. }
  9476. if((equip=itemdb_isequip(nameid)))
  9477. wlv = itemdb_wlv(nameid);
  9478. if(!equip) {
  9479. switch(skill_id){
  9480. case BS_IRON:
  9481. case BS_STEEL:
  9482. case BS_ENCHANTEDSTONE:
  9483. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9484. i = pc_checkskill(sd,skill_id);
  9485. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9486. switch(nameid){
  9487. case 998: // Iron
  9488. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9489. break;
  9490. case 999: // Steel
  9491. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9492. break;
  9493. case 1000: //Star Crumb
  9494. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9495. break;
  9496. default: // Enchanted Stones
  9497. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9498. break;
  9499. }
  9500. break;
  9501. case ASC_CDP:
  9502. make_per = (2000 + 40*status->dex + 20*status->luk);
  9503. break;
  9504. case AL_HOLYWATER:
  9505. make_per = 100000; //100% success
  9506. break;
  9507. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9508. case AM_TWILIGHT1:
  9509. case AM_TWILIGHT2:
  9510. case AM_TWILIGHT3:
  9511. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  9512. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9513. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  9514. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  9515. int skill;
  9516. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  9517. make_per += skill*100; //+1% bonus per level
  9518. }
  9519. switch(nameid){
  9520. case 501: // Red Potion
  9521. case 503: // Yellow Potion
  9522. case 504: // White Potion
  9523. make_per += (1+rand()%100)*10 + 2000;
  9524. break;
  9525. case 970: // Alcohol
  9526. make_per += (1+rand()%100)*10 + 1000;
  9527. break;
  9528. case 7135: // Bottle Grenade
  9529. case 7136: // Acid Bottle
  9530. case 7137: // Plant Bottle
  9531. case 7138: // Marine Sphere Bottle
  9532. make_per += (1+rand()%100)*10;
  9533. break;
  9534. case 546: // Condensed Yellow Potion
  9535. make_per -= (1+rand()%50)*10;
  9536. break;
  9537. case 547: // Condensed White Potion
  9538. case 7139: // Glistening Coat
  9539. make_per -= (1+rand()%100)*10;
  9540. break;
  9541. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  9542. case 505: // Blue Potion
  9543. case 545: // Condensed Red Potion
  9544. case 605: // Anodyne
  9545. case 606: // Aloevera
  9546. default:
  9547. break;
  9548. }
  9549. if(battle_config.pp_rate != 100)
  9550. make_per = make_per * battle_config.pp_rate / 100;
  9551. break;
  9552. case SA_CREATECON: // Elemental Converter Creation
  9553. make_per = 100000; // should be 100% success rate
  9554. break;
  9555. default:
  9556. if (sd->menuskill_id == AM_PHARMACY &&
  9557. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9558. { //Assume Cooking Dish
  9559. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9560. make_per = 10000; //100% Success
  9561. else
  9562. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9563. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9564. break;
  9565. }
  9566. make_per = 5000;
  9567. break;
  9568. }
  9569. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9570. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9571. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9572. 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
  9573. 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
  9574. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9575. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9576. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9577. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9578. if(battle_config.wp_rate != 100)
