skill.c 354 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 <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include "../common/cbasetypes.h"
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/ers.h"
  13. #include "skill.h"
  14. #include "map.h"
  15. #include "clif.h"
  16. #include "pc.h"
  17. #include "status.h"
  18. #include "pet.h"
  19. #include "mercenary.h" //[orn]
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "party.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "intif.h"
  27. #include "log.h"
  28. #include "chrif.h"
  29. #include "guild.h"
  30. #include "date.h"
  31. #include "unit.h"
  32. #define SKILLUNITTIMER_INVERVAL 100
  33. //Guild Skills are shifted to these to make them stick into the skill array.
  34. #define GD_SKILLRANGEMIN 900
  35. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  36. #define HM_SKILLRANGEMIN 800
  37. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  38. int skill_names_id[MAX_SKILL_DB];
  39. const struct skill_name_db skill_names[] = {
  40. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  41. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  42. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  43. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  44. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  45. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  46. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  47. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  48. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  49. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  50. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  51. { AL_CURE, "AL_CURE", "Cure" } ,
  52. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  53. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  54. { AL_DP, "AL_DP", "Divine_Protection" } ,
  55. { AL_HEAL, "AL_HEAL", "Heal" } ,
  56. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  57. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  58. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  59. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  60. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  61. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  62. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  63. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  64. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  65. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  66. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  67. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  68. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  69. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  70. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  71. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  72. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  73. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  74. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  75. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  76. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  77. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  78. { AM_REST, "AM_REST", "Vaporize" } ,
  79. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  80. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  81. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  82. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  83. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  84. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  85. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  86. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  87. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  88. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  89. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  90. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  91. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  92. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  93. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  94. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  95. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  96. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  97. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  98. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  99. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  100. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  101. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  102. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  103. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  104. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  105. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  106. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  107. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  108. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  109. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  110. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  111. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  112. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  113. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  114. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  115. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  116. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  117. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  118. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  119. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  120. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  121. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  122. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  123. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  124. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  125. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  126. { BS_GREED, "BS_GREED", "Greed" } ,
  127. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  128. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  129. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  130. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  131. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  132. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  133. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  134. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  135. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  136. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  137. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  138. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  139. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  140. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  141. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  142. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  143. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  144. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  145. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  146. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  147. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  148. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  149. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  150. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  151. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  152. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  153. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  154. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  155. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  156. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  157. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  158. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  159. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  160. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  161. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  162. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  163. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  164. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  165. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  166. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  167. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  168. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  169. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  170. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  171. { CR_TRUST, "CR_TRUST", "Faith" } ,
  172. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  173. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  174. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  175. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  176. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  177. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  178. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  179. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  180. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  181. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  182. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  183. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  184. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  185. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  186. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  187. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  188. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  189. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  190. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  191. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  192. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  193. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  194. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  195. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  196. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  197. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  198. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  199. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  200. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  201. { GS_DUST, "GS_DUST", "Dust" } ,
  202. { GS_FLING, "GS_FLING", "Fling" } ,
  203. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  204. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  205. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  206. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  207. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  208. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  209. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  210. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  211. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  212. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  213. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  214. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  215. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  216. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  217. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  218. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  219. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  220. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  221. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  222. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  223. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  224. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  225. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  226. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  227. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  228. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  229. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  230. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  231. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  232. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  233. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  234. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  235. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  236. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  237. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  238. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  239. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  240. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  241. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  242. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  243. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  244. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  245. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  246. { ITEM_ENCHANTARMS, "ITEM_ENCHANTARMS", "Weapon Enchantment" },
  247. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  248. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  249. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  250. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  251. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  252. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  253. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  254. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  255. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  256. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  257. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  258. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  259. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  260. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  261. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  262. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  263. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  264. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  265. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  266. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  267. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  268. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  269. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  270. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  271. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  272. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  273. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  274. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  275. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  276. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  277. { MC_VENDING, "MC_VENDING", "Vending" } ,
  278. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  279. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  280. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  281. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  282. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  283. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  284. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  285. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  286. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  287. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  288. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  289. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  290. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  291. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  292. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  293. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  294. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  295. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  296. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  297. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  298. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  299. { MO_DODGE, "MO_DODGE", "Flee" } ,
  300. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  301. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  302. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  303. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  304. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  305. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  306. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  307. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  308. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  309. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  310. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  311. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  312. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  313. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  314. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  315. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  316. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  317. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  318. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  319. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  320. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  321. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  322. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  323. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  324. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  325. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  326. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  327. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  328. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  329. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  330. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  331. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  332. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  333. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  334. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  335. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  336. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  337. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  338. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  339. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  340. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  341. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  342. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  343. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  344. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  345. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  346. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  347. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  348. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  349. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  350. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  351. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  352. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  353. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  354. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  355. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  356. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  357. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  358. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  359. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  360. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  361. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  362. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  363. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  364. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  365. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  366. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  367. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  368. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  369. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  370. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  371. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  372. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  373. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  374. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  375. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  376. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  377. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  378. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  379. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  380. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  381. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  382. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  383. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  384. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  385. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  386. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  387. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  388. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  389. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  390. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  391. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  392. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  393. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  394. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  395. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  396. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  397. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  398. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  399. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  400. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  401. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  402. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  403. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  404. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  405. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  406. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  407. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  408. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  409. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  410. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  411. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  412. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  413. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  414. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  415. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  416. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  417. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  418. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  419. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  420. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  421. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  422. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  423. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  424. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  425. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  426. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  427. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  428. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  429. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  430. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  431. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  432. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  433. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  434. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  435. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  436. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  437. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  438. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  439. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  440. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  441. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  442. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  443. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  444. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  445. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  446. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  447. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  448. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  449. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  450. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  451. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  452. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  453. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  454. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  455. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  456. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  457. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  458. { SA_COMA, "SA_COMA", "Coma" } ,
  459. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  460. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  461. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  462. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  463. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  464. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  465. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  466. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  467. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  468. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  469. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  470. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  471. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  472. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  473. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  474. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  475. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  476. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  477. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  478. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  479. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  480. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  481. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  482. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  483. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  484. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  485. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  486. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  487. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  488. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  489. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  490. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  491. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  493. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  494. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  495. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  496. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  497. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  498. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  499. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  500. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  501. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  502. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  503. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  504. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  505. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  506. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  507. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  508. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  509. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  510. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  511. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  512. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  513. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  514. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  515. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  516. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  517. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  518. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  519. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  520. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  521. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  522. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  523. { SL_SKA, "SL_SKA", "Eska" } ,
  524. { SL_SKE, "SL_SKE", "Eske" } ,
  525. { SL_SMA, "SL_SMA", "Esma" } ,
  526. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  527. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  528. { SL_STIN, "SL_STIN", "Estin" } ,
  529. { SL_STUN, "SL_STUN", "Estun" } ,
  530. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  531. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  532. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  533. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  534. { SM_BASH, "SM_BASH", "Bash" } ,
  535. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  536. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  537. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  538. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  539. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  540. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  541. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  542. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  543. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  544. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  545. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  546. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  547. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  548. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  549. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  550. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  551. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  552. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  553. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  554. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  555. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  556. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  557. { TF_POISON, "TF_POISON", "Envenom" } ,
  558. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  559. { TF_STEAL, "TF_STEAL", "Steal" } ,
  560. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  561. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  562. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  563. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  564. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  565. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  566. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  567. { TK_MISSION, "TK_MISSION", "Mission" } ,
  568. { TK_POWER, "TK_POWER", "Kihop" } ,
  569. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  570. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  571. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  572. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  573. { TK_RUN, "TK_RUN", "Sprint" } ,
  574. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  575. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  576. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  577. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  578. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  579. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  580. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  581. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  582. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  583. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  584. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  585. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  586. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  587. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  588. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  589. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  590. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  591. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  592. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  593. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  594. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  595. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  596. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  597. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  598. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  599. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  600. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  601. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  602. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  603. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  604. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  605. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  606. //[blackhole89]
  607. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  608. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  609. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  610. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  611. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  612. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  613. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  614. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  615. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  616. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  617. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  618. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  619. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  620. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  621. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  622. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  623. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  624. };
  625. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  626. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  627. struct skill_db skill_db[MAX_SKILL_DB];
  628. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  629. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  630. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  631. // macros to check for out of bounds errors [celest]
  632. // i: Skill ID, l: Skill Level, var: Value to return after checking
  633. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  634. // for values that might need to use a different function just skill_chk would suffice.
  635. #define skill_chk(i, l) \
  636. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  637. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  638. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  639. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  640. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  641. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  642. #define skill_get(var, i, l) \
  643. { skill_chk(i, l); return var; }
  644. // Skill DB
  645. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  646. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  647. int skill_get_pl( int id , int lv ){ skill_get (skill_db[id].pl[lv-1], id, lv); }
  648. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  649. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  650. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  651. 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); }
  652. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  653. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  654. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  655. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  656. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  657. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  658. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  659. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  660. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  661. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  662. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  663. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  664. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  665. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  666. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  667. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  668. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  669. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  670. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  671. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  672. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  673. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  674. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  675. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  676. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  677. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  678. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  679. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  680. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  681. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  682. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  683. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  684. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  685. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  686. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  687. const char* skill_get_name( int id ){
  688. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  689. return "UNKNOWN_SKILL";
  690. if (id >= GD_SKILLBASE)
  691. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  692. if (id >= HM_SKILLBASE) //[orn]
  693. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  694. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  695. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  696. return skill_db[id].name;
  697. }
  698. int skill_tree_get_max(int id, int b_class)
  699. {
  700. int i, skillid;
  701. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  702. if (id == skillid) return skill_tree[b_class][i].max;
  703. return skill_get_max (id);
  704. }
  705. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  706. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  707. int status_change_timer_sub(struct block_list *bl, va_list ap);
  708. int skill_attack_area(struct block_list *bl,va_list ap);
  709. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  710. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  711. int skill_greed(struct block_list *bl, va_list ap);
  712. int skill_cell_overlap(struct block_list *bl, va_list ap);
  713. int skill_ganbatein(struct block_list *bl, va_list ap);
  714. int skill_trap_splash(struct block_list *bl, va_list ap);
  715. int skill_count_target(struct block_list *bl, va_list ap);
  716. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  717. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  718. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  719. int skill_unit_effect(struct block_list *bl,va_list ap);
  720. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  721. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  722. int skill_get_casttype (int id)
  723. {
  724. int inf = skill_get_inf(id);
  725. if (inf&(INF_GROUND_SKILL))
  726. return CAST_GROUND;
  727. if (inf&INF_SUPPORT_SKILL)
  728. return CAST_NODAMAGE;
  729. if (inf&INF_SELF_SKILL) {
  730. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  731. return CAST_DAMAGE; //Combo skill.
  732. return CAST_NODAMAGE;
  733. }
  734. if (skill_get_nk(id)&NK_NO_DAMAGE)
  735. return CAST_NODAMAGE;
  736. return CAST_DAMAGE;
  737. };
  738. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  739. int skill_get_range2 (struct block_list *bl, int id, int lv)
  740. {
  741. int range;
  742. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  743. return 9; //Mobs have a range of 9 regardless of skill used.
  744. range = skill_get_range(id, lv);
  745. if(range < 0) {
  746. if (battle_config.use_weapon_skill_range&bl->type)
  747. return status_get_range(bl);
  748. range *=-1;
  749. }
  750. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  751. switch (id) {
  752. case AC_SHOWER:
  753. case AC_DOUBLE:
  754. case HT_BLITZBEAT:
  755. case AC_CHARGEARROW:
  756. case SN_FALCONASSAULT:
  757. case SN_SHARPSHOOTING:
  758. case HT_POWER:
  759. if (bl->type == BL_PC)
  760. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  761. else
  762. range += 10; //Assume level 10?
  763. break;
  764. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  765. case GS_RAPIDSHOWER:
  766. case GS_PIERCINGSHOT:
  767. case GS_FULLBUSTER:
  768. case GS_SPREADATTACK:
  769. case GS_GROUNDDRIFT:
  770. if (bl->type == BL_PC)
  771. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  772. else
  773. range += 10; //Assume level 10?
  774. break;
  775. case NJ_KIRIKAGE:
  776. if (bl->type == BL_PC)
  777. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  778. break;
  779. }
  780. if(!range && bl->type != BL_PC)
  781. return 9; // Enable non players to use self skills on others. [Skotlex]
  782. return range;
  783. }
  784. int skill_calc_heal (struct block_list *bl, int skill_lv)
  785. {
  786. int skill, heal;
  787. if (skill_lv >= battle_config.max_heal_lv)
  788. return battle_config.max_heal;
  789. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  790. if(bl->type == BL_PC)
  791. {
  792. if ((skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  793. heal += heal * skill * 2 / 100;
  794. if ((skill = battle_skillatk_bonus((TBL_PC*)bl, AL_HEAL)) > 0)
  795. heal += heal * skill / 100;
  796. }
  797. if(bl->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)bl), HLIF_BRAIN)) > 0)
  798. heal += heal * skill * 2 / 100;
  799. return heal;
  800. }
  801. // Making plagiarize check its own function [Aru]
  802. int can_copy (struct map_session_data *sd, int skillid)
  803. {
  804. // Never copy NPC/Wedding Skills
  805. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  806. return 0;
  807. // High-class skills
  808. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  809. {
  810. if(battle_config.copyskill_restrict == 2)
  811. return 0;
  812. else if(battle_config.copyskill_restrict)
  813. return (sd->status.class_ == JOB_STALKER);
  814. }
  815. return 1;
  816. }
  817. // [MouseJstr] - skill ok to cast? and when?
  818. int skillnotok (int skillid, struct map_session_data *sd)
  819. {
  820. int i = skillid,m;
  821. nullpo_retr (1, sd);
  822. m = sd->bl.m;
  823. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  824. return 1;
  825. if (i >= GD_SKILLBASE)
  826. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  827. if (i >= HM_SKILLBASE) //[orn]
  828. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  829. if (i > MAX_SKILL || i < 0)
  830. return 1;
  831. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  832. return 0; // GMs can do any damn thing they want
  833. if (sd->blockskill[i] > 0)
  834. return 1;
  835. // Check skill restrictions [Celest]
  836. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  837. return 1;
  838. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  839. return 1;
  840. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  841. return 1;
  842. if(agit_flag && skill_get_nocast (skillid) & 8)
  843. return 1;
  844. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  845. return 1;
  846. switch (skillid) {
  847. case AL_WARP:
  848. if(map[m].flag.nowarp) {
  849. clif_skill_teleportmessage(sd,0);
  850. return 1;
  851. }
  852. return 0;
  853. break;
  854. case AL_TELEPORT:
  855. if(map[m].flag.noteleport) {
  856. clif_skill_teleportmessage(sd,0);
  857. return 1;
  858. }
  859. return 0;
  860. case WE_CALLPARTNER:
  861. case WE_CALLPARENT:
  862. case WE_CALLBABY:
  863. if (map[m].flag.nomemo) {
  864. clif_skill_teleportmessage(sd,1);
  865. return 1;
  866. }
  867. break;
  868. case MC_VENDING:
  869. case MC_IDENTIFY:
  870. return 0; // always allowed
  871. case WZ_ICEWALL:
  872. // noicewall flag [Valaris]
  873. if (map[m].flag.noicewall) {
  874. clif_skill_fail(sd,skillid,0,0);
  875. return 1;
  876. }
  877. break;
  878. case GD_EMERGENCYCALL:
  879. if ( //No use map_flag_gvg since config already takes that into account
  880. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  881. !(battle_config.emergency_call&
  882. (map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  883. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  884. ) {
  885. clif_skill_fail(sd,skillid,0,0);
  886. return 1;
  887. }
  888. break;
  889. }
  890. return (map[m].flag.noskill);
  891. }
  892. // [orn] - skill ok to cast? and when? //homunculus
  893. int skillnotok_hom (int skillid, struct homun_data *hd)
  894. {
  895. int i = skillid;
  896. nullpo_retr (1, hd);
  897. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  898. return 1;
  899. if (i >= GD_SKILLBASE)
  900. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  901. if (i >= HM_SKILLBASE) //[orn]
  902. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  903. if (i > MAX_SKILL || i < 0)
  904. return 1;
  905. if (hd->blockskill[i] > 0)
  906. return 1;
  907. //Use master's criteria.
  908. return skillnotok(skillid, hd->master);
  909. }
  910. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  911. int firewall_unit_pos;
  912. int icewall_unit_pos;
  913. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  914. {
  915. int pos = skill_get_unit_layout_type(skillid,skilllv);
  916. int dir;
  917. if (pos != -1)
  918. return &skill_unit_layout[pos];
  919. if (src->x == x && src->y == y)
  920. dir = 2;
  921. else
  922. dir = map_calc_dir(src,x,y);
  923. if (skillid == MG_FIREWALL)
  924. return &skill_unit_layout [firewall_unit_pos + dir];
  925. else if (skillid == WZ_ICEWALL)
  926. return &skill_unit_layout [icewall_unit_pos + dir];
  927. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  928. return &skill_unit_layout[0];
  929. }
  930. /*==========================================
  931. *
  932. *------------------------------------------*/
  933. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  934. {
  935. struct map_session_data *sd=NULL, *dstsd=NULL;
  936. struct mob_data *md=NULL, *dstmd=NULL;
  937. struct status_data *sstatus, *tstatus;
  938. struct status_change *sc, *tsc;
  939. int skill;
  940. int rate;
  941. nullpo_retr(0, src);
  942. nullpo_retr(0, bl);
  943. if(skillid < 0)
  944. { // remove the debug print when this case is finished
  945. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  946. src, bl,skillid,skilllv,attack_type,tick);
  947. return 0;
  948. }
  949. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  950. switch (src->type) {
  951. case BL_PC:
  952. sd = (struct map_session_data *)src;
  953. break;
  954. case BL_MOB:
  955. md = (struct mob_data *)src;
  956. break;
  957. }
  958. switch (bl->type) {
  959. case BL_PC:
  960. dstsd=(struct map_session_data *)bl;
  961. break;
  962. case BL_MOB:
  963. dstmd=(struct mob_data *)bl;
  964. break;
  965. }
  966. sc = status_get_sc(src);
  967. tsc = status_get_sc(bl);
  968. sstatus = status_get_status_data(src);
  969. tstatus = status_get_status_data(bl);
  970. if (!tsc) //skill additional effect is about adding effects to the target...
  971. //So if the target can't be inflicted with statuses, this is pointless.
  972. return 0;
  973. if (sc && !sc->count)
  974. sc = NULL;
  975. switch(skillid){
  976. case 0: // Normal attacks (no skill used)
  977. {
  978. if(sd) {
  979. // Automatic trigger of Blitz Beat
  980. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  981. rand()%1000 <= sstatus->luk*10/3+1 ) {
  982. rate=(sd->status.job_level+9)/10;
  983. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  984. }
  985. // Gank
  986. if(dstmd && sd->status.weapon != W_BOW &&
  987. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  988. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  989. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  990. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  991. else
  992. clif_skill_fail(sd,RG_SNATCHER,0,0);
  993. }
  994. // Chance to trigger Taekwon kicks [Dralnu]
  995. if(sc && sc->data[SC_COMBO].timer == -1) {
  996. if(sc->data[SC_READYSTORM].timer != -1 &&
  997. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  998. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  999. ; //Stance triggered
  1000. else if(sc->data[SC_READYDOWN].timer != -1 &&
  1001. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1002. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1003. ; //Stance triggered
  1004. else if(sc->data[SC_READYTURN].timer != -1 &&
  1005. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1006. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1007. ; //Stance triggered
  1008. else if(sc->data[SC_READYCOUNTER].timer != -1)
  1009. { //additional chance from SG_FRIEND [Komurka]
  1010. rate = 20;
  1011. if (sc->data[SC_SKILLRATE_UP].timer != -1 && sc->data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1012. rate += rate*sc->data[SC_SKILLRATE_UP].val2/100;
  1013. status_change_end(src,SC_SKILLRATE_UP,-1);
  1014. }
  1015. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1016. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1017. }
  1018. }
  1019. if (sd->special_state.bonus_coma) {
  1020. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1021. rate += sd->weapon_coma_race[tstatus->race];
  1022. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1023. if (rate)
  1024. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1025. }
  1026. }
  1027. if (sc) {
  1028. // Enchant Poison gives a chance to poison attacked enemies
  1029. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1030. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1031. sc->data[SC_ENCPOISON].val1,0,0,0,
  1032. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1033. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1034. if(sc->data[SC_EDP].timer != -1)
  1035. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1036. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1037. }
  1038. if (tsc->count) {
  1039. if (tsc->data[SC_SPLASHER].timer != -1)
  1040. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1041. tsc->data[SC_SPLASHER].val1,0,0,0,
  1042. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1043. }
  1044. }
  1045. break;
  1046. case SM_BASH:
  1047. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1048. //TODO: How much % per base level it actually is?
  1049. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1050. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1051. }
  1052. break;
  1053. case AS_VENOMKNIFE:
  1054. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1055. skilllv = pc_checkskill(sd, TF_POISON);
  1056. case TF_POISON:
  1057. case AS_SPLASHER:
  1058. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1059. && sd && skillid==TF_POISON
  1060. )
  1061. clif_skill_fail(sd,skillid,0,0);
  1062. break;
  1063. case AS_SONICBLOW:
  1064. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1065. break;
  1066. case AS_GRIMTOOTH:
  1067. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  1068. if (tsc->data[skill].timer == -1)
  1069. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  1070. break;
  1071. case MG_FROSTDIVER:
  1072. case WZ_FROSTNOVA:
  1073. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1074. break;
  1075. case WZ_STORMGUST:
  1076. //Use two since the counter is increased AFTER the attack.
  1077. if(tsc->data[SC_FREEZE].val3 >= 2) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1078. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1079. break;
  1080. case WZ_METEOR:
  1081. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1082. break;
  1083. case WZ_VERMILION:
  1084. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1085. break;
  1086. case HT_FREEZINGTRAP:
  1087. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1088. break;
  1089. case HT_FLASHER:
  1090. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1091. break;
  1092. case HT_LANDMINE:
  1093. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1094. break;
  1095. case HT_SHOCKWAVE:
  1096. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1097. break;
  1098. case HT_SANDMAN:
  1099. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1100. break;
  1101. case TF_SPRINKLESAND:
  1102. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1103. break;
  1104. case TF_THROWSTONE:
  1105. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1106. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1107. break;
  1108. case NPC_DARKCROSS:
  1109. case CR_HOLYCROSS:
  1110. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1111. break;
  1112. case CR_GRANDCROSS:
  1113. case NPC_GRANDDARKNESS:
  1114. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1115. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1116. break;
  1117. case AM_ACIDTERROR:
  1118. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1119. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1120. clif_emotion(bl,23);
  1121. break;
  1122. case AM_DEMONSTRATION:
  1123. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1124. break;
  1125. case CR_SHIELDCHARGE:
  1126. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1127. break;
  1128. case PA_PRESSURE:
  1129. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1130. break;
  1131. case RG_RAID:
  1132. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1133. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1134. break;
  1135. case BA_FROSTJOKE:
  1136. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1137. break;
  1138. case DC_SCREAM:
  1139. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1140. break;
  1141. case BD_LULLABY:
  1142. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1143. break;
  1144. case DC_UGLYDANCE:
  1145. rate = 5+5*skilllv;
  1146. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1147. rate += 5+skill;
  1148. status_zap(bl, 0, rate);
  1149. break;
  1150. case SL_STUN:
  1151. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1152. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1153. break;
  1154. case NPC_PETRIFYATTACK:
  1155. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  1156. skilllv,0,0,skill_get_time(skillid,skilllv),
  1157. skill_get_time2(skillid,skilllv));
  1158. break;
  1159. case NPC_CURSEATTACK:
  1160. case NPC_SLEEPATTACK:
  1161. case NPC_BLINDATTACK:
  1162. case NPC_POISON:
  1163. case NPC_SILENCEATTACK:
  1164. case NPC_STUNATTACK:
  1165. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1166. break;
  1167. case NPC_MENTALBREAKER:
  1168. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1169. //equal to Matk*skLevel.
  1170. rate = sstatus->matk_min;
  1171. if (rate < sstatus->matk_max)
  1172. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  1173. rate*=skilllv;
  1174. status_zap(bl, 0, rate);
  1175. break;
  1176. }
  1177. // Equipment breaking monster skills [Celest]
  1178. case NPC_BREAKWEAPON:
  1179. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1180. break;
  1181. case NPC_BREAKARMOR:
  1182. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1183. break;
  1184. case NPC_BREAKHELM:
  1185. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1186. break;
  1187. case NPC_BREAKSHIELD:
  1188. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1189. break;
  1190. case CH_TIGERFIST:
  1191. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1192. break;
  1193. case LK_SPIRALPIERCE:
  1194. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1195. break;
  1196. case ST_REJECTSWORD:
  1197. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1198. break;
  1199. case PF_FOGWALL:
  1200. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1201. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1202. break;
  1203. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1204. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1205. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1206. break;
  1207. case LK_JOINTBEAT:
  1208. skill = SkillStatusChangeTable(skillid);
  1209. if (tsc->data[skill].val4) {
  1210. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  1211. tsc->data[skill].val4 = 0;
  1212. }
  1213. break;
  1214. case ASC_METEORASSAULT:
  1215. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1216. switch(rand()%3) {
  1217. case 0:
  1218. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1219. break;
  1220. case 1:
  1221. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1222. break;
  1223. default:
  1224. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1225. }
  1226. break;
  1227. case HW_NAPALMVULCAN:
  1228. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1229. break;
  1230. case WS_CARTTERMINATION: // Cart termination
  1231. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1232. break;
  1233. case CR_ACIDDEMONSTRATION:
  1234. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1235. break;
  1236. case TK_DOWNKICK:
  1237. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1238. break;
  1239. case TK_JUMPKICK:
  1240. //Cancel out Soul Linker status of the target. [Skotlex]
  1241. if (tsc->count) {
  1242. //Remove NORMAL potions effect.
  1243. if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
  1244. status_change_end(bl, SC_ASPDPOTION0, -1);
  1245. if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
  1246. status_change_end(bl, SC_ASPDPOTION1, -1);
  1247. if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
  1248. status_change_end(bl, SC_ASPDPOTION2, -1);
  1249. if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
  1250. status_change_end(bl, SC_ASPDPOTION3, -1);
  1251. if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
  1252. status_change_end(bl, SC_SPEEDUP0, -1);
  1253. if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
  1254. status_change_end(bl, SC_SPEEDUP1, -1);
  1255. if (tsc->data[SC_SPIRIT].timer != -1)
  1256. status_change_end(bl, SC_SPIRIT, -1);
  1257. if (tsc->data[SC_ONEHAND].timer != -1)
  1258. status_change_end(bl, SC_ONEHAND, -1);
  1259. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1260. status_change_end(bl, SC_ADRENALINE2, -1);
  1261. }
  1262. break;
  1263. case TK_TURNKICK:
  1264. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1265. if(attack_type&BF_MISC) //70% base stun chance...
  1266. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1267. break;
  1268. case GS_BULLSEYE: //0.1% coma rate.
  1269. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1270. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1271. break;
  1272. case GS_PIERCINGSHOT:
  1273. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1274. break;
  1275. case NJ_HYOUSYOURAKU:
  1276. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1277. break;
  1278. case GS_FLING:
  1279. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1280. break;
  1281. case GS_DISARM:
  1282. rate = 3*skilllv;
  1283. if (sstatus->dex > tstatus->dex)
  1284. rate += (sstatus->dex - tstatus->dex)/5;
  1285. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  1286. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1287. break;
  1288. }
  1289. if(sd && attack_type&BF_WEAPON &&
  1290. skillid != MC_CARTREVOLUTION &&
  1291. skillid != AM_DEMONSTRATION &&
  1292. skillid != CR_REFLECTSHIELD
  1293. ){ //Trigger status effects
  1294. int i, type;
  1295. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1296. {
  1297. rate = sd->addeff[i].rate;
  1298. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1299. rate += sd->addeff[i].arrow_rate;
  1300. if (!rate) continue;
  1301. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1302. { //Trigger has range consideration.
  1303. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1304. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1305. continue; //Range Failed.
  1306. }
  1307. type = sd->addeff[i].id;
  1308. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1309. if (sd->addeff[i].flag&ATF_TARGET)
  1310. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1311. if (sd->addeff[i].flag&ATF_SELF)
  1312. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1313. }
  1314. }
  1315. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1316. { //Pass heritage to Master for status causing effects. [Skotlex]
  1317. sd = map_id2sd(md->master_id);
  1318. src = sd?&sd->bl:src;
  1319. }
  1320. // Autospell when attacking
  1321. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  1322. struct block_list *tbl;
  1323. struct unit_data *ud;
  1324. int i, skilllv;
  1325. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1326. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1327. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1328. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1329. continue; // one or more trigger conditions were not fulfilled
  1330. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1331. if (skillnotok(skill, sd))
  1332. continue;
  1333. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1334. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1335. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1336. if (rand()%1000 > rate)
  1337. continue;
  1338. if (sd->autospell[i].id < 0)
  1339. tbl = src;
  1340. else
  1341. tbl = bl;
  1342. switch (skill_get_casttype(skill)) {
  1343. case CAST_GROUND:
  1344. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1345. break;
  1346. case CAST_NODAMAGE:
  1347. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1348. break;
  1349. case CAST_DAMAGE:
  1350. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1351. break;
  1352. }
  1353. //Set canact delay. [Skotlex]
  1354. ud = unit_bl2ud(src);
  1355. if (ud) {
  1356. rate = skill_delayfix(src, skill, skilllv);
  1357. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1358. ud->canact_tick = tick+rate;
  1359. }
  1360. break; //Only one auto skill comes off at a time.
  1361. }
  1362. }
  1363. //Polymorph
  1364. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1365. dstmd && !(tstatus->mode&MD_BOSS) &&
  1366. (rand()%10000 < sd->classchange))
  1367. {
  1368. struct mob_db *mob;
  1369. int class_;
  1370. skill = 0;
  1371. do {
  1372. do {
  1373. class_ = rand() % MAX_MOB_DB;
  1374. } while (!mobdb_checkid(class_));
  1375. rate = rand() % 1000000;
  1376. mob = mob_db(class_);
  1377. } while (
  1378. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1379. (skill++) < 2000);
  1380. if (skill < 2000)
  1381. mob_class_change(dstmd,class_);
  1382. }
  1383. return 0;
  1384. }
  1385. /* Splitted off from skill_additional_effect, which is never called when the
  1386. * attack skill kills the enemy. Place in this function counter status effects
  1387. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1388. * from cards) that will take effect on the source, not the target. [Skotlex]
  1389. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1390. * type of skills, so not every instance of skill_additional_effect needs a call
  1391. * to this one.
  1392. */
  1393. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1394. {
  1395. int rate;
  1396. struct map_session_data *sd=NULL;
  1397. struct map_session_data *dstsd=NULL;
  1398. struct status_change *tsc;
  1399. nullpo_retr(0, src);
  1400. nullpo_retr(0, bl);
  1401. if(skillid < 0)
  1402. { // remove the debug print when this case is finished
  1403. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1404. src, bl,skillid,skilllv,attack_type,tick);
  1405. return 0;
  1406. }
  1407. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1408. tsc = status_get_sc(bl);
  1409. if (tsc && !tsc->count)
  1410. tsc = NULL;
  1411. BL_CAST(BL_PC, src, sd);
  1412. BL_CAST(BL_PC, bl, dstsd);
  1413. switch(skillid){
  1414. case 0: //Normal Attack
  1415. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1416. tsc->data[SC_KAAHI].val4 = add_timer(
  1417. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1418. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1419. break;
  1420. case MO_EXTREMITYFIST:
  1421. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1422. break;
  1423. case GS_FULLBUSTER:
  1424. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1425. break;
  1426. case HFLI_SBR44: //[orn]
  1427. case HVAN_EXPLOSION:
  1428. if(src->type == BL_HOM){
  1429. TBL_HOM *hd = (TBL_HOM*)src;
  1430. hd->homunculus.intimacy = 200;
  1431. if (hd->master)
  1432. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1433. }
  1434. break;
  1435. }
  1436. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1437. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1438. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1439. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1440. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1441. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1442. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1443. }
  1444. if(dstsd && attack_type&BF_WEAPON)
  1445. { //Counter effects.
  1446. int i, type, time;
  1447. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1448. {
  1449. rate = dstsd->addeff2[i].rate;
  1450. if (attack_type&BF_LONG)
  1451. rate+=dstsd->addeff2[i].arrow_rate;
  1452. if (!rate) continue;
  1453. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1454. { //Trigger has range consideration.
  1455. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1456. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1457. continue; //Range Failed.
  1458. }
  1459. type = dstsd->addeff2[i].id;
  1460. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1461. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1462. status_change_start(src,type,rate,7,0,0,0,time,0);
  1463. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1464. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1465. }
  1466. }
  1467. // Trigger counter-spells to retaliate against damage causing skills.
  1468. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  1469. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1470. {
  1471. struct block_list *tbl;
  1472. struct unit_data *ud;
  1473. int i, skillid, skilllv, rate;
  1474. for (i = 0; i < MAX_PC_BONUS && dstsd->autospell2[i].id; i++) {
  1475. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1476. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1477. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1478. continue; // one or more trigger conditions were not fulfilled
  1479. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1480. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1481. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1482. rate = dstsd->autospell2[i].rate;
  1483. if (attack_type&BF_LONG)
  1484. rate>>=1;
  1485. if (skillnotok(skillid, dstsd))
  1486. continue;
  1487. if (rand()%1000 > rate)
  1488. continue;
  1489. if (dstsd->autospell2[i].id < 0)
  1490. tbl = bl;
  1491. else
  1492. tbl = src;
  1493. switch (skill_get_casttype(skillid)) {
  1494. case CAST_GROUND:
  1495. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1496. break;
  1497. case CAST_NODAMAGE:
  1498. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1499. break;
  1500. case CAST_DAMAGE:
  1501. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1502. break;
  1503. }
  1504. //Set canact delay. [Skotlex]
  1505. ud = unit_bl2ud(bl);
  1506. if (ud) {
  1507. rate = skill_delayfix(bl, skillid, skilllv);
  1508. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1509. ud->canact_tick = tick+rate;
  1510. }
  1511. break; //trigger only one auto-spell per hit.
  1512. }
  1513. }
  1514. return 0;
  1515. }
  1516. /*=========================================================================
  1517. Breaks equipment. On-non players causes the corresponding strip effect.
  1518. - rate goes from 0 to 10000 (100.00%)
  1519. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1520. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1521. --------------------------------------------------------------------------*/
  1522. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1523. {
  1524. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1525. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1526. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1527. struct status_change *sc = status_get_sc(bl);
  1528. int i,j;
  1529. TBL_PC *sd;
  1530. BL_CAST(BL_PC, bl, sd);
  1531. if (sc && !sc->count)
  1532. sc = NULL;
  1533. if (sd) {
  1534. if (sd->unbreakable_equip)
  1535. where &= ~sd->unbreakable_equip;
  1536. if (sd->unbreakable)
  1537. rate -= rate*sd->unbreakable/100;
  1538. if (where&EQP_WEAPON) {
  1539. switch (sd->status.weapon) {
  1540. case W_FIST: //Bare fists should not break :P
  1541. case W_1HAXE:
  1542. case W_2HAXE:
  1543. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1544. case W_STAFF:
  1545. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1546. case W_HUUMA:
  1547. where &= ~EQP_WEAPON;
  1548. }
  1549. }
  1550. }
  1551. if (flag&BCT_ENEMY) {
  1552. if (battle_config.equip_skill_break_rate != 100)
  1553. rate = rate*battle_config.equip_skill_break_rate/100;
  1554. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1555. if (battle_config.equip_self_break_rate != 100)
  1556. rate = rate*battle_config.equip_self_break_rate/100;
  1557. }
  1558. for (i = 0; i < 4; i++) {
  1559. if (where&where_list[i]) {
  1560. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1561. where&=~where_list[i];
  1562. else if (rand()%10000 >= rate)
  1563. where&=~where_list[i];
  1564. else if (!sd) //Cause Strip effect.
  1565. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1566. }
  1567. }
  1568. if (!where) //Nothing to break.
  1569. return 0;
  1570. if (sd) {
  1571. for (i = 0; i < EQI_MAX; i++) {
  1572. j = sd->equip_index[i];
  1573. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1574. continue;
  1575. flag = 0;
  1576. switch(i) {
  1577. case EQI_HEAD_TOP: //Upper Head
  1578. flag = (where&EQP_HELM);
  1579. break;
  1580. case EQI_ARMOR: //Body
  1581. flag = (where&EQP_ARMOR);
  1582. break;
  1583. case EQI_HAND_R: //Left/Right hands
  1584. case EQI_HAND_L:
  1585. flag = (
  1586. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1587. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1588. break;
  1589. default:
  1590. continue;
  1591. }
  1592. if (flag) {
  1593. sd->status.inventory[j].attribute = 1;
  1594. pc_unequipitem(sd, j, 3);
  1595. }
  1596. }
  1597. clif_equiplist(sd);
  1598. }
  1599. return where; //Return list of pieces broken.
  1600. }
  1601. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1602. {
  1603. struct status_change *sc;
  1604. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1605. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1606. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1607. int i;
  1608. if (rand()%100 >= rate)
  1609. return 0;
  1610. sc = status_get_sc(bl);
  1611. if (!sc)
  1612. return 0;
  1613. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1614. if (where&pos[i] && sc->data[sc_def[i]].timer != -1)
  1615. where&=~pos[i];
  1616. }
  1617. if (!where) return 0;
  1618. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1619. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1620. where&=~pos[i];
  1621. }
  1622. return where?1:0;
  1623. }
  1624. /*=========================================================================
  1625. Used to knock back players, monsters, traps, etc
  1626. If count&0xf00000, the direction is send in the 6th byte.
  1627. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1628. If count&0x20000, position update packets must not be sent.
  1629. IF count&0X40000, direction is random.
  1630. --------------------------------------------------------------------------*/
  1631. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1632. {
  1633. int dx=0,dy=0,nx,ny;
  1634. int dir,ret;
  1635. struct skill_unit *su=NULL;
  1636. nullpo_retr(0, src);
  1637. if (src != target && map_flag_gvg(target->m))
  1638. return 0; //No knocking back in WoE
  1639. if (!(count&0xffff))
  1640. return 0; //Actual knockback distance is 0.
  1641. switch (target->type) {
  1642. case BL_MOB:
  1643. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1644. return 0;
  1645. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1646. return 0;
  1647. break;
  1648. case BL_PC:
  1649. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1650. return 0;
  1651. break;
  1652. case BL_SKILL:
  1653. su=(struct skill_unit *)target;
  1654. break;
  1655. }
  1656. if (count&0xf00000)
  1657. dir = (count>>20)&0xf;
  1658. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1659. dir = unit_getdir(target);
  1660. else if (count&0x40000) //Flag for random pushing.
  1661. dir = rand()%8;
  1662. else
  1663. dir = map_calc_dir(target,src->x,src->y);
  1664. if (dir>=0 && dir<8){
  1665. dx = -dirx[dir];
  1666. dy = -diry[dir];
  1667. }
  1668. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count&0xffff);
  1669. nx=ret>>16;
  1670. ny=ret&0xffff;
  1671. if (!su)
  1672. unit_stop_walking(target,0);
  1673. dx = nx - target->x;
  1674. dy = ny - target->y;
  1675. if (!dx && !dy) //Could not knockback.
  1676. return 0;
  1677. map_foreachinmovearea(clif_outsight, target, AREA_SIZE,
  1678. dx, dy, target->type==BL_PC?BL_ALL:BL_PC, target);
  1679. if(su)
  1680. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1681. else
  1682. map_moveblock(target, nx, ny, gettick());
  1683. map_foreachinmovearea(clif_insight, target, AREA_SIZE,
  1684. -dx, -dy, target->type==BL_PC?BL_ALL:BL_PC, target);
  1685. if(!(count&0x20000))
  1686. clif_blown(target);
  1687. if(target->type == BL_PC &&
  1688. map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1689. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1690. return (count&0xFFFF); //Return amount of knocked back cells.
  1691. }
  1692. /*
  1693. * =========================================================================
  1694. * Does a skill attack with the given properties.
  1695. * src is the master behind the attack (player/mob/pet)
  1696. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1697. * bl is the target to be attacked.
  1698. * flag can hold a bunch of information:
  1699. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1700. * (usually holds number of targets, or just 1 for simple splash attacks)
  1701. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1702. * packet shouldn't display a skill animation)
  1703. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1704. * client (causes player characters to not scream skill name)
  1705. *-------------------------------------------------------------------------*/
  1706. 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)
  1707. {
  1708. struct Damage dmg;
  1709. struct status_data *sstatus, *tstatus;
  1710. struct status_change *sc;
  1711. struct map_session_data *sd, *tsd;
  1712. int type,damage,rdamage=0;
  1713. if(skillid > 0 && skilllv <= 0) return 0;
  1714. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1715. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1716. nullpo_retr(0, bl); //Target to be attacked.
  1717. if (src != dsrc) {
  1718. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1719. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1720. return 0;
  1721. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1722. //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]
  1723. if (!status_check_skilluse(src, bl, skillid, 2))
  1724. return 0;
  1725. }
  1726. BL_CAST(BL_PC, src, sd);
  1727. BL_CAST(BL_PC, bl, tsd);
  1728. sstatus = status_get_status_data(src);
  1729. tstatus = status_get_status_data(bl);
  1730. sc= status_get_sc(bl);
  1731. if (sc && !sc->count) sc = NULL; //Don't need it.
  1732. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1733. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1734. return 0;
  1735. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1736. if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
  1737. return 0;
  1738. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1739. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1740. //Skotlex: Adjusted to the new system
  1741. if(src->type==BL_PET)
  1742. { // [Valaris]
  1743. struct pet_data *pd = (TBL_PET*)src;
  1744. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1745. {
  1746. int element = skill_get_pl(skillid, skilllv);
  1747. if (skillid == -1)
  1748. element = sstatus->rhw.ele;
  1749. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1750. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1751. else
  1752. dmg.damage= skilllv;
  1753. dmg.damage2=0;
  1754. dmg.div_= pd->a_skill->div_;
  1755. }
  1756. }
  1757. if (attack_type&BF_MAGIC) {
  1758. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1759. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
  1760. { //Works on players or mobs with level under 80.
  1761. clif_specialeffect(bl, 438, AREA);
  1762. if (--sc->data[SC_KAITE].val2 <= 0)
  1763. status_change_end(bl, SC_KAITE, -1);
  1764. clif_skill_nodamage(bl,src,skillid,skilllv,1);
  1765. bl = src; //Just make the skill attack yourself @.@
  1766. sc = status_get_sc(bl);
  1767. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1768. if (sc && !sc->count)
  1769. sc = NULL; //Don't need it.
  1770. //Spirit of Wizard blocks bounced back spells.
  1771. if (sc && sc->data[SC_SPIRIT].timer != -1 &&
  1772. sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1773. {
  1774. //It should only consume once per skill casted. Val3 is the skill
  1775. //id and val4 is the ID of the damage src, this should account for
  1776. //ground spells (and single target spells will be completed on
  1777. //castend_id) [Skotlex]
  1778. if (tsd && !(
  1779. sc->data[SC_SPIRIT].val3 == skillid &&
  1780. sc->data[SC_SPIRIT].val4 == dsrc->id)
  1781. ) { //Check if you have stone to consume.
  1782. type = pc_search_inventory (tsd, 7321);
  1783. if (type >= 0)
  1784. pc_delitem(tsd, type, 1, 0);
  1785. } else
  1786. type = 0;
  1787. if (type >= 0) {
  1788. dmg.damage = dmg.damage2 = 0;
  1789. dmg.dmg_lv = ATK_FLEE;
  1790. sc->data[SC_SPIRIT].val3 = skillid;
  1791. sc->data[SC_SPIRIT].val4 = dsrc->id;
  1792. }
  1793. }
  1794. }
  1795. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1796. int sp = skill_get_sp(skillid,skilllv);
  1797. dmg.damage = dmg.damage2 = 0;
  1798. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1799. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1800. if(skillid == WZ_WATERBALL && skilllv > 1)
  1801. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1802. status_heal(bl, 0, sp, 2);
  1803. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1804. }
  1805. }
  1806. damage = dmg.damage + dmg.damage2;
  1807. if (damage > 0 && src != bl && src == dsrc && skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1808. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1809. //Skill hit type
  1810. type=(skillid==0)?5:skill_get_hit(skillid);
  1811. if(damage < dmg.div_
  1812. //Only skills that knockback even when they miss. [Skotlex]
  1813. && skillid != CH_PALMSTRIKE)
  1814. dmg.blewcount = 0;
  1815. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1816. if(battle_config.gx_disptype) dsrc = src;
  1817. if(src == bl) type = 4;
  1818. else flag|=SD_ANIMATION;
  1819. }
  1820. if(skillid == NJ_TATAMIGAESHI) {
  1821. dsrc = src; //For correct knockback.
  1822. flag|=SD_ANIMATION;
  1823. }
  1824. if(sd) {
  1825. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1826. if (sd->sc.data[SC_COMBO].timer!=-1)
  1827. { //End combo state after skill is invoked. [Skotlex]
  1828. switch (skillid) {
  1829. case TK_TURNKICK:
  1830. case TK_STORMKICK:
  1831. case TK_DOWNKICK:
  1832. case TK_COUNTER:
  1833. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1834. { //Extend combo time.
  1835. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1836. sd->skilllv_old = skilllv;
  1837. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1838. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1839. sd->sc.data[SC_COMBO].timer = add_timer(
  1840. tick+sd->sc.data[SC_COMBO].val4,
  1841. status_change_timer, src->id, SC_COMBO);
  1842. break;
  1843. }
  1844. default:
  1845. status_change_end(src,SC_COMBO,-1);
  1846. }
  1847. }
  1848. switch(skillid)
  1849. {
  1850. case MO_TRIPLEATTACK:
  1851. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1852. flag=1;
  1853. break;
  1854. case MO_CHAINCOMBO:
  1855. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1856. flag=1;
  1857. break;
  1858. case MO_COMBOFINISH:
  1859. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1860. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1861. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1862. flag=1;
  1863. case CH_TIGERFIST:
  1864. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1865. flag=1;
  1866. case CH_CHAINCRUSH:
  1867. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1868. flag=1;
  1869. break;
  1870. case AC_DOUBLE:
  1871. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1872. pc_checkskill(sd, HT_POWER))
  1873. {
  1874. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1875. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1876. clif_combo_delay(src,2000);
  1877. }
  1878. break;
  1879. case TK_COUNTER:
  1880. { //bonus from SG_FRIEND [Komurka]
  1881. int level;
  1882. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1883. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1884. }
  1885. break;
  1886. case SL_STIN:
  1887. case SL_STUN:
  1888. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1889. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1890. break;
  1891. case GS_FULLBUSTER:
  1892. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1893. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1894. break;
  1895. } //Switch End
  1896. if (flag) { //Possible to chain
  1897. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1898. if (flag < 0) flag = 0;
  1899. flag += 300 * battle_config.combo_delay_rate/100;
  1900. sc_start(src,SC_COMBO,100,skillid,flag);
  1901. clif_combo_delay(src, flag);
  1902. }
  1903. }
  1904. //Display damage.
  1905. switch(skillid){
  1906. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1907. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1908. break;
  1909. //Skills that need be passed as a normal attack for the client to display correctly.
  1910. case HVAN_EXPLOSION:
  1911. case NPC_SELFDESTRUCTION:
  1912. if(src->type==BL_PC)
  1913. dmg.blewcount = 10;
  1914. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1915. case KN_AUTOCOUNTER:
  1916. case NPC_CRITICALSLASH:
  1917. case NPC_SPLASHATTACK:
  1918. case TF_DOUBLE:
  1919. case GS_CHAINACTION:
  1920. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1921. break;
  1922. default:
  1923. //Disabling skill animation doesn't works on multi-hit.
  1924. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1925. damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
  1926. (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
  1927. break;
  1928. }
  1929. map_freeblock_lock();
  1930. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1931. && pc_checkskill(tsd,RG_PLAGIARISM)
  1932. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1933. && damage < tsd->status.hp)
  1934. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1935. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1936. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1937. {
  1938. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1939. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1940. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1941. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1942. }
  1943. tsd->cloneskill_id = skillid;
  1944. tsd->status.skill[skillid].id = skillid;
  1945. tsd->status.skill[skillid].lv = skilllv;
  1946. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1947. tsd->status.skill[skillid].lv = type;
  1948. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1949. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1950. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1951. clif_skillinfoblock(tsd);
  1952. }
  1953. }
  1954. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1955. struct skill_unit* su = (struct skill_unit*)bl;
  1956. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1957. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1958. }
  1959. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1960. { //Skills with can't walk delay also stop normal attacking for that
  1961. //duration when the attack connects. [Skotlex]
  1962. struct unit_data *ud = unit_bl2ud(src);
  1963. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1964. ud->attackabletime = tick + type;
  1965. }
  1966. if (!dmg.amotion) {
  1967. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1968. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1969. if (!status_isdead(bl))
  1970. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1971. //Counter status effects [Skotlex]
  1972. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1973. }
  1974. }
  1975. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1976. if (dmg.blewcount > 0 && !status_isdead(bl))
  1977. skill_blown(dsrc,bl,dmg.blewcount);
  1978. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1979. if (dmg.amotion)
  1980. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1981. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1982. int rate = 50 + skilllv * 5;
  1983. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1984. if(rand()%100 < rate)
  1985. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1986. }
  1987. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1988. if (battle_config.left_cardfix_to_right)
  1989. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1990. else
  1991. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1992. }
  1993. if (rdamage>0) {
  1994. if (dmg.amotion)
  1995. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1996. else
  1997. status_fix_damage(bl,src,rdamage,0);
  1998. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1999. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2000. if (tsd && src != bl)
  2001. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2002. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2003. }
  2004. if (!(flag&2) &&
  2005. (
  2006. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2007. ) &&
  2008. (sc = status_get_sc(src)) &&
  2009. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  2010. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  2011. {
  2012. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2013. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2014. }
  2015. map_freeblock_unlock();
  2016. return damage;
  2017. }
  2018. /*==========================================
  2019. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2020. * flagについて?F16?i?を確認
  2021. * MSB <- 00fTffff ->LSB
  2022. * T =タ?ゲット選?用(BCT_*)
  2023. * ffff=自由に使用可能
  2024. * 0 =予約?B0に固定
  2025. *------------------------------------------*/
  2026. static int skill_area_temp[8];
  2027. static int skill_unit_temp[64]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  2028. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  2029. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2030. int skill_area_sub (struct block_list *bl, va_list ap)
  2031. {
  2032. struct block_list *src;
  2033. int skill_id,skill_lv,flag;
  2034. unsigned int tick;
  2035. SkillFunc func;
  2036. nullpo_retr(0, bl);
  2037. nullpo_retr(0, ap);
  2038. src=va_arg(ap,struct block_list *);
  2039. skill_id=va_arg(ap,int);
  2040. skill_lv=va_arg(ap,int);
  2041. tick=va_arg(ap,unsigned int);
  2042. flag=va_arg(ap,int);
  2043. func=va_arg(ap,SkillFunc);
  2044. if(battle_check_target(src,bl,flag) > 0)
  2045. func(src,bl,skill_id,skill_lv,tick,flag);
  2046. return 0;
  2047. }
  2048. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2049. {
  2050. struct skill_unit *unit;
  2051. int skillid,g_skillid;
  2052. unit = (struct skill_unit *)bl;
  2053. if(bl->prev == NULL || bl->type != BL_SKILL)
  2054. return 0;
  2055. if(!unit->alive)
  2056. return 0;
  2057. skillid = va_arg(ap,int);
  2058. g_skillid = unit->group->skill_id;
  2059. switch (skillid)
  2060. {
  2061. case MG_SAFETYWALL:
  2062. case AL_PNEUMA:
  2063. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2064. return 0;
  2065. break;
  2066. case AL_WARP:
  2067. case HT_SKIDTRAP:
  2068. case HT_LANDMINE:
  2069. case HT_ANKLESNARE:
  2070. case HT_SHOCKWAVE:
  2071. case HT_SANDMAN:
  2072. case HT_FLASHER:
  2073. case HT_FREEZINGTRAP:
  2074. case HT_BLASTMINE:
  2075. case HT_CLAYMORETRAP:
  2076. case HT_TALKIEBOX:
  2077. case HP_BASILICA:
  2078. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2079. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2080. return 0;
  2081. break;
  2082. default: //Avoid stacking with same kind of trap. [Skotlex]
  2083. if (g_skillid != skillid)
  2084. return 0;
  2085. break;
  2086. }
  2087. return 1;
  2088. }
  2089. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2090. {
  2091. //Non players do not check for the skill's splash-trigger area.
  2092. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2093. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2094. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2095. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2096. return 0;
  2097. }
  2098. range += layout_type;
  2099. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2100. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2101. }
  2102. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2103. {
  2104. int skillid;
  2105. if(bl->prev == NULL)
  2106. return 0;
  2107. if(status_isdead(bl))
  2108. return 0;
  2109. skillid = va_arg(ap,int);
  2110. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2111. return 0;
  2112. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2113. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2114. return 1;
  2115. }
  2116. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2117. {
  2118. int range, type;
  2119. switch (skillid) { // to be expanded later
  2120. case WZ_ICEWALL:
  2121. range = 2;
  2122. break;
  2123. default:
  2124. {
  2125. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2126. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2127. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2128. return 0;
  2129. }
  2130. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2131. }
  2132. break;
  2133. }
  2134. // if the caster is a monster/NPC, only check for players
  2135. // otherwise just check characters
  2136. if (bl->type == BL_PC)
  2137. type = BL_CHAR;
  2138. else
  2139. type = BL_PC;
  2140. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2141. x - range, y - range, x + range, y + range,
  2142. type, skillid);
  2143. }
  2144. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2145. {
  2146. struct map_session_data *sd;
  2147. int gid, id, strvit, agidex;
  2148. sd = (struct map_session_data *)bl;
  2149. id = va_arg(ap,int);
  2150. gid = va_arg(ap,int);
  2151. if (sd->status.guild_id != gid)
  2152. return 0;
  2153. if(id == sd->bl.id && battle_config.guild_aura&16)
  2154. return 0;
  2155. strvit = va_arg(ap,int);
  2156. agidex = va_arg(ap,int);
  2157. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2158. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2159. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2160. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2161. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2162. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2163. }
  2164. return 0;
  2165. }
  2166. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2167. return 1;
  2168. }
  2169. /*==========================================
  2170. * [orn]
  2171. * Checks that you have the requirements for casting a skill for homunculus.
  2172. * Flag:
  2173. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2174. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2175. *------------------------------------------*/
  2176. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2177. {
  2178. struct status_data *status;
  2179. struct status_change *sc;
  2180. TBL_PC * sd;
  2181. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2182. int index[10],itemid[10],amount[10];
  2183. int checkitem_flag = 1, delitem_flag = 1;
  2184. nullpo_retr(0, hd);
  2185. sd = hd->master;
  2186. if (lv <= 0) return 0;
  2187. status = &hd->battle_status;
  2188. sc = &hd->sc;
  2189. if (!sc->count)
  2190. sc = NULL;
  2191. // for the guild skills [celest]
  2192. if (skill >= HM_SKILLBASE) //[orn]
  2193. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2194. else
  2195. j = skill;
  2196. if (j < 0 || j >= MAX_SKILL_DB)
  2197. return 0;
  2198. //Code speedup, rather than using skill_get_* over and over again.
  2199. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2200. return 0;
  2201. for(i = 0; i < 10; i++) {
  2202. itemid[i] = skill_db[j].itemid[i];
  2203. amount[i] = skill_db[j].amount[i];
  2204. }
  2205. hp = skill_db[j].hp[lv-1];
  2206. sp = skill_db[j].sp[lv-1];
  2207. hp_rate = skill_db[j].hp_rate[lv-1];
  2208. sp_rate = skill_db[j].sp_rate[lv-1];
  2209. state = skill_db[j].state;
  2210. mhp = skill_db[j].mhp[lv-1];
  2211. if(mhp > 0)
  2212. hp += (status->max_hp * mhp)/100;
  2213. if(hp_rate > 0)
  2214. hp += (status->hp * hp_rate)/100;
  2215. else
  2216. hp += (status->max_hp * (-hp_rate))/100;
  2217. if(sp_rate > 0)
  2218. sp += (status->sp * sp_rate)/100;
  2219. else
  2220. sp += (status->max_sp * (-sp_rate))/100;
  2221. switch(skill) { // Check for cost reductions due to skills & SCs
  2222. case HFLI_SBR44:
  2223. if(hd->homunculus.intimacy <= 200)
  2224. return 0;
  2225. break;
  2226. case HVAN_EXPLOSION:
  2227. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  2228. return 0;
  2229. break;
  2230. }
  2231. if(!(type&2)){
  2232. if( hp>0 && status->hp <= (unsigned int)hp) {
  2233. clif_skill_fail(sd,skill,2,0);
  2234. return 0;
  2235. }
  2236. if( sp>0 && status->sp < (unsigned int)sp) {
  2237. clif_skill_fail(sd,skill,1,0);
  2238. return 0;
  2239. }
  2240. }
  2241. if (!type) //States are only checked on begin casting.
  2242. switch(state) {
  2243. case ST_MOVE_ENABLE:
  2244. if(!unit_can_move(&hd->bl)) {
  2245. clif_skill_fail(sd,skill,0,0);
  2246. return 0;
  2247. }
  2248. break;
  2249. }
  2250. if (checkitem_flag) {
  2251. for(i=0;i<10;i++) {
  2252. index[i] = -1;
  2253. if(itemid[i] <= 0)
  2254. continue;
  2255. index[i] = pc_search_inventory(sd,itemid[i]);
  2256. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2257. {
  2258. clif_skill_fail(sd,skill,0,0);
  2259. return 0;
  2260. }
  2261. }
  2262. }
  2263. if(!(type&1))
  2264. return 1;
  2265. if(delitem_flag) {
  2266. for(i=0;i<10;i++) {
  2267. if(index[i] >= 0)
  2268. pc_delitem(sd,index[i],amount[i],0);
  2269. }
  2270. }
  2271. if(type&2)
  2272. return 1;
  2273. if(sp || hp)
  2274. status_zap(&hd->bl, hp, sp);
  2275. return 1;
  2276. }
  2277. /*==========================================
  2278. *
  2279. *------------------------------------------*/
  2280. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2281. {
  2282. if(skill_area_temp[0] < 0xffff)
  2283. skill_area_temp[0]++;
  2284. return 1;
  2285. }
  2286. int skill_count_water (struct block_list *src, int range)
  2287. {
  2288. int i,x,y,cnt = 0,size = range*2+1;
  2289. struct skill_unit *unit;
  2290. for (i=0;i<size*size;i++) {
  2291. x = src->x+(i%size-range);
  2292. y = src->y+(i/size-range);
  2293. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2294. cnt++;
  2295. continue;
  2296. }
  2297. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2298. if (!unit)
  2299. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2300. if (unit) {
  2301. cnt++;
  2302. skill_delunit(unit, 1);
  2303. }
  2304. }
  2305. return cnt;
  2306. }
  2307. /*==========================================
  2308. *
  2309. *------------------------------------------*/
  2310. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2311. {
  2312. struct block_list *src = map_id2bl(id),*target;
  2313. struct unit_data *ud = unit_bl2ud(src);
  2314. struct skill_timerskill *skl = NULL;
  2315. int range;
  2316. nullpo_retr(0, src);
  2317. nullpo_retr(0, ud);
  2318. skl = ud->skilltimerskill[data];
  2319. nullpo_retr(0, skl);
  2320. ud->skilltimerskill[data] = NULL;
  2321. do {
  2322. if(src->prev == NULL)
  2323. break;
  2324. if(skl->target_id) {
  2325. target = map_id2bl(skl->target_id);
  2326. if(!target && skl->skill_id == RG_INTIMIDATE)
  2327. target = src; //Required since it has to warp.
  2328. if(target == NULL)
  2329. break;
  2330. if(target->prev == NULL)
  2331. break;
  2332. if(src->m != target->m)
  2333. break;
  2334. if(status_isdead(src))
  2335. break;
  2336. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2337. break;
  2338. switch(skl->skill_id) {
  2339. case RG_INTIMIDATE:
  2340. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2341. short x,y;
  2342. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2343. if (target != src && !status_isdead(target))
  2344. unit_warp(target, -1, x, y, 3);
  2345. }
  2346. break;
  2347. case BA_FROSTJOKE:
  2348. case DC_SCREAM:
  2349. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2350. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2351. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2352. break;
  2353. case WZ_WATERBALL:
  2354. if (!status_isdead(target))
  2355. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2356. if (skl->type>1 && !status_isdead(target)) {
  2357. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2358. } else {
  2359. struct status_change *sc = status_get_sc(src);
  2360. if(sc) {
  2361. if(sc->data[SC_MAGICPOWER].timer != -1)
  2362. status_change_end(src,SC_MAGICPOWER,-1);
  2363. if(sc->data[SC_SPIRIT].timer != -1 &&
  2364. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  2365. sc->data[SC_SPIRIT].val3 == skl->skill_id)
  2366. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  2367. }
  2368. }
  2369. break;
  2370. default:
  2371. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2372. break;
  2373. }
  2374. }
  2375. else {
  2376. if(src->m != skl->map)
  2377. break;
  2378. switch(skl->skill_id) {
  2379. case WZ_METEOR:
  2380. if(skl->type >= 0) {
  2381. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2382. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2383. }
  2384. else
  2385. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2386. break;
  2387. }
  2388. }
  2389. } while (0);
  2390. //Free skl now that it is no longer needed.
  2391. ers_free(skill_timer_ers, skl);
  2392. return 0;
  2393. }
  2394. /*==========================================
  2395. *
  2396. *------------------------------------------*/
  2397. 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)
  2398. {
  2399. int i;
  2400. struct unit_data *ud;
  2401. nullpo_retr(1, src);
  2402. ud = unit_bl2ud(src);
  2403. nullpo_retr(1, ud);
  2404. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2405. if (i==MAX_SKILLTIMERSKILL) return 1;
  2406. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2407. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2408. ud->skilltimerskill[i]->src_id = src->id;
  2409. ud->skilltimerskill[i]->target_id = target;
  2410. ud->skilltimerskill[i]->skill_id = skill_id;
  2411. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2412. ud->skilltimerskill[i]->map = src->m;
  2413. ud->skilltimerskill[i]->x = x;
  2414. ud->skilltimerskill[i]->y = y;
  2415. ud->skilltimerskill[i]->type = type;
  2416. ud->skilltimerskill[i]->flag = flag;
  2417. return 0;
  2418. }
  2419. /*==========================================
  2420. *
  2421. *------------------------------------------*/
  2422. int skill_cleartimerskill (struct block_list *src)
  2423. {
  2424. int i;
  2425. struct unit_data *ud;
  2426. nullpo_retr(0, src);
  2427. ud = unit_bl2ud(src);
  2428. nullpo_retr(0, ud);
  2429. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2430. if(ud->skilltimerskill[i]) {
  2431. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2432. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2433. ud->skilltimerskill[i]=NULL;
  2434. }
  2435. }
  2436. return 1;
  2437. }
  2438. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2439. {
  2440. TBL_SKILL *su = (TBL_SKILL*)bl;
  2441. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2442. { //Reveal trap.
  2443. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2444. //clif_changetraplook(bl, su->group->unit_id);
  2445. clif_skill_setunit(su);
  2446. return 1;
  2447. }
  2448. return 0;
  2449. }
  2450. /*==========================================
  2451. *
  2452. *
  2453. *------------------------------------------*/
  2454. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2455. {
  2456. struct map_session_data *sd = NULL, *tsd = NULL;
  2457. struct status_data *tstatus;
  2458. struct status_change *sc;
  2459. if (skillid > 0 && skilllv <= 0) return 0;
  2460. nullpo_retr(1, src);
  2461. nullpo_retr(1, bl);
  2462. if (src->m != bl->m)
  2463. return 1;
  2464. if (bl->prev == NULL)
  2465. return 1;
  2466. if (src->type == BL_PC)
  2467. sd = (struct map_session_data *)src;
  2468. if (bl->type == BL_PC)
  2469. tsd = (struct map_session_data *)bl;
  2470. if (status_isdead(bl))
  2471. return 1;
  2472. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2473. { //GTB makes all targetted magic fail silently.
  2474. if (sd) clif_skill_fail(sd,skillid,0,0);
  2475. return 1;
  2476. }
  2477. sc = status_get_sc(src);
  2478. if (sc && !sc->count)
  2479. sc = NULL; //Unneeded
  2480. tstatus = status_get_status_data(bl);
  2481. map_freeblock_lock();
  2482. switch(skillid)
  2483. {
  2484. case SM_BASH:
  2485. case MC_MAMMONITE:
  2486. case TF_DOUBLE:
  2487. case AC_DOUBLE:
  2488. case AS_SONICBLOW:
  2489. case KN_PIERCE:
  2490. case KN_SPEARBOOMERANG:
  2491. case TF_POISON:
  2492. case TF_SPRINKLESAND:
  2493. case AC_CHARGEARROW:
  2494. case RG_INTIMIDATE:
  2495. case AM_ACIDTERROR:
  2496. case BA_MUSICALSTRIKE:
  2497. case DC_THROWARROW:
  2498. case BA_DISSONANCE:
  2499. case CR_HOLYCROSS:
  2500. case NPC_DARKCROSS:
  2501. case CR_SHIELDCHARGE:
  2502. case CR_SHIELDBOOMERANG:
  2503. case NPC_PIERCINGATT:
  2504. case NPC_MENTALBREAKER:
  2505. case NPC_RANGEATTACK:
  2506. case NPC_CRITICALSLASH:
  2507. case NPC_COMBOATTACK:
  2508. case NPC_GUIDEDATTACK:
  2509. case NPC_POISON:
  2510. case NPC_RANDOMATTACK:
  2511. case NPC_WATERATTACK:
  2512. case NPC_GROUNDATTACK:
  2513. case NPC_FIREATTACK:
  2514. case NPC_WINDATTACK:
  2515. case NPC_POISONATTACK:
  2516. case NPC_HOLYATTACK:
  2517. case NPC_DARKNESSATTACK:
  2518. case NPC_TELEKINESISATTACK:
  2519. case NPC_UNDEADATTACK:
  2520. case NPC_BREAKARMOR:
  2521. case NPC_BREAKWEAPON:
  2522. case NPC_BREAKHELM:
  2523. case NPC_BREAKSHIELD:
  2524. case LK_AURABLADE:
  2525. case LK_SPIRALPIERCE:
  2526. case LK_HEADCRUSH:
  2527. case CG_ARROWVULCAN:
  2528. case HW_MAGICCRASHER:
  2529. case ITM_TOMAHAWK:
  2530. case MO_TRIPLEATTACK:
  2531. case CH_CHAINCRUSH:
  2532. case CH_TIGERFIST:
  2533. case PA_SHIELDCHAIN: // Shield Chain
  2534. case PA_SACRIFICE:
  2535. case WS_CARTTERMINATION: // Cart Termination
  2536. case AS_VENOMKNIFE:
  2537. case HT_PHANTASMIC:
  2538. case HT_POWER:
  2539. case TK_DOWNKICK:
  2540. case TK_COUNTER:
  2541. case GS_CHAINACTION:
  2542. case GS_TRIPLEACTION:
  2543. case GS_MAGICALBULLET:
  2544. case GS_TRACKING:
  2545. case GS_PIERCINGSHOT:
  2546. case GS_RAPIDSHOWER:
  2547. case GS_DUST:
  2548. case GS_DISARM: // Added disarm. [Reddozen]
  2549. case GS_FULLBUSTER:
  2550. case NJ_SYURIKEN:
  2551. case NJ_KUNAI:
  2552. case ASC_BREAKER:
  2553. case HFLI_MOON: //[orn]
  2554. case HFLI_SBR44: //[orn]
  2555. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2556. break;
  2557. case NPC_BLINDATTACK:
  2558. case NPC_SILENCEATTACK:
  2559. case NPC_STUNATTACK:
  2560. case NPC_PETRIFYATTACK:
  2561. case NPC_CURSEATTACK:
  2562. case NPC_SLEEPATTACK:
  2563. if (flag&1 || skill_get_splash(skillid, skilllv) < 1)
  2564. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2565. else
  2566. map_foreachinrange(skill_area_sub, bl,
  2567. skill_get_splash(skillid, skilllv),BL_CHAR,
  2568. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2569. skill_castend_damage_id);
  2570. break;
  2571. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2572. switch( rand()%6 ){
  2573. case 0: flag |= BREAK_ANKLE; break;
  2574. case 1: flag |= BREAK_WRIST; break;
  2575. case 2: flag |= BREAK_KNEE; break;
  2576. case 3: flag |= BREAK_SHOULDER; break;
  2577. case 4: flag |= BREAK_WAIST; break;
  2578. case 5: flag |= BREAK_NECK; break;
  2579. }
  2580. //Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex]
  2581. //val3 holds the status that it should start when it connects.
  2582. sc = status_get_sc(bl);
  2583. if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag;
  2584. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2585. break;
  2586. case MO_COMBOFINISH:
  2587. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2588. { //Becomes a splash attack when Soul Linked.
  2589. map_foreachinrange(skill_area_sub, bl,
  2590. skill_get_splash(skillid, skilllv),BL_CHAR,
  2591. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2592. skill_castend_damage_id);
  2593. } else
  2594. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2595. break;
  2596. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2597. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2598. skill_area_temp[1] = 0;
  2599. map_foreachinrange(skill_attack_area, src,
  2600. skill_get_splash(skillid, skilllv), BL_CHAR,
  2601. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2602. break;
  2603. case KN_CHARGEATK:
  2604. flag = distance_bl(src, bl);
  2605. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2606. if (unit_movepos(src, bl->x, bl->y, 1, 1))
  2607. clif_slide(src,bl->x,bl->y);
  2608. break;
  2609. case TK_JUMPKICK:
  2610. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2611. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2612. clif_slide(src,bl->x,bl->y);
  2613. break;
  2614. case SN_SHARPSHOOTING:
  2615. case NJ_KAMAITACHI:
  2616. //It won't shoot through walls since on castend there has to be a direct
  2617. //line of sight between caster and target.
  2618. skill_area_temp[1] = bl->id;
  2619. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2620. skill_get_splash(skillid, skilllv),BL_CHAR,
  2621. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2622. break;
  2623. case MO_INVESTIGATE:
  2624. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2625. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2626. status_change_end(src,SC_BLADESTOP,-1);
  2627. break;
  2628. case RG_BACKSTAP:
  2629. {
  2630. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2631. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2632. if (sc && sc->data[SC_HIDING].timer != -1)
  2633. status_change_end(src, SC_HIDING, -1);
  2634. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2635. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2636. unit_setdir(bl,dir);
  2637. }
  2638. else if (sd)
  2639. clif_skill_fail(sd,skillid,0,0);
  2640. }
  2641. break;
  2642. case MO_FINGEROFFENSIVE:
  2643. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2644. if (battle_config.finger_offensive_type && sd) {
  2645. int i;
  2646. for (i = 1; i < sd->spiritball_old; i++)
  2647. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2648. }
  2649. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2650. status_change_end(src,SC_BLADESTOP,-1);
  2651. break;
  2652. case MO_CHAINCOMBO:
  2653. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2654. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2655. status_change_end(src,SC_BLADESTOP,-1);
  2656. break;
  2657. case NJ_ISSEN:
  2658. if (sc) {
  2659. if (sc->data[SC_NEN].timer != -1)
  2660. status_change_end(src,SC_NEN,-1);
  2661. if (sc->data[SC_HIDING].timer != -1)
  2662. status_change_end(src,SC_HIDING,-1);
  2663. }
  2664. case MO_EXTREMITYFIST:
  2665. if (sc && skillid == MO_EXTREMITYFIST)
  2666. {
  2667. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2668. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2669. if (sc->data[SC_BLADESTOP].timer != -1)
  2670. status_change_end(src,SC_BLADESTOP,-1);
  2671. }
  2672. //Client expects you to move to target regardless of distance
  2673. {
  2674. struct unit_data *ud = unit_bl2ud(src);
  2675. short dx,dy;
  2676. int i,speed;
  2677. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2678. dx = bl->x - src->x;
  2679. dy = bl->y - src->y;
  2680. if (dx < 0) dx-=i;
  2681. else if (dx > 0) dx+=i;
  2682. if (dy < 0) dy-=i;
  2683. else if (dy > 0) dy+=i;
  2684. if (!dx && !dy) dy++;
  2685. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2686. {
  2687. dx = bl->x;
  2688. dy = bl->y;
  2689. } else {
  2690. dx = src->x + dx;
  2691. dy = src->y + dy;
  2692. }
  2693. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2694. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2695. //Increase can't walk delay to not alter your walk path
  2696. ud->canmove_tick = tick;
  2697. speed = status_get_speed(src);
  2698. for (i = 0; i < ud->walkpath.path_len; i ++)
  2699. {
  2700. if(ud->walkpath.path[i]&1)
  2701. ud->canmove_tick+=7*speed/5;
  2702. else
  2703. ud->canmove_tick+=speed;
  2704. }
  2705. }
  2706. }
  2707. break;
  2708. //Splash attack skills.