  9579. make_per = make_per * battle_config.wp_rate / 100;
  9580. }
  9581. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9582. make_per = (make_per * 70) / 100; //Baby penalty is 30%
  9583. if(make_per < 1) make_per = 1;
  9584. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9585. struct item tmp_item;
  9586. memset(&tmp_item,0,sizeof(tmp_item));
  9587. tmp_item.nameid=nameid;
  9588. tmp_item.amount=1;
  9589. tmp_item.identify=1;
  9590. if(equip){
  9591. tmp_item.card[0]=CARD0_FORGE;
  9592. tmp_item.card[1]=((sc*5)<<8)+ele;
  9593. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9594. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9595. } else {
  9596. //Flag is only used on the end, so it can be used here. [Skotlex]
  9597. switch (skill_id) {
  9598. case BS_DAGGER:
  9599. case BS_SWORD:
  9600. case BS_TWOHANDSWORD:
  9601. case BS_AXE:
  9602. case BS_MACE:
  9603. case BS_KNUCKLE:
  9604. case BS_SPEAR:
  9605. flag = battle_config.produce_item_name_input&0x1;
  9606. break;
  9607. case AM_PHARMACY:
  9608. case AM_TWILIGHT1:
  9609. case AM_TWILIGHT2:
  9610. case AM_TWILIGHT3:
  9611. flag = battle_config.produce_item_name_input&0x2;
  9612. break;
  9613. case AL_HOLYWATER:
  9614. flag = battle_config.produce_item_name_input&0x8;
  9615. break;
  9616. case ASC_CDP:
  9617. flag = battle_config.produce_item_name_input&0x10;
  9618. break;
  9619. default:
  9620. flag = battle_config.produce_item_name_input&0x80;
  9621. break;
  9622. }
  9623. if (flag) {
  9624. tmp_item.card[0]=CARD0_CREATE;
  9625. tmp_item.card[1]=0;
  9626. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9627. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9628. }
  9629. }
  9630. // if(log_config.produce > 0)
  9631. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9632. //TODO update PICKLOG
  9633. if(equip){
  9634. clif_produceeffect(sd,0,nameid);
  9635. clif_misceffect(&sd->bl,3);
  9636. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9637. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9638. } else {
  9639. int fame = 0;
  9640. tmp_item.amount = 0;
  9641. for (i=0; i< qty; i++)
  9642. { //Apply quantity modifiers.
  9643. if (rand()%10000 < make_per || qty == 1)
  9644. { //Success
  9645. tmp_item.amount++;
  9646. if(nameid < 545 || nameid > 547)
  9647. continue;
  9648. if(skill_id != AM_PHARMACY &&
  9649. skill_id != AM_TWILIGHT1 &&
  9650. skill_id != AM_TWILIGHT2 &&
  9651. skill_id != AM_TWILIGHT3)
  9652. continue;
  9653. //Add fame as needed.
  9654. switch(++sd->potion_success_counter) {
  9655. case 3:
  9656. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9657. break;
  9658. case 5:
  9659. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9660. break;
  9661. case 7:
  9662. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9663. break;
  9664. case 10:
  9665. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9666. sd->potion_success_counter = 0;
  9667. break;
  9668. }
  9669. } else //Failure
  9670. sd->potion_success_counter = 0;
  9671. }
  9672. if (fame)
  9673. pc_addfame(sd,fame);
  9674. //Visual effects and the like.
  9675. switch (skill_id) {
  9676. case AM_PHARMACY:
  9677. case AM_TWILIGHT1:
  9678. case AM_TWILIGHT2:
  9679. case AM_TWILIGHT3:
  9680. case ASC_CDP:
  9681. clif_produceeffect(sd,2,nameid);
  9682. clif_misceffect(&sd->bl,5);
  9683. break;
  9684. case BS_IRON:
  9685. case BS_STEEL:
  9686. case BS_ENCHANTEDSTONE:
  9687. clif_produceeffect(sd,0,nameid);
  9688. clif_misceffect(&sd->bl,3);
  9689. break;
  9690. default: //Those that don't require a skill?