  2709. case AS_SPLASHER:
  2710. case AS_GRIMTOOTH:
  2711. case SM_MAGNUM:
  2712. case HT_BLITZBEAT:
  2713. case MC_CARTREVOLUTION:
  2714. case NPC_SPLASHATTACK:
  2715. case AC_SHOWER:
  2716. case MG_NAPALMBEAT:
  2717. case MG_FIREBALL:
  2718. case RG_RAID:
  2719. case HW_NAPALMVULCAN:
  2720. case NJ_HUUMA:
  2721. case NJ_BAKUENRYU:
  2722. case ASC_METEORASSAULT:
  2723. case GS_DESPERADO:
  2724. case GS_SPREADATTACK:
  2725. if (flag&1)
  2726. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2727. if (skill_area_temp[1] != bl->id)
  2728. skill_attack(skill_get_type(skillid), src, src, bl,
  2729. skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION|(flag&SD_LEVEL));
  2730. break;
  2731. }
  2732. if ( skillid == NJ_BAKUENRYU )
  2733. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2734. skill_area_temp[0] = 0;
  2735. skill_area_temp[1] = bl->id;
  2736. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
  2737. if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2738. map_foreachinrange(skill_area_sub, bl,
  2739. skill_get_splash(skillid, skilllv), BL_CHAR,
  2740. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2741. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2742. skill_area_temp[0] = 2;
  2743. map_foreachinrange(skill_area_sub, bl,
  2744. skill_get_splash(skillid, skilllv), BL_CHAR,
  2745. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2746. skill_castend_damage_id);
  2747. //Splasher Should do 100% damage on targetted character.
  2748. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
  2749. tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
  2750. if (skillid == SM_MAGNUM) {
  2751. //Initiate 10% of your damage becomes fire element.
  2752. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2753. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2754. }
  2755. break;
  2756. case KN_BRANDISHSPEAR:
  2757. //Coded apart for it needs the flag passed to the damage calculation.
  2758. if (skill_area_temp[1] != bl->id)
  2759. skill_attack(skill_get_type(skillid), src, src, bl,
  2760. skillid, skilllv, tick, flag|SD_ANIMATION);
  2761. else
  2762. skill_attack(skill_get_type(skillid), src, src, bl,
  2763. skillid, skilllv, tick, flag);
  2764. break;
  2765. case KN_BOWLINGBASH:
  2766. if(flag&1){
  2767. if(bl->id==skill_area_temp[1])
  2768. break;
  2769. //two hits for 500%
  2770. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2771. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2772. } else {
  2773. int i,c;
  2774. c = skill_get_blewcount(skillid,skilllv);
  2775. for(i=0;i<c;i++){
  2776. if (!skill_blown(src,bl,0x20000|1))
  2777. break; //Can't knockback
  2778. skill_area_temp[0]=0;
  2779. map_foreachinrange(skill_area_sub,bl,
  2780. skill_get_splash(skillid, skilllv),BL_CHAR,
  2781. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2782. skill_area_sub_count);
  2783. if(skill_area_temp[0]>1) break;
  2784. }
  2785. clif_blown(bl); //Update target pos.
  2786. if (i!=c) { //Splash
  2787. skill_area_temp[1]=bl->id;
  2788. map_foreachinrange(skill_area_sub,bl,
  2789. skill_get_splash(skillid, skilllv),BL_CHAR,
  2790. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2791. skill_castend_damage_id);
  2792. }
  2793. //Weirdo dual-hit property, two attacks for 500%
  2794. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2795. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2796. }
  2797. break;
  2798. case KN_SPEARSTAB:
  2799. if(flag&1){
  2800. if (bl->id==skill_area_temp[1])
  2801. break;
  2802. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2803. skill_blown(src,bl,skill_area_temp[2]);
  2804. } else {
  2805. int x=bl->x,y=bl->y,i,dir;
  2806. dir = map_calc_dir(bl,src->x,src->y);
  2807. skill_area_temp[1] = bl->id;
  2808. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2809. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2810. skill_blown(src,bl,skill_area_temp[2]);
  2811. for (i=0;i<4;i++) {
  2812. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2813. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2814. skill_castend_damage_id);
  2815. x += dirx[dir];
  2816. y += diry[dir];
  2817. }
  2818. }
  2819. break;
  2820. case TK_TURNKICK:
  2821. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2822. {
  2823. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2824. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2825. map_foreachinrange(skill_area_sub,bl,
  2826. skill_get_splash(skillid, skilllv),BL_CHAR,
  2827. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2828. skill_castend_nodamage_id);
  2829. }
  2830. break;
  2831. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2832. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2833. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2834. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2835. break;
  2836. case PR_TURNUNDEAD:
  2837. case ALL_RESURRECTION:
  2838. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2839. break;
  2840. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2841. break;
  2842. case MG_SOULSTRIKE:
  2843. case NPC_DARKSTRIKE:
  2844. case MG_COLDBOLT:
  2845. case MG_FIREBOLT:
  2846. case MG_LIGHTNINGBOLT:
  2847. case WZ_EARTHSPIKE:
  2848. case AL_HEAL:
  2849. case AL_HOLYLIGHT:
  2850. case WZ_JUPITEL:
  2851. case NPC_DARKTHUNDER:
  2852. case PR_ASPERSIO:
  2853. case MG_FROSTDIVER:
  2854. case WZ_SIGHTBLASTER:
  2855. case WZ_SIGHTRASHER:
  2856. case NJ_KOUENKA:
  2857. case NJ_HYOUSENSOU:
  2858. case NJ_HUUJIN:
  2859. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2860. break;
  2861. case NPC_MAGICALATTACK:
  2862. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2863. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2864. break;
  2865. case HVAN_CAPRICE: //[blackhole89]
  2866. {
  2867. int ran=rand()%4;
  2868. int sid = 0;
  2869. switch(ran)
  2870. {
  2871. case 0: sid=MG_COLDBOLT; break;
  2872. case 1: sid=MG_FIREBOLT; break;
  2873. case 2: sid=MG_LIGHTNINGBOLT; break;
  2874. case 3: sid=WZ_EARTHSPIKE; break;
  2875. }
  2876. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2877. }
  2878. break;
  2879. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2880. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2881. if (skilllv>1) {
  2882. int range = skilllv/2;
  2883. int cnt;
  2884. if (sd)
  2885. cnt = skill_count_water(src,range);
  2886. else {
  2887. range = 2*range+1;
  2888. cnt = range*range;
  2889. }
  2890. cnt--;
  2891. if (cnt > 0)
  2892. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2893. skillid,skilllv,cnt,flag);
  2894. } else if (sd) //Eat up deluge tiles.
  2895. skill_count_water(src,0);
  2896. break;
  2897. case PR_BENEDICTIO:
  2898. //Should attack undead and demons. [Skotlex]
  2899. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2900. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2901. break;
  2902. case SL_SMA:
  2903. if (sc && sc->data[SC_SMA].timer != -1)
  2904. status_change_end(src,SC_SMA,-1);
  2905. case SL_STIN:
  2906. case SL_STUN:
  2907. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2908. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2909. clif_skill_fail(sd,skillid,0,0);
  2910. break;
  2911. }
  2912. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2913. break;
  2914. case NPC_DARKBREATH:
  2915. clif_emotion(src,7);
  2916. case SN_FALCONASSAULT:
  2917. case PA_PRESSURE:
  2918. case CR_ACIDDEMONSTRATION:
  2919. case TF_THROWSTONE:
  2920. case NPC_SMOKING:
  2921. case GS_FLING:
  2922. case NJ_ZENYNAGE:
  2923. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2924. break;
  2925. case HVAN_EXPLOSION:
  2926. case NPC_SELFDESTRUCTION:
  2927. if (src != bl)
  2928. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2929. break;
  2930. // Celest
  2931. case PF_SOULBURN:
  2932. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2933. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2934. if (skilllv == 5)
  2935. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2936. status_percent_damage(src, bl, 0, 100);
  2937. } else {
  2938. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2939. if (skilllv == 5)
  2940. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2941. status_percent_damage(src, src, 0, 100);
  2942. }
  2943. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2944. break;
  2945. case NPC_BLOODDRAIN:
  2946. case NPC_ENERGYDRAIN:
  2947. {
  2948. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2949. src, src, bl, skillid, skilllv, tick, flag);
  2950. if (heal > 0){
  2951. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2952. status_heal(src, heal, 0, 0);
  2953. }
  2954. }
  2955. break;
  2956. case GS_BULLSEYE:
  2957. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2958. break;
  2959. case NJ_KASUMIKIRI:
  2960. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2961. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2962. break;
  2963. case NJ_KIRIKAGE:
  2964. if (!map_flag_gvg(src->m))
  2965. { //You don't move on GVG grounds.
  2966. short x, y;
  2967. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2968. if (unit_movepos(src, x, y, 0, 0))
  2969. clif_slide(src,src->x,src->y);
  2970. }
  2971. if (sc && sc->data[SC_HIDING].timer != -1)
  2972. status_change_end(src, SC_HIDING, -1);
  2973. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2974. break;
  2975. case 0:
  2976. if(sd) {
  2977. if (flag & 3){
  2978. if (bl->id != skill_area_temp[1])
  2979. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  2980. } else {
  2981. skill_area_temp[1] = bl->id;
  2982. map_foreachinrange(skill_area_sub, bl,
  2983. sd->splash_range, BL_CHAR,
  2984. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2985. skill_castend_damage_id);
  2986. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2987. }
  2988. }
  2989. break;
  2990. default:
  2991. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2992. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2993. 0, abs(skill_get_num(skillid, skilllv)),
  2994. skillid, skilllv, skill_get_hit(skillid));
  2995. map_freeblock_unlock();
  2996. return 1;
  2997. }
  2998. map_freeblock_unlock();
  2999. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  3000. battle_consume_ammo(sd, skillid, skilllv);
  3001. return 0;
  3002. }
  3003. /*==========================================
  3004. *
  3005. *------------------------------------------*/
  3006. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3007. {
  3008. struct map_session_data *sd = NULL;
  3009. struct homun_data *hd = NULL;
  3010. struct map_session_data *dstsd = NULL;
  3011. struct status_data *sstatus, *tstatus;
  3012. struct status_change *tsc;
  3013. struct mob_data *md = NULL;
  3014. struct mob_data *dstmd = NULL;
  3015. int i,type=-1;
  3016. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3017. nullpo_retr(1, src);
  3018. nullpo_retr(1, bl);
  3019. if (src->m != bl->m)
  3020. return 1;
  3021. if (src->type == BL_PC) {
  3022. sd = (struct map_session_data *)src;
  3023. } else if (src->type == BL_HOM) { //[orn]
  3024. hd = (struct homun_data *)src;
  3025. } else if (src->type == BL_MOB) {
  3026. md = (struct mob_data *)src;
  3027. }
  3028. if (bl->type == BL_PC){
  3029. dstsd = (struct map_session_data *)bl;
  3030. } else if (bl->type == BL_MOB){
  3031. dstmd = (struct mob_data *)bl;
  3032. }
  3033. if(bl->prev == NULL)
  3034. return 1;
  3035. if(status_isdead(src))
  3036. return 1;
  3037. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  3038. return 1;
  3039. tstatus = status_get_status_data(bl);
  3040. sstatus = status_get_status_data(src);
  3041. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3042. switch (skillid) {
  3043. case HLIF_HEAL: //[orn]
  3044. if (bl->type != BL_HOM) {
  3045. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3046. break ;
  3047. }
  3048. case AL_HEAL:
  3049. case ALL_RESURRECTION:
  3050. case PR_ASPERSIO:
  3051. //Apparently only player casted skills can be offensive like this.
  3052. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3053. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3054. //Offensive heal does not works on non-enemies. [Skotlex]
  3055. clif_skill_fail(sd,skillid,0,0);
  3056. return 0;
  3057. }
  3058. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3059. }
  3060. break;
  3061. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3062. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3063. default:
  3064. //Skill is actually ground placed.
  3065. if (src == bl && skill_get_unit_id(skillid,0))
  3066. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3067. }
  3068. if (skillid > 0)
  3069. type = SkillStatusChangeTable(skillid);
  3070. tsc = status_get_sc(bl);
  3071. map_freeblock_lock();
  3072. switch(skillid)
  3073. {
  3074. case HLIF_HEAL: //[orn]
  3075. case AL_HEAL:
  3076. {
  3077. int heal = skill_calc_heal(src, skilllv);
  3078. int heal_get_jobexp;
  3079. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3080. heal=0;
  3081. if (sd) {
  3082. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3083. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3084. heal = heal*2;
  3085. }
  3086. if (tsc && tsc->count)
  3087. {
  3088. if (tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS)
  3089. ) { //Bounce back heal
  3090. if (--tsc->data[SC_KAITE].val2 <= 0)
  3091. status_change_end(bl, SC_KAITE, -1);
  3092. if (src == bl)
  3093. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3094. else {
  3095. bl = src;
  3096. dstsd = sd;
  3097. }
  3098. } else
  3099. if (tsc->data[SC_BERSERK].timer != -1)
  3100. heal = 0; //Needed so that it actually displays 0 when healing.
  3101. }
  3102. heal_get_jobexp = status_heal(bl,heal,0,0);
  3103. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3104. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3105. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3106. if (heal_get_jobexp <= 0)
  3107. heal_get_jobexp = 1;
  3108. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3109. }
  3110. }
  3111. break;
  3112. case PR_REDEMPTIO:
  3113. if (sd && !(flag&1)) {
  3114. if (sd->status.party_id == 0) {
  3115. clif_skill_fail(sd,skillid,0,0);
  3116. break;
  3117. }
  3118. skill_area_temp[0] = 0;
  3119. party_foreachsamemap(skill_area_sub,
  3120. sd,skill_get_splash(skillid, skilllv),
  3121. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3122. skill_castend_nodamage_id);
  3123. if (skill_area_temp[0] == 0) {
  3124. clif_skill_fail(sd,skillid,0,0);
  3125. break;
  3126. }
  3127. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3128. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3129. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3130. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3131. clif_updatestatus(sd,SP_BASEEXP);
  3132. clif_updatestatus(sd,SP_JOBEXP);
  3133. }
  3134. status_set_hp(src, 1, 0);
  3135. status_set_sp(src, 0, 0);
  3136. break;
  3137. } else if (status_isdead(bl) && flag&1) { //Revive
  3138. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3139. skilllv = 3; //Resurrection level 3 is used
  3140. } else //Invalid target, skip resurrection.
  3141. break;
  3142. case ALL_RESURRECTION:
  3143. if(sd && map_flag_gvg(bl->m))
  3144. { //No reviving in WoE grounds!
  3145. clif_skill_fail(sd,skillid,0,0);
  3146. break;
  3147. }
  3148. if (!status_isdead(bl))
  3149. break;
  3150. {
  3151. int per = 0, sper = 0;
  3152. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3153. break;
  3154. switch(skilllv){
  3155. case 1: per=10; break;
  3156. case 2: per=30; break;
  3157. case 3: per=50; break;
  3158. case 4: per=80; break;
  3159. }
  3160. if(dstsd && dstsd->special_state.restart_full_recover)
  3161. per = sper = 100;
  3162. if (status_revive(bl, per, sper))
  3163. {
  3164. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3165. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3166. {
  3167. int exp = 0,jexp = 0;
  3168. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3169. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3170. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3171. if (exp < 1) exp = 1;
  3172. }
  3173. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3174. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3175. if (jexp < 1) jexp = 1;
  3176. }
  3177. if(exp > 0 || jexp > 0)
  3178. pc_gainexp (sd, bl, exp, jexp);
  3179. }
  3180. }
  3181. }
  3182. break;
  3183. case AL_DECAGI:
  3184. clif_skill_nodamage (src, bl, skillid, skilllv,
  3185. sc_start(bl, type,
  3186. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3187. skilllv, skill_get_time(skillid,skilllv)));
  3188. break;
  3189. case AL_CRUCIS:
  3190. if (flag & 1) {
  3191. if (battle_check_target (src, bl, BCT_ENEMY))
  3192. sc_start(bl,type,
  3193. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3194. skilllv,60000);
  3195. } else {
  3196. map_foreachinrange(skill_area_sub, src,
  3197. skill_get_splash(skillid, skilllv), BL_CHAR,
  3198. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3199. skill_castend_nodamage_id);
  3200. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3201. }
  3202. break;
  3203. case PR_LEXDIVINA:
  3204. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  3205. {
  3206. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3207. status_change_end(bl,type, -1);
  3208. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3209. } else
  3210. clif_skill_nodamage (src, bl, skillid, skilllv,
  3211. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3212. break;
  3213. }
  3214. //Affect all targets on splash area.
  3215. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  3216. src, skillid, skilllv, tick, flag|1,
  3217. skill_castend_damage_id);
  3218. break;
  3219. case SA_ABRACADABRA:
  3220. {
  3221. int abra_skillid = 0, abra_skilllv;
  3222. do {
  3223. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3224. if (
  3225. //Unneeded check, use the "per" field to know if the skill is valid.
  3226. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3227. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3228. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3229. rand()%10000 >= skill_abra_db[abra_skillid].per
  3230. )
  3231. abra_skillid = 0; // reset to get a new id
  3232. } while (abra_skillid == 0);
  3233. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3234. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3235. if (sd)
  3236. { //Crash-protection against Abracadabra casting pets
  3237. sd->skillitem = abra_skillid;
  3238. sd->skillitemlv = abra_skilllv;
  3239. sd->state.abra_flag = 1;
  3240. clif_item_skill (sd, abra_skillid, abra_skilllv);
  3241. } else
  3242. { // [Skotlex]
  3243. struct unit_data *ud = unit_bl2ud(src);
  3244. int inf = skill_get_inf(abra_skillid);
  3245. int target_id = 0;
  3246. if (!ud) break;
  3247. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3248. if (src->type == BL_PET)
  3249. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3250. if (!bl) bl = src;
  3251. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3252. } else { //Assume offensive skills
  3253. if (ud->target)
  3254. target_id = ud->target;
  3255. else switch (src->type) {
  3256. case BL_MOB:
  3257. target_id = ((TBL_MOB*)src)->target_id;
  3258. break;
  3259. case BL_PET:
  3260. target_id = ((TBL_PET*)src)->target_id;
  3261. break;
  3262. }
  3263. if (!target_id)
  3264. break;
  3265. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3266. bl = map_id2bl(target_id);
  3267. if (!bl) bl = src;
  3268. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3269. } else
  3270. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3271. }
  3272. }
  3273. }
  3274. break;
  3275. case SA_COMA:
  3276. clif_skill_nodamage(src,bl,skillid,skilllv,
  3277. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3278. break;
  3279. case SA_FULLRECOVERY:
  3280. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3281. if (status_isimmune(bl))
  3282. break;
  3283. status_percent_heal(bl, 100, 100);
  3284. break;
  3285. case SA_SUMMONMONSTER:
  3286. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3287. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3288. break;
  3289. case SA_LEVELUP:
  3290. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3291. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3292. break;
  3293. case SA_INSTANTDEATH:
  3294. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3295. status_set_hp(bl,1,0);
  3296. break;
  3297. case SA_QUESTION:
  3298. case SA_GRAVITY:
  3299. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3300. break;
  3301. case SA_CLASSCHANGE:
  3302. {
  3303. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3304. ,1157,1159,1190,1272,1312,1373,1492};
  3305. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3306. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3307. if(dstmd) mob_class_change(dstmd,class_);
  3308. }
  3309. break;
  3310. case SA_MONOCELL:
  3311. {
  3312. static int poringclass[]={1002};
  3313. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3314. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3315. if(dstmd) mob_class_change(dstmd,class_);
  3316. }
  3317. break;
  3318. case SA_DEATH:
  3319. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3320. status_kill(bl);
  3321. break;
  3322. case SA_REVERSEORCISH:
  3323. clif_skill_nodamage(src,bl,skillid,skilllv,
  3324. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3325. break;
  3326. case SA_FORTUNE:
  3327. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3328. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3329. break;
  3330. case SA_TAMINGMONSTER:
  3331. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3332. if (sd && dstmd) {
  3333. for (i = 0; i < MAX_PET_DB; i++) {
  3334. if (dstmd->class_ == pet_db[i].class_) {
  3335. pet_catch_process1 (sd, dstmd->class_);
  3336. break;
  3337. }
  3338. }
  3339. }
  3340. break;
  3341. case CR_PROVIDENCE:
  3342. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3343. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3344. clif_skill_fail(sd,skillid,0,0);
  3345. map_freeblock_unlock();
  3346. return 1;
  3347. }
  3348. }
  3349. clif_skill_nodamage(src,bl,skillid,skilllv,
  3350. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3351. break;
  3352. case CG_MARIONETTE:
  3353. {
  3354. struct status_change *sc= status_get_sc(src);
  3355. int type2 = SC_MARIONETTE2;
  3356. if(sc && tsc){
  3357. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3358. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3359. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3360. clif_marionette(src, bl);
  3361. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3362. }
  3363. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3364. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3365. status_change_end(src, type, -1);
  3366. status_change_end(bl, type2, -1);
  3367. }
  3368. else {
  3369. if (sd) clif_skill_fail(sd,skillid,0,0);
  3370. map_freeblock_unlock();
  3371. return 1;
  3372. }
  3373. }
  3374. }
  3375. break;
  3376. case RG_CLOSECONFINE:
  3377. clif_skill_nodamage(src,bl,skillid,skilllv,
  3378. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3379. break;
  3380. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3381. case SA_FROSTWEAPON:
  3382. case SA_LIGHTNINGLOADER:
  3383. case SA_SEISMICWEAPON:
  3384. if (dstsd) {
  3385. if(dstsd->status.weapon == W_FIST ||
  3386. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3387. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3388. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3389. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3390. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3391. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3392. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3393. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3394. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3395. ))
  3396. ) {
  3397. if (sd) clif_skill_fail(sd,skillid,0,0);
  3398. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3399. break;
  3400. }
  3401. }
  3402. if (sd) {
  3403. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3404. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3405. clif_skill_fail(sd,skillid,0,0);
  3406. break;
  3407. }
  3408. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3409. }
  3410. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3411. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3412. if (sd)
  3413. clif_skill_fail(sd,skillid,0,0);
  3414. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3415. clif_displaymessage(sd->fd,"You broke target's weapon");
  3416. }
  3417. break;
  3418. case PR_ASPERSIO:
  3419. if (sd && dstmd) {
  3420. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3421. break;
  3422. }
  3423. clif_skill_nodamage(src,bl,skillid,skilllv,
  3424. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3425. break;
  3426. case ITEM_ENCHANTARMS:
  3427. clif_skill_nodamage(src,bl,skillid,skilllv,
  3428. sc_start2(bl,type,100,skilllv,
  3429. skill_get_pl(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3430. break;
  3431. case TK_SEVENWIND:
  3432. switch(skill_get_pl(skillid,skilllv)){
  3433. case ELE_EARTH:
  3434. type=SC_EARTHWEAPON;
  3435. break;
  3436. case ELE_WIND:
  3437. type=SC_WINDWEAPON;
  3438. break;
  3439. case ELE_WATER:
  3440. type=SC_WATERWEAPON;
  3441. break;
  3442. case ELE_FIRE:
  3443. type=SC_FIREWEAPON;
  3444. break;
  3445. case ELE_GHOST:
  3446. type=SC_GHOSTWEAPON;
  3447. break;
  3448. case ELE_DARK:
  3449. type=SC_SHADOWWEAPON;
  3450. break;
  3451. case ELE_HOLY:
  3452. type=SC_ASPERSIO;
  3453. break;
  3454. }
  3455. clif_skill_nodamage(src,bl,skillid,skilllv,
  3456. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3457. break;
  3458. case PR_KYRIE:
  3459. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3460. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3461. break;
  3462. //Passive Magnum, should had been casted on yourself.
  3463. case SM_MAGNUM:
  3464. skill_area_temp[1] = 0;
  3465. map_foreachinrange(skill_area_sub, src,
  3466. skill_get_splash(skillid, skilllv),BL_CHAR,
  3467. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3468. skill_castend_damage_id);
  3469. //Initiate 10% of your damage becomes fire element.
  3470. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3471. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3472. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3473. break;
  3474. case AL_INCAGI:
  3475. case AL_BLESSING:
  3476. case PR_SLOWPOISON:
  3477. case PR_IMPOSITIO:
  3478. case PR_LEXAETERNA:
  3479. case PR_SUFFRAGIUM:
  3480. case PR_BENEDICTIO:
  3481. case LK_BERSERK:
  3482. case KN_AUTOCOUNTER:
  3483. case KN_TWOHANDQUICKEN:
  3484. case KN_ONEHAND:
  3485. case CR_SPEARQUICKEN:
  3486. case CR_REFLECTSHIELD:
  3487. case AS_POISONREACT:
  3488. case MC_LOUD:
  3489. case MG_ENERGYCOAT:
  3490. case MG_SIGHT:
  3491. case AL_RUWACH:
  3492. case MO_EXPLOSIONSPIRITS:
  3493. case MO_STEELBODY:
  3494. case MO_BLADESTOP:
  3495. case LK_AURABLADE:
  3496. case LK_PARRYING:
  3497. case LK_CONCENTRATION:
  3498. case WS_CARTBOOST:
  3499. case SN_SIGHT:
  3500. case WS_MELTDOWN:
  3501. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3502. case ST_REJECTSWORD:
  3503. case HW_MAGICPOWER:
  3504. case PF_MEMORIZE:
  3505. case PA_SACRIFICE:
  3506. case ASC_EDP: // [Celest]
  3507. case NPC_STOP:
  3508. case WZ_SIGHTBLASTER:
  3509. case PF_DOUBLECASTING:
  3510. case SG_SUN_COMFORT:
  3511. case SG_MOON_COMFORT:
  3512. case SG_STAR_COMFORT:
  3513. case NPC_HALLUCINATION:
  3514. case HP_ASSUMPTIO:
  3515. case GS_MADNESSCANCEL:
  3516. case GS_ADJUSTMENT:
  3517. case GS_INCREASING:
  3518. case NJ_KASUMIKIRI:
  3519. case NJ_UTSUSEMI:
  3520. case NJ_NEN:
  3521. case NPC_DEFENDER:
  3522. clif_skill_nodamage(src,bl,skillid,skilllv,
  3523. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3524. break;
  3525. case HLIF_AVOID:
  3526. if (hd)
  3527. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3528. case HAMI_DEFENCE:
  3529. i = skill_get_time(skillid,skilllv);
  3530. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3531. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3532. break;
  3533. case NJ_BUNSINJYUTSU:
  3534. clif_skill_nodamage(src,bl,skillid,skilllv,
  3535. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3536. if (tsc && tsc->data[SC_NEN].timer != -1)
  3537. status_change_end(bl,SC_NEN,-1);
  3538. break;
  3539. /* Was modified to only affect targetted char. [Skotlex]
  3540. case HP_ASSUMPTIO:
  3541. if (flag&1)
  3542. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3543. else
  3544. {
  3545. map_foreachinrange(skill_area_sub, bl,
  3546. skill_get_splash(skillid, skilllv), BL_PC,
  3547. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3548. skill_castend_nodamage_id);
  3549. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3550. }
  3551. break;
  3552. */
  3553. case SM_ENDURE:
  3554. clif_skill_nodamage(src,bl,skillid,skilllv,
  3555. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3556. if (sd)
  3557. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3558. break;
  3559. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3560. if (sd && dstsd && dstsd->sc.count) {
  3561. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3562. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3563. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3564. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3565. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3566. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3567. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3568. ) {
  3569. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3570. clif_skill_fail(sd,skillid,0,0);
  3571. break;
  3572. }
  3573. }
  3574. clif_skill_nodamage(src,bl,skillid,skilllv,
  3575. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3576. break;
  3577. case LK_TENSIONRELAX:
  3578. clif_skill_nodamage(src,bl,skillid,skilllv,
  3579. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3580. skill_get_time(skillid,skilllv)));
  3581. break;
  3582. case MC_CHANGECART:
  3583. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3584. break;
  3585. case TK_MISSION:
  3586. if (sd) {
  3587. int id;
  3588. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3589. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3590. clif_skill_fail(sd,skillid,0,0);
  3591. break;
  3592. }
  3593. id = mob_get_random_id(0,0xC, sd->status.base_level);
  3594. if (!id) {
  3595. clif_skill_fail(sd,skillid,0,0);
  3596. break;
  3597. }
  3598. sd->mission_mobid = id;
  3599. sd->mission_count = 0;
  3600. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3601. clif_mission_info(sd, id, 0);
  3602. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3603. }
  3604. break;
  3605. case AC_CONCENTRATION:
  3606. {
  3607. clif_skill_nodamage(src,bl,skillid,skilllv,
  3608. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3609. map_foreachinrange( status_change_timer_sub, src,
  3610. skill_get_splash(skillid, skilllv), BL_CHAR,
  3611. src,status_get_sc(src),type,tick);
  3612. }
  3613. break;
  3614. case SM_PROVOKE:
  3615. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3616. map_freeblock_unlock();
  3617. return 1;
  3618. }
  3619. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3620. clif_skill_nodamage(src,bl,skillid,skilllv,
  3621. (i=sc_start(bl,type,
  3622. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3623. skilllv,skill_get_time(skillid,skilllv))));
  3624. if (!i)
  3625. {
  3626. if (sd)
  3627. clif_skill_fail(sd,skillid,0,0);
  3628. map_freeblock_unlock();
  3629. return 0;
  3630. }
  3631. unit_skillcastcancel(bl, 2);
  3632. if(tsc && tsc->count){
  3633. if(tsc->data[SC_FREEZE].timer!=-1)
  3634. status_change_end(bl,SC_FREEZE,-1);
  3635. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3636. status_change_end(bl,SC_STONE,-1);
  3637. if(tsc->data[SC_SLEEP].timer!=-1)
  3638. status_change_end(bl,SC_SLEEP,-1);
  3639. }
  3640. if(dstmd) {
  3641. dstmd->state.provoke_flag = src->id;
  3642. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3643. }
  3644. break;
  3645. case CR_DEVOTION:
  3646. if(sd && dstsd)
  3647. {
  3648. int lv = sd->status.base_level - dstsd->status.base_level;
  3649. if (lv < 0) lv = -lv;
  3650. if (lv > battle_config.devotion_level_difference ||
  3651. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3652. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3653. clif_skill_fail(sd,skillid,0,0);
  3654. map_freeblock_unlock();
  3655. return 1;
  3656. }
  3657. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3658. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3659. if (i == skilllv)
  3660. {
  3661. clif_skill_fail(sd,skillid,0,0);
  3662. map_freeblock_unlock();
  3663. return 1;
  3664. }
  3665. sd->devotion[i] = bl->id;
  3666. clif_skill_nodamage(src,bl,skillid,skilllv,
  3667. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3668. clif_devotion(sd);
  3669. }
  3670. else
  3671. if (sd)
  3672. clif_skill_fail(sd,skillid,0,0);
  3673. break;
  3674. case MO_CALLSPIRITS:
  3675. if(sd) {
  3676. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3677. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3678. }
  3679. break;
  3680. case CH_SOULCOLLECT:
  3681. if(sd) {
  3682. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3683. for (i = 0; i < 5; i++)
  3684. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3685. }
  3686. break;
  3687. case MO_KITRANSLATION:
  3688. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3689. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3690. }
  3691. break;
  3692. case TK_TURNKICK:
  3693. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3694. if (skill_area_temp[1] != bl->id) {
  3695. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3696. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3697. }
  3698. break;
  3699. case MO_ABSORBSPIRITS:
  3700. i = 0;
  3701. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3702. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3703. i = dstsd->spiritball * 10;
  3704. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3705. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3706. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3707. i = 2 * dstmd->level;
  3708. mob_target(dstmd,src,0);
  3709. }
  3710. if (i) status_heal(src, 0, i, 3);
  3711. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3712. break;
  3713. case AC_MAKINGARROW:
  3714. if(sd) {
  3715. clif_arrow_create_list(sd);
  3716. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3717. }
  3718. break;
  3719. case AM_PHARMACY:
  3720. if(sd) {
  3721. clif_skill_produce_mix_list(sd,22);
  3722. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3723. }
  3724. break;
  3725. case SA_CREATECON:
  3726. if(sd) {
  3727. clif_skill_produce_mix_list(sd,23);
  3728. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3729. }
  3730. break;
  3731. case BS_HAMMERFALL:
  3732. clif_skill_nodamage(src,bl,skillid,skilllv,
  3733. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3734. break;
  3735. case RG_RAID:
  3736. skill_area_temp[1] = 0;
  3737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3738. map_foreachinrange(skill_area_sub, bl,
  3739. skill_get_splash(skillid, skilllv), BL_CHAR,
  3740. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3741. skill_castend_damage_id);
  3742. status_change_end(src, SC_HIDING, -1);
  3743. break;
  3744. case ASC_METEORASSAULT:
  3745. case GS_SPREADATTACK:
  3746. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3747. skill_area_temp[1] = bl->id;
  3748. //Mob casted skills should also hit skills.
  3749. map_foreachinrange(skill_area_sub, bl,
  3750. skill_get_splash(skillid, skilllv), md?BL_CHAR|BL_SKILL:BL_CHAR,
  3751. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3752. skill_castend_damage_id);
  3753. break;
  3754. case KN_BRANDISHSPEAR:
  3755. {
  3756. int c,n=4;
  3757. int dir = map_calc_dir(src,bl->x,bl->y);
  3758. struct square tc;
  3759. int x=bl->x,y=bl->y;
  3760. skill_brandishspear_first(&tc,dir,x,y);
  3761. skill_brandishspear_dir(&tc,dir,4);
  3762. skill_area_temp[1] = bl->id;
  3763. if(skilllv > 9){
  3764. for(c=1;c<4;c++){
  3765. map_foreachincell(skill_area_sub,
  3766. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3767. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3768. skill_castend_damage_id);
  3769. }
  3770. }
  3771. if(skilllv > 6){
  3772. skill_brandishspear_dir(&tc,dir,-1);
  3773. n--;
  3774. }else{
  3775. skill_brandishspear_dir(&tc,dir,-2);
  3776. n-=2;
  3777. }
  3778. if(skilllv > 3){
  3779. for(c=0;c<5;c++){
  3780. map_foreachincell(skill_area_sub,
  3781. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3782. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3783. skill_castend_damage_id);
  3784. if(skilllv > 6 && n==3 && c==4){
  3785. skill_brandishspear_dir(&tc,dir,-1);
  3786. n--;c=-1;
  3787. }
  3788. }
  3789. }
  3790. for(c=0;c<10;c++){
  3791. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3792. map_foreachincell(skill_area_sub,
  3793. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3794. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3795. skill_castend_damage_id);
  3796. }
  3797. }
  3798. break;
  3799. case WZ_SIGHTRASHER:
  3800. //Passive side of the attack.