  9691. if (skill_produce_db[idx].itemlv>10 &&
  9692. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9693. clif_specialeffect(&sd->bl, 608, AREA);
  9694. break;
  9695. }
  9696. }
  9697. if (tmp_item.amount) { //Success
  9698. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9699. clif_additem(sd,0,0,flag);
  9700. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9701. }
  9702. return 1;
  9703. }
  9704. }
  9705. //Failure
  9706. // if(log_config.produce)
  9707. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9708. //TODO update PICKLOG
  9709. if(equip){
  9710. clif_produceeffect(sd,1,nameid);
  9711. clif_misceffect(&sd->bl,2);
  9712. } else {
  9713. switch (skill_id) {
  9714. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9715. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9716. case AM_PHARMACY:
  9717. case AM_TWILIGHT1:
  9718. case AM_TWILIGHT2:
  9719. case AM_TWILIGHT3:
  9720. clif_produceeffect(sd,3,nameid);
  9721. clif_misceffect(&sd->bl,6);
  9722. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9723. break;
  9724. case BS_IRON:
  9725. case BS_STEEL:
  9726. case BS_ENCHANTEDSTONE:
  9727. clif_produceeffect(sd,1,nameid);
  9728. clif_misceffect(&sd->bl,2);
  9729. break;
  9730. default:
  9731. if (skill_produce_db[idx].itemlv>10 &&
  9732. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9733. clif_specialeffect(&sd->bl, 609, AREA);
  9734. }
  9735. }
  9736. return 0;
  9737. }
  9738. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9739. {
  9740. int i,j,flag,index=-1;
  9741. struct item tmp_item;
  9742. nullpo_retr(0, sd);
  9743. if(nameid <= 0)
  9744. return 1;
  9745. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9746. if(nameid == skill_arrow_db[i].nameid) {
  9747. index = i;
  9748. break;
  9749. }
  9750. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9751. return 1;
  9752. pc_delitem(sd,j,1,0);
  9753. for(i=0;i<5;i++) {
  9754. memset(&tmp_item,0,sizeof(tmp_item));
  9755. tmp_item.identify = 1;
  9756. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9757. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9758. if(battle_config.produce_item_name_input&0x4) {
  9759. tmp_item.card[0]=CARD0_CREATE;
  9760. tmp_item.card[1]=0;
  9761. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9762. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9763. }
  9764. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9765. continue;
  9766. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9767. clif_additem(sd,0,0,flag);
  9768. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9769. }
  9770. }
  9771. return 0;
  9772. }
  9773. /*==========================================
  9774. *
  9775. *------------------------------------------*/
  9776. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
  9777. {
  9778. struct map_session_data *sd = map_id2sd(id);
  9779. if (data <= 0 || data >= MAX_SKILL)
  9780. return 0;
  9781. if (sd) sd->blockskill[data] = 0;
  9782. return 1;
  9783. }
  9784. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9785. {
  9786. nullpo_retr (-1, sd);
  9787. skillid = skill_get_index(skillid);
  9788. if (skillid == 0)
  9789. return -1;
  9790. if (tick < 1) {
  9791. sd->blockskill[skillid] = 0;
  9792. return -1;
  9793. }
  9794. sd->blockskill[skillid] = 1;
  9795. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9796. }
  9797. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  9798. {
  9799. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9800. if (data <= 0 || data >= MAX_SKILL)
  9801. return 0;
  9802. if (hd) hd->blockskill[data] = 0;
  9803. return 1;
  9804. }
  9805. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9806. {
  9807. nullpo_retr (-1, hd);
  9808. skillid = skill_get_index(skillid);
  9809. if (skillid == 0)
  9810. return -1;
  9811. if (tick < 1) {
  9812. hd->blockskill[skillid] = 0;
  9813. return -1;
  9814. }
  9815. hd->blockskill[skillid] = 1;
  9816. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  9817. }
  9818. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
  9819. {
  9820. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  9821. if( data <= 0 || data >= MAX_SKILL )
  9822. return 0;
  9823. if( md ) md->blockskill[data] = 0;
  9824. return 1;
  9825. }
  9826. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  9827. {
  9828. nullpo_retr (-1, md);
  9829. if( (skillid = skill_get_index(skillid)) == 0 )
  9830. return -1;
  9831. if( tick < 1 )
  9832. {
  9833. md->blockskill[skillid] = 0;
  9834. return -1;
  9835. }
  9836. md->blockskill[skillid] = 1;
  9837. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  9838. }
  9839. /*
  9840. *
  9841. */
  9842. int skill_split_str (char *str, char **val, int num)
  9843. {
  9844. int i;
  9845. for( i = 0; i < num && str; i++ )
  9846. {
  9847. val[i] = str;
  9848. str = strchr(str,',');
  9849. if( str )
  9850. *str++=0;
  9851. }
  9852. return i;
  9853. }
  9854. /*
  9855. *
  9856. */
  9857. int skill_split_atoi (char *str, int *val)
  9858. {
  9859. int i, j, diff, step = 1;
  9860. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9861. if (!str) break;
  9862. val[i] = atoi(str);
  9863. str = strchr(str,':');
  9864. if (str)
  9865. *str++=0;
  9866. }
  9867. if(i==0) //No data found.
  9868. return 0;
  9869. if(i==1)
  9870. { //Single value, have the whole range have the same value.
  9871. for (; i < MAX_SKILL_LEVEL; i++)
  9872. val[i] = val[i-1];
  9873. return i;
  9874. }
  9875. //Check for linear change with increasing steps until we reach half of the data acquired.
  9876. for (step = 1; step <= i/2; step++)
  9877. {
  9878. diff = val[i-1] - val[i-step-1];
  9879. for(j = i-1; j >= step; j--)
  9880. if ((val[j]-val[j-step]) != diff)
  9881. break;
  9882. if (j>=step) //No match, try next step.
  9883. continue;
  9884. for(; i < MAX_SKILL_LEVEL; i++)
  9885. { //Apply linear increase
  9886. val[i] = val[i-step]+diff;
  9887. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9888. { val[i] = 1; diff = 0; step = 1; }
  9889. }
  9890. return i;
  9891. }
  9892. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9893. for (;i<MAX_SKILL_LEVEL; i++)
  9894. val[i] = val[i-1];
  9895. return i;
  9896. }
  9897. /*
  9898. *
  9899. */
  9900. void skill_init_unit_layout (void)
  9901. {
  9902. int i,j,size,pos = 0;
  9903. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9904. // standard square layouts go first
  9905. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9906. size = i*2+1;
  9907. skill_unit_layout[i].count = size*size;
  9908. for (j=0; j<size*size; j++) {
  9909. skill_unit_layout[i].dx[j] = (j%size-i);
  9910. skill_unit_layout[i].dy[j] = (j/size-i);
  9911. }
  9912. }
  9913. // afterwards add special ones
  9914. pos = i;
  9915. for (i=0;i<MAX_SKILL_DB;i++) {
  9916. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9917. continue;
  9918. switch (i) {
  9919. case MG_FIREWALL:
  9920. case WZ_ICEWALL:
  9921. // these will be handled later
  9922. break;
  9923. case PR_SANCTUARY:
  9924. case NPC_EVILLAND:
  9925. {
  9926. static const int dx[] = {
  9927. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9928. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9929. static const int dy[]={
  9930. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9931. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9932. skill_unit_layout[pos].count = 21;
  9933. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9934. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9935. break;
  9936. }
  9937. case PR_MAGNUS:
  9938. {
  9939. static const int dx[] = {
  9940. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9941. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9942. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9943. static const int dy[] = {
  9944. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9945. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9946. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9947. skill_unit_layout[pos].count = 33;
  9948. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9949. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9950. break;
  9951. }
  9952. case AS_VENOMDUST:
  9953. {
  9954. static const int dx[] = {-1, 0, 0, 0, 1};
  9955. static const int dy[] = { 0,-1, 0, 1, 0};
  9956. skill_unit_layout[pos].count = 5;
  9957. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9958. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9959. break;
  9960. }
  9961. case CR_GRANDCROSS:
  9962. case NPC_GRANDDARKNESS:
  9963. {
  9964. static const int dx[] = {
  9965. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9966. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9967. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9968. static const int dy[] = {
  9969. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9970. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9971. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9972. skill_unit_layout[pos].count = 29;
  9973. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9974. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9975. break;
  9976. }
  9977. case PF_FOGWALL:
  9978. {
  9979. static const int dx[] = {
  9980. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9981. static const int dy[] = {
  9982. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9983. skill_unit_layout[pos].count = 15;
  9984. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9985. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9986. break;
  9987. }
  9988. case PA_GOSPEL:
  9989. {
  9990. static const int dx[] = {
  9991. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9992. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9993. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9994. -1, 0, 1};
  9995. static const int dy[] = {
  9996. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9997. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9998. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9999. 3, 3, 3};
  10000. skill_unit_layout[pos].count = 33;
  10001. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10002. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10003. break;
  10004. }
  10005. case NJ_KAENSIN:
  10006. {
  10007. 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};
  10008. 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};
  10009. skill_unit_layout[pos].count = 24;
  10010. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10011. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10012. break;
  10013. }
  10014. case NJ_TATAMIGAESHI:
  10015. {
  10016. //Level 1 (count 4, cross of 3x3)
  10017. static const int dx1[] = {-1, 1, 0, 0};
  10018. static const int dy1[] = { 0, 0,-1, 1};
  10019. //Level 2-3 (count 8, cross of 5x5)
  10020. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10021. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10022. //Level 4-5 (count 12, cross of 7x7
  10023. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10024. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10025. //lv1
  10026. j = 0;
  10027. skill_unit_layout[pos].count = 4;
  10028. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10029. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10030. skill_db[i].unit_layout_type[j] = pos;
  10031. //lv2/3
  10032. j++;
  10033. pos++;
  10034. skill_unit_layout[pos].count = 8;
  10035. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10036. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10037. skill_db[i].unit_layout_type[j] = pos;
  10038. skill_db[i].unit_layout_type[++j] = pos;
  10039. //lv4/5
  10040. j++;
  10041. pos++;
  10042. skill_unit_layout[pos].count = 12;
  10043. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10044. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10045. skill_db[i].unit_layout_type[j] = pos;
  10046. skill_db[i].unit_layout_type[++j] = pos;
  10047. //Fill in the rest using lv 5.