  3801. status_change_end(src,SC_SIGHT,-1);
  3802. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3803. map_foreachinrange(skill_area_sub,src,
  3804. skill_get_splash(skillid, skilllv),BL_CHAR,
  3805. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3806. skill_castend_damage_id);
  3807. break;
  3808. case NJ_HYOUSYOURAKU:
  3809. case NJ_RAIGEKISAI:
  3810. case WZ_FROSTNOVA:
  3811. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3812. skill_area_temp[1] = 0;
  3813. map_foreachinrange(skill_attack_area, src,
  3814. skill_get_splash(skillid, skilllv), BL_CHAR,
  3815. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3816. break;
  3817. case HVAN_EXPLOSION: //[orn]
  3818. case NPC_SELFDESTRUCTION:
  3819. //Self Destruction hits everyone in range (allies+enemies)
  3820. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3821. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3822. BCT_ENEMY:BCT_ALL;
  3823. clif_skill_nodamage(src, src, skillid, -1, 1);
  3824. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3825. map_foreachinrange(skill_area_sub, bl,
  3826. skill_get_splash(skillid, skilllv), BL_CHAR,
  3827. src, skillid, skilllv, tick, flag|i,
  3828. skill_castend_damage_id);
  3829. map_addblock(src);
  3830. status_damage(src, src, sstatus->max_hp,0,0,1);
  3831. break;
  3832. case AL_ANGELUS:
  3833. case PR_MAGNIFICAT:
  3834. case PR_GLORIA:
  3835. case SN_WINDWALK:
  3836. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3837. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3838. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3839. } else if (sd) {
  3840. party_foreachsamemap (skill_area_sub,
  3841. sd,skill_get_splash(skillid, skilllv),
  3842. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3843. skill_castend_nodamage_id);
  3844. }
  3845. break;
  3846. case BS_ADRENALINE:
  3847. case BS_ADRENALINE2:
  3848. case BS_WEAPONPERFECT:
  3849. case BS_OVERTHRUST:
  3850. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3851. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3852. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3853. } else if (sd) {
  3854. party_foreachsamemap(skill_area_sub,
  3855. sd,skill_get_splash(skillid, skilllv),
  3856. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3857. skill_castend_nodamage_id);
  3858. }
  3859. break;
  3860. case BS_MAXIMIZE:
  3861. case NV_TRICKDEAD:
  3862. case CR_DEFENDER:
  3863. case CR_AUTOGUARD:
  3864. case TK_READYSTORM:
  3865. case TK_READYDOWN:
  3866. case TK_READYTURN:
  3867. case TK_READYCOUNTER:
  3868. case TK_DODGE:
  3869. case CR_SHRINK:
  3870. case ST_PRESERVE:
  3871. case SG_FUSION:
  3872. case GS_GATLINGFEVER:
  3873. if (tsc && tsc->data[type].timer != -1)
  3874. i = status_change_end(bl, type, -1);
  3875. else
  3876. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3877. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3878. break;
  3879. case SL_KAITE:
  3880. case SL_KAAHI:
  3881. case SL_KAIZEL:
  3882. case SL_KAUPE:
  3883. if (sd) {
  3884. if (!dstsd || !(
  3885. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3886. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3887. dstsd->status.char_id == sd->status.char_id ||
  3888. dstsd->status.char_id == sd->status.partner_id ||
  3889. dstsd->status.char_id == sd->status.child
  3890. )) {
  3891. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3892. clif_skill_fail(sd,skillid,0,0);
  3893. break;
  3894. }
  3895. }
  3896. clif_skill_nodamage(src,bl,skillid,skilllv,
  3897. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3898. break;
  3899. case SM_AUTOBERSERK: // Celest
  3900. if (tsc && tsc->data[type].timer != -1)
  3901. i = status_change_end(bl, type, -1);
  3902. else
  3903. i = sc_start(bl,type,100,skilllv,60000);
  3904. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3905. break;
  3906. case TF_HIDING:
  3907. case ST_CHASEWALK:
  3908. if (tsc && tsc->data[type].timer != -1)
  3909. i = status_change_end(bl, type, -1);
  3910. else
  3911. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3912. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3913. break;
  3914. case TK_RUN:
  3915. if (tsc && tsc->data[type].timer != -1)
  3916. clif_skill_nodamage(src,bl,skillid,skilllv,
  3917. status_change_end(bl, type, -1));
  3918. else {
  3919. clif_skill_nodamage(src,bl,skillid,skilllv,
  3920. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3921. // If the client receives a skill-use packet inmediately before
  3922. // a walkok packet, it will discard the walk packet! [Skotlex]
  3923. // So aegis has to resend the walk ok.
  3924. if (sd) clif_walkok(sd);
  3925. }
  3926. break;
  3927. case AS_CLOAKING:
  3928. if(tsc && tsc->data[type].timer!=-1 )
  3929. i = status_change_end(bl, type, -1);
  3930. else
  3931. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3932. clif_skill_nodamage(src,bl,skillid,-1,i);
  3933. if (!i && sd)
  3934. clif_skill_fail(sd,skillid,0,0);
  3935. break;
  3936. case BD_ADAPTATION:
  3937. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3938. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3939. skill_stop_dancing(bl);
  3940. }
  3941. break;
  3942. case BA_FROSTJOKE:
  3943. case DC_SCREAM:
  3944. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3945. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3946. if (md) {
  3947. char temp[128];
  3948. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3949. break; //Message won't fit on buffer. [Skotlex]
  3950. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3951. clif_message(&md->bl,temp);
  3952. }
  3953. break;
  3954. case BA_PANGVOICE:
  3955. clif_skill_nodamage(src,bl,skillid,skilllv,
  3956. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3957. break;
  3958. case DC_WINKCHARM:
  3959. if(dstsd){
  3960. clif_skill_nodamage(src,bl,skillid,skilllv,
  3961. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3962. }else if(dstmd)
  3963. {
  3964. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3965. clif_skill_nodamage(src,bl,skillid,skilllv,
  3966. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3967. } else{
  3968. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3969. if(sd) clif_skill_fail(sd,skillid,0,0);
  3970. }
  3971. }
  3972. break;
  3973. case TF_STEAL:
  3974. if(sd) {
  3975. if(pc_steal_item(sd,bl,skilllv))
  3976. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3977. else
  3978. clif_skill_fail(sd,skillid,0x0a,0);
  3979. }
  3980. break;
  3981. case RG_STEALCOIN:
  3982. if(sd) {
  3983. if(pc_steal_coin(sd,bl))
  3984. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3985. else
  3986. clif_skill_fail(sd,skillid,0,0);
  3987. }
  3988. break;
  3989. case MG_STONECURSE:
  3990. {
  3991. if (tstatus->mode&MD_BOSS) {
  3992. if (sd) clif_skill_fail(sd,skillid,0,0);
  3993. break;
  3994. }
  3995. if(status_isimmune(bl) || !tsc)
  3996. break;
  3997. if (dstmd)
  3998. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3999. if (tsc->data[SC_STONE].timer != -1) {
  4000. status_change_end(bl,SC_STONE,-1);
  4001. if (sd) clif_skill_fail(sd,skillid,0,0);
  4002. break;
  4003. }
  4004. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4005. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4006. skill_get_time2(skillid,skilllv)))
  4007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4008. else if(sd) {
  4009. clif_skill_fail(sd,skillid,0,0);
  4010. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4011. if (skilllv > 5) break;
  4012. }
  4013. if (sd) {
  4014. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  4015. break; //Do not delete the gemstone.
  4016. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  4017. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  4018. }
  4019. }
  4020. break;
  4021. case NV_FIRSTAID:
  4022. clif_skill_nodamage(src,bl,skillid,5,1);
  4023. status_heal(bl,5,0,0);
  4024. break;
  4025. case AL_CURE:
  4026. if(status_isimmune(bl)) {
  4027. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4028. break;
  4029. }
  4030. status_change_end(bl, SC_SILENCE , -1 );
  4031. status_change_end(bl, SC_BLIND , -1 );
  4032. status_change_end(bl, SC_CONFUSION, -1 );
  4033. //Confusion on undead won't trigger on undead players.
  4034. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  4035. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  4036. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4037. break;
  4038. case TF_DETOXIFY:
  4039. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4040. status_change_end(bl, SC_POISON , -1 );
  4041. status_change_end(bl, SC_DPOISON , -1 );
  4042. break;
  4043. case PR_STRECOVERY:
  4044. if(status_isimmune(bl)) {
  4045. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4046. break;
  4047. }
  4048. if (tsc && tsc->opt1) {
  4049. status_change_end(bl, SC_FREEZE, -1 );
  4050. status_change_end(bl, SC_STONE, -1 );
  4051. status_change_end(bl, SC_SLEEP, -1 );
  4052. status_change_end(bl, SC_STUN, -1 );
  4053. }
  4054. //Is this equation really right? It looks so... special.
  4055. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  4056. {
  4057. status_change_start(bl, SC_BLIND,
  4058. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4059. 1,0,0,0,
  4060. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  4061. }
  4062. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4063. if(dstmd)
  4064. mob_unlocktarget(dstmd,tick);
  4065. break;
  4066. case WZ_ESTIMATION:
  4067. if(sd) {
  4068. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4069. clif_skill_estimation((struct map_session_data *)src,bl);
  4070. }
  4071. break;
  4072. case BS_REPAIRWEAPON:
  4073. if(sd && dstsd)
  4074. clif_item_repair_list(sd,dstsd);
  4075. break;
  4076. case MC_IDENTIFY:
  4077. if(sd)
  4078. clif_item_identify_list(sd);
  4079. break;
  4080. // Weapon Refining [Celest]
  4081. case WS_WEAPONREFINE:
  4082. if(sd)
  4083. clif_item_refine_list(sd);
  4084. break;
  4085. case MC_VENDING:
  4086. if(sd)
  4087. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4088. if ( pc_can_give_items(pc_isGM(sd)) )
  4089. clif_skill_fail(sd,skillid,0,0);
  4090. else
  4091. clif_openvendingreq(sd,2+skilllv);
  4092. }
  4093. break;
  4094. case AL_TELEPORT:
  4095. if(sd) {
  4096. if (map[bl->m].flag.noteleport) {
  4097. clif_skill_teleportmessage(sd,0);
  4098. break;
  4099. }
  4100. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4101. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4102. break;
  4103. }
  4104. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4105. if(skilllv == 1) {
  4106. // possibility to skip menu [LuzZza]
  4107. if(!battle_config.skip_teleport_lv1_menu &&
  4108. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4109. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4110. else
  4111. pc_randomwarp(sd,3);
  4112. } else {
  4113. if (sd->skillitem != AL_TELEPORT)
  4114. {
  4115. char save_map[MAP_NAME_LENGTH_EXT];
  4116. snprintf(save_map, MAP_NAME_LENGTH_EXT, "%s.gat", mapindex_id2name(sd->status.save_point.map));
  4117. clif_skill_warppoint(sd,skillid,skilllv,"Random",save_map,"","");
  4118. }
  4119. else //Autocasted Teleport level 2??
  4120. pc_setpos(sd,sd->status.save_point.map,
  4121. sd->status.save_point.x,sd->status.save_point.y,3);
  4122. }
  4123. } else
  4124. unit_warp(bl,-1,-1,-1,3);
  4125. break;
  4126. case AL_HOLYWATER:
  4127. if(sd) {
  4128. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4129. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4130. else
  4131. clif_skill_fail(sd,skillid,0,0);
  4132. }
  4133. break;
  4134. case TF_PICKSTONE:
  4135. if(sd) {
  4136. int eflag;
  4137. struct item item_tmp;
  4138. struct block_list tbl;
  4139. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4140. memset(&item_tmp,0,sizeof(item_tmp));
  4141. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4142. item_tmp.nameid = 7049;
  4143. item_tmp.identify = 1;
  4144. tbl.id = 0;
  4145. clif_takeitem(&sd->bl,&tbl);
  4146. eflag = pc_additem(sd,&item_tmp,1);
  4147. if(eflag) {
  4148. clif_additem(sd,0,0,eflag);
  4149. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4150. }
  4151. }
  4152. break;
  4153. case ASC_CDP:
  4154. if(sd) {
  4155. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4156. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4157. }
  4158. break;
  4159. case RG_STRIPWEAPON:
  4160. case RG_STRIPSHIELD:
  4161. case RG_STRIPARMOR:
  4162. case RG_STRIPHELM:
  4163. case ST_FULLSTRIP:
  4164. i = 5+2*skilllv;
  4165. if (sstatus->dex > tstatus->dex)
  4166. i += (sstatus->dex - tstatus->dex)/5;
  4167. switch (skillid) {
  4168. case RG_STRIPWEAPON:
  4169. type = EQP_WEAPON;
  4170. break;
  4171. case RG_STRIPSHIELD:
  4172. type = EQP_SHIELD;
  4173. break;
  4174. case RG_STRIPARMOR:
  4175. type = EQP_ARMOR;
  4176. break;
  4177. case RG_STRIPHELM:
  4178. type = EQP_HELM;
  4179. break;
  4180. case ST_FULLSTRIP:
  4181. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4182. break;
  4183. }
  4184. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4185. skill_strip_equip(bl, type, i, skilllv, skill_get_time(skillid,skilllv)))
  4186. && sd)
  4187. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4188. break;
  4189. case AM_BERSERKPITCHER:
  4190. case AM_POTIONPITCHER:
  4191. {
  4192. int i,x,hp = 0,sp = 0,bonus=100;
  4193. if(sd) {
  4194. x = skilllv%11 - 1;
  4195. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4196. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4197. clif_skill_fail(sd,skillid,0,0);
  4198. map_freeblock_unlock();
  4199. return 1;
  4200. }
  4201. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4202. clif_skill_fail(sd,skillid,0,0);
  4203. map_freeblock_unlock();
  4204. return 1;
  4205. }
  4206. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4207. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4208. clif_skill_fail(sd,skillid,0,0);
  4209. map_freeblock_unlock();
  4210. return 1;
  4211. }
  4212. }
  4213. potion_flag = 1;
  4214. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4215. potion_target = bl->id;
  4216. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4217. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4218. potion_flag = potion_target = 0;
  4219. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4220. bonus += sd->status.base_level;
  4221. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4222. hp = tstatus->max_hp * potion_per_hp / 100;
  4223. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4224. if(dstsd) {
  4225. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4226. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4227. }
  4228. }
  4229. else {
  4230. if(potion_hp > 0) {
  4231. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4232. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4233. if(dstsd)
  4234. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4235. }
  4236. if(potion_sp > 0) {
  4237. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4238. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4239. if(dstsd)
  4240. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4241. }
  4242. }
  4243. if ((i = battle_skillatk_bonus(sd, skillid)) > 0)
  4244. {
  4245. hp += hp * i / 100;
  4246. sp += sp * i / 100;
  4247. }
  4248. }
  4249. else {
  4250. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4251. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4252. if(dstsd)
  4253. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4254. }
  4255. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4256. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4257. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4258. if(sp > 0)
  4259. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4260. status_heal(bl,hp,sp,0);
  4261. }
  4262. break;
  4263. case AM_CP_WEAPON:
  4264. case AM_CP_SHIELD:
  4265. case AM_CP_ARMOR:
  4266. case AM_CP_HELM:
  4267. {
  4268. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4269. if(tsc && tsc->data[scid].timer != -1)
  4270. status_change_end(bl, scid, -1 );
  4271. clif_skill_nodamage(src,bl,skillid,skilllv,
  4272. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4273. }
  4274. break;
  4275. case AM_TWILIGHT1:
  4276. if (sd) {
  4277. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4278. //Prepare 200 White Potions.
  4279. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4280. clif_skill_fail(sd,skillid,0,0);
  4281. }
  4282. break;
  4283. case AM_TWILIGHT2:
  4284. if (sd) {
  4285. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4286. //Prepare 200 Slim White Potions.
  4287. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4288. clif_skill_fail(sd,skillid,0,0);
  4289. }
  4290. break;
  4291. case AM_TWILIGHT3:
  4292. if (sd) {
  4293. //check if you can produce all three, if not, then fail:
  4294. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4295. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4296. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4297. ) {
  4298. clif_skill_fail(sd,skillid,0,0);
  4299. break;
  4300. }
  4301. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4302. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4303. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4304. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4305. }
  4306. break;
  4307. case SA_DISPELL:
  4308. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4309. {
  4310. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4311. i = tstatus->mdef;
  4312. if (i >= 100 ||
  4313. (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
  4314. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4315. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4316. rand()%100 >= (100-i)*(50+10*skilllv)/100)
  4317. {
  4318. if (sd)
  4319. clif_skill_fail(sd,skillid,0,0);
  4320. break;
  4321. }
  4322. if(status_isimmune(bl) || !tsc->count)
  4323. break;
  4324. for(i=0;i<SC_MAX;i++){
  4325. if (tsc->data[i].timer == -1)
  4326. continue;
  4327. switch (i) {
  4328. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4329. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4330. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4331. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4332. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4333. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4334. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4335. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4336. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4337. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4338. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4339. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4340. continue;
  4341. }
  4342. 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.
  4343. status_change_end(bl,i,-1);
  4344. }
  4345. break;
  4346. }
  4347. //Affect all targets on splash area.
  4348. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4349. src, skillid, skilllv, tick, flag|1,
  4350. skill_castend_damage_id);
  4351. break;
  4352. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4353. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4354. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4355. break;
  4356. case TK_HIGHJUMP:
  4357. {
  4358. int x,y, dir = unit_getdir(src);
  4359. //Fails on noteleport maps, except for vs maps [Skotlex]
  4360. if(map[src->m].flag.noteleport &&
  4361. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4362. ) {
  4363. x = src->x;
  4364. y = src->y;
  4365. } else {
  4366. x = src->x + dirx[dir]*skilllv*2;
  4367. y = src->y + diry[dir]*skilllv*2;
  4368. }
  4369. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4370. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4371. clif_slide(src,x,y);
  4372. unit_movepos(src, x, y, 1, 0);
  4373. }
  4374. }
  4375. break;
  4376. case SA_CASTCANCEL:
  4377. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4378. unit_skillcastcancel(src,1);
  4379. if(sd) {
  4380. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4381. sp = sp * (90 - (skilllv-1)*20) / 100;
  4382. if(sp < 0) sp = 0;
  4383. status_zap(src, 0, sp);
  4384. }
  4385. break;
  4386. case SA_SPELLBREAKER:
  4387. {
  4388. int sp;
  4389. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4390. sp = skill_get_sp(skillid,skilllv);
  4391. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4392. if(sp < 1) sp = 1;
  4393. status_heal(bl,0,sp,2);
  4394. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4395. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4396. } else {
  4397. struct unit_data *ud = unit_bl2ud(bl);
  4398. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4399. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4400. bl_skillid = ud->skillid;
  4401. bl_skilllv = ud->skilllv;
  4402. if (tstatus->mode & MD_BOSS)
  4403. { //Only 10% success chance against bosses. [Skotlex]
  4404. if (rand()%100 < 90)
  4405. {
  4406. if (sd) clif_skill_fail(sd,skillid,0,0);
  4407. break;
  4408. }
  4409. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4410. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4412. unit_skillcastcancel(bl,0);
  4413. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4414. status_zap(bl, hp, sp);
  4415. if (hp && skilllv >= 5)
  4416. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4417. else
  4418. hp = 0;
  4419. if (sp) //Recover some of the SP used
  4420. sp = sp*(25*(skilllv-1))/100;
  4421. if(hp || sp)
  4422. status_heal(src, hp, sp, 2);
  4423. }
  4424. }
  4425. break;
  4426. case SA_MAGICROD:
  4427. //It activates silently, no use animation.
  4428. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4429. break;
  4430. case SA_AUTOSPELL:
  4431. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4432. if(sd)
  4433. clif_autospell(sd,skilllv);
  4434. else {
  4435. int maxlv=1,spellid=0;
  4436. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4437. if(skilllv >= 10) {
  4438. spellid = MG_FROSTDIVER;
  4439. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4440. // maxlv = 10;
  4441. // else
  4442. maxlv = skilllv - 9;
  4443. }
  4444. else if(skilllv >=8) {
  4445. spellid = MG_FIREBALL;
  4446. maxlv = skilllv - 7;
  4447. }
  4448. else if(skilllv >=5) {
  4449. spellid = MG_SOULSTRIKE;
  4450. maxlv = skilllv - 4;
  4451. }
  4452. else if(skilllv >=2) {
  4453. int i = rand()%3;
  4454. spellid = spellarray[i];
  4455. maxlv = skilllv - 1;
  4456. }
  4457. else if(skilllv > 0) {
  4458. spellid = MG_NAPALMBEAT;
  4459. maxlv = 3;
  4460. }
  4461. if(spellid > 0)
  4462. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4463. skill_get_time(SA_AUTOSPELL,skilllv));
  4464. }
  4465. break;
  4466. case BS_GREED:
  4467. if(sd){
  4468. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4469. map_foreachinrange(skill_greed,bl,
  4470. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4471. }
  4472. break;
  4473. case SA_ELEMENTWATER:
  4474. case SA_ELEMENTFIRE:
  4475. case SA_ELEMENTGROUND:
  4476. case SA_ELEMENTWIND:
  4477. if(sd && !dstmd) //Only works on monsters.
  4478. break;
  4479. if(tstatus->mode&MD_BOSS)
  4480. break;
  4481. case NPC_ATTRICHANGE:
  4482. case NPC_CHANGEWATER:
  4483. case NPC_CHANGEGROUND:
  4484. case NPC_CHANGEFIRE:
  4485. case NPC_CHANGEWIND:
  4486. case NPC_CHANGEPOISON:
  4487. case NPC_CHANGEHOLY:
  4488. case NPC_CHANGEDARKNESS:
  4489. case NPC_CHANGETELEKINESIS:
  4490. case NPC_CHANGEUNDEAD:
  4491. clif_skill_nodamage(src,bl,skillid,skilllv,
  4492. sc_start2(bl, type, 100, skilllv, skill_get_pl(skillid,skilllv),
  4493. skill_get_time(skillid, skilllv)));
  4494. break;
  4495. case NPC_PROVOCATION:
  4496. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4497. if (md) mob_unlocktarget(md, tick);
  4498. break;
  4499. case NPC_KEEPING:
  4500. case NPC_BARRIER:
  4501. {
  4502. int skill_time = skill_get_time(skillid,skilllv);
  4503. struct unit_data *ud = unit_bl2ud(bl);
  4504. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4505. sc_start(bl,type,100,skilllv,skill_time))
  4506. && ud) { //Disable attacking/acting/moving for skill's duration.
  4507. ud->attackabletime =
  4508. ud->canact_tick =
  4509. ud->canmove_tick = tick + skill_time;
  4510. }
  4511. }
  4512. break;
  4513. case NPC_REBIRTH:
  4514. //New rebirth System uses Kaizel [Skotlex]
  4515. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  4516. break;
  4517. case NPC_DARKBLESSING:
  4518. clif_skill_nodamage(src,bl,skillid,skilllv,
  4519. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4520. break;
  4521. case NPC_LICK:
  4522. status_zap(bl, 0, 100);
  4523. clif_skill_nodamage(src,bl,skillid,skilllv,
  4524. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4525. break;
  4526. case NPC_SUICIDE:
  4527. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4528. status_kill(src); //When suiciding, neither exp nor drops is given.
  4529. break;
  4530. case NPC_SUMMONSLAVE:
  4531. case NPC_SUMMONMONSTER:
  4532. if(md && md->skillidx >= 0)
  4533. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4534. break;
  4535. case NPC_CALLSLAVE:
  4536. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4537. break;
  4538. case NPC_RANDOMMOVE:
  4539. if (md) {
  4540. md->next_walktime = tick - 1;
  4541. mob_randomwalk(md,tick);
  4542. }
  4543. break;
  4544. case NPC_SPEEDUP:
  4545. {
  4546. // or does it increase casting rate? just a guess xD
  4547. int i = SC_ASPDPOTION0 + skilllv - 1;
  4548. if (i > SC_ASPDPOTION3)
  4549. i = SC_ASPDPOTION3;
  4550. clif_skill_nodamage(src,bl,skillid,skilllv,
  4551. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4552. }
  4553. break;
  4554. case NPC_REVENGE:
  4555. // not really needed... but adding here anyway ^^
  4556. if (md && md->master_id > 0) {
  4557. struct block_list *mbl, *tbl;
  4558. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4559. (tbl = battle_gettargeted(mbl)) == NULL)
  4560. break;
  4561. md->state.provoke_flag = tbl->id;
  4562. mob_target(md, tbl, sstatus->rhw.range);
  4563. }
  4564. break;
  4565. case NPC_RUN:
  4566. {
  4567. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4568. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4569. unit_stop_attack(src);
  4570. //Run skillv tiles overriding the can-move check.
  4571. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4572. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4573. }
  4574. break;
  4575. case NPC_TRANSFORMATION:
  4576. case NPC_METAMORPHOSIS:
  4577. if(md && md->skillidx >= 0) {
  4578. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4579. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4580. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4581. if (class_) mob_class_change(md, class_);
  4582. }
  4583. break;
  4584. case NPC_EMOTION_ON:
  4585. case NPC_EMOTION:
  4586. //va[0] is the emotion to use.
  4587. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4588. //val[1] 'sets' the mode
  4589. //val[2] adds to the current mode
  4590. //val[3] removes from the current mode
  4591. //val[4] if set, asks to delete the previous mode change.
  4592. if(md && md->skillidx >= 0 && tsc)
  4593. {
  4594. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4595. if(md->db->skill[md->skillidx].val[4] && tsc->data[type].timer != -1)
  4596. status_change_end(bl, type, -1);
  4597. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4598. sc_start4(src, type, 100, skilllv,
  4599. md->db->skill[md->skillidx].val[1],
  4600. md->db->skill[md->skillidx].val[2],
  4601. md->db->skill[md->skillidx].val[3],
  4602. skill_get_time(skillid, skilllv));
  4603. }
  4604. break;
  4605. case NPC_POWERUP:
  4606. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4607. clif_skill_nodamage(src,bl,skillid,skilllv,
  4608. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4609. break;
  4610. case NPC_AGIUP:
  4611. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4612. clif_skill_nodamage(src,bl,skillid,skilllv,
  4613. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4614. break;
  4615. case NPC_INVISIBLE:
  4616. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4617. clif_skill_nodamage(src,bl,skillid,skilllv,
  4618. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4619. break;
  4620. case NPC_SIEGEMODE:
  4621. // not sure what it does
  4622. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4623. break;
  4624. case WE_MALE:
  4625. {
  4626. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4627. 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]
  4628. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4629. }
  4630. break;
  4631. case WE_FEMALE:
  4632. {
  4633. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4634. 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]
  4635. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4636. }
  4637. break;
  4638. // parent-baby skills
  4639. case WE_BABY:
  4640. if(sd){
  4641. struct map_session_data *f_sd = pc_get_father(sd);
  4642. struct map_session_data *m_sd = pc_get_mother(sd);
  4643. // if neither was found
  4644. if(!f_sd && !m_sd){
  4645. clif_skill_fail(sd,skillid,0,0);
  4646. map_freeblock_unlock();
  4647. return 0;
  4648. }
  4649. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4650. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4651. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4652. }
  4653. break;
  4654. case PF_HPCONVERSION:
  4655. {
  4656. int hp, sp;
  4657. hp = sstatus->max_hp/10;
  4658. sp = hp * 10 * skilllv / 100;
  4659. if (!status_charge(src,hp,0)) {
  4660. if (sd) clif_skill_fail(sd,skillid,0,0);
  4661. break;
  4662. }
  4663. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4664. status_heal(bl,0,sp,2);
  4665. }
  4666. break;
  4667. case HT_REMOVETRAP:
  4668. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4669. {
  4670. struct skill_unit *su=NULL;
  4671. struct item item_tmp;
  4672. int flag;
  4673. if((bl->type==BL_SKILL) &&
  4674. (su=(struct skill_unit *)bl) &&
  4675. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4676. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4677. {
  4678. if(sd && !su->group->state.into_abyss)
  4679. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4680. if(battle_config.skill_removetrap_type){
  4681. for(i=0;i<10;i++) {
  4682. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4683. memset(&item_tmp,0,sizeof(item_tmp));
  4684. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4685. item_tmp.identify = 1;
  4686. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4687. clif_additem(sd,0,0,flag);
  4688. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4689. }
  4690. }
  4691. }
  4692. }else{
  4693. memset(&item_tmp,0,sizeof(item_tmp));
  4694. item_tmp.nameid = 1065;
  4695. item_tmp.identify = 1;
  4696. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4697. clif_additem(sd,0,0,flag);
  4698. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4699. }
  4700. }
  4701. }
  4702. skill_delunit(su, 1);
  4703. }
  4704. }
  4705. break;
  4706. case HT_SPRINGTRAP:
  4707. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4708. {
  4709. struct skill_unit *su=NULL;
  4710. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4711. switch(su->group->unit_id){
  4712. case UNT_ANKLESNARE: // ankle snare
  4713. if (su->group->val2 != 0)
  4714. // if it is already trapping something don't spring it,
  4715. // remove trap should be used instead
  4716. break;
  4717. // otherwise fallthrough to below
  4718. case UNT_BLASTMINE:
  4719. case UNT_SKIDTRAP:
  4720. case UNT_LANDMINE:
  4721. case UNT_SHOCKWAVE:
  4722. case UNT_SANDMAN:
  4723. case UNT_FLASHER:
  4724. case UNT_FREEZINGTRAP:
  4725. case UNT_CLAYMORETRAP:
  4726. case UNT_TALKIEBOX:
  4727. su->group->unit_id = UNT_USED_TRAPS;
  4728. clif_changetraplook(bl, UNT_USED_TRAPS);
  4729. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4730. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4731. }
  4732. }
  4733. }
  4734. break;
  4735. case BD_ENCORE:
  4736. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4737. if(sd)
  4738. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4739. break;
  4740. case AS_SPLASHER:
  4741. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4742. map_freeblock_unlock();
  4743. return 1;
  4744. }
  4745. clif_skill_nodamage(src,bl,skillid,skilllv,
  4746. sc_start4(bl,type,100,
  4747. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4748. break;
  4749. case PF_MINDBREAKER:
  4750. {
  4751. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4752. {
  4753. map_freeblock_unlock();
  4754. return 1;
  4755. }
  4756. if (tsc && tsc->data[type].timer != -1)
  4757. { //HelloKitty2 (?) explained that this silently fails when target is
  4758. //already inflicted. [Skotlex]
  4759. map_freeblock_unlock();
  4760. return 1;
  4761. }
  4762. //Has a 55% + skilllv*5% success chance.
  4763. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4764. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4765. {
  4766. if (sd) clif_skill_fail(sd,skillid,0,0);
  4767. map_freeblock_unlock();
  4768. return 0;
  4769. }
  4770. unit_skillcastcancel(bl,0);
  4771. if(tsc && tsc->count){
  4772. if(tsc->data[SC_FREEZE].timer!=-1)
  4773. status_change_end(bl,SC_FREEZE,-1);
  4774. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4775. status_change_end(bl,SC_STONE,-1);
  4776. if(tsc->data[SC_SLEEP].timer!=-1)
  4777. status_change_end(bl,SC_SLEEP,-1);
  4778. }
  4779. if(dstmd)
  4780. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4781. }
  4782. break;
  4783. case PF_SOULCHANGE:
  4784. {
  4785. unsigned int sp1 = 0, sp2 = 0;
  4786. if (dstmd) {
  4787. if (dstmd->state.soul_change_flag) {
  4788. if(sd) clif_skill_fail(sd,skillid,0,0);
  4789. break;
  4790. }
  4791. dstmd->state.soul_change_flag = 1;
  4792. sp2 = sstatus->max_sp * 3 /100;
  4793. status_heal(src, 0, sp2, 2);
  4794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4795. break;
  4796. }
  4797. sp1 = sstatus->sp;
  4798. sp2 = tstatus->sp;
  4799. status_set_sp(src, sp2, 3);
  4800. status_set_sp(bl, sp1, 3);
  4801. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4802. }
  4803. break;
  4804. // Slim Pitcher
  4805. case CR_SLIMPITCHER:
  4806. if (potion_hp || potion_sp) {
  4807. int hp = potion_hp, sp = potion_sp;
  4808. hp = hp * (100 + (tstatus->vit<<1))/100;
  4809. sp = sp * (100 + (tstatus->int_<<1))/100;
  4810. if (dstsd) {
  4811. if (hp)
  4812. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4813. if (sp)
  4814. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4815. }
  4816. if(hp > 0)
  4817. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4818. if(sp > 0)
  4819. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4820. status_heal(bl,hp,sp,0);
  4821. }
  4822. break;
  4823. // Full Chemical Protection
  4824. case CR_FULLPROTECTION:
  4825. {
  4826. int i, skilltime;
  4827. skilltime = skill_get_time(skillid,skilllv);
  4828. if (!tsc) {
  4829. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4830. break;
  4831. }
  4832. for (i=0; i<4; i++) {
  4833. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4834. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4835. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4836. }
  4837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4838. }
  4839. break;
  4840. case RG_CLEANER: //AppleGirl
  4841. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4842. break;
  4843. case CG_LONGINGFREEDOM:
  4844. {
  4845. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4846. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4847. {
  4848. clif_skill_nodamage(src,bl,skillid,skilllv,
  4849. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4850. }
  4851. }
  4852. break;
  4853. case CG_TAROTCARD:
  4854. {
  4855. int eff, count = -1;
  4856. if (rand() % 100 > skilllv * 8) {
  4857. if (sd) clif_skill_fail(sd,skillid,0,0);
  4858. map_freeblock_unlock();
  4859. return 0;
  4860. }
  4861. do {
  4862. eff = rand() % 14;
  4863. clif_specialeffect(bl, 523 + eff, AREA);
  4864. switch (eff)
  4865. {
  4866. case 0: // heals SP to 0
  4867. status_percent_damage(src, bl, 0, 100);
  4868. break;
  4869. case 1: // matk halved
  4870. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4871. break;
  4872. case 2: // all buffs removed
  4873. status_change_clear_buffs(bl,1);
  4874. break;
  4875. case 3: // 1000 damage, random armor destroyed
  4876. {
  4877. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4878. status_fix_damage(src, bl, 1000, 0);
  4879. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4880. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4881. }
  4882. break;
  4883. case 4: // atk halved
  4884. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4885. break;
  4886. case 5: // 2000HP heal, random teleported
  4887. status_heal(src, 2000, 0, 0);
  4888. unit_warp(src, -1,-1,-1, 3);
  4889. break;
  4890. case 6: // random 2 other effects
  4891. if (count == -1)
  4892. count = 3;
  4893. else
  4894. count++; //Should not retrigger this one.
  4895. break;
  4896. case 7: // stop freeze or stoned
  4897. {
  4898. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4899. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4900. }
  4901. break;
  4902. case 8: // curse coma and poison
  4903. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4904. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4905. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4906. break;
  4907. case 9: // confusion
  4908. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4909. break;
  4910. case 10: // 6666 damage, atk matk halved, cursed
  4911. status_fix_damage(src, bl, 6666, 0);
  4912. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4913. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4914. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4915. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4916. break;
  4917. case 11: // 4444 damage
  4918. status_fix_damage(src, bl, 4444, 0);
  4919. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4920. break;
  4921. case 12: // stun
  4922. sc_start(bl,SC_STUN,100,skilllv,5000);
  4923. break;
  4924. case 13: // atk,matk,hit,flee,def reduced
  4925. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4926. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4927. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4928. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4929. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4930. break;
  4931. default:
  4932. break;
  4933. }
  4934. } while ((--count) > 0);
  4935. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4936. }
  4937. break;
  4938. case SL_ALCHEMIST:
  4939. case SL_ASSASIN:
  4940. case SL_BARDDANCER:
  4941. case SL_BLACKSMITH:
  4942. case SL_CRUSADER:
  4943. case SL_HUNTER:
  4944. case SL_KNIGHT:
  4945. case SL_MONK:
  4946. case SL_PRIEST:
  4947. case SL_ROGUE:
  4948. case SL_SAGE:
  4949. case SL_SOULLINKER:
  4950. case SL_STAR:
  4951. case SL_SUPERNOVICE:
  4952. case SL_WIZARD:
  4953. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4954. clif_skill_fail(sd,skillid,0,0);
  4955. break;
  4956. }
  4957. clif_skill_nodamage(src,bl,skillid,skilllv,
  4958. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4959. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4960. break;
  4961. case SL_HIGH:
  4962. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4963. clif_skill_fail(sd,skillid,0,0);
  4964. break;
  4965. }
  4966. clif_skill_nodamage(src,bl,skillid,skilllv,
  4967. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4968. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4969. break;
  4970. case SL_SWOO:
  4971. if (tsc && tsc->data[type].timer != -1) {
  4972. sc_start(src,SC_STUN,100,skilllv,10000);
  4973. break;
  4974. }
  4975. case SL_SKA: // [marquis007]
  4976. case SL_SKE:
  4977. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4978. clif_skill_fail(sd,skillid,0,0);
  4979. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4980. } else
  4981. clif_skill_nodamage(src,bl,skillid,skilllv,
  4982. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4983. if (skillid == SL_SKE)
  4984. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4985. break;
  4986. // New guild skills [Celest]
  4987. case GD_BATTLEORDER:
  4988. if(flag&1) {
  4989. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4990. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4991. } else if (status_get_guild_id(src)) {
  4992. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4993. map_foreachinrange(skill_area_sub, src,
  4994. skill_get_splash(skillid, skilllv), BL_CHAR,
  4995. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4996. skill_castend_nodamage_id);
  4997. if (sd)
  4998. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4999. }
  5000. break;
  5001. case GD_REGENERATION:
  5002. if(flag&1) {
  5003. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5004. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5005. } else if (status_get_guild_id(src)) {
  5006. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5007. map_foreachinrange(skill_area_sub, src,
  5008. skill_get_splash(skillid, skilllv), BL_CHAR,
  5009. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5010. skill_castend_nodamage_id);
  5011. if (sd)
  5012. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5013. }
  5014. break;
  5015. case GD_RESTORE:
  5016. if(flag&1) {
  5017. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5018. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5019. } else if (status_get_guild_id(src)) {
  5020. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5021. map_foreachinrange(skill_area_sub, src,
  5022. skill_get_splash(skillid, skilllv), BL_CHAR,
  5023. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5024. skill_castend_nodamage_id);
  5025. if (sd)
  5026. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5027. }
  5028. break;
  5029. case GD_EMERGENCYCALL:
  5030. {
  5031. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5032. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5033. int j = 0;
  5034. struct guild *g = NULL;
  5035. // i don't know if it actually summons in a circle, but oh well. ;P
  5036. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5037. if (!g)
  5038. break;
  5039. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5040. for(i = 0; i < g->max_member; i++, j++) {
  5041. if (j>8) j=0;
  5042. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5043. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5044. continue;
  5045. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5046. dx[j] = dy[j] = 0;
  5047. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5048. }
  5049. }
  5050. if (sd)
  5051. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5052. }
  5053. break;
  5054. case SG_FEEL:
  5055. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5056. if (sd) {
  5057. if(!sd->feel_map[skilllv-1].index)
  5058. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5059. else
  5060. clif_feel_info(sd, skilllv-1, 1);
  5061. }
  5062. break;
  5063. case SG_HATE:
  5064. if (sd) {
  5065. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5066. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5067. clif_skill_fail(sd,skillid,0,0);
  5068. }
  5069. break;
  5070. case GS_GLITTERING:
  5071. if(sd) {
  5072. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5073. if(rand()%100 < (20+10*skilllv))
  5074. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5075. else if(sd->spiritball > 0)
  5076. pc_delspiritball(sd,1,0);
  5077. }
  5078. break;
  5079. case GS_CRACKER:
  5080. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5081. {
  5082. i =65 -5*distance_bl(src,bl); //Base rate
  5083. if (i < 30) i = 30;
  5084. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5085. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5086. }
  5087. else if (sd)
  5088. clif_skill_fail(sd,skillid,0,0);
  5089. break;
  5090. case AM_CALLHOMUN: //[orn]
  5091. if (sd && !merc_call_homunculus(sd))
  5092. clif_skill_fail(sd,skillid,0,0);
  5093. break;
  5094. case AM_REST:
  5095. if (sd)
  5096. {
  5097. if (merc_hom_vaporize(sd,1))
  5098. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5099. else
  5100. clif_skill_fail(sd,skillid,0,0);
  5101. }
  5102. break;
  5103. case HAMI_CASTLE: //[orn]
  5104. if(rand()%100 < 20*skilllv && src != bl)
  5105. {
  5106. int x,y;
  5107. x = src->x;
  5108. y = src->y;
  5109. if (hd)
  5110. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5111. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5112. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5113. clif_slide(src,bl->x,bl->y) ;
  5114. if (unit_movepos(bl,x,y,0,0))
  5115. {
  5116. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5117. clif_slide(bl,x,y) ;
  5118. }
  5119. //TODO: Shouldn't also players and the like switch targets?
  5120. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5121. AREA_SIZE, BL_MOB, bl, src);
  5122. }
  5123. }
  5124. // Failed
  5125. else if (hd && hd->master)
  5126. clif_skill_fail(hd->master, skillid, 0, 0);
  5127. else if (sd)
  5128. clif_skill_fail(sd, skillid, 0, 0);
  5129. break;
  5130. case HVAN_CHAOTIC: //[orn]
  5131. {
  5132. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5133. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5134. int rnd = rand()%100;
  5135. if(rnd<per[skilllv-1][0]) //Self
  5136. bl = src;
  5137. else if(rnd<per[skilllv-1][1]) //Master
  5138. bl = battle_get_master(src);
  5139. else //Enemy
  5140. bl = map_id2bl(battle_gettarget(src));
  5141. if (!bl) bl = src;
  5142. i = skill_calc_heal( src, 1+rand()%skilllv);
  5143. //Eh? why double skill packet?
  5144. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5145. clif_skill_nodamage(src,bl,skillid,i,1);
  5146. status_heal(bl, i, 0, 0);
  5147. if (hd)
  5148. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5149. }
  5150. break;
  5151. //Homun single-target support skills [orn]
  5152. case HAMI_BLOODLUST:
  5153. case HFLI_FLEET:
  5154. case HFLI_SPEED:
  5155. case HLIF_CHANGE:
  5156. clif_skill_nodamage(src,bl,skillid,skilllv,
  5157. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5158. if (hd)
  5159. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5160. break;
  5161. default:
  5162. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5163. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5164. map_freeblock_unlock();
  5165. return 1;
  5166. }
  5167. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5168. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5169. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5170. battle_consume_ammo(sd, skillid, skilllv);
  5171. map_freeblock_unlock();
  5172. return 0;
  5173. }
  5174. /*==========================================
  5175. *
  5176. *------------------------------------------*/
  5177. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5178. {
  5179. struct block_list *target, *src = map_id2bl(id);
  5180. struct map_session_data* sd = NULL;
  5181. struct homun_data* hd = NULL; //[orn]
  5182. struct mob_data* md = NULL;
  5183. struct unit_data* ud = unit_bl2ud(src);
  5184. struct status_change *sc = NULL;
  5185. int inf,inf2;
  5186. nullpo_retr(0, ud);
  5187. BL_CAST( BL_PC, src, sd);
  5188. BL_CAST( BL_HOM, src, hd); //[orn]
  5189. BL_CAST( BL_MOB, src, md);
  5190. if( src->prev == NULL ) {
  5191. ud->skilltimer = -1;
  5192. return 0;
  5193. }
  5194. if(ud->skillid != SA_CASTCANCEL ) {
  5195. if( ud->skilltimer != tid ) {
  5196. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5197. ud->skilltimer = -1;
  5198. return 0;
  5199. }
  5200. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5201. status_freecast_switch(sd);
  5202. ud->skilltimer=-1;
  5203. }
  5204. if (ud->skilltarget == id)
  5205. target = src;
  5206. else
  5207. target = map_id2bl(ud->skilltarget);
  5208. // Use a do so that you can break out of it when the skill fails.
  5209. do {
  5210. if(!target || target->prev==NULL) break;
  5211. if(src->m != target->m || status_isdead(src)) break;
  5212. switch (ud->skillid) {
  5213. //These should become skill_castend_pos
  5214. case WE_CALLPARTNER:
  5215. case WE_CALLPARENT:
  5216. case WE_CALLBABY:
  5217. case AM_RESURRECTHOMUN:
  5218. case PF_SPIDERWEB:
  5219. //Find a random spot to place the skill. [Skotlex]
  5220. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5221. ud->skillx = target->x + inf2;
  5222. ud->skilly = target->y + inf2;
  5223. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5224. ud->skillx = target->x;
  5225. ud->skilly = target->y;
  5226. }
  5227. ud->skilltimer=tid;
  5228. return skill_castend_pos(tid,tick,id,data);
  5229. }
  5230. if(ud->skillid == RG_BACKSTAP) {
  5231. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5232. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5233. break;
  5234. }
  5235. }
  5236. if (ud->skillid == PR_LEXDIVINA)
  5237. {
  5238. sc = status_get_sc(target);
  5239. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5240. (!sc || sc->data[SC_SILENCE].timer == -1))
  5241. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5242. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5243. break;
  5244. }
  5245. } else {
  5246. //Check target validity.
  5247. inf = skill_get_inf(ud->skillid);
  5248. inf2 = skill_get_inf2(ud->skillid);
  5249. if(inf&INF_ATTACK_SKILL ||
  5250. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5251. inf = BCT_ENEMY; //Offensive skill.
  5252. else if(inf2&INF2_NO_ENEMY)
  5253. inf = BCT_NOENEMY;
  5254. else
  5255. inf = 0;
  5256. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5257. {
  5258. inf |=
  5259. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5260. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5261. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5262. inf &= ~BCT_NEUTRAL;
  5263. }
  5264. if (inf && battle_check_target(src, target, inf) <= 0)
  5265. break;
  5266. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5267. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5268. rand()%100 < 75)
  5269. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5270. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5271. break;
  5272. }
  5273. }
  5274. //Avoid doing double checks for instant-cast skills.
  5275. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5276. break;
  5277. if(md) {
  5278. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5279. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5280. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5281. }
  5282. if(src != target && battle_config.skill_add_range &&
  5283. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5284. {
  5285. if (sd) {
  5286. clif_skill_fail(sd,ud->skillid,0,0);
  5287. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5288. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5289. }
  5290. break;
  5291. }
  5292. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5293. break;
  5294. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5295. break;
  5296. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5297. unit_stop_walking(src,1);
  5298. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5299. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5300. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5301. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5302. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5303. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5304. map_freeblock_lock();
  5305. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5306. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5307. else
  5308. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5309. sc = status_get_sc(src);
  5310. if(sc && sc->count) {
  5311. if(sc->data[SC_MAGICPOWER].timer != -1 &&
  5312. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5313. status_change_end(src,SC_MAGICPOWER,-1);
  5314. if(sc->data[SC_SPIRIT].timer != -1 &&
  5315. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  5316. sc->data[SC_SPIRIT].val3 == ud->skillid &&
  5317. ud->skillid != WZ_WATERBALL)
  5318. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  5319. }
  5320. if (ud->skilltimer == -1) {
  5321. if(md) md->skillidx = -1;
  5322. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5323. ud->skilllv = ud->skilltarget = 0;
  5324. }
  5325. map_freeblock_unlock();
  5326. return 1;
  5327. } while(0);
  5328. //Skill failed.
  5329. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5330. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5331. { //When Asura fails... (except when it fails from Fog of Wall)
  5332. //Consume SP/spheres
  5333. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5334. status_set_sp(src, 0, 0);
  5335. sc = &sd->sc;
  5336. if (sc->count)
  5337. { //End states
  5338. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5339. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5340. if (sc->data[SC_BLADESTOP].timer != -1)
  5341. status_change_end(src,SC_BLADESTOP,-1);
  5342. }
  5343. if (target && target->m == src->m)
  5344. { //Move character to target anyway.
  5345. int dx,dy;
  5346. dx = target->x - src->x;
  5347. dy = target->y - src->y;
  5348. if(dx > 0) dx++;
  5349. else if(dx < 0) dx--;
  5350. if (dy > 0) dy++;
  5351. else if(dy < 0) dy--;
  5352. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5353. { //Display movement + animation.
  5354. clif_slide(src,src->x,src->y);
  5355. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5356. }
  5357. clif_skill_fail(sd,ud->skillid,0,0);
  5358. }
  5359. }
  5360. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5361. ud->canact_tick = tick;
  5362. //You can't place a skill failed packet here because it would be
  5363. //sent in ALL cases, even cases where skill_check_condition fails
  5364. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5365. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5366. else
  5367. if(md) md->skillidx = -1;
  5368. return 0;
  5369. }
  5370. /*==========================================
  5371. *
  5372. *------------------------------------------*/
  5373. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5374. {
  5375. struct block_list* src = map_id2bl(id);
  5376. int maxcount;
  5377. struct map_session_data *sd = NULL;
  5378. struct homun_data *hd = NULL; //[orn]
  5379. struct unit_data *ud = unit_bl2ud(src);
  5380. struct mob_data *md = NULL;
  5381. nullpo_retr(0, ud);
  5382. BL_CAST( BL_PC , src, sd);
  5383. BL_CAST( BL_HOM, src, hd); //[orn]
  5384. BL_CAST( BL_MOB, src, md);
  5385. if( src->prev == NULL ) {
  5386. ud->skilltimer = -1;
  5387. return 0;
  5388. }
  5389. if( ud->skilltimer != tid )
  5390. {
  5391. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5392. ud->skilltimer = -1;
  5393. return 0;
  5394. }
  5395. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5396. status_freecast_switch(sd);
  5397. ud->skilltimer=-1;
  5398. do {
  5399. if(status_isdead(src)) break;
  5400. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5401. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5402. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5403. )
  5404. break;
  5405. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5406. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5407. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5408. )
  5409. break;
  5410. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5411. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5412. ) {
  5413. int i;
  5414. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5415. if(ud->skillunit[i]->skill_id == ud->skillid)
  5416. maxcount--;
  5417. }
  5418. if(!maxcount)
  5419. break;
  5420. }
  5421. if(tid != -1)
  5422. { //Avoid double checks on instant cast skills. [Skotlex]
  5423. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5424. break;
  5425. if(battle_config.skill_add_range &&
  5426. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5427. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5428. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5429. break;
  5430. }
  5431. }
  5432. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5433. break;
  5434. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5435. break;
  5436. if(md) {
  5437. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5438. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5439. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5440. }
  5441. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5442. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5443. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5444. unit_stop_walking(src,1);
  5445. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5446. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5447. map_freeblock_lock();
  5448. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5449. if (ud->skilltimer == -1) {
  5450. if (md) md->skillidx = -1;
  5451. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5452. ud->skilllv = ud->skillx = ud->skilly = 0;
  5453. }
  5454. map_freeblock_unlock();
  5455. return 1;
  5456. } while(0);
  5457. ud->canact_tick = tick;
  5458. ud->skillid = ud->skilllv = 0;
  5459. if(sd) {
  5460. clif_skill_fail(sd,ud->skillid,0,0);
  5461. sd->skillitem = sd->skillitemlv = 0;
  5462. }
  5463. else if (hd && hd->master)
  5464. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5465. else if(md)
  5466. md->skillidx = -1;
  5467. return 0;
  5468. }
  5469. /*==========================================
  5470. *
  5471. *------------------------------------------*/
  5472. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5473. {
  5474. struct map_session_data *sd=NULL;
  5475. struct status_change *sc;
  5476. struct skill_unit_group *sg;
  5477. int i,type;
  5478. //if(skilllv <= 0) return 0;
  5479. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5480. nullpo_retr(0, src);
  5481. if(status_isdead(src))
  5482. return 0;
  5483. if(src->type==BL_PC)
  5484. sd=(struct map_session_data *)src;
  5485. sc = status_get_sc(src);
  5486. if (sc && !sc->count)
  5487. sc = NULL; //Unneeded.
  5488. type = SkillStatusChangeTable(skillid);
  5489. switch (skillid) { //Skill effect.
  5490. case WZ_METEOR:
  5491. case MO_BODYRELOCATION:
  5492. case CR_CULTIVATION:
  5493. case HW_GANBANTEIN:
  5494. break; //Effect is displayed on respective switch case.
  5495. default:
  5496. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5497. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5498. else
  5499. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5500. }
  5501. switch(skillid)
  5502. {
  5503. case PR_BENEDICTIO:
  5504. skill_area_temp[1] = src->id;
  5505. i = skill_get_splash(skillid, skilllv);
  5506. map_foreachinarea(skill_area_sub,
  5507. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5508. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5509. skill_castend_nodamage_id);
  5510. map_foreachinarea(skill_area_sub,
  5511. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5512. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5513. skill_castend_damage_id);
  5514. break;
  5515. case BS_HAMMERFALL:
  5516. i = skill_get_splash(skillid, skilllv);
  5517. map_foreachinarea (skill_area_sub,
  5518. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5519. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5520. skill_castend_nodamage_id);
  5521. break;
  5522. case HT_DETECTING:
  5523. i = skill_get_splash(skillid, skilllv);
  5524. map_foreachinarea( status_change_timer_sub,
  5525. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5526. src,status_get_sc(src),SC_SIGHT,tick);
  5527. if(battle_config.traps_setting&1)
  5528. map_foreachinarea( skill_reveal_trap,
  5529. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5530. break;
  5531. case MG_SAFETYWALL:
  5532. case MG_FIREWALL:
  5533. case MG_THUNDERSTORM:
  5534. case AL_PNEUMA:
  5535. case WZ_ICEWALL:
  5536. case WZ_FIREPILLAR:
  5537. case WZ_QUAGMIRE:
  5538. case WZ_VERMILION:
  5539. case WZ_STORMGUST:
  5540. case WZ_HEAVENDRIVE:
  5541. case PR_SANCTUARY:
  5542. case PR_MAGNUS:
  5543. case CR_GRANDCROSS:
  5544. case NPC_GRANDDARKNESS:
  5545. case HT_SKIDTRAP:
  5546. case HT_LANDMINE:
  5547. case HT_ANKLESNARE:
  5548. case HT_SHOCKWAVE:
  5549. case HT_SANDMAN:
  5550. case HT_FLASHER:
  5551. case HT_FREEZINGTRAP:
  5552. case HT_BLASTMINE:
  5553. case HT_CLAYMORETRAP:
  5554. case AS_VENOMDUST:
  5555. case AM_DEMONSTRATION:
  5556. case PF_FOGWALL:
  5557. case PF_SPIDERWEB:
  5558. case HT_TALKIEBOX:
  5559. case WE_CALLPARTNER:
  5560. case WE_CALLPARENT:
  5561. case WE_CALLBABY:
  5562. case AC_SHOWER: //Ground-placed skill implementation.
  5563. case SA_VOLCANO:
  5564. case SA_DELUGE:
  5565. case SA_VIOLENTGALE:
  5566. case SA_LANDPROTECTOR:
  5567. case BD_LULLABY:
  5568. case BD_RICHMANKIM:
  5569. case BD_ETERNALCHAOS:
  5570. case BD_DRUMBATTLEFIELD:
  5571. case BD_RINGNIBELUNGEN:
  5572. case BD_ROKISWEIL:
  5573. case BD_INTOABYSS:
  5574. case BD_SIEGFRIED:
  5575. case BA_DISSONANCE:
  5576. case BA_POEMBRAGI:
  5577. case BA_WHISTLE:
  5578. case BA_ASSASSINCROSS:
  5579. case BA_APPLEIDUN:
  5580. case DC_UGLYDANCE:
  5581. case DC_HUMMING:
  5582. case DC_DONTFORGETME:
  5583. case DC_FORTUNEKISS:
  5584. case DC_SERVICEFORYOU:
  5585. case CG_MOONLIT:
  5586. case GS_DESPERADO:
  5587. case NJ_KAENSIN:
  5588. case NJ_BAKUENRYU:
  5589. case NJ_SUITON:
  5590. case NJ_HYOUSYOURAKU:
  5591. case NJ_RAIGEKISAI:
  5592. case NJ_KAMAITACHI:
  5593. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5594. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5595. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5596. break;
  5597. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5598. skill_clear_unitgroup(src);
  5599. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5600. flag|=1;
  5601. break;
  5602. case HP_BASILICA:
  5603. skill_clear_unitgroup(src);
  5604. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5605. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5606. flag|=1;
  5607. break;
  5608. case CG_HERMODE:
  5609. skill_clear_unitgroup(src);
  5610. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5611. sc_start4(src,SC_DANCING,100,
  5612. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5613. flag|=1;
  5614. break;
  5615. case RG_CLEANER: // [Valaris]
  5616. i = skill_get_splash(skillid, skilllv);
  5617. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5618. break;
  5619. case WZ_METEOR:
  5620. {
  5621. int flag=0, area = skill_get_splash(skillid, skilllv);
  5622. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5623. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5624. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5625. for(i=0;i<2+(skilllv>>1);i++) {
  5626. tmpx = x;
  5627. tmpy = y;
  5628. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5629. continue;
  5630. if(!(flag&1)){
  5631. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5632. flag=flag|1;
  5633. }
  5634. if(i > 0)
  5635. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5636. x1 = tmpx;
  5637. y1 = tmpy;
  5638. }
  5639. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5640. }
  5641. break;
  5642. case AL_WARP:
  5643. if(sd) {
  5644. char memo[4][MAP_NAME_LENGTH_EXT] = {"", "", "", ""};
  5645. snprintf(memo[0], MAP_NAME_LENGTH_EXT, "%s.gat", mapindex_id2name(sd->status.save_point.map));
  5646. if (skilllv>1 && sd->status.memo_point[0].map)
  5647. snprintf(memo[1], MAP_NAME_LENGTH_EXT, "%s.gat", mapindex_id2name(sd->status.memo_point[0].map));
  5648. if (skilllv>2 && sd->status.memo_point[1].map)
  5649. snprintf(memo[2], MAP_NAME_LENGTH_EXT, "%s.gat", mapindex_id2name(sd->status.memo_point[1].map));
  5650. if (skilllv>3 && sd->status.memo_point[2].map)
  5651. snprintf(memo[3], MAP_NAME_LENGTH_EXT, "%s.gat", mapindex_id2name(sd->status.memo_point[2].map));
  5652. clif_skill_warppoint(sd,skillid,skilllv, memo[0],memo[1],memo[2],memo[3]);
  5653. }
  5654. break;
  5655. case MO_BODYRELOCATION:
  5656. if (unit_movepos(src, x, y, 1, 1)) {
  5657. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5658. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5659. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5660. }
  5661. break;
  5662. case NJ_SHADOWJUMP:
  5663. {
  5664. if (!map_flag_gvg(src->m))
  5665. { //You don't move on GVG grounds.
  5666. unit_movepos(src, x, y, 1, 0);
  5667. clif_slide(src,x,y);
  5668. }
  5669. if (sc && sc->data[SC_HIDING].timer != -1)
  5670. status_change_end(src, SC_HIDING, -1);
  5671. }
  5672. break;
  5673. case AM_SPHEREMINE:
  5674. case AM_CANNIBALIZE:
  5675. {
  5676. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5677. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5678. struct mob_data *md;
  5679. // Correct info, don't change any of this! [celest]
  5680. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5681. if (md) {
  5682. md->master_id = src->id;
  5683. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5684. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5685. mob_spawn (md); //Now it is ready for spawning.
  5686. }
  5687. }
  5688. break;
  5689. // Slim Pitcher [Celest]
  5690. case CR_SLIMPITCHER:
  5691. if (sd) {
  5692. int i = skilllv%11 - 1;
  5693. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5694. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5695. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5696. clif_skill_fail(sd,skillid,0,0);
  5697. return 1;
  5698. }
  5699. potion_flag = 1;
  5700. potion_hp = 0;
  5701. potion_sp = 0;
  5702. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5703. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5704. potion_flag = 0;
  5705. //Apply skill bonuses
  5706. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5707. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5708. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5709. + battle_skillatk_bonus(sd, skillid);
  5710. potion_hp = potion_hp * (100+i)/100;
  5711. potion_sp = potion_sp * (100+i)/100;
  5712. if(potion_hp > 0 || potion_sp > 0) {
  5713. i = skill_get_splash(skillid, skilllv);
  5714. map_foreachinarea(skill_area_sub,
  5715. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5716. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5717. skill_castend_nodamage_id);
  5718. }
  5719. } else {
  5720. int i = skilllv%11 - 1;
  5721. struct item_data *item = itemdb_search(i);
  5722. i = skill_db[skillid].itemid[i];
  5723. item = itemdb_search(i);
  5724. potion_flag = 1;
  5725. potion_hp = 0;
  5726. potion_sp = 0;
  5727. run_script(item->script,0,src->id,0);
  5728. potion_flag = 0;
  5729. i = skill_get_max(CR_SLIMPITCHER)*10;
  5730. potion_hp = potion_hp * (100+i)/100;
  5731. potion_sp = potion_sp * (100+i)/100;
  5732. if(potion_hp > 0 || potion_sp > 0) {
  5733. i = skill_get_splash(skillid, skilllv);
  5734. map_foreachinarea(skill_area_sub,
  5735. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5736. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5737. skill_castend_nodamage_id);
  5738. }
  5739. }
  5740. break;
  5741. case HW_GANBANTEIN:
  5742. if (rand()%100 < 80) {
  5743. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5744. i = skill_get_splash(skillid, skilllv);
  5745. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5746. } else {
  5747. if (sd) clif_skill_fail(sd,skillid,0,0);
  5748. return 1;
  5749. }
  5750. break;
  5751. case HW_GRAVITATION:
  5752. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5753. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5754. flag|=1;
  5755. break;
  5756. // Plant Cultivation [Celest]
  5757. case CR_CULTIVATION:
  5758. if (sd) {
  5759. int i = skilllv - 1;
  5760. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5761. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5762. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5763. clif_skill_fail(sd,skillid,0,0);
  5764. return 1;
  5765. }
  5766. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5767. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5768. if (rand()%100 < 50)
  5769. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5770. else
  5771. clif_skill_fail(sd,skillid,0,0);
  5772. }
  5773. break;
  5774. case SG_SUN_WARM:
  5775. case SG_MOON_WARM:
  5776. case SG_STAR_WARM:
  5777. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5778. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5779. flag|=1;
  5780. break;
  5781. case PA_GOSPEL:
  5782. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5783. status_change_end(src,SC_GOSPEL,-1);
  5784. else
  5785. {
  5786. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5787. if (!sg) break;
  5788. if (sc && sc->data[type].timer != -1)
  5789. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5790. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5791. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5792. }
  5793. break;
  5794. case NJ_TATAMIGAESHI:
  5795. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5796. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5797. break;
  5798. case AM_RESURRECTHOMUN: //[orn]
  5799. if (sd)
  5800. {
  5801. if (map_flag_gvg(src->m) || //No reviving in WoE grounds!
  5802. !merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5803. {
  5804. clif_skill_fail(sd,skillid,0,0);
  5805. break;
  5806. }
  5807. }
  5808. break;
  5809. default:
  5810. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5811. return 1;
  5812. }
  5813. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5814. status_change_end(src,SC_MAGICPOWER,-1);
  5815. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5816. battle_consume_ammo(sd, skillid, skilllv);
  5817. return 0;
  5818. }
  5819. /*==========================================
  5820. *
  5821. *------------------------------------------*/
  5822. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5823. {
  5824. int x=0,y=0;
  5825. nullpo_retr(0, sd);
  5826. //Simplify skill_failed code.
  5827. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5828. if(skill_num != sd->menuskill_id)
  5829. return 0;
  5830. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5831. skill_failed(sd);
  5832. return 0;
  5833. }
  5834. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5835. skill_failed(sd);
  5836. return 0;
  5837. }
  5838. if(sd->sc.count && (
  5839. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5840. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5841. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5842. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5843. sd->sc.data[SC_DANCING].timer!=-1 ||
  5844. sd->sc.data[SC_BERSERK].timer != -1 ||
  5845. sd->sc.data[SC_MARIONETTE].timer != -1
  5846. )) {
  5847. skill_failed(sd);
  5848. return 0;
  5849. }
  5850. if (strlen(map) > MAP_NAME_LENGTH_EXT-1)
  5851. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5852. if (battle_config.error_log)
  5853. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5854. skill_failed(sd);
  5855. return 0;
  5856. }
  5857. pc_stop_attack(sd);
  5858. pc_stop_walking(sd,0);
  5859. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5860. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5861. if(strcmp(map,"cancel")==0) {
  5862. skill_failed(sd);
  5863. return 0;
  5864. }
  5865. switch(skill_num){
  5866. case AL_TELEPORT:
  5867. if(strcmp(map,"Random")==0)
  5868. pc_randomwarp(sd,3);
  5869. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5870. pc_setpos(sd,sd->status.save_point.map,
  5871. sd->status.save_point.x,sd->status.save_point.y,3);
  5872. break;
  5873. case AL_WARP:
  5874. {
  5875. const struct point *p[4];
  5876. struct skill_unit_group *group;
  5877. int i, lv, wx, wy;
  5878. int maxcount=0;
  5879. unsigned short mapindex;
  5880. mapindex = mapindex_name2id((char*)map);
  5881. if(!mapindex) { //Given map not found?
  5882. clif_skill_fail(sd,skill_num,0,0);
  5883. skill_failed(sd);
  5884. return 0;
  5885. }
  5886. p[0] = &sd->status.save_point;
  5887. p[1] = &sd->status.memo_point[0];
  5888. p[2] = &sd->status.memo_point[1];
  5889. p[3] = &sd->status.memo_point[2];
  5890. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5891. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5892. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5893. maxcount--;
  5894. }
  5895. if(!maxcount) {
  5896. clif_skill_fail(sd,skill_num,0,0);
  5897. skill_failed(sd);
  5898. return 0;
  5899. }
  5900. }
  5901. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5902. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5903. wx = sd->menuskill_lv>>16;
  5904. wy = sd->menuskill_lv&0xffff;
  5905. if(lv <= 0) return 0;
  5906. for(i=0;i<lv;i++){
  5907. if(mapindex == p[i]->map){
  5908. x=p[i]->x;
  5909. y=p[i]->y;
  5910. break;
  5911. }
  5912. }
  5913. if(x==0 || y==0) {
  5914. skill_failed(sd);
  5915. return 0;
  5916. }
  5917. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5918. {
  5919. skill_failed(sd);
  5920. return 0;
  5921. }
  5922. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5923. clif_skill_fail(sd,0,0,0);
  5924. skill_failed(sd);
  5925. return 0;
  5926. }
  5927. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5928. skill_failed(sd);
  5929. return 0;
  5930. }
  5931. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5932. group->val2=(x<<16)|y;
  5933. group->val3 = mapindex;
  5934. }
  5935. break;
  5936. }
  5937. sd->menuskill_id = sd->menuskill_lv = 0;
  5938. return 0;
  5939. #undef skill_failed
  5940. }
  5941. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  5942. {
  5943. struct skill_unit *target = (struct skill_unit*)bl,
  5944. *src = va_arg(ap, struct skill_unit*);
  5945. int flag = va_arg(ap, int);
  5946. if (src == target)
  5947. return 0;
  5948. if (!target->group || !(target->group->state.song_dance&0x1))
  5949. return 0;
  5950. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5951. return 0;
  5952. if (flag) //Set dissonance
  5953. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5954. else //Remove dissonance
  5955. target->val2 &= ~UF_ENSEMBLE;
  5956. clif_skill_setunit(target); //Update look of affected cell.
  5957. return 1;
  5958. }
  5959. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5960. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5961. //When 1, this unit has been positioned, so start the cancel effect.
  5962. int skill_dance_overlap(struct skill_unit *unit, int flag)
  5963. {
  5964. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5965. return 0;
  5966. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5967. return 0; //Nothing to remove, this unit is not overlapped.
  5968. if (unit->val1 != unit->group->skill_id)
  5969. { //Reset state
  5970. unit->val1 = unit->group->skill_id;
  5971. unit->val2 &= ~UF_ENSEMBLE;
  5972. }
  5973. return map_foreachincell(skill_dance_overlap_sub,
  5974. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  5975. }
  5976. /*==========================================
  5977. * Converts this group information so that it is handled
  5978. * as a Dissonance or Ugly Dance cell.
  5979. * Flag: 0 - Convert, 1 - Revert, 2 - Initialize.
  5980. *------------------------------------------*/
  5981. #define skill_dance_switch(unit, group, flag) (((group)->state.song_dance&0x1 && (unit)->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
  5982. static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag)
  5983. {
  5984. static struct skill_unit_group original, dissonance, uglydance, *group2;
  5985. if (flag&2) { //initialize
  5986. memset(&dissonance, 0, sizeof(dissonance));
  5987. memset(&uglydance, 0, sizeof(uglydance));
  5988. group2 = &dissonance;
  5989. group2->skill_id = BA_DISSONANCE;
  5990. group2->skill_lv = 1;
  5991. group2->unit_id = skill_get_unit_id(group2->skill_id,0);
  5992. group2->target_flag = skill_get_unit_target(group2->skill_id);
  5993. group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
  5994. group2->interval = skill_get_unit_interval(group2->skill_id);
  5995. group2 = &uglydance;
  5996. group2->skill_id = DC_UGLYDANCE;
  5997. group2->skill_lv = 1;
  5998. group2->unit_id = skill_get_unit_id(group2->skill_id,0);
  5999. group2->target_flag = skill_get_unit_target(group2->skill_id);
  6000. group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
  6001. group2->interval = skill_get_unit_interval(group2->skill_id);
  6002. return 0;
  6003. }
  6004. if (!flag)
  6005. { //Transform
  6006. memcpy(&original, group, sizeof(struct skill_unit_group)); //Backup
  6007. group2 = unit->val2&UF_SONG?&dissonance:&uglydance;
  6008. group->skill_id = group2->skill_id;
  6009. group->skill_lv = group2->skill_lv;
  6010. group->unit_id = group2->unit_id;
  6011. group->target_flag = group2->target_flag;
  6012. group->bl_flag= group2->bl_flag;
  6013. group->interval = group2->interval;
  6014. } else { //Restore only relevant values (should the backup be 5 ints rather than the whole structure?)
  6015. group->skill_id = original.skill_id;
  6016. group->skill_lv = original.skill_lv;
  6017. group->unit_id = original.unit_id;
  6018. group->target_flag = original.target_flag;
  6019. group->bl_flag = original.bl_flag;
  6020. group->interval = original.interval;
  6021. }
  6022. return 1;
  6023. }
  6024. /*==========================================
  6025. * Initializes and sets a ground skill.
  6026. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6027. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6028. *------------------------------------------*/
  6029. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  6030. {
  6031. struct skill_unit_group *group;
  6032. int i,limit,val1=0,val2=0,val3=0;
  6033. int count=0;
  6034. int target,interval,range,unit_flag;
  6035. struct skill_unit_layout *layout;
  6036. struct map_session_data *sd;
  6037. struct status_data *status;
  6038. struct status_change *sc;
  6039. int active_flag=1;
  6040. int subunt=0;
  6041. nullpo_retr(0, src);
  6042. limit = skill_get_time(skillid,skilllv);
  6043. range = skill_get_unit_range(skillid,skilllv);
  6044. interval = skill_get_unit_interval(skillid);
  6045. target = skill_get_unit_target(skillid);
  6046. unit_flag = skill_get_unit_flag(skillid);
  6047. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6048. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  6049. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6050. group= ((TBL_SKILL*)src)->group;
  6051. src = map_id2bl(group->src_id);
  6052. if (!src) return NULL;
  6053. val2=group->val2; //Copy the (x,y) position you warp to
  6054. val3=group->val3; //as well as the mapindex to warp to.