  10048. for (;j<MAX_SKILL_LEVEL;j++)
  10049. skill_db[i].unit_layout_type[j] = pos;
  10050. //Skip, this way the check below will fail and continue to the next skill.
  10051. pos++;
  10052. break;
  10053. }
  10054. default:
  10055. ShowError("unknown unit layout at skill %d\n",i);
  10056. break;
  10057. }
  10058. if (!skill_unit_layout[pos].count)
  10059. continue;
  10060. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10061. skill_db[i].unit_layout_type[j] = pos;
  10062. pos++;
  10063. }
  10064. // firewall and icewall have 8 layouts (direction-dependent)
  10065. firewall_unit_pos = pos;
  10066. for (i=0;i<8;i++) {
  10067. if (i&1) {
  10068. skill_unit_layout[pos].count = 5;
  10069. if (i&0x2) {
  10070. int dx[] = {-1,-1, 0, 0, 1};
  10071. int dy[] = { 1, 0, 0,-1,-1};
  10072. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10073. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10074. } else {
  10075. int dx[] = { 1, 1 ,0, 0,-1};
  10076. int dy[] = { 1, 0, 0,-1,-1};
  10077. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10078. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10079. }
  10080. } else {
  10081. skill_unit_layout[pos].count = 3;
  10082. if (i%4==0) {
  10083. int dx[] = {-1, 0, 1};
  10084. int dy[] = { 0, 0, 0};
  10085. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10086. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10087. } else {
  10088. int dx[] = { 0, 0, 0};
  10089. int dy[] = {-1, 0, 1};
  10090. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10091. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10092. }
  10093. }
  10094. pos++;
  10095. }
  10096. icewall_unit_pos = pos;
  10097. for (i=0;i<8;i++) {
  10098. skill_unit_layout[pos].count = 5;
  10099. if (i&1) {
  10100. if (i&0x2) {
  10101. int dx[] = {-2,-1, 0, 1, 2};
  10102. int dy[] = { 2, 1, 0,-1,-2};
  10103. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10104. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10105. } else {
  10106. int dx[] = { 2, 1 ,0,-1,-2};
  10107. int dy[] = { 2, 1, 0,-1,-2};
  10108. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10109. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10110. }
  10111. } else {
  10112. if (i%4==0) {
  10113. int dx[] = {-2,-1, 0, 1, 2};
  10114. int dy[] = { 0, 0, 0, 0, 0};
  10115. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10116. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10117. } else {
  10118. int dx[] = { 0, 0, 0, 0, 0};
  10119. int dy[] = {-2,-1, 0, 1, 2};
  10120. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10121. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10122. }
  10123. }
  10124. pos++;
  10125. }
  10126. }
  10127. /*==========================================
  10128. * DB reading.