  6055. }
  6056. BL_CAST(BL_PC, src, sd);
  6057. status = status_get_status_data(src);
  6058. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  6059. if (sc && !sc->count)
  6060. sc = NULL;
  6061. switch(skillid){
  6062. case MG_SAFETYWALL:
  6063. val2=skilllv+1;
  6064. break;
  6065. case MG_FIREWALL:
  6066. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  6067. limit = limit*3/2;
  6068. val2=4+skilllv;
  6069. break;
  6070. case AL_WARP:
  6071. val1=skilllv+6;
  6072. if(!(flag&1))
  6073. limit=2000;
  6074. break;
  6075. case PR_SANCTUARY:
  6076. val1=(skilllv+3)*2;
  6077. val2=(skilllv>6)?777:skilllv*100;
  6078. if (sd && (i = battle_skillatk_bonus(sd, skillid)) > 0)
  6079. val2 += val2 * i / 100;
  6080. break;
  6081. case WZ_FIREPILLAR:
  6082. if((flag&1)!=0)
  6083. limit=1000;
  6084. val1=skilllv+2;
  6085. break;
  6086. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6087. case AM_DEMONSTRATION:
  6088. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6089. && (src->type&battle_config.vs_traps_bctall))
  6090. target = BCT_ALL;
  6091. break;
  6092. case NJ_SUITON:
  6093. skill_clear_group(src,1);
  6094. break;
  6095. case HT_SHOCKWAVE:
  6096. val1=skilllv*15+10;
  6097. case HT_SANDMAN:
  6098. case HT_CLAYMORETRAP:
  6099. case HT_SKIDTRAP:
  6100. case HT_LANDMINE:
  6101. case HT_ANKLESNARE:
  6102. case HT_FLASHER:
  6103. case HT_FREEZINGTRAP:
  6104. case HT_BLASTMINE:
  6105. if (map_flag_gvg(src->m))
  6106. limit *= 4; // longer trap times in WOE [celest]
  6107. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6108. && (src->type&battle_config.vs_traps_bctall))
  6109. target = BCT_ALL;
  6110. break;
  6111. case SA_LANDPROTECTOR:
  6112. {
  6113. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6114. val1=skilllv*15+10;
  6115. aoe_diameter=skilllv+skilllv%2+5;
  6116. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6117. }
  6118. //No break because we also have to check if we use gemstones. [Skotlex]
  6119. case SA_VOLCANO:
  6120. case SA_DELUGE:
  6121. case SA_VIOLENTGALE:
  6122. {
  6123. struct skill_unit_group *old_sg;
  6124. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6125. { //HelloKitty confirmed that these are interchangeable,
  6126. //so you can change element and not consume gemstones.
  6127. if ((
  6128. old_sg->skill_id == SA_VOLCANO ||
  6129. old_sg->skill_id == SA_DELUGE ||
  6130. old_sg->skill_id == SA_VIOLENTGALE
  6131. ) && old_sg->limit > 0)
  6132. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6133. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6134. if (limit < 0) //This can happen...
  6135. limit = skill_get_time(skillid,skilllv);
  6136. }
  6137. skill_clear_group(src,1);
  6138. }
  6139. break;
  6140. }
  6141. case BA_DISSONANCE:
  6142. case DC_UGLYDANCE:
  6143. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6144. break;
  6145. case BA_WHISTLE:
  6146. val1 = skilllv +status->agi/10; // Flee increase
  6147. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6148. if(sd){
  6149. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6150. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6151. }
  6152. break;
  6153. case DC_HUMMING:
  6154. val1 = 2*skilllv+status->dex/10; // Hit increase
  6155. if(sd)
  6156. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6157. break;
  6158. case BA_POEMBRAGI:
  6159. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6160. //For some reason at level 10 the base delay reduction is 50%.
  6161. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6162. if(sd){
  6163. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6164. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6165. }
  6166. break;
  6167. case DC_DONTFORGETME:
  6168. val1 = 30*skilllv+status->dex; // ASPD decrease
  6169. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6170. if(sd){
  6171. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6172. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6173. }
  6174. if (val2 < 1) val2 = 1;
  6175. break;
  6176. case BA_APPLEIDUN:
  6177. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6178. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6179. if(sd){
  6180. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6181. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6182. }
  6183. break;
  6184. case DC_SERVICEFORYOU:
  6185. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6186. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6187. if(sd){
  6188. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6189. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6190. }
  6191. break;
  6192. case BA_ASSASSINCROSS:
  6193. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6194. if(sd)
  6195. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6196. break;
  6197. case DC_FORTUNEKISS:
  6198. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6199. if(sd)
  6200. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6201. val1*=10; //Because every 10 crit is an actual cri point.
  6202. break;
  6203. case BD_DRUMBATTLEFIELD:
  6204. val1 = (skilllv+1)*25; //Watk increase
  6205. val2 = (skilllv+1)*2; //Def increase
  6206. break;
  6207. case BD_RINGNIBELUNGEN:
  6208. val1 = (skilllv+2)*25; //Watk increase
  6209. break;
  6210. case BD_RICHMANKIM:
  6211. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6212. break;
  6213. case BD_SIEGFRIED:
  6214. val1 = 55 + skilllv*5; //Elemental Resistance
  6215. val2 = skilllv*10; //Status ailment resistance
  6216. break;
  6217. case RG_GRAFFITI: /* Graffiti */
  6218. count=1; // Leave this at 1 [Valaris]
  6219. break;
  6220. case WE_CALLPARTNER:
  6221. if (sd) val1 = sd->status.partner_id;
  6222. break;
  6223. case WE_CALLPARENT:
  6224. if (sd) {
  6225. val1 = sd->status.father;
  6226. val2 = sd->status.mother;
  6227. }
  6228. break;
  6229. case WE_CALLBABY:
  6230. if (sd) val1 = sd->status.child;
  6231. break;
  6232. case NJ_KAENSIN:
  6233. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6234. val2 = (skilllv+1)/2 + 4;
  6235. break;
  6236. case GS_GROUNDDRIFT:
  6237. {
  6238. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6239. val1 = status->rhw.ele;
  6240. if (!val1)
  6241. val1=element[rand()%5];
  6242. switch (val1)
  6243. {
  6244. case ELE_FIRE:
  6245. subunt++;
  6246. case ELE_WATER:
  6247. subunt++;
  6248. case ELE_POISON:
  6249. subunt++;
  6250. case ELE_DARK:
  6251. subunt++;
  6252. case ELE_WIND:
  6253. break;
  6254. default:
  6255. subunt=rand()%5;
  6256. break;
  6257. }
  6258. break;
  6259. }
  6260. }
  6261. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6262. skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6263. group->val1=val1;
  6264. group->val2=val2;
  6265. group->val3=val3;
  6266. group->target_flag=target;
  6267. group->bl_flag= skill_get_unit_bl_target(skillid);
  6268. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6269. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6270. //Store if this skill needs to consume ammo.
  6271. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT);
  6272. 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
  6273. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6274. if (DIFF_TICK(group->tick, gettick()) > 100)
  6275. active_flag = 0;
  6276. if(skillid==HT_TALKIEBOX ||
  6277. skillid==RG_GRAFFITI){
  6278. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6279. if (sd)
  6280. memcpy(group->valstr,sd->message,MESSAGE_SIZE);
  6281. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6282. strcpy(group->valstr, "Boo!");
  6283. }
  6284. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6285. val1=skilllv;
  6286. val2=0;
  6287. limit=group->limit;
  6288. count=group->unit_count;
  6289. for(i=0;i<count;i++){
  6290. struct skill_unit *unit;
  6291. int ux,uy,alive=1;
  6292. ux = x + layout->dx[i];
  6293. uy = y + layout->dy[i];
  6294. switch (skillid) {
  6295. case MG_FIREWALL:
  6296. case NJ_KAENSIN:
  6297. val2=group->val2;
  6298. break;
  6299. case WZ_ICEWALL:
  6300. if(skilllv <= 1)
  6301. val1 = 500;
  6302. else
  6303. val1 = 200 + 200*skilllv;
  6304. break;
  6305. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6306. ux+=(i%5-2);
  6307. uy+=(i/5-2);
  6308. break;
  6309. case GS_DESPERADO:
  6310. val1 = abs(layout->dx[i]);
  6311. val2 = abs(layout->dy[i]);
  6312. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6313. if (val2 > val1) val1 = val2;
  6314. if (val1) val1--;
  6315. val1 = 36 -12*val1;
  6316. } else //Diagonal edges
  6317. val1 = 28 -4*val1 -4*val2;
  6318. if (val1 < 1) val1 = 1;
  6319. val2 = 0;
  6320. break;
  6321. default:
  6322. if (group->state.song_dance&0x1)
  6323. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6324. break;
  6325. }
  6326. if(range<=0)
  6327. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6328. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6329. alive = 0;
  6330. if (alive && battle_config.skill_wall_check) {
  6331. //Check if there's a path between cell and center of casting.
  6332. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6333. alive = 0;
  6334. }
  6335. if(alive && skillid == WZ_ICEWALL) {
  6336. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6337. alive=0;
  6338. else {
  6339. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6340. if(val2==5 || val2==1)
  6341. alive=0;
  6342. else
  6343. clif_changemapcell(src->m,ux,uy,5,0);
  6344. }
  6345. }
  6346. if(alive){
  6347. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6348. unit->limit=limit;
  6349. unit->range=range;
  6350. if (skillid == PF_FOGWALL && alive == 2)
  6351. { //Double duration of cells on top of Deluge/Suiton
  6352. unit->limit *= 2;
  6353. group->limit = unit->limit;
  6354. }
  6355. if (range==0 && active_flag)
  6356. map_foreachincell(skill_unit_effect,unit->bl.m,
  6357. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6358. }
  6359. }
  6360. if (!group->alive_count)
  6361. { //No cells? Something that was blocked completely by Land Protector?
  6362. skill_delunitgroup(src, group, 0);
  6363. return NULL;
  6364. }
  6365. if (group->state.song_dance) {
  6366. if(sd){
  6367. sd->skillid_dance = skillid;
  6368. sd->skilllv_dance = skilllv;
  6369. }
  6370. if (
  6371. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  6372. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6373. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6374. )
  6375. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6376. }
  6377. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6378. group->val1 = group->alive_count;
  6379. return group;
  6380. }
  6381. /*==========================================
  6382. *
  6383. *------------------------------------------*/
  6384. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6385. {
  6386. struct skill_unit_group *sg;
  6387. struct block_list *ss;
  6388. struct status_change *sc;
  6389. int type,skillid;
  6390. nullpo_retr(0, src);
  6391. nullpo_retr(0, bl);
  6392. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6393. return 0;
  6394. nullpo_retr(0, sg=src->group);
  6395. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6396. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6397. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6398. return 0; //AoE skills are ineffective. [Skotlex]
  6399. sc = status_get_sc(bl);
  6400. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6401. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6402. type = SkillStatusChangeTable(sg->skill_id);
  6403. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6404. switch (sg->unit_id) {
  6405. case UNT_SAFETYWALL:
  6406. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6407. if (sc && sc->data[type].timer == -1)
  6408. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6409. break;
  6410. case UNT_WARP_WAITING:
  6411. if(bl->type==BL_PC){
  6412. struct map_session_data *sd = (struct map_session_data *)bl;
  6413. if((!sd->chatID || battle_config.chat_warpportal)
  6414. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6415. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6416. if (--sg->val1<=0)
  6417. skill_delunitgroup(NULL, sg, 0);
  6418. }
  6419. }
  6420. } else
  6421. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6422. {
  6423. int m = map_mapindex2mapid(sg->val3);
  6424. if (m < 0) break; //Map not available on this map-server.
  6425. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6426. }
  6427. break;
  6428. case UNT_QUAGMIRE:
  6429. if(sc && sc->data[type].timer==-1)
  6430. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6431. break;
  6432. case UNT_VOLCANO:
  6433. case UNT_DELUGE:
  6434. case UNT_VIOLENTGALE:
  6435. if(sc && sc->data[type].timer==-1)
  6436. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6437. break;
  6438. case UNT_SUITON:
  6439. if(sc && sc->data[type].timer==-1)
  6440. sc_start4(bl,type,100,sg->skill_lv,
  6441. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6442. 0,0,sg->limit);
  6443. break;
  6444. case UNT_RICHMANKIM:
  6445. case UNT_ETERNALCHAOS:
  6446. case UNT_DRUMBATTLEFIELD:
  6447. case UNT_RINGNIBELUNGEN:
  6448. case UNT_ROKISWEIL:
  6449. case UNT_INTOABYSS:
  6450. case UNT_SIEGFRIED:
  6451. case UNT_HERMODE:
  6452. //Needed to check when a dancer/bard leaves their ensemble area.
  6453. if (sg->src_id==bl->id &&
  6454. !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6455. return skillid;
  6456. if (sc && sc->data[type].timer==-1)
  6457. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6458. break;
  6459. case UNT_WHISTLE:
  6460. case UNT_ASSASSINCROSS:
  6461. case UNT_POEMBRAGI:
  6462. case UNT_APPLEIDUN:
  6463. case UNT_HUMMING:
  6464. case UNT_DONTFORGETME:
  6465. case UNT_FORTUNEKISS:
  6466. case UNT_SERVICEFORYOU:
  6467. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6468. return 0;
  6469. if (!sc) return 0;
  6470. if (sc->data[type].timer==-1)
  6471. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6472. else if (sc->data[type].val4 == 1) {
  6473. //Readjust timers since the effect will not last long.
  6474. sc->data[type].val4 = 0;
  6475. delete_timer(sc->data[type].timer, status_change_timer);
  6476. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6477. }
  6478. break;
  6479. case UNT_FOGWALL:
  6480. if (sc && sc->data[type].timer==-1)
  6481. {
  6482. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6483. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6484. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6485. }
  6486. break;
  6487. case UNT_GRAVITATION:
  6488. if (sc && sc->data[type].timer==-1)
  6489. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6490. break;
  6491. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6492. src->val1 = 0;
  6493. if(src->limit + sg->tick > tick + 700)
  6494. src->limit = DIFF_TICK(tick+700,sg->tick);
  6495. break;
  6496. case UNT_MOONLIT:
  6497. //Knockback out of area if affected char isn't in Moonlit effect
  6498. if (sc && sc->data[SC_DANCING].timer!=-1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT)
  6499. break;
  6500. if (ss == bl) //Also needed to prevent infinite loop crash.
  6501. break;
  6502. skill_blown(ss, bl, 0x10000|skill_get_blewcount(sg->skill_id,sg->skill_lv));
  6503. break;
  6504. }
  6505. return skillid;
  6506. }
  6507. /*==========================================
  6508. *
  6509. *------------------------------------------*/
  6510. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6511. {
  6512. struct skill_unit_group *sg;
  6513. struct block_list *ss;
  6514. TBL_PC* sd;
  6515. TBL_PC* tsd;
  6516. struct status_data *tstatus, *sstatus;
  6517. struct status_change *tsc, *sc;
  6518. struct skill_unit_group_tickset *ts;
  6519. int matk_min = 0, matk_max = 0; //For Magic power...
  6520. int type, skillid;
  6521. int diff=0;
  6522. nullpo_retr(0, src);
  6523. nullpo_retr(0, bl);
  6524. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6525. return 0;
  6526. nullpo_retr(0, sg=src->group);
  6527. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6528. BL_CAST(BL_PC, ss, sd);
  6529. BL_CAST(BL_PC, bl, tsd);
  6530. tsc = status_get_sc(bl);
  6531. tstatus = status_get_status_data(bl);
  6532. if (sg->state.magic_power) //For magic power.
  6533. {
  6534. sc = status_get_sc(ss);
  6535. sstatus = status_get_status_data(ss);
  6536. } else {
  6537. sc = NULL;
  6538. sstatus = NULL;
  6539. }
  6540. type = SkillStatusChangeTable(sg->skill_id);
  6541. skillid = sg->skill_id;
  6542. if (sg->interval == -1) {
  6543. switch (sg->unit_id) {
  6544. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6545. case UNT_SPIDERWEB:
  6546. case UNT_FIREPILLAR_ACTIVE:
  6547. return 0;
  6548. default:
  6549. if (battle_config.error_log)
  6550. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6551. return 0;
  6552. }
  6553. }
  6554. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6555. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6556. diff = DIFF_TICK(tick,ts->tick);
  6557. if (diff < 0)
  6558. return 0;
  6559. ts->tick = tick+sg->interval;
  6560. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6561. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6562. }
  6563. //Temporarily set magic power to have it take effect. [Skotlex]
  6564. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6565. { //Store previous values.
  6566. matk_min = sstatus->matk_min;
  6567. matk_max = sstatus->matk_max;
  6568. //Note to NOT return from the function until this is unset!
  6569. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6570. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6571. }
  6572. switch (sg->unit_id)
  6573. {
  6574. case UNT_FIREWALL:
  6575. {
  6576. int count=0;
  6577. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6578. //This is the best Aegis approximation we can do without
  6579. //changing the minimum skill unit interval. [Skotlex]
  6580. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6581. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6582. } else {
  6583. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6584. src->val2--;
  6585. }
  6586. if (src->val2<=0)
  6587. skill_delunit(src, 0);
  6588. break;
  6589. }
  6590. case UNT_SANCTUARY:
  6591. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6592. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6593. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6594. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6595. // reduce healing count if this was meant for damaging [hekate]
  6596. sg->val1 -= 2;
  6597. } else {
  6598. int heal = sg->val2;
  6599. if (tstatus->hp >= tstatus->max_hp)
  6600. break;
  6601. if (status_isimmune(bl))
  6602. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6603. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6604. status_heal(bl, heal, 0, 0);
  6605. if (diff >= 500)
  6606. sg->val1--;
  6607. }
  6608. if (sg->val1 <= 0)
  6609. skill_delunitgroup(NULL,sg, 0);
  6610. break;
  6611. case UNT_MAGNUS:
  6612. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6613. break;
  6614. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6615. break;
  6616. case UNT_ATTACK_SKILLS:
  6617. switch (sg->skill_id)
  6618. {
  6619. case SG_SUN_WARM: //SG skills [Komurka]
  6620. case SG_MOON_WARM:
  6621. case SG_STAR_WARM:
  6622. if(bl->type==BL_PC)
  6623. //Only damage SP [Skotlex]
  6624. status_zap(bl, 0, 60);
  6625. else if(status_charge(ss, 0, 2))
  6626. //Otherwise, Knockback attack.
  6627. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6628. break;
  6629. case WZ_STORMGUST:
  6630. if (tsc && tsc->data[SC_FREEZE].val4 != sg->group_id)
  6631. { //Reset hit counter when under new storm gust.
  6632. tsc->data[SC_FREEZE].val4 = sg->group_id;
  6633. tsc->data[SC_FREEZE].val3 = 0;
  6634. }
  6635. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
  6636. && tsc) //Increase freeze counter if attack connects.
  6637. tsc->data[SC_FREEZE].val3++; //SG hit counter.
  6638. break;
  6639. default:
  6640. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6641. }
  6642. break;
  6643. case UNT_FIREPILLAR_WAITING:
  6644. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6645. skill_delunit(src, 0);
  6646. break;
  6647. case UNT_FIREPILLAR_ACTIVE:
  6648. skill_area_temp[1] = 0;
  6649. map_foreachinrange(skill_attack_area,bl,
  6650. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6651. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6652. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6653. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6654. break;
  6655. case UNT_SKIDTRAP:
  6656. {
  6657. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6658. sg->unit_id = UNT_USED_TRAPS;
  6659. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6660. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6661. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6662. }
  6663. break;
  6664. case UNT_SPIDERWEB:
  6665. case UNT_ANKLESNARE:
  6666. if(sg->val2==0 && tsc){
  6667. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6668. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6669. {
  6670. struct TimerData* td = get_timer(tsc->data[type].timer);
  6671. if (td) sec = DIFF_TICK(td->tick, tick);
  6672. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6673. clif_fixpos(bl);
  6674. sg->val2=bl->id;
  6675. } else
  6676. sec = 3000; //Couldn't trap it?
  6677. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6678. // 01AC: long ID
  6679. // Indicates that an object is trapped, but ID is not a
  6680. // valid monster or player ID.
  6681. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6682. sg->interval = -1;
  6683. src->range = 0;
  6684. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6685. }
  6686. break;
  6687. case UNT_VENOMDUST:
  6688. if(tsc && tsc->data[type].timer==-1 )
  6689. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6690. break;
  6691. case UNT_LANDMINE:
  6692. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6693. sg->unit_id = UNT_USED_TRAPS;
  6694. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6695. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6696. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6697. break;
  6698. case UNT_CLAYMORETRAP:
  6699. case UNT_BLASTMINE:
  6700. //Hold number of targets (required for damage calculation)
  6701. type = map_foreachinrange(skill_count_target,&src->bl,
  6702. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6703. case UNT_SHOCKWAVE:
  6704. case UNT_SANDMAN:
  6705. case UNT_FLASHER:
  6706. case UNT_FREEZINGTRAP:
  6707. map_foreachinrange(skill_trap_splash,&src->bl,
  6708. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6709. &src->bl,tick,type);
  6710. sg->unit_id = UNT_USED_TRAPS;
  6711. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6712. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6713. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6714. break;
  6715. case UNT_TALKIEBOX:
  6716. if (sg->src_id == bl->id)
  6717. break;
  6718. if (sg->val2 == 0){
  6719. clif_talkiebox(&src->bl, sg->valstr);
  6720. sg->unit_id = UNT_USED_TRAPS;
  6721. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6722. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6723. sg->val2 = -1;
  6724. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6725. }
  6726. break;
  6727. case UNT_LULLABY:
  6728. if (ss->id == bl->id)
  6729. break;
  6730. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6731. break;
  6732. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6733. if (ss->id != bl->id)
  6734. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6735. break;
  6736. case UNT_DISSONANCE:
  6737. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6738. break;
  6739. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6740. {
  6741. int heal;
  6742. if (sg->src_id == bl->id)
  6743. break;
  6744. heal = sg->val2;
  6745. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6746. status_heal(bl, heal, 0, 0);
  6747. break;
  6748. }
  6749. case UNT_TATAMIGAESHI:
  6750. case UNT_DEMONSTRATION:
  6751. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6752. break;
  6753. case UNT_GOSPEL:
  6754. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6755. break;
  6756. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6757. { // Support Effect only on party, not guild
  6758. int i = rand()%13; // Positive buff count
  6759. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6760. switch (i)
  6761. {
  6762. case 0: // Heal 1~9999 HP
  6763. type = rand() %9999+1;
  6764. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6765. status_heal(bl,type,0,0);
  6766. break;
  6767. case 1: // End all negative status
  6768. status_change_clear_buffs(bl,2);
  6769. if (tsd) clif_gospel_info(tsd, 0x15);
  6770. break;
  6771. case 2: // Immunity to all status
  6772. sc_start(bl,SC_SCRESIST,100,100,type);
  6773. if (tsd) clif_gospel_info(tsd, 0x16);
  6774. break;
  6775. case 3: // MaxHP +100%
  6776. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6777. if (tsd) clif_gospel_info(tsd, 0x17);
  6778. break;
  6779. case 4: // MaxSP +100%
  6780. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6781. if (tsd) clif_gospel_info(tsd, 0x18);
  6782. break;
  6783. case 5: // All stats +20
  6784. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6785. if (tsd) clif_gospel_info(tsd, 0x19);
  6786. break;
  6787. case 6: // Level 10 Blessing
  6788. sc_start(bl,SC_BLESSING,100,10,type);
  6789. break;
  6790. case 7: // Level 10 Increase AGI
  6791. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6792. break;
  6793. case 8: // Enchant weapon with Holy element
  6794. sc_start(bl,SC_ASPERSIO,100,1,type);
  6795. if (tsd) clif_gospel_info(tsd, 0x1c);
  6796. break;
  6797. case 9: // Enchant armor with Holy element
  6798. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6799. if (tsd) clif_gospel_info(tsd, 0x1d);
  6800. break;
  6801. case 10: // DEF +25%
  6802. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6803. if (tsd) clif_gospel_info(tsd, 0x1e);
  6804. break;
  6805. case 11: // ATK +100%
  6806. sc_start(bl,SC_INCATKRATE,100,100,type);
  6807. if (tsd) clif_gospel_info(tsd, 0x1f);
  6808. break;
  6809. case 12: // HIT/Flee +50
  6810. sc_start(bl,SC_INCHIT,100,50,type);
  6811. sc_start(bl,SC_INCFLEE,100,50,type);
  6812. if (tsd) clif_gospel_info(tsd, 0x20);
  6813. break;
  6814. }
  6815. }
  6816. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6817. { // Offensive Effect
  6818. int i = rand()%9; // Negative buff count
  6819. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6820. switch (i)
  6821. {
  6822. case 0: // Deal 1~9999 damage
  6823. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6824. break;
  6825. case 1: // Curse
  6826. sc_start(bl,SC_CURSE,100,1,type);
  6827. break;
  6828. case 2: // Blind
  6829. sc_start(bl,SC_BLIND,100,1,type);
  6830. break;
  6831. case 3: // Poison
  6832. sc_start(bl,SC_POISON,100,1,type);
  6833. break;
  6834. case 4: // Level 10 Provoke
  6835. sc_start(bl,SC_PROVOKE,100,10,type);
  6836. break;
  6837. case 5: // DEF -100%
  6838. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6839. break;
  6840. case 6: // ATK -100%
  6841. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6842. break;
  6843. case 7: // Flee -100%
  6844. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6845. break;
  6846. case 8: // Speed/ASPD -25%
  6847. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6848. break;
  6849. }
  6850. }
  6851. break;
  6852. case UNT_GRAVITATION:
  6853. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6854. break;
  6855. case UNT_DESPERADO:
  6856. if (rand()%100 < src->val1)
  6857. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6858. break;
  6859. case UNT_GROUNDDRIFT_WIND:
  6860. case UNT_GROUNDDRIFT_DARK:
  6861. case UNT_GROUNDDRIFT_POISON:
  6862. case UNT_GROUNDDRIFT_WATER:
  6863. case UNT_GROUNDDRIFT_FIRE:
  6864. map_foreachinrange(skill_trap_splash,&src->bl,
  6865. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6866. &src->bl,tick,0);
  6867. sg->unit_id = UNT_USED_TRAPS;
  6868. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6869. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6870. sg->state.into_abyss = 1;
  6871. break;
  6872. case UNT_KAENSIN:
  6873. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6874. if (--src->val2 <= 0)
  6875. skill_delunit(src, 0);
  6876. break;
  6877. }
  6878. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6879. { //Unset magic power.
  6880. sstatus->matk_min = matk_min;
  6881. sstatus->matk_max = matk_max;
  6882. }
  6883. if (bl->type == BL_MOB && ss != bl)
  6884. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6885. return skillid;
  6886. }
  6887. /*==========================================
  6888. *
  6889. *------------------------------------------*/
  6890. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6891. {
  6892. struct skill_unit_group *sg;
  6893. struct status_change *sc;
  6894. int type;
  6895. nullpo_retr(0, src);
  6896. nullpo_retr(0, bl);
  6897. nullpo_retr(0, sg=src->group);
  6898. sc = status_get_sc(bl);
  6899. if (sc && !sc->count)
  6900. sc = NULL;
  6901. type = SkillStatusChangeTable(sg->skill_id);
  6902. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6903. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6904. return 0;
  6905. switch(sg->unit_id){
  6906. case UNT_SAFETYWALL:
  6907. if (sc && sc->data[type].timer!=-1)
  6908. status_change_end(bl,type,-1);
  6909. break;
  6910. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6911. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6912. status_change_end(bl,type,-1);
  6913. break;
  6914. case UNT_SPIDERWEB:
  6915. {
  6916. struct block_list *target = map_id2bl(sg->val2);
  6917. if (target && target==bl)
  6918. {
  6919. if (sc && sc->data[type].timer!=-1 && sc->data[type].val2 == sg->group_id)
  6920. status_change_end(bl,type,-1);
  6921. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6922. }
  6923. break;
  6924. }
  6925. }
  6926. return sg->skill_id;
  6927. }
  6928. /*==========================================
  6929. * Triggered when a char steps out of a skill group [Skotlex]
  6930. *------------------------------------------*/
  6931. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6932. {
  6933. struct status_change *sc;
  6934. int type;
  6935. sc = status_get_sc(bl);
  6936. if (sc && !sc->count)
  6937. sc = NULL;
  6938. type = SkillStatusChangeTable(skill_id);
  6939. switch (skill_id)
  6940. {
  6941. case WZ_QUAGMIRE:
  6942. if (bl->type==BL_MOB)
  6943. break;
  6944. if (sc && sc->data[type].timer != -1)
  6945. status_change_end(bl, type, -1);
  6946. break;
  6947. case BD_LULLABY:
  6948. case BD_RICHMANKIM:
  6949. case BD_ETERNALCHAOS:
  6950. case BD_DRUMBATTLEFIELD:
  6951. case BD_RINGNIBELUNGEN:
  6952. case BD_ROKISWEIL:
  6953. case BD_INTOABYSS:
  6954. case BD_SIEGFRIED:
  6955. if(sc && sc->data[SC_DANCING].timer != -1 &&
  6956. (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  6957. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6958. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6959. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6960. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6961. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6962. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6963. skill_stop_dancing(bl);
  6964. }
  6965. case MG_SAFETYWALL:
  6966. case AL_PNEUMA:
  6967. case SA_VOLCANO:
  6968. case SA_DELUGE:
  6969. case SA_VIOLENTGALE:
  6970. case CG_HERMODE:
  6971. case HW_GRAVITATION:
  6972. case NJ_SUITON:
  6973. if (sc && sc->data[type].timer != -1)
  6974. status_change_end(bl, type, -1);
  6975. break;
  6976. case BA_POEMBRAGI:
  6977. case BA_WHISTLE:
  6978. case BA_ASSASSINCROSS:
  6979. case BA_APPLEIDUN:
  6980. case DC_HUMMING:
  6981. case DC_DONTFORGETME:
  6982. case DC_FORTUNEKISS:
  6983. case DC_SERVICEFORYOU:
  6984. if (sc && sc->data[type].timer != -1)
  6985. {
  6986. delete_timer(sc->data[type].timer, status_change_timer);
  6987. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6988. //not possible on our current implementation.
  6989. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6990. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6991. }
  6992. break;
  6993. case PF_FOGWALL:
  6994. if (sc && sc->data[type].timer != -1)
  6995. {
  6996. status_change_end(bl,type,-1);
  6997. if (sc->data[SC_BLIND].timer!=-1)
  6998. {
  6999. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7000. status_change_end(bl, SC_BLIND, -1);
  7001. else {
  7002. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  7003. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7004. }
  7005. }
  7006. }
  7007. break;
  7008. case UNT_GOSPEL:
  7009. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  7010. status_change_end(bl, type, -1);
  7011. break;
  7012. }
  7013. return skill_id;
  7014. }
  7015. /*==========================================
  7016. * Invoked when a unit cell has been placed/removed/deleted.
  7017. * flag values:
  7018. * flag&1: Invoke onplace function (otherwise invoke onout)
  7019. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7020. *------------------------------------------*/
  7021. int skill_unit_effect (struct block_list *bl, va_list ap)
  7022. {
  7023. struct skill_unit *unit;
  7024. struct skill_unit_group *group;
  7025. int flag,skill_id;
  7026. unsigned int tick;
  7027. unit=va_arg(ap,struct skill_unit*);
  7028. tick = va_arg(ap,unsigned int);
  7029. flag = va_arg(ap,unsigned int);
  7030. if (!unit->alive || bl->prev==NULL)
  7031. return 0;
  7032. nullpo_retr(0, group=unit->group);
  7033. if (skill_dance_switch(unit, group, 0))
  7034. flag|=64; //Converted cell, remember to restore it.
  7035. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7036. skill_id = group->skill_id;
  7037. //Target-type check.
  7038. if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
  7039. {
  7040. if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
  7041. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7042. if (flag&64)
  7043. skill_dance_switch(unit, group, 1);
  7044. return 0;
  7045. }
  7046. if (flag&1)
  7047. skill_unit_onplace(unit,bl,tick);
  7048. else
  7049. skill_unit_onout(unit,bl,tick);
  7050. if (flag&4)
  7051. skill_unit_onleft(skill_id, bl, tick);
  7052. if (flag&64)
  7053. skill_dance_switch(unit, group, 1);
  7054. return 0;
  7055. }
  7056. /*==========================================
  7057. * If flag, this is a forced delete, otherwise, it's natural expiration.
  7058. *------------------------------------------*/
  7059. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick, int flag)
  7060. {
  7061. struct skill_unit_group *sg;
  7062. nullpo_retr(0, src);
  7063. nullpo_retr(0, sg=src->group);
  7064. switch(sg->unit_id){
  7065. case UNT_WARP_ACTIVE:
  7066. if (!flag)
  7067. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  7068. break;
  7069. case UNT_ICEWALL:
  7070. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  7071. break;
  7072. case UNT_CALLFAMILY:
  7073. if (!flag)
  7074. {
  7075. struct map_session_data *sd = NULL;
  7076. if(sg->val1) {
  7077. sd = map_charid2sd(sg->val1);
  7078. sg->val1 = 0;
  7079. if (sd && !map[sd->bl.m].flag.nowarp)
  7080. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  7081. }
  7082. if(sg->val2) {
  7083. sd = map_charid2sd(sg->val2);
  7084. sg->val2 = 0;
  7085. if (sd && !map[sd->bl.m].flag.nowarp)
  7086. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  7087. }
  7088. }
  7089. break;
  7090. case UNT_ANKLESNARE:
  7091. {
  7092. struct block_list *target = map_id2bl(sg->val2);
  7093. if(target)
  7094. status_change_end(target,SC_ANKLE,-1);
  7095. }
  7096. break;
  7097. }
  7098. return 0;
  7099. }
  7100. /*==========================================
  7101. *
  7102. *------------------------------------------*/
  7103. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7104. {
  7105. struct skill_unit_group *sg;
  7106. nullpo_retr(0, src);
  7107. nullpo_retr(0, sg=src->group);
  7108. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  7109. skill_delunitgroup(NULL,sg, 1);
  7110. else
  7111. switch(sg->unit_id){
  7112. case UNT_ICEWALL:
  7113. src->val1-=damage;
  7114. break;
  7115. default:
  7116. damage = 0;
  7117. break;
  7118. }
  7119. return damage;
  7120. }
  7121. /*==========================================
  7122. *
  7123. *------------------------------------------*/
  7124. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7125. {
  7126. int *c, skillid;
  7127. struct block_list *src;
  7128. struct map_session_data *sd;
  7129. struct map_session_data *tsd;
  7130. int *p_sd; //Contains the list of characters found.
  7131. nullpo_retr(0, bl);
  7132. nullpo_retr(0, ap);
  7133. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7134. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7135. nullpo_retr(0, sd=(struct map_session_data*)src);
  7136. c=va_arg(ap,int *);
  7137. p_sd = va_arg(ap, int *);
  7138. skillid = va_arg(ap,int);
  7139. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7140. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7141. if (bl == src)
  7142. return 0;
  7143. if(pc_isdead(tsd))
  7144. return 0;
  7145. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7146. return 0;
  7147. switch(skillid)
  7148. {
  7149. case PR_BENEDICTIO:
  7150. {
  7151. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7152. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7153. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7154. && sd->status.sp >= 10)
  7155. p_sd[(*c)++]=tsd->bl.id;
  7156. return 1;
  7157. }
  7158. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7159. {
  7160. int skilllv;
  7161. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7162. return 0;
  7163. if (sd->status.sex != tsd->status.sex &&
  7164. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7165. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7166. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7167. sd->status.party_id && tsd->status.party_id &&
  7168. sd->status.party_id == tsd->status.party_id &&
  7169. tsd->sc.data[SC_DANCING].timer == -1)
  7170. {
  7171. p_sd[(*c)++]=tsd->bl.id;
  7172. return skilllv;
  7173. } else {
  7174. return 0;
  7175. }
  7176. }
  7177. break;
  7178. }
  7179. return 0;
  7180. }
  7181. /*==========================================
  7182. * Checks and stores partners for ensemble skills [Skotlex]
  7183. *------------------------------------------*/
  7184. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7185. {
  7186. static int c=0;
  7187. static int p_sd[2] = { 0, 0 };
  7188. int i;
  7189. if (!battle_config.player_skill_partner_check ||
  7190. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7191. return 99; //As if there were infinite partners.
  7192. if (cast_flag)
  7193. { //Execute the skill on the partners.
  7194. struct map_session_data* tsd;
  7195. switch (skill_id)
  7196. {
  7197. case PR_BENEDICTIO:
  7198. for (i = 0; i < c; i++)
  7199. {
  7200. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7201. status_charge(&tsd->bl, 0, 10);
  7202. }
  7203. return c;
  7204. default: //Warning: Assuming Ensemble skills here (for speed)
  7205. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7206. {
  7207. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7208. 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);
  7209. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7210. tsd->skillid_dance = skill_id;
  7211. tsd->skilllv_dance = *skill_lv;
  7212. }
  7213. return c;
  7214. }
  7215. }
  7216. //Else: new search for partners.
  7217. c = 0;
  7218. memset (p_sd, 0, sizeof(p_sd));
  7219. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7220. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7221. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7222. *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.