  10129. * skill_db.txt
  10130. * skill_require_db.txt
  10131. * skill_cast_db.txt
  10132. * skill_castnodex_db.txt
  10133. * skill_nocast_db.txt
  10134. * skill_unit_db.txt
  10135. * produce_db.txt
  10136. * create_arrow_db.txt
  10137. * abra_db.txt
  10138. *------------------------------------------*/
  10139. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  10140. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  10141. int id = atoi(split[0]);
  10142. int i;
  10143. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  10144. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  10145. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  10146. {
  10147. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  10148. return false;
  10149. }
  10150. i = skill_get_index(id);
  10151. if( !i ) // invalid skill id
  10152. return false;
  10153. skill_split_atoi(split[1],skill_db[i].range);
  10154. skill_db[i].hit = atoi(split[2]);
  10155. skill_db[i].inf = atoi(split[3]);
  10156. skill_split_atoi(split[4],skill_db[i].element);
  10157. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  10158. skill_split_atoi(split[6],skill_db[i].splash);
  10159. skill_db[i].max = atoi(split[7]);
  10160. skill_split_atoi(split[8],skill_db[i].num);
  10161. if( strcmpi(split[9],"yes") == 0 )
  10162. skill_db[i].castcancel = 1;
  10163. else
  10164. skill_db[i].castcancel = 0;
  10165. skill_db[i].cast_def_rate = atoi(split[10]);
  10166. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  10167. skill_split_atoi(split[12],skill_db[i].maxcount);
  10168. if( strcmpi(split[13],"weapon") == 0 )
  10169. skill_db[i].skill_type = BF_WEAPON;
  10170. else if( strcmpi(split[13],"magic") == 0 )
  10171. skill_db[i].skill_type = BF_MAGIC;
  10172. else if( strcmpi(split[13],"misc") == 0 )
  10173. skill_db[i].skill_type = BF_MISC;
  10174. else
  10175. skill_db[i].skill_type = 0;
  10176. skill_split_atoi(split[14],skill_db[i].blewcount);
  10177. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  10178. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  10179. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  10180. return true;
  10181. }
  10182. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  10183. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  10184. char* p;
  10185. int j;
  10186. int i = atoi(split[0]);
  10187. i = skill_get_index(i);
  10188. if( !i ) // invalid skill id
  10189. return false;
  10190. skill_split_atoi(split[1],skill_db[i].hp);
  10191. skill_split_atoi(split[2],skill_db[i].mhp);
  10192. skill_split_atoi(split[3],skill_db[i].sp);
  10193. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10194. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10195. skill_split_atoi(split[6],skill_db[i].zeny);
  10196. //FIXME: document this
  10197. p = split[7];
  10198. for( j = 0; j < 32; j++ )
  10199. {
  10200. int l = atoi(p);
  10201. if( l == 99 ) // magic value?
  10202. {
  10203. skill_db[i].weapon = 0xffffffff;
  10204. break;
  10205. }
  10206. else
  10207. skill_db[i].weapon |= 1<<l;
  10208. p = strchr(p,':');
  10209. if(!p)
  10210. break;
  10211. p++;
  10212. }
  10213. //FIXME: document this
  10214. p = split[8];
  10215. for( j = 0; j < 32; j++ )
  10216. {
  10217. int l = atoi(p);
  10218. if( l == 99 ) // magic value?
  10219. {
  10220. skill_db[i].ammo = 0xffffffff;
  10221. break;
  10222. }
  10223. else if( l ) // 0 not allowed?
  10224. skill_db[i].ammo |= 1<<l;
  10225. p = strchr(p,':');
  10226. if( !p )
  10227. break;
  10228. p++;
  10229. }
  10230. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10231. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  10232. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  10233. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  10234. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  10235. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  10236. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  10237. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  10238. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  10239. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  10240. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  10241. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  10242. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  10243. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  10244. else skill_db[i].state = ST_NONE;
  10245. skill_split_atoi(split[11],skill_db[i].spiritball);
  10246. for( j = 0; j < 10; j++ ) {
  10247. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  10248. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  10249. }
  10250. return true;
  10251. }
  10252. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  10253. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  10254. int i = atoi(split[0]);
  10255. i = skill_get_index(i);
  10256. if( !i ) // invalid skill id
  10257. return false;
  10258. skill_split_atoi(split[1],skill_db[i].cast);
  10259. skill_split_atoi(split[2],skill_db[i].delay);
  10260. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10261. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10262. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10263. return true;
  10264. }
  10265. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  10266. {// Skill id,Cast,Delay (optional)
  10267. int i = atoi(split[0]);
  10268. i = skill_get_index(i);
  10269. if( !i ) // invalid skill id
  10270. return false;
  10271. skill_split_atoi(split[1],skill_db[i].castnodex);
  10272. if( split[2] ) // optional column
  10273. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10274. return true;
  10275. }
  10276. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  10277. {// SkillID,Flag
  10278. int i = atoi(split[0]);
  10279. i = skill_get_index(i);
  10280. if( !i ) // invalid skill id
  10281. return false;
  10282. skill_db[i].nocast |= atoi(split[1]);
  10283. return true;
  10284. }
  10285. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  10286. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  10287. int i = atoi(split[0]);
  10288. i = skill_get_index(i);
  10289. if( !i ) // invalid skill id
  10290. return false;
  10291. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10292. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10293. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10294. skill_split_atoi(split[4],skill_db[i].unit_range);
  10295. skill_db[i].unit_interval = atoi(split[5]);
  10296. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10297. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  10298. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  10299. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  10300. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  10301. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  10302. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  10303. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  10304. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10305. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10306. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10307. skill_db[i].unit_target = BCT_NOENEMY;
  10308. //By default, target just characters.