  7223. return c;
  7224. }
  7225. /*==========================================
  7226. *
  7227. *------------------------------------------*/
  7228. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7229. {
  7230. int *c,src_id,mob_class,skill;
  7231. struct mob_data *md;
  7232. md=(struct mob_data*)bl;
  7233. src_id=va_arg(ap,int);
  7234. mob_class=va_arg(ap,int);
  7235. skill=va_arg(ap,int);
  7236. c=va_arg(ap,int *);
  7237. if(md->master_id != src_id ||
  7238. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7239. return 0; //Non alchemist summoned mobs have nothing to do here.
  7240. if(md->class_==mob_class)
  7241. (*c)++;
  7242. return 1;
  7243. }
  7244. /*==========================================
  7245. * Determines if a given skill should be made to consume ammo
  7246. * when used by the player. [Skotlex]
  7247. *------------------------------------------*/
  7248. int skill_isammotype (TBL_PC *sd, int skill)
  7249. {
  7250. return (
  7251. battle_config.arrow_decrement==2 &&
  7252. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7253. skill != HT_PHANTASMIC &&
  7254. skill_get_type(skill) == BF_WEAPON &&
  7255. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7256. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7257. );
  7258. }
  7259. /*==========================================
  7260. * Checks that you have the requirements for casting a skill.
  7261. * Flag:
  7262. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7263. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7264. *------------------------------------------*/
  7265. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7266. {
  7267. struct status_data *status;
  7268. struct status_change *sc;
  7269. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7270. int index[10],itemid[10],amount[10];
  7271. int delitem_flag = 1, checkitem_flag = 1;
  7272. nullpo_retr(0, sd);
  7273. if (lv <= 0 || sd->chatID) return 0;
  7274. if( battle_config.gm_skilluncond &&
  7275. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7276. sd->skillitem != skill)
  7277. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7278. sd->skillitem = sd->skillitemlv = 0;
  7279. //Need to do arrow state check.
  7280. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7281. //Need to do Spiritball check.
  7282. sd->spiritball_old = sd->spiritball;
  7283. return 1;
  7284. }
  7285. status = &sd->battle_status;
  7286. sc = &sd->sc;
  7287. if (!sc->count)
  7288. sc = NULL;
  7289. if(pc_is90overweight(sd)) {
  7290. clif_skill_fail(sd,skill,9,0);
  7291. sd->skillitem = sd->skillitemlv = 0;
  7292. return 0;
  7293. }
  7294. if (sd->state.abra_flag)
  7295. {
  7296. if (sd->skillitem != skill)
  7297. { //Cancelled, using a different skill.
  7298. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7299. } else {
  7300. //Abracadabra skill, skip requisites!
  7301. if(type&1)
  7302. { //Clear out the data.
  7303. sd->skillitem = sd->skillitemlv = 0;
  7304. sd->state.abra_flag = 0;
  7305. }
  7306. return 1;
  7307. }
  7308. }
  7309. if (sd->menuskill_id == AM_PHARMACY &&
  7310. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7311. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7312. )) {
  7313. sd->skillitem = sd->skillitemlv = 0;
  7314. return 0;
  7315. }
  7316. if(sd->skillitem == skill) {
  7317. if(!type) //When a target was selected
  7318. { //Consume items that were skipped in pc_use_item [Skotlex]
  7319. if((i = sd->itemindex) == -1 ||
  7320. sd->status.inventory[i].nameid != sd->itemid ||
  7321. sd->inventory_data[i] == NULL ||
  7322. !sd->inventory_data[i]->flag.delay_consume ||
  7323. sd->status.inventory[i].amount < 1
  7324. )
  7325. { //Something went wrong, item exploit?
  7326. sd->itemid = sd->itemindex = -1;
  7327. return 0;
  7328. }
  7329. //Consume
  7330. sd->itemid = sd->itemindex = -1;
  7331. if(skill == WZ_EARTHSPIKE && sc &&
  7332. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7333. ; //Do not consume item.
  7334. else
  7335. pc_delitem(sd,i,1,0);
  7336. }
  7337. if (type&1) //Casting finished
  7338. sd->skillitem = sd->skillitemlv = 0;
  7339. return 1;
  7340. }
  7341. // for the guild skills [celest]
  7342. if (skill >= GD_SKILLBASE)
  7343. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7344. else if (skill >= HM_SKILLBASE) //[orn]
  7345. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7346. else
  7347. j = skill;
  7348. if (j < 0 || j >= MAX_SKILL_DB)
  7349. return 0;
  7350. //Code speedup, rather than using skill_get_* over and over again.
  7351. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7352. return 0;
  7353. hp = skill_db[j].hp[lv-1];
  7354. sp = skill_db[j].sp[lv-1];
  7355. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7356. sp=sp/2;
  7357. hp_rate = skill_db[j].hp_rate[lv-1];
  7358. sp_rate = skill_db[j].sp_rate[lv-1];
  7359. zeny = skill_db[j].zeny[lv-1];
  7360. if (!type) { //These should only be checked on begin casting.
  7361. weapon = skill_db[j].weapon;
  7362. ammo = skill_db[j].ammo;
  7363. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7364. state = skill_db[j].state;
  7365. } else
  7366. weapon = ammo = ammo_qty = state = 0;
  7367. spiritball = skill_db[j].spiritball[lv-1];
  7368. mhp = skill_db[j].mhp[lv-1];
  7369. for(i = 0; i < 10; i++) {
  7370. itemid[i] = skill_db[j].itemid[i];
  7371. amount[i] = skill_db[j].amount[i];
  7372. }
  7373. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  7374. //mhp is the max-hp-requirement, that is,
  7375. //you must have this % or less of HP to cast it.
  7376. clif_skill_fail(sd,skill,2,0);
  7377. return 0;
  7378. }
  7379. if(hp_rate > 0)
  7380. hp += (status->hp * hp_rate)/100;
  7381. else
  7382. hp += (status->max_hp * (-hp_rate))/100;
  7383. if(sp_rate > 0)
  7384. sp += (status->sp * sp_rate)/100;
  7385. else
  7386. sp += (status->max_sp * (-sp_rate))/100;
  7387. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  7388. { //Assume this skill is using the weapon, therefore it requires arrows.
  7389. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7390. ammo_qty = 1;
  7391. }
  7392. //Can only update state when weapon/arrow info is checked.
  7393. if (weapon) sd->state.arrow_atk = ammo?1:0;
  7394. switch(skill) { // Check for cost reductions due to skills & SCs
  7395. case MC_MAMMONITE:
  7396. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7397. zeny -= zeny*10/100;
  7398. break;
  7399. case AL_HOLYLIGHT:
  7400. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7401. sp *= 5;
  7402. break;
  7403. case SL_SMA:
  7404. case SL_STUN:
  7405. case SL_STIN:
  7406. {
  7407. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7408. if(kaina_lv==0 || sd->status.base_level<70)
  7409. break;
  7410. if(sd->status.base_level>=90)
  7411. sp -= sp*7*kaina_lv/100;
  7412. else if(sd->status.base_level>=80)
  7413. sp -= sp*5*kaina_lv/100;
  7414. else if(sd->status.base_level>=70)
  7415. sp -= sp*3*kaina_lv/100;
  7416. }
  7417. break;
  7418. case MO_TRIPLEATTACK:
  7419. case MO_CHAINCOMBO:
  7420. case MO_COMBOFINISH:
  7421. case CH_TIGERFIST:
  7422. case CH_CHAINCRUSH:
  7423. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7424. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7425. break;
  7426. }
  7427. if(sd->dsprate!=100)
  7428. sp=sp*sd->dsprate/100;
  7429. switch(skill) {
  7430. case SA_CASTCANCEL:
  7431. if(sd->ud.skilltimer == -1) {
  7432. clif_skill_fail(sd,skill,0,0);
  7433. return 0;
  7434. }
  7435. break;
  7436. case BS_MAXIMIZE:
  7437. case NV_TRICKDEAD:
  7438. case TF_HIDING:
  7439. case AS_CLOAKING:
  7440. case CR_AUTOGUARD:
  7441. case CR_DEFENDER:
  7442. case ST_CHASEWALK:
  7443. case PA_GOSPEL:
  7444. case CR_SHRINK:
  7445. case TK_RUN:
  7446. case GS_GATLINGFEVER:
  7447. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7448. return 1; //Allow turning off.
  7449. break;
  7450. case AL_WARP:
  7451. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7452. delitem_flag = 0;
  7453. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7454. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7455. return 0;
  7456. }
  7457. break;
  7458. case MO_CALLSPIRITS:
  7459. if(sd->spiritball >= lv) {
  7460. clif_skill_fail(sd,skill,0,0);
  7461. return 0;
  7462. }
  7463. break;
  7464. case MO_FINGEROFFENSIVE: //謖�シセ
  7465. case GS_FLING:
  7466. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7467. spiritball = sd->spiritball;
  7468. sd->spiritball_old = sd->spiritball;
  7469. }
  7470. else sd->spiritball_old = spiritball;
  7471. break;
  7472. case MO_BODYRELOCATION:
  7473. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7474. spiritball = 0;
  7475. break;
  7476. case MO_CHAINCOMBO:
  7477. if(!sc)
  7478. return 0;
  7479. if(sc->data[SC_BLADESTOP].timer!=-1)
  7480. break;
  7481. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7482. break;
  7483. return 0;
  7484. case MO_COMBOFINISH: //迪幃セ肴教
  7485. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7486. return 0;
  7487. break;
  7488. case CH_TIGERFIST: //莨剰剋諡ウ
  7489. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7490. return 0;
  7491. break;
  7492. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7493. if(!sc || sc->data[SC_COMBO].timer == -1)
  7494. return 0;
  7495. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7496. return 0;
  7497. break;
  7498. case MO_EXTREMITYFIST:
  7499. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7500. // return 0;
  7501. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7502. spiritball--;
  7503. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7504. switch(sc->data[SC_COMBO].val1) {
  7505. case MO_COMBOFINISH:
  7506. spiritball = 4;
  7507. break;
  7508. case CH_TIGERFIST:
  7509. spiritball = 3;
  7510. break;
  7511. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7512. spiritball = sd->spiritball?sd->spiritball:1;
  7513. break;
  7514. default:
  7515. return 0;
  7516. }
  7517. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7518. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7519. clif_skill_fail(sd,skill,0,0);
  7520. return 0;
  7521. }
  7522. break;
  7523. case TK_MISSION: //Does not works on Non-Taekwon
  7524. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7525. clif_skill_fail(sd,skill,0,0);
  7526. return 0;
  7527. }
  7528. break;
  7529. case TK_READYCOUNTER:
  7530. case TK_READYDOWN:
  7531. case TK_READYSTORM:
  7532. case TK_READYTURN:
  7533. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7534. return 1; //Enable disabling them regardless of who you are.
  7535. case TK_JUMPKICK:
  7536. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7537. //They do not work on Soul Linkers.
  7538. clif_skill_fail(sd,skill,0,0);
  7539. return 0;
  7540. }
  7541. break;
  7542. case TK_TURNKICK:
  7543. case TK_STORMKICK:
  7544. case TK_DOWNKICK:
  7545. case TK_COUNTER:
  7546. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7547. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7548. if(!sc || sc->data[SC_COMBO].timer == -1)
  7549. return 0; //Combo needs to be ready
  7550. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7551. { //Unlimited Combo
  7552. if (skill == sd->skillid_old) {
  7553. status_change_end(&sd->bl, SC_COMBO, -1);
  7554. sd->skillid_old = sd->skilllv_old = 0;
  7555. return 0; //Can't repeat previous combo skill.
  7556. }
  7557. break;
  7558. } else
  7559. if(sc->data[SC_COMBO].val1 == skill)
  7560. break; //Combo ready.
  7561. //Cancel combo wait.
  7562. unit_cancel_combo(&sd->bl);
  7563. return 0;
  7564. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7565. {
  7566. int time;
  7567. if(!sc || sc->data[SC_DANCING].timer==-1)
  7568. {
  7569. clif_skill_fail(sd,skill,0,0);
  7570. return 0;
  7571. }
  7572. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7573. if (skill_get_time(
  7574. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7575. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7576. - time <= skill_get_time2(skill,lv))
  7577. {
  7578. clif_skill_fail(sd,skill,0,0);
  7579. return 0;
  7580. }
  7581. }
  7582. break;
  7583. case PR_BENEDICTIO:
  7584. {
  7585. if (!(type&1))
  7586. { //Started casting.
  7587. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7588. {
  7589. clif_skill_fail(sd,skill,0,0);
  7590. return 0;
  7591. }
  7592. }
  7593. else
  7594. //Should I repeat the check? If so, it would be best to only do
  7595. //this on cast-ending. [Skotlex]
  7596. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7597. }
  7598. break;
  7599. case AM_CANNIBALIZE:
  7600. case AM_SPHEREMINE:
  7601. if(type&1){
  7602. int c=0;
  7603. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7604. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7605. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7606. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7607. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7608. if(c >= maxcount ||
  7609. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7610. { //Fails when: exceed max limit. There are other plant types already out.
  7611. clif_skill_fail(sd,skill,0,0);
  7612. return 0;
  7613. }
  7614. }
  7615. }
  7616. break;
  7617. case WZ_FIREPILLAR: // celest
  7618. if (lv <= 5) // no gems required at level 1-5
  7619. itemid[0] = 0;
  7620. break;
  7621. case SL_SMA:
  7622. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7623. if(!sc || sc->data[SC_SMA].timer == -1)
  7624. return 0;
  7625. break;
  7626. case HT_POWER:
  7627. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7628. return 0;
  7629. break;
  7630. case AM_BERSERKPITCHER:
  7631. case AM_POTIONPITCHER:
  7632. case CR_SLIMPITCHER:
  7633. case MG_STONECURSE:
  7634. case CR_CULTIVATION:
  7635. case SA_FLAMELAUNCHER:
  7636. case SA_FROSTWEAPON:
  7637. case SA_LIGHTNINGLOADER:
  7638. case SA_SEISMICWEAPON:
  7639. delitem_flag = 0;
  7640. break;
  7641. case SA_DELUGE:
  7642. case SA_VOLCANO:
  7643. case SA_VIOLENTGALE:
  7644. { //Does not consumes if the skill is already active. [Skotlex]
  7645. struct skill_unit_group *sg;
  7646. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7647. (
  7648. sg->skill_id == SA_VOLCANO ||
  7649. sg->skill_id == SA_DELUGE ||
  7650. sg->skill_id == SA_VIOLENTGALE
  7651. )) {
  7652. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7653. checkitem_flag = delitem_flag = 0;
  7654. else
  7655. sg->limit = 0; //Disable it.
  7656. }
  7657. break;
  7658. }
  7659. case CG_HERMODE:
  7660. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7661. {
  7662. clif_skill_fail(sd,skill,0,0);
  7663. return 0;
  7664. }
  7665. break;
  7666. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7667. {
  7668. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7669. int size = range*2+1;
  7670. for (i=0;i<size*size;i++) {
  7671. x = sd->bl.x+(i%size-range);
  7672. y = sd->bl.y+(i/size-range);
  7673. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7674. clif_skill_fail(sd,skill,0,0);
  7675. return 0;
  7676. }
  7677. }
  7678. }
  7679. break;
  7680. case PR_REDEMPTIO:
  7681. {
  7682. int exp;
  7683. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7684. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7685. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7686. return 0;
  7687. }
  7688. break;
  7689. }
  7690. case AM_TWILIGHT2:
  7691. case AM_TWILIGHT3:
  7692. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7693. {
  7694. clif_skill_fail(sd,skill,0,0);
  7695. return 0;
  7696. }
  7697. break;
  7698. //SHOULD BE OPTIMALIZED [Komurka]
  7699. //Optimized #1. optimize comfort later. [Vicious]
  7700. case SG_SUN_WARM:
  7701. case SG_MOON_WARM:
  7702. case SG_STAR_WARM:
  7703. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7704. break;
  7705. clif_skill_fail(sd,skill,0,0);
  7706. return 0;
  7707. break;
  7708. case SG_SUN_COMFORT:
  7709. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7710. break;
  7711. clif_skill_fail(sd,skill,0,0);
  7712. return 0;
  7713. case SG_MOON_COMFORT:
  7714. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7715. break;
  7716. clif_skill_fail(sd,skill,0,0);
  7717. return 0;
  7718. case SG_STAR_COMFORT:
  7719. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7720. break;
  7721. clif_skill_fail(sd,skill,0,0);
  7722. return 0;
  7723. case SG_FUSION:
  7724. if (sc && sc->data[SC_FUSION].timer!=-1)
  7725. return 1;
  7726. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7727. break;
  7728. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7729. if(sp>0 && type&1)
  7730. {
  7731. if (status->sp < (unsigned int)sp)
  7732. clif_skill_fail(sd,skill,1,0);
  7733. else
  7734. status_zap(&sd->bl, 0, sp);
  7735. }
  7736. return 0;
  7737. case GD_BATTLEORDER:
  7738. case GD_REGENERATION:
  7739. case GD_RESTORE:
  7740. //Emergency Recall is handled on skillnotok
  7741. if (!agit_flag) {
  7742. clif_skill_fail(sd,skill,0,0);
  7743. return 0;
  7744. }
  7745. case GD_EMERGENCYCALL:
  7746. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7747. return 0;
  7748. break;
  7749. case GS_GLITTERING:
  7750. if(sd->spiritball >= 10) {
  7751. clif_skill_fail(sd,skill,0,0);
  7752. return 0;
  7753. }
  7754. break;
  7755. case NJ_ISSEN:
  7756. if (status->hp < 2) {
  7757. clif_skill_fail(sd,skill,0,0);
  7758. return 0;
  7759. }
  7760. case NJ_BUNSINJYUTSU:
  7761. if (!sc || sc->data[SC_NEN].timer==-1) {
  7762. clif_skill_fail(sd,skill,0,0);
  7763. return 0;
  7764. }
  7765. break;
  7766. case NJ_ZENYNAGE:
  7767. if(sd->status.zeny < zeny) {
  7768. clif_skill_fail(sd,skill,5,0);
  7769. return 0;
  7770. }
  7771. zeny = 0; //Zeny is reduced on skill_attack.
  7772. break;
  7773. case PF_HPCONVERSION:
  7774. if (status->sp == status->max_sp)
  7775. return 0; //Unusable when at full SP.
  7776. break;
  7777. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7778. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7779. clif_skill_fail(sd,skill,0,0);
  7780. return 0;
  7781. }
  7782. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7783. checkitem_flag = delitem_flag = 0;
  7784. break;
  7785. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7786. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7787. {
  7788. clif_skill_fail(sd,skill,0,0);
  7789. return 0;
  7790. }
  7791. break;
  7792. case AM_RESURRECTHOMUN: // Can't resurrect homun if you don't have a dead homun
  7793. if (!sd->status.hom_id || !sd->hd || sd->hd->homunculus.hp)
  7794. {
  7795. clif_skill_fail(sd,skill,0,0);
  7796. return 0;
  7797. }
  7798. break;
  7799. }
  7800. if(!(type&2)){
  7801. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7802. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7803. return 0;
  7804. }
  7805. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7806. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7807. return 0;
  7808. }
  7809. if(zeny>0 && sd->status.zeny < zeny) {
  7810. clif_skill_fail(sd,skill,5,0);
  7811. return 0;
  7812. }
  7813. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7814. clif_skill_fail(sd,skill,6,0);
  7815. return 0;
  7816. }
  7817. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7818. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7819. !sd->inventory_data[i] ||
  7820. sd->status.inventory[i].amount < ammo_qty
  7821. ) {
  7822. clif_arrow_fail(sd,0);
  7823. return 0;
  7824. }
  7825. if (!(ammo&1<<sd->inventory_data[i]->look))
  7826. { //Ammo type check. Send the "wrong weapon type" message
  7827. //which is the closest we have to wrong ammo type. [Skotlex]
  7828. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7829. //clif_skill_fail(sd,skill,6,0);
  7830. return 0;
  7831. }
  7832. }
  7833. if( spiritball > 0 && sd->spiritball < spiritball) {
  7834. clif_skill_fail(sd,skill,0,0);
  7835. return 0;
  7836. }
  7837. }
  7838. switch(state) {
  7839. case ST_HIDING:
  7840. if(!(sc && sc->option&OPTION_HIDE)) {
  7841. clif_skill_fail(sd,skill,0,0);
  7842. return 0;
  7843. }
  7844. break;
  7845. case ST_CLOAKING:
  7846. if(!pc_iscloaking(sd)) {
  7847. clif_skill_fail(sd,skill,0,0);
  7848. return 0;
  7849. }
  7850. break;
  7851. case ST_HIDDEN:
  7852. if(!pc_ishiding(sd)) {
  7853. clif_skill_fail(sd,skill,0,0);
  7854. return 0;
  7855. }
  7856. break;
  7857. case ST_RIDING:
  7858. if(!pc_isriding(sd)) {
  7859. clif_skill_fail(sd,skill,0,0);
  7860. return 0;
  7861. }
  7862. break;
  7863. case ST_FALCON:
  7864. if(!pc_isfalcon(sd)) {
  7865. clif_skill_fail(sd,skill,0,0);
  7866. return 0;
  7867. }
  7868. break;
  7869. case ST_CART:
  7870. if(!pc_iscarton(sd)) {
  7871. clif_skill_fail(sd,skill,0,0);
  7872. return 0;
  7873. }
  7874. break;
  7875. case ST_SHIELD:
  7876. if(sd->status.shield <= 0) {
  7877. clif_skill_fail(sd,skill,0,0);
  7878. return 0;
  7879. }
  7880. break;
  7881. case ST_SIGHT:
  7882. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7883. clif_skill_fail(sd,skill,0,0);
  7884. return 0;
  7885. }
  7886. break;
  7887. case ST_EXPLOSIONSPIRITS:
  7888. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7889. clif_skill_fail(sd,skill,0,0);
  7890. return 0;
  7891. }
  7892. break;
  7893. case ST_CARTBOOST:
  7894. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7895. clif_skill_fail(sd,skill,0,0);
  7896. return 0;
  7897. }
  7898. break;
  7899. case ST_RECOV_WEIGHT_RATE:
  7900. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7901. clif_skill_fail(sd,skill,0,0);
  7902. return 0;
  7903. }
  7904. break;
  7905. case ST_MOVE_ENABLE:
  7906. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7907. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7908. if (!unit_can_move(&sd->bl)) {
  7909. clif_skill_fail(sd,skill,0,0);
  7910. return 0;
  7911. }
  7912. break;
  7913. case ST_WATER:
  7914. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7915. break;
  7916. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7917. break;
  7918. clif_skill_fail(sd,skill,0,0);
  7919. return 0;
  7920. }
  7921. if (checkitem_flag) {
  7922. for(i=0;i<10;i++) {
  7923. int x = lv%11 - 1;
  7924. index[i] = -1;
  7925. if(itemid[i] <= 0)
  7926. continue;
  7927. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  7928. {
  7929. if (sd->special_state.no_gemstone)
  7930. { //Make it substract 1 gem rather than skipping the cost.
  7931. if (--amount[i] < 1)
  7932. continue;
  7933. }
  7934. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7935. continue;
  7936. } else
  7937. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  7938. continue;
  7939. if((skill == AM_POTIONPITCHER ||
  7940. skill == CR_SLIMPITCHER ||
  7941. skill == CR_CULTIVATION) && i != x)
  7942. continue;
  7943. index[i] = pc_search_inventory(sd,itemid[i]);
  7944. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7945. if(itemid[i] == 716 || itemid[i] == 717)
  7946. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7947. else
  7948. clif_skill_fail(sd,skill,0,0);
  7949. return 0;
  7950. }
  7951. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN &&
  7952. sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7953. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7954. }
  7955. }
  7956. if(!(type&1))
  7957. return 1;
  7958. if(delitem_flag) {
  7959. for(i=0;i<10;i++) {
  7960. if(index[i] >= 0)
  7961. pc_delitem(sd,index[i],amount[i],0);
  7962. }
  7963. }
  7964. if(type&2)
  7965. return 1;
  7966. if(sp || hp)
  7967. status_zap(&sd->bl, hp, sp);
  7968. if(zeny > 0) // Zeny豸郁イサ
  7969. pc_payzeny(sd,zeny);
  7970. if(spiritball > 0)
  7971. pc_delspiritball(sd,spiritball,0);
  7972. return 1;
  7973. }
  7974. /*==========================================
  7975. * Does cast-time reductions based on dex, item bonuses and config setting
  7976. *------------------------------------------*/
  7977. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7978. {
  7979. int time = skill_get_cast(skill_id, skill_lv);
  7980. struct map_session_data *sd;
  7981. nullpo_retr(0, bl);
  7982. BL_CAST(BL_PC, bl, sd);
  7983. // calculate base cast time (reduced by dex)
  7984. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7985. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7986. if (scale > 0) // not instant cast
  7987. time = time * scale / battle_config.castrate_dex_scale;
  7988. else return 0; // instant cast
  7989. }
  7990. // calculate cast time reduced by item/card bonuses
  7991. if (!(skill_get_castnodex(skill_id, skill_lv)&4))
  7992. if (sd && sd->castrate != 100)
  7993. time = time * sd->castrate / 100;
  7994. // config cast time multiplier
  7995. if (battle_config.cast_rate != 100)
  7996. time = time * battle_config.cast_rate / 100;
  7997. // return final cast time
  7998. return (time > 0) ? time : 0;
  7999. }
  8000. /*==========================================
  8001. * Does cast-time reductions based on sc data.
  8002. *------------------------------------------*/
  8003. int skill_castfix_sc (struct block_list *bl, int time)
  8004. {
  8005. struct status_change *sc = status_get_sc(bl);
  8006. if (sc && sc->count) {
  8007. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  8008. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  8009. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8010. }
  8011. if (sc->data[SC_MEMORIZE].timer != -1) {
  8012. time>>=1;
  8013. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  8014. status_change_end(bl, SC_MEMORIZE, -1);
  8015. }
  8016. if (sc->data[SC_POEMBRAGI].timer != -1)
  8017. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  8018. }
  8019. return (time > 0) ? time : 0;
  8020. }
  8021. /*==========================================
  8022. * Does delay reductions based on dex, sc data, item bonuses, ...
  8023. *------------------------------------------*/
  8024. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8025. {
  8026. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8027. int time = skill_get_delay(skill_id, skill_lv);
  8028. nullpo_retr(0, bl);
  8029. if (bl->type&battle_config.no_skill_delay)
  8030. return battle_config.min_skill_delay_limit;
  8031. // instant cast attack skills depend on aspd as delay [celest]
  8032. if (time == 0) {
  8033. if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  8034. time = status_get_adelay(bl); //Use attack delay as default delay.
  8035. else
  8036. time = battle_config.default_skill_delay;
  8037. } else if (time < 0)
  8038. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  8039. else //Agi reduction should apply only to non-zero delay skills.
  8040. switch (skill_id)
  8041. { //Monk combo skills have their delay reduced by agi/dex.
  8042. case MO_TRIPLEATTACK:
  8043. case MO_CHAINCOMBO:
  8044. case MO_COMBOFINISH:
  8045. case CH_TIGERFIST:
  8046. case CH_CHAINCRUSH:
  8047. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8048. break;
  8049. default:
  8050. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8051. { // if skill delay is allowed to be reduced by dex
  8052. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8053. if (scale > 0)
  8054. time = time * scale / battle_config.castrate_dex_scale;
  8055. else //To be capped later to minimum.
  8056. time = 0;
  8057. }
  8058. }
  8059. if (!(delaynodex&2))
  8060. {
  8061. struct status_change *sc;
  8062. sc= status_get_sc(bl);
  8063. if (sc && sc->count) {
  8064. if (sc->data[SC_POEMBRAGI].timer != -1)
  8065. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  8066. if (sc->data[SC_SPIRIT].timer != -1)
  8067. switch (skill_id) {
  8068. case CR_SHIELDBOOMERANG:
  8069. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  8070. time /=2;
  8071. break;
  8072. case AS_SONICBLOW:
  8073. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  8074. time /= 2;
  8075. break;
  8076. }
  8077. }
  8078. }
  8079. if (!(delaynodex&4))
  8080. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  8081. time = time * ((TBL_PC*)bl)->delayrate / 100;
  8082. if (battle_config.delay_rate != 100)
  8083. time = time * battle_config.delay_rate / 100;
  8084. return max(time, battle_config.min_skill_delay_limit);
  8085. }
  8086. /*=========================================
  8087. *
  8088. *-----------------------------------------*/
  8089. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8090. {
  8091. nullpo_retv(tc);
  8092. if(dir == 0){
  8093. tc->val1[0]=x-2;
  8094. tc->val1[1]=x-1;
  8095. tc->val1[2]=x;
  8096. tc->val1[3]=x+1;
  8097. tc->val1[4]=x+2;
  8098. tc->val2[0]=
  8099. tc->val2[1]=
  8100. tc->val2[2]=
  8101. tc->val2[3]=
  8102. tc->val2[4]=y-1;
  8103. }
  8104. else if(dir==2){
  8105. tc->val1[0]=
  8106. tc->val1[1]=
  8107. tc->val1[2]=
  8108. tc->val1[3]=
  8109. tc->val1[4]=x+1;
  8110. tc->val2[0]=y+2;
  8111. tc->val2[1]=y+1;
  8112. tc->val2[2]=y;
  8113. tc->val2[3]=y-1;
  8114. tc->val2[4]=y-2;
  8115. }
  8116. else if(dir==4){
  8117. tc->val1[0]=x-2;
  8118. tc->val1[1]=x-1;
  8119. tc->val1[2]=x;
  8120. tc->val1[3]=x+1;
  8121. tc->val1[4]=x+2;
  8122. tc->val2[0]=
  8123. tc->val2[1]=
  8124. tc->val2[2]=
  8125. tc->val2[3]=
  8126. tc->val2[4]=y+1;
  8127. }
  8128. else if(dir==6){
  8129. tc->val1[0]=
  8130. tc->val1[1]=
  8131. tc->val1[2]=
  8132. tc->val1[3]=
  8133. tc->val1[4]=x-1;
  8134. tc->val2[0]=y+2;
  8135. tc->val2[1]=y+1;
  8136. tc->val2[2]=y;
  8137. tc->val2[3]=y-1;
  8138. tc->val2[4]=y-2;
  8139. }
  8140. else if(dir==1){
  8141. tc->val1[0]=x-1;
  8142. tc->val1[1]=x;
  8143. tc->val1[2]=x+1;
  8144. tc->val1[3]=x+2;
  8145. tc->val1[4]=x+3;
  8146. tc->val2[0]=y-4;
  8147. tc->val2[1]=y-3;
  8148. tc->val2[2]=y-1;
  8149. tc->val2[3]=y;
  8150. tc->val2[4]=y+1;
  8151. }
  8152. else if(dir==3){
  8153. tc->val1[0]=x+3;
  8154. tc->val1[1]=x+2;
  8155. tc->val1[2]=x+1;
  8156. tc->val1[3]=x;
  8157. tc->val1[4]=x-1;
  8158. tc->val2[0]=y-1;
  8159. tc->val2[1]=y;
  8160. tc->val2[2]=y+1;
  8161. tc->val2[3]=y+2;
  8162. tc->val2[4]=y+3;
  8163. }
  8164. else if(dir==5){
  8165. tc->val1[0]=x+1;
  8166. tc->val1[1]=x;
  8167. tc->val1[2]=x-1;
  8168. tc->val1[3]=x-2;
  8169. tc->val1[4]=x-3;
  8170. tc->val2[0]=y+3;
  8171. tc->val2[1]=y+2;
  8172. tc->val2[2]=y+1;
  8173. tc->val2[3]=y;
  8174. tc->val2[4]=y-1;
  8175. }
  8176. else if(dir==7){
  8177. tc->val1[0]=x-3;
  8178. tc->val1[1]=x-2;
  8179. tc->val1[2]=x-1;
  8180. tc->val1[3]=x;
  8181. tc->val1[4]=x+1;
  8182. tc->val2[1]=y;
  8183. tc->val2[0]=y+1;
  8184. tc->val2[2]=y-1;
  8185. tc->val2[3]=y-2;
  8186. tc->val2[4]=y-3;
  8187. }
  8188. }
  8189. /*=========================================
  8190. *
  8191. *-----------------------------------------*/
  8192. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8193. {
  8194. int c;
  8195. nullpo_retv(tc);
  8196. for(c=0;c<5;c++){
  8197. if(dir==0){
  8198. tc->val2[c]+=are;
  8199. }else if(dir==1){
  8200. tc->val1[c]-=are; tc->val2[c]+=are;
  8201. }else if(dir==2){
  8202. tc->val1[c]-=are;
  8203. }else if(dir==3){
  8204. tc->val1[c]-=are; tc->val2[c]-=are;
  8205. }else if(dir==4){
  8206. tc->val2[c]-=are;
  8207. }else if(dir==5){
  8208. tc->val1[c]+=are; tc->val2[c]-=are;
  8209. }else if(dir==6){
  8210. tc->val1[c]+=are;
  8211. }else if(dir==7){
  8212. tc->val1[c]+=are; tc->val2[c]+=are;
  8213. }
  8214. }
  8215. }
  8216. /*==========================================
  8217. * Weapon Repair [Celest/DracoRPG]
  8218. *------------------------------------------*/
  8219. void skill_repairweapon (struct map_session_data *sd, int idx)
  8220. {
  8221. int material;
  8222. int materials[4] = { 1002, 998, 999, 756 };
  8223. struct item *item;
  8224. struct map_session_data *target_sd;
  8225. nullpo_retv(sd);
  8226. target_sd = map_id2sd(sd->menuskill_lv);
  8227. if (!target_sd) //Failed....
  8228. return;
  8229. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8230. return;
  8231. if(idx < 0 || idx >= MAX_INVENTORY)
  8232. return; //Invalid index??
  8233. item = &target_sd->status.inventory[idx];
  8234. if(item->nameid <= 0 || item->attribute == 0)
  8235. return; //Again invalid item....
  8236. 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)))){
  8237. clif_item_repaireffect(sd,item->nameid,1);
  8238. return;
  8239. }
  8240. if (itemdb_type(item->nameid)==4)
  8241. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8242. else
  8243. material = materials [2]; // Armors consume 1 Steel
  8244. if (pc_search_inventory(sd,material) < 0 ) {
  8245. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8246. return;
  8247. }
  8248. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8249. item->attribute=0;
  8250. clif_equiplist(target_sd);
  8251. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8252. clif_item_repaireffect(sd,item->nameid,0);
  8253. if(sd!=target_sd)
  8254. clif_item_repaireffect(target_sd,item->nameid,0);
  8255. }
  8256. /*==========================================
  8257. * Item Appraisal
  8258. *------------------------------------------*/
  8259. void skill_identify (struct map_session_data *sd, int idx)
  8260. {
  8261. int flag=1;
  8262. nullpo_retv(sd);
  8263. if(idx >= 0 && idx < MAX_INVENTORY) {
  8264. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8265. flag=0;
  8266. sd->status.inventory[idx].identify=1;
  8267. }
  8268. }
  8269. clif_item_identified(sd,idx,flag);
  8270. }
  8271. /*==========================================
  8272. * Weapon Refine [Celest]
  8273. *------------------------------------------*/
  8274. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8275. {
  8276. int i = 0, ep = 0, per;
  8277. int material[5] = { 0, 1010, 1011, 984, 984 };
  8278. struct item *item;
  8279. nullpo_retv(sd);
  8280. if (idx >= 0 && idx < MAX_INVENTORY) {
  8281. struct item_data *ditem = sd->inventory_data[idx];
  8282. item = &sd->status.inventory[idx];
  8283. if(item->nameid > 0 && ditem->type == 4) {
  8284. if (item->refine >= sd->menuskill_lv ||
  8285. item->refine >= MAX_REFINE || // if it's no longer refineable
  8286. ditem->flag.no_refine || // if the item isn't refinable
  8287. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8288. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8289. return;
  8290. }
  8291. per = percentrefinery [ditem->wlv][(int)item->refine];
  8292. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8293. pc_delitem(sd, i, 1, 0);
  8294. if (per > rand() % 100) {
  8295. item->refine++;
  8296. if(item->equip) {
  8297. ep = item->equip;
  8298. pc_unequipitem(sd,idx,3);
  8299. }
  8300. clif_refine(sd->fd,0,idx,item->refine);
  8301. clif_delitem(sd,idx,1);
  8302. clif_additem(sd,idx,1,0);
  8303. if (ep)
  8304. pc_equipitem(sd,idx,ep);
  8305. clif_misceffect(&sd->bl,3);
  8306. if(item->refine == MAX_REFINE &&
  8307. item->card[0] == CARD0_FORGE &&
  8308. MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8309. { // Fame point system [DracoRPG]
  8310. switch(ditem->wlv){
  8311. case 1:
  8312. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8313. break;
  8314. case 2:
  8315. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8316. break;
  8317. case 3:
  8318. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8319. break;
  8320. }
  8321. }
  8322. } else {
  8323. item->refine = 0;
  8324. if(item->equip)
  8325. pc_unequipitem(sd,idx,3);
  8326. clif_refine(sd->fd,1,idx,item->refine);
  8327. pc_delitem(sd,idx,1,0);
  8328. clif_misceffect(&sd->bl,2);
  8329. clif_emotion(&sd->bl, 23);
  8330. }
  8331. }
  8332. }
  8333. }
  8334. /*==========================================
  8335. *
  8336. *------------------------------------------*/
  8337. int skill_autospell (struct map_session_data *sd, int skillid)
  8338. {
  8339. int skilllv;
  8340. int maxlv=1,lv;
  8341. nullpo_retr(0, sd);
  8342. skilllv = sd->menuskill_lv;
  8343. lv=pc_checkskill(sd,skillid);
  8344. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8345. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8346. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8347. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8348. maxlv =10; //Soul Linker bonus. [Skotlex]
  8349. else if(skilllv==2) maxlv=1;
  8350. else if(skilllv==3) maxlv=2;
  8351. else if(skilllv>=4) maxlv=3;
  8352. }
  8353. else if(skillid==MG_SOULSTRIKE){
  8354. if(skilllv==5) maxlv=1;
  8355. else if(skilllv==6) maxlv=2;
  8356. else if(skilllv>=7) maxlv=3;
  8357. }
  8358. else if(skillid==MG_FIREBALL){
  8359. if(skilllv==8) maxlv=1;
  8360. else if(skilllv>=9) maxlv=2;
  8361. }
  8362. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8363. else return 0;
  8364. if(maxlv > lv)
  8365. maxlv = lv;
  8366. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8367. skill_get_time(SA_AUTOSPELL,skilllv));
  8368. return 0;
  8369. }
  8370. /*==========================================
  8371. * Sitting skills functions.