  10309. skill_db[i].unit_target |= BL_CHAR;
  10310. if (skill_db[i].unit_flag&UF_NOPC)
  10311. skill_db[i].unit_target &= ~BL_PC;
  10312. if (skill_db[i].unit_flag&UF_NOMOB)
  10313. skill_db[i].unit_target &= ~BL_MOB;
  10314. if (skill_db[i].unit_flag&UF_SKILL)
  10315. skill_db[i].unit_target |= BL_SKILL;
  10316. return true;
  10317. }
  10318. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  10319. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  10320. int x,y;
  10321. int i = atoi(split[0]);
  10322. if( !i )
  10323. return false;
  10324. skill_produce_db[current].nameid = i;
  10325. skill_produce_db[current].itemlv = atoi(split[1]);
  10326. skill_produce_db[current].req_skill = atoi(split[2]);
  10327. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  10328. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  10329. {
  10330. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  10331. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  10332. }
  10333. return true;
  10334. }
  10335. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  10336. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  10337. int x,y;
  10338. int i = atoi(split[0]);
  10339. if( !i )
  10340. return false;
  10341. skill_arrow_db[current].nameid = i;
  10342. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  10343. {
  10344. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  10345. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  10346. }
  10347. return true;
  10348. }
  10349. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  10350. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  10351. int i = atoi(split[0]);
  10352. if( !skill_get_index(i) || !skill_get_max(i) )
  10353. {
  10354. ShowError("abra_db: Invalid skill ID %d\n", i);
  10355. return false;
  10356. }
  10357. if ( !skill_get_inf(i) )
  10358. {
  10359. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  10360. return false;
  10361. }
  10362. skill_abra_db[current].skillid = i;
  10363. skill_abra_db[current].req_lv = atoi(split[2]);
  10364. skill_abra_db[current].per = atoi(split[3]);
  10365. return true;
  10366. }
  10367. static void skill_readdb(void)
  10368. {
  10369. // init skill db structures
  10370. db_clear(skilldb_name2id);
  10371. memset(skill_db,0,sizeof(skill_db));
  10372. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10373. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10374. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10375. // load skill databases
  10376. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  10377. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  10378. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  10379. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  10380. sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
  10381. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  10382. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  10383. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  10384. skill_init_unit_layout();
  10385. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  10386. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  10387. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  10388. }
  10389. void skill_reload (void)
  10390. {
  10391. skill_readdb();
  10392. }
  10393. /*==========================================
  10394. *
  10395. *------------------------------------------*/
  10396. int do_init_skill (void)
  10397. {
  10398. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  10399. skill_readdb();
  10400. group_db = idb_alloc(DB_OPT_BASE);
  10401. skillunit_db = idb_alloc(DB_OPT_BASE);
  10402. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10403. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10404. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10405. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10406. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10407. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10408. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10409. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10410. return 0;
  10411. }
  10412. int do_final_skill(void)
  10413. {
  10414. db_destroy(skilldb_name2id);
  10415. db_destroy(group_db);
  10416. db_destroy(skillunit_db);
  10417. ers_destroy(skill_unit_ers);
  10418. ers_destroy(skill_timer_ers);
  10419. return 0;
  10420. }