  8372. *------------------------------------------*/
  8373. static int skill_sit_count (struct block_list *bl, va_list ap)
  8374. {
  8375. struct map_session_data *sd;
  8376. int type =va_arg(ap,int);
  8377. sd=(struct map_session_data*)bl;
  8378. if(!pc_issit(sd))
  8379. return 0;
  8380. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8381. return 1;
  8382. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8383. return 1;
  8384. return 0;
  8385. }
  8386. static int skill_sit_in (struct block_list *bl, va_list ap)
  8387. {
  8388. struct map_session_data *sd;
  8389. int type =va_arg(ap,int);
  8390. sd=(struct map_session_data*)bl;
  8391. if(!pc_issit(sd))
  8392. return 0;
  8393. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8394. sd->state.gangsterparadise=1;
  8395. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8396. {
  8397. sd->state.rest=1;
  8398. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8399. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8400. }
  8401. return 0;
  8402. }
  8403. static int skill_sit_out (struct block_list *bl, va_list ap)
  8404. {
  8405. struct map_session_data *sd;
  8406. int type =va_arg(ap,int);
  8407. sd=(struct map_session_data*)bl;
  8408. if(sd->state.gangsterparadise && type&1)
  8409. sd->state.gangsterparadise=0;
  8410. if(sd->state.rest && type&2) {
  8411. sd->state.rest=0;
  8412. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8413. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8414. }
  8415. return 0;
  8416. }
  8417. int skill_sit (struct map_session_data *sd, int type)
  8418. {
  8419. int flag = 0;
  8420. int range = 0, lv;
  8421. nullpo_retr(0, sd);
  8422. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8423. flag|=1;
  8424. range = skill_get_splash(RG_GANGSTER, lv);
  8425. }
  8426. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8427. flag|=2;
  8428. range = skill_get_splash(TK_HPTIME, lv);
  8429. }
  8430. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8431. flag|=2;
  8432. range = skill_get_splash(TK_SPTIME, lv);
  8433. }
  8434. if (!flag) return 0;
  8435. if(type) {
  8436. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8437. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8438. return 0;
  8439. } else {
  8440. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8441. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8442. return 0;
  8443. }
  8444. return 0;
  8445. }
  8446. /*==========================================
  8447. *
  8448. *------------------------------------------*/
  8449. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8450. {
  8451. struct block_list *src;
  8452. int skillnum,skilllv;
  8453. unsigned int tick;
  8454. nullpo_retr(0, bl);
  8455. nullpo_retr(0, ap);
  8456. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8457. skillnum=va_arg(ap,int);
  8458. skilllv=va_arg(ap,int);
  8459. if(skilllv <= 0) return 0;
  8460. tick=va_arg(ap,unsigned int);
  8461. if (src == bl || status_isdead(bl))
  8462. return 0;
  8463. if (bl->type == BL_PC) {
  8464. struct map_session_data *sd = (struct map_session_data *)bl;
  8465. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8466. return 0;
  8467. }
  8468. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8469. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8470. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8471. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8472. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8473. return 0;
  8474. }
  8475. /*==========================================
  8476. *
  8477. *------------------------------------------*/
  8478. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8479. {
  8480. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8481. int size = range*2+1;
  8482. for (i=0;i<size*size;i++) {
  8483. x = src->bl.x+(i%size-range);
  8484. y = src->bl.y+(i/size-range);
  8485. map_setcell(src->bl.m,x,y,flag);
  8486. }
  8487. }
  8488. /*==========================================
  8489. * Sets a map cell around the caster, according to the skill's splash range.
  8490. *------------------------------------------*/
  8491. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8492. {
  8493. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8494. int size = range*2+1;
  8495. for (i=0;i<size*size;i++) {
  8496. x = src->x+(i%size-range);
  8497. y = src->y+(i/size-range);
  8498. map_setcell(src->m,x,y,flag);
  8499. }
  8500. }
  8501. /*==========================================
  8502. *
  8503. *------------------------------------------*/
  8504. int skill_attack_area (struct block_list *bl, va_list ap)
  8505. {
  8506. struct block_list *src,*dsrc;
  8507. int atk_type,skillid,skilllv,flag,type;
  8508. unsigned int tick;
  8509. if(status_isdead(bl))
  8510. return 0;
  8511. atk_type = va_arg(ap,int);
  8512. src=va_arg(ap,struct block_list*);
  8513. dsrc=va_arg(ap,struct block_list*);
  8514. skillid=va_arg(ap,int);
  8515. skilllv=va_arg(ap,int);
  8516. tick=va_arg(ap,unsigned int);
  8517. flag=va_arg(ap,int);
  8518. type=va_arg(ap,int);
  8519. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8520. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8521. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8522. !status_check_skilluse(NULL, bl, skillid, 2))
  8523. return 0;
  8524. if (skillid == WZ_FROSTNOVA) //Only skill that doesn't requires the animation to be removed :X
  8525. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8526. //Area-splash, disable skill animation.
  8527. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8528. }
  8529. /*==========================================
  8530. *
  8531. *------------------------------------------*/
  8532. int skill_clear_group (struct block_list *bl, int flag)
  8533. {
  8534. struct unit_data *ud = unit_bl2ud(bl);
  8535. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8536. int i, count=0;
  8537. nullpo_retr(0, bl);
  8538. if (!ud) return 0;
  8539. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8540. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8541. {
  8542. switch (ud->skillunit[i]->skill_id) {
  8543. case SA_DELUGE:
  8544. case SA_VOLCANO:
  8545. case SA_VIOLENTGALE:
  8546. case SA_LANDPROTECTOR:
  8547. case NJ_SUITON:
  8548. case NJ_KAENSIN:
  8549. if (flag&1)
  8550. group[count++]= ud->skillunit[i];
  8551. break;
  8552. default:
  8553. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8554. group[count++]= ud->skillunit[i];
  8555. break;
  8556. }
  8557. }
  8558. for (i=0;i<count;i++)
  8559. skill_delunitgroup(bl, group[i], 1);
  8560. return count;
  8561. }
  8562. /*==========================================
  8563. * Returns the first element field found [Skotlex]
  8564. *------------------------------------------*/
  8565. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8566. {
  8567. struct unit_data *ud = unit_bl2ud(bl);
  8568. int i;
  8569. nullpo_retr(0, bl);
  8570. if (!ud) return NULL;
  8571. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8572. switch (ud->skillunit[i]->skill_id) {
  8573. case SA_DELUGE:
  8574. case SA_VOLCANO:
  8575. case SA_VIOLENTGALE:
  8576. case SA_LANDPROTECTOR:
  8577. case NJ_SUITON:
  8578. return ud->skillunit[i];
  8579. }
  8580. }
  8581. return NULL;
  8582. }
  8583. // for graffiti cleaner [Valaris]
  8584. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8585. {
  8586. struct skill_unit *unit=NULL;
  8587. nullpo_retr(0, bl);
  8588. nullpo_retr(0, ap);
  8589. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8590. return 0;
  8591. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8592. skill_delunit(unit, 1);
  8593. return 0;
  8594. }
  8595. int skill_greed (struct block_list *bl, va_list ap)
  8596. {
  8597. struct block_list *src;
  8598. struct map_session_data *sd=NULL;
  8599. struct flooritem_data *fitem=NULL;
  8600. nullpo_retr(0, bl);
  8601. nullpo_retr(0, ap);
  8602. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8603. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8604. pc_takeitem(sd, fitem);
  8605. return 0;
  8606. }
  8607. /*==========================================
  8608. *
  8609. *------------------------------------------*/
  8610. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8611. {
  8612. int skillid;
  8613. int *alive;
  8614. struct skill_unit *unit;
  8615. struct block_list *src;
  8616. skillid = va_arg(ap,int);
  8617. alive = va_arg(ap,int *);
  8618. src = va_arg(ap,struct block_list *);
  8619. unit = (struct skill_unit *)bl;
  8620. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8621. return 0;
  8622. switch (skillid)
  8623. {
  8624. case SA_LANDPROTECTOR:
  8625. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8626. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8627. { //Check for offensive Land Protector to delete both. [Skotlex]
  8628. (*alive) = 0;
  8629. skill_delunit(unit, 1);
  8630. return 1;
  8631. }
  8632. //Delete the rest of types.
  8633. case HW_GANBANTEIN:
  8634. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8635. { //It deletes everything except songs/dances
  8636. skill_delunit(unit, 1);
  8637. return 1;
  8638. }
  8639. break;
  8640. case SA_VOLCANO:
  8641. case SA_DELUGE:
  8642. case SA_VIOLENTGALE:
  8643. // Suiton/Kaensin CAN super-impose on each another.
  8644. // case NJ_SUITON:
  8645. // case NJ_KAENSIN:
  8646. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8647. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8648. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8649. if (unit->range <= 0)
  8650. {
  8651. (*alive) = 0;
  8652. return 1;
  8653. }
  8654. /*
  8655. switch (unit->group->skill_id)
  8656. { //These cannot override each other.
  8657. case SA_VOLCANO:
  8658. case SA_DELUGE:
  8659. case SA_VIOLENTGALE:
  8660. // case NJ_SUITON:
  8661. // case NJ_KAENSIN:
  8662. (*alive) = 0;
  8663. return 1;
  8664. }
  8665. */
  8666. break;
  8667. case PF_FOGWALL:
  8668. switch(unit->group->skill_id)
  8669. {
  8670. case SA_VOLCANO: //Can't be placed on top of these
  8671. case SA_VIOLENTGALE:
  8672. (*alive) = 0;
  8673. return 1;
  8674. case SA_DELUGE:
  8675. case NJ_SUITON:
  8676. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8677. (*alive) = 2;
  8678. break;
  8679. }
  8680. break;
  8681. case HP_BASILICA:
  8682. if (unit->group->skill_id == HP_BASILICA)
  8683. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8684. (*alive) = 0;
  8685. return 1;
  8686. }
  8687. break;
  8688. }
  8689. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8690. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8691. { //It deletes everything except songs/dances/traps
  8692. (*alive) = 0;
  8693. return 1;
  8694. }
  8695. return 0;
  8696. }
  8697. /*==========================================
  8698. * variation of skill_cell_overlap
  8699. *------------------------------------------*/
  8700. int skill_ganbatein (struct block_list *bl, va_list ap)
  8701. {
  8702. struct skill_unit *unit;
  8703. nullpo_retr(0, bl);
  8704. nullpo_retr(0, ap);
  8705. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8706. return 0;
  8707. if (unit->group->state.song_dance&0x1)
  8708. return 0; //Don't touch song/dance.
  8709. skill_delunit(unit, 1);
  8710. return 1;
  8711. }
  8712. /*==========================================
  8713. *
  8714. *------------------------------------------*/
  8715. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8716. {
  8717. struct mob_data* md;
  8718. struct unit_data*ud = unit_bl2ud(bl);
  8719. struct block_list *from_bl;
  8720. struct block_list *to_bl;
  8721. md = (struct mob_data*)bl;
  8722. from_bl = va_arg(ap,struct block_list *);
  8723. to_bl = va_arg(ap,struct block_list *);
  8724. if(ud && ud->target == from_bl->id)
  8725. ud->target = to_bl->id;
  8726. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8727. md->target_id = to_bl->id;
  8728. return 0;
  8729. }
  8730. /*==========================================
  8731. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8732. *------------------------------------------*/
  8733. int skill_count_target (struct block_list *bl, va_list ap)
  8734. {
  8735. struct block_list *src = va_arg(ap,struct block_list *);
  8736. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8737. return 1;
  8738. return 0;
  8739. }
  8740. /*==========================================
  8741. *
  8742. *------------------------------------------*/
  8743. int skill_trap_splash (struct block_list *bl, va_list ap)
  8744. {
  8745. struct block_list *src;
  8746. int tick;
  8747. struct skill_unit *unit;
  8748. struct skill_unit_group *sg;
  8749. struct block_list *ss;
  8750. int i,count;
  8751. src = va_arg(ap,struct block_list *);
  8752. unit = (struct skill_unit *)src;
  8753. tick = va_arg(ap,int);
  8754. count = va_arg(ap,int);
  8755. nullpo_retr(0, sg = unit->group);
  8756. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8757. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8758. return 0;
  8759. switch(sg->unit_id){
  8760. case UNT_SHOCKWAVE:
  8761. case UNT_SANDMAN:
  8762. case UNT_FLASHER:
  8763. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8764. break;
  8765. case UNT_BLASTMINE:
  8766. case UNT_CLAYMORETRAP:
  8767. //Special property: Each target is hit N times (N = number of targets on splash area)
  8768. if (!count) count = 1;
  8769. for(i=0;i<count;i++)
  8770. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8771. break;
  8772. case UNT_FREEZINGTRAP:
  8773. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8774. break;
  8775. case UNT_GROUNDDRIFT_WIND:
  8776. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8777. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8778. break;
  8779. case UNT_GROUNDDRIFT_DARK:
  8780. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8781. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8782. break;
  8783. case UNT_GROUNDDRIFT_POISON:
  8784. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8785. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8786. break;
  8787. case UNT_GROUNDDRIFT_WATER:
  8788. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8789. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8790. break;
  8791. case UNT_GROUNDDRIFT_FIRE:
  8792. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8793. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv));
  8794. break;
  8795. default:
  8796. return 0;
  8797. }
  8798. return 1;
  8799. }
  8800. /*==========================================
  8801. *
  8802. *------------------------------------------*/
  8803. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8804. {
  8805. struct status_change *sc;
  8806. nullpo_retr(0, bl);
  8807. nullpo_retr(0, sc= status_get_sc(bl));
  8808. if (!sc->count) return 0;
  8809. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8810. status_change_end(bl, SC_ENCPOISON, -1);
  8811. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8812. status_change_end(bl, SC_ASPERSIO, -1);
  8813. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8814. status_change_end(bl, SC_FIREWEAPON, -1);
  8815. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8816. status_change_end(bl, SC_WATERWEAPON, -1);
  8817. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8818. status_change_end(bl, SC_WINDWEAPON, -1);
  8819. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8820. status_change_end(bl, SC_EARTHWEAPON, -1);
  8821. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8822. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8823. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8824. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8825. if (type != SC_ENCHANTARMS && sc->data[SC_ENCHANTARMS].timer != -1)
  8826. status_change_end(bl, SC_ENCHANTARMS, -1);
  8827. return 0;
  8828. }
  8829. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8830. {
  8831. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8832. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8833. int end = 1,i;
  8834. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8835. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8836. { //Check for walls.
  8837. for (i = 0; i < 8; i++)
  8838. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8839. {
  8840. end = 0;
  8841. break;
  8842. }
  8843. } else
  8844. end = 0; //No wall check.
  8845. if(end){
  8846. if (sc->data[SC_CLOAKING].timer != -1) {
  8847. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8848. status_change_end(bl, SC_CLOAKING, -1);
  8849. else if(sc->data[SC_CLOAKING].val4&1)
  8850. { //Remove wall bonus
  8851. sc->data[SC_CLOAKING].val4&=~1;
  8852. status_calc_bl(bl,SCB_SPEED);
  8853. }
  8854. }
  8855. }
  8856. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8857. { //Add wall speed bonus
  8858. sc->data[SC_CLOAKING].val4|=1;
  8859. status_calc_bl(bl,SCB_SPEED);
  8860. }
  8861. return end;
  8862. }
  8863. /*==========================================
  8864. *
  8865. *
  8866. *------------------------------------------*/
  8867. void skill_stop_dancing (struct block_list *src)
  8868. {
  8869. struct status_change* sc;
  8870. struct skill_unit_group* group;
  8871. struct map_session_data* dsd = NULL;
  8872. nullpo_retv(src);
  8873. nullpo_retv(sc = status_get_sc(src));
  8874. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8875. return;
  8876. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8877. sc->data[SC_DANCING].val2 = 0;
  8878. if (sc->data[SC_DANCING].val4)
  8879. {
  8880. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8881. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8882. sc->data[SC_DANCING].val4 = 0;
  8883. }
  8884. status_change_end(src, SC_DANCING, -1);
  8885. if (dsd)
  8886. {
  8887. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8888. status_change_end(&dsd->bl, SC_DANCING, -1);
  8889. }
  8890. if (group)
  8891. skill_delunitgroup(NULL, group, 0);
  8892. }
  8893. /*==========================================
  8894. *
  8895. *------------------------------------------*/
  8896. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8897. {
  8898. struct skill_unit *unit;
  8899. nullpo_retr(NULL, group);
  8900. nullpo_retr(NULL, unit=&group->unit[idx]);
  8901. if(!unit->alive)
  8902. group->alive_count++;
  8903. unit->bl.id=map_addobject(&unit->bl);
  8904. unit->bl.type=BL_SKILL;
  8905. unit->bl.m=group->map;
  8906. unit->bl.x=x;
  8907. unit->bl.y=y;
  8908. unit->group=group;
  8909. unit->alive=1;
  8910. unit->val1=val1;
  8911. unit->val2=val2;
  8912. map_addblock(&unit->bl);
  8913. switch (group->skill_id) {
  8914. case AL_PNEUMA:
  8915. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8916. break;
  8917. case MG_SAFETYWALL:
  8918. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8919. break;
  8920. case SA_LANDPROTECTOR:
  8921. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8922. break;
  8923. case HP_BASILICA:
  8924. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8925. break;
  8926. case WZ_ICEWALL:
  8927. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8928. break;
  8929. default:
  8930. if (group->state.song_dance&0x1) //Check for dissonance.
  8931. skill_dance_overlap(unit, 1);
  8932. break;
  8933. }
  8934. clif_skill_setunit(unit);
  8935. return unit;
  8936. }
  8937. /*==========================================
  8938. * if flag =1 -> forced removal, 0 is for natural expiration.
  8939. *------------------------------------------*/
  8940. int skill_delunit (struct skill_unit *unit, int flag)
  8941. {
  8942. struct skill_unit_group *group;
  8943. nullpo_retr(0, unit);
  8944. if(!unit->alive)
  8945. return 0;
  8946. nullpo_retr(0, group=unit->group);
  8947. skill_unit_onlimit( unit,gettick(), flag);
  8948. if (group->state.song_dance&0x1) //Restore dissonance effect.
  8949. skill_dance_overlap(unit, 0);
  8950. if (!unit->range) {
  8951. map_foreachincell(skill_unit_effect,unit->bl.m,
  8952. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8953. }
  8954. switch (group->skill_id) {
  8955. case AL_PNEUMA:
  8956. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8957. break;
  8958. case MG_SAFETYWALL:
  8959. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8960. break;
  8961. case SA_LANDPROTECTOR:
  8962. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8963. break;
  8964. case HP_BASILICA:
  8965. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8966. break;
  8967. case WZ_ICEWALL:
  8968. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8969. break;
  8970. }
  8971. clif_skill_delunit(unit);
  8972. unit->group=NULL;
  8973. unit->alive=0;
  8974. map_delobjectnofree(unit->bl.id);
  8975. if(--group->alive_count==0)
  8976. skill_delunitgroup(NULL, group, 0);
  8977. return 0;
  8978. }
  8979. /*==========================================
  8980. *
  8981. *------------------------------------------*/
  8982. static int skill_unit_group_newid = MAX_SKILL_DB;
  8983. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8984. {
  8985. struct unit_data *ud = unit_bl2ud(src);
  8986. struct skill_unit_group *group=NULL;
  8987. int i;
  8988. if(skilllv <= 0) return 0;
  8989. nullpo_retr(NULL, src);
  8990. nullpo_retr(NULL, ud);
  8991. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8992. if(i == MAX_SKILLUNITGROUP) {
  8993. int j=0;
  8994. unsigned maxdiff=0,x,tick=gettick();
  8995. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8996. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8997. maxdiff=x;
  8998. j=i;
  8999. }
  9000. skill_delunitgroup(src, ud->skillunit[j], 1);
  9001. //Since elements must have shifted, we use the last slot.
  9002. i = MAX_SKILLUNITGROUP-1;
  9003. }
  9004. if (!ud->skillunit[i])
  9005. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9006. group=ud->skillunit[i];
  9007. group->src_id=src->id;
  9008. group->party_id=status_get_party_id(src);
  9009. group->guild_id=status_get_guild_id(src);
  9010. group->group_id=skill_unit_group_newid++;
  9011. if(skill_unit_group_newid<=0)
  9012. skill_unit_group_newid = MAX_SKILL_DB;
  9013. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9014. group->unit_count=count;
  9015. group->alive_count=0;
  9016. group->val1=group->val2=group->val3=0;
  9017. group->skill_id=skillid;
  9018. group->skill_lv=skilllv;
  9019. group->unit_id=unit_id;
  9020. group->map=src->m;
  9021. group->limit=limit;
  9022. group->interval=interval;
  9023. group->tick=gettick();
  9024. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9025. group->tick += 1500;
  9026. group->valstr=NULL;
  9027. return group;
  9028. }
  9029. /*==========================================
  9030. * If flag, this is a forced deletion, otherwise it's natural expiration.
  9031. *------------------------------------------*/
  9032. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group, int flag)
  9033. {
  9034. struct unit_data *ud;
  9035. int i,j;
  9036. nullpo_retr(0, group);
  9037. if (!src) src=map_id2bl(group->src_id);
  9038. ud = unit_bl2ud(src);
  9039. if(!src || !ud) {
  9040. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9041. return 0;
  9042. }
  9043. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9044. {
  9045. struct status_change* sc = status_get_sc(src);
  9046. if (sc && sc->data[SC_DANCING].timer != -1)
  9047. {
  9048. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9049. status_change_end(src,SC_DANCING,-1);
  9050. }
  9051. }
  9052. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9053. struct status_change *sc = status_get_sc(src);
  9054. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9055. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9056. status_change_end(src,SC_GOSPEL,-1);
  9057. }
  9058. }
  9059. if (group->skill_id == SG_SUN_WARM ||
  9060. group->skill_id == SG_MOON_WARM ||
  9061. group->skill_id == SG_STAR_WARM) {
  9062. struct status_change *sc = status_get_sc(src);
  9063. if(sc && sc->data[SC_WARM].timer != -1) {
  9064. sc->data[SC_WARM].val4 = 0;
  9065. status_change_end(src,SC_WARM,-1);
  9066. }
  9067. }
  9068. if (src->type==BL_PC && group->state.ammo_consume)
  9069. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9070. group->alive_count=0;
  9071. if(group->unit!=NULL){
  9072. for(i=0;i<group->unit_count;i++)
  9073. if(group->unit[i].alive)
  9074. skill_delunit(&group->unit[i], flag);
  9075. }
  9076. if(group->valstr!=NULL){
  9077. aFree(group->valstr);
  9078. group->valstr=NULL;
  9079. }
  9080. map_freeblock(&group->unit->bl);
  9081. group->unit=NULL;
  9082. group->group_id=0;
  9083. group->unit_count=0;
  9084. //Locate and clear this unit from the array.
  9085. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  9086. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  9087. j--;
  9088. if (i<MAX_SKILLUNITGROUP) {
  9089. ud->skillunit[i] = ud->skillunit[j];
  9090. ud->skillunit[j] = NULL;
  9091. ers_free(skill_unit_ers, group);
  9092. } else
  9093. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9094. return 1;
  9095. }
  9096. /*==========================================
  9097. *
  9098. *------------------------------------------*/
  9099. int skill_clear_unitgroup (struct block_list *src)
  9100. {
  9101. struct unit_data *ud = unit_bl2ud(src);
  9102. nullpo_retr(0, ud);
  9103. while (ud->skillunit[0])
  9104. skill_delunitgroup(src, ud->skillunit[0], 1);
  9105. return 1;
  9106. }
  9107. /*==========================================
  9108. *
  9109. *------------------------------------------*/
  9110. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9111. {
  9112. int i,j=-1,k,s,id;
  9113. struct unit_data *ud;
  9114. struct skill_unit_group_tickset *set;
  9115. nullpo_retr(0, bl);
  9116. if (group->interval==-1)
  9117. return NULL;
  9118. ud = unit_bl2ud(bl);
  9119. if (!ud) return NULL;
  9120. set = ud->skillunittick;
  9121. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9122. id = s = group->skill_id;
  9123. else
  9124. id = s = group->group_id;
  9125. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9126. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9127. if (set[k].id == id)
  9128. return &set[k];
  9129. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9130. j=k;
  9131. }
  9132. if (j == -1) {
  9133. if(battle_config.error_log) {
  9134. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9135. }
  9136. j = id % MAX_SKILLUNITGROUPTICKSET;
  9137. }
  9138. set[j].id = id;
  9139. set[j].tick = tick;
  9140. return &set[j];
  9141. }
  9142. /*==========================================
  9143. *
  9144. *------------------------------------------*/
  9145. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  9146. {
  9147. struct skill_unit *unit;
  9148. struct skill_unit_group *group;
  9149. unsigned int tick;
  9150. unit = va_arg(ap,struct skill_unit *);
  9151. tick = va_arg(ap,unsigned int);
  9152. if (!unit->alive || bl->prev==NULL)
  9153. return 0;
  9154. nullpo_retr(0, group=unit->group);
  9155. if (!(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP))
  9156. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9157. return 0; //AoE skills are ineffective. [Skotlex]
  9158. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9159. return 0;
  9160. skill_unit_onplace_timer(unit,bl,tick);
  9161. return 1;
  9162. }
  9163. /*==========================================
  9164. *
  9165. *------------------------------------------*/
  9166. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9167. {
  9168. struct skill_unit *unit;
  9169. struct skill_unit_group *group;
  9170. unsigned int tick;
  9171. int flag;
  9172. unit=(struct skill_unit *)bl;
  9173. tick=va_arg(ap,unsigned int);
  9174. if(!unit->alive)
  9175. return 0;
  9176. group=unit->group;
  9177. nullpo_retr(0, group);
  9178. flag = skill_dance_switch(unit, group, 0);
  9179. if (unit->range>=0 && group->interval!=-1) {
  9180. if (battle_config.skill_wall_check)
  9181. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9182. group->bl_flag,bl,tick);
  9183. else
  9184. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9185. group->bl_flag,bl,tick);
  9186. if (!unit->alive)
  9187. {
  9188. if (flag)
  9189. skill_dance_switch(unit, group, 1);
  9190. return 0;
  9191. }
  9192. }
  9193. if (flag)
  9194. skill_dance_switch(unit, group, 1);
  9195. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9196. switch(group->unit_id){
  9197. case UNT_BLASTMINE:
  9198. case UNT_GROUNDDRIFT_WIND:
  9199. case UNT_GROUNDDRIFT_DARK:
  9200. case UNT_GROUNDDRIFT_POISON:
  9201. case UNT_GROUNDDRIFT_WATER:
  9202. case UNT_GROUNDDRIFT_FIRE:
  9203. group->unit_id = UNT_USED_TRAPS;
  9204. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9205. group->limit=DIFF_TICK(tick+1500,group->tick);
  9206. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9207. break;
  9208. case UNT_SKIDTRAP:
  9209. case UNT_ANKLESNARE:
  9210. case UNT_LANDMINE:
  9211. case UNT_SHOCKWAVE:
  9212. case UNT_SANDMAN:
  9213. case UNT_FLASHER:
  9214. case UNT_FREEZINGTRAP:
  9215. case UNT_CLAYMORETRAP:
  9216. case UNT_TALKIEBOX:
  9217. {
  9218. struct block_list *src=map_id2bl(group->src_id);
  9219. if(src && src->type==BL_PC && !group->state.into_abyss)
  9220. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9221. struct item item_tmp;
  9222. memset(&item_tmp,0,sizeof(item_tmp));
  9223. item_tmp.nameid=1065;
  9224. item_tmp.identify=1;
  9225. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9226. }
  9227. skill_delunit(unit, 0);
  9228. }
  9229. break;
  9230. default:
  9231. skill_delunit(unit, 0);
  9232. }
  9233. }
  9234. if(group->unit_id == UNT_ICEWALL) {
  9235. unit->val1 -= 5;
  9236. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9237. unit->limit = DIFF_TICK(tick+700,group->tick);
  9238. } else
  9239. if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0)
  9240. { //Disable processed cell.
  9241. unit->range = -1;
  9242. if (--group->val1 <= 0)
  9243. { //All tiles were processed, disable skill.
  9244. group->target_flag=BCT_NOONE;
  9245. group->bl_flag= BL_NUL;
  9246. }
  9247. }
  9248. return 0;
  9249. }
  9250. /*==========================================
  9251. *
  9252. *------------------------------------------*/
  9253. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9254. {
  9255. map_freeblock_lock();
  9256. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9257. map_freeblock_unlock();
  9258. return 0;
  9259. }
  9260. /*==========================================
  9261. *
  9262. *------------------------------------------*/
  9263. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9264. {
  9265. struct skill_unit *unit = (struct skill_unit *)bl;
  9266. struct skill_unit_group *group;
  9267. struct block_list *target;
  9268. unsigned int tick,flag,result;
  9269. int skill_id;
  9270. target=va_arg(ap,struct block_list*);
  9271. tick = va_arg(ap,unsigned int);
  9272. flag = va_arg(ap,int);
  9273. nullpo_retr(0, group=unit->group);
  9274. if (!unit->alive || target->prev==NULL)
  9275. return 0;
  9276. if (skill_dance_switch(unit, group, 0))
  9277. flag|=64; //Signal to remember to restore it.
  9278. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9279. skill_id = unit->group->skill_id;
  9280. if (unit->group->interval!=-1 &&
  9281. !(skill_get_unit_flag(skill_id)&UF_DUALMODE))
  9282. { //Skills in dual mode have to trigger both. [Skotlex]
  9283. if (flag&64)
  9284. skill_dance_switch(unit, group, 1);
  9285. return 0;
  9286. }
  9287. //Target-type check.
  9288. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
  9289. {
  9290. if(group->src_id == target->id && group->state.song_dance&0x2)
  9291. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9292. if (flag&1)
  9293. {
  9294. if (flag&2)
  9295. { //Clear skill ids we have stored in onout.
  9296. int i;
  9297. for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) &&
  9298. skill_unit_temp[i]!=skill_id; i++);
  9299. if (i < (sizeof(skill_unit_temp)/sizeof(int)))
  9300. skill_unit_temp[i] = 0;
  9301. }
  9302. }
  9303. else
  9304. {
  9305. if (flag&2) { //Store this unit id.
  9306. if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int)))
  9307. skill_unit_temp[skill_unit_index++] = skill_id;
  9308. else if (battle_config.error_log)
  9309. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9310. }
  9311. }
  9312. if (flag&4)
  9313. skill_unit_onleft(skill_id,target,tick);
  9314. }
  9315. if (flag&64)
  9316. skill_dance_switch(unit, group, 1);
  9317. return 0;
  9318. }
  9319. if (flag&1)
  9320. {
  9321. result = skill_unit_onplace(unit,target,tick);
  9322. if (flag&2 && result)
  9323. { //Clear skill ids we have stored in onout.
  9324. int i;
  9325. for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) &&
  9326. skill_unit_temp[i]!=result; i++);
  9327. if (i < (sizeof(skill_unit_temp)/sizeof(int)))
  9328. skill_unit_temp[i] = 0;
  9329. }
  9330. }
  9331. else
  9332. {
  9333. result = skill_unit_onout(unit,target,tick);
  9334. if (flag&2 && result) { //Store this unit id.
  9335. if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int)))
  9336. skill_unit_temp[skill_unit_index++] = result;
  9337. else if (battle_config.error_log)
  9338. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9339. }
  9340. }
  9341. //TODO: Normally, this is dangerous since the unit and group could be freed
  9342. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9343. //cells do not get deleted within them. [Skotlex]
  9344. if (flag&64)
  9345. skill_dance_switch(unit, group, 1);
  9346. if (flag&4)
  9347. skill_unit_onleft(skill_id,target,tick);
  9348. return 1;
  9349. }
  9350. /*==========================================
  9351. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9352. * Flag values:
  9353. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9354. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9355. * units to figure out when they have left a group.
  9356. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9357. *------------------------------------------*/
  9358. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9359. {
  9360. nullpo_retr(0, bl);
  9361. if(bl->prev==NULL )
  9362. return 0;
  9363. if (flag&2 && !(flag&1))
  9364. { //Onout, clear data
  9365. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9366. skill_unit_index=0;
  9367. }
  9368. map_foreachincell(skill_unit_move_sub,
  9369. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9370. if (flag&2 && flag&1)
  9371. { //Onplace, check any skill units you have left.
  9372. int i;
  9373. for (i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) &&
  9374. skill_unit_temp[i]; i++)
  9375. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9376. }
  9377. return 0;
  9378. }
  9379. /*==========================================
  9380. *
  9381. *------------------------------------------*/
  9382. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9383. {
  9384. int i,j;
  9385. unsigned int tick = gettick();
  9386. int *m_flag;
  9387. struct skill_unit *unit1;
  9388. struct skill_unit *unit2;
  9389. nullpo_retr(0, group);
  9390. if (group->unit_count<=0)
  9391. return 0;
  9392. if (group->unit==NULL)
  9393. return 0;
  9394. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9395. return 0;
  9396. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9397. // m_flag
  9398. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9399. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9400. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9401. // 3: Both 1+2.
  9402. for(i=0;i<group->unit_count;i++){
  9403. unit1=&group->unit[i];
  9404. if (!unit1->alive || unit1->bl.m!=m)
  9405. continue;
  9406. for(j=0;j<group->unit_count;j++){
  9407. unit2=&group->unit[j];
  9408. if (!unit2->alive)
  9409. continue;
  9410. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9411. m_flag[i] |= 0x1;
  9412. }
  9413. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9414. m_flag[i] |= 0x2;
  9415. }
  9416. }
  9417. }
  9418. j = 0;
  9419. for (i=0;i<group->unit_count;i++) {
  9420. unit1=&group->unit[i];
  9421. if (!unit1->alive)
  9422. continue;
  9423. if (!(m_flag[i]&0x2)) {
  9424. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9425. skill_dance_overlap(unit1, 0);
  9426. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9427. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9428. }
  9429. //Move Cell using "smart" criteria (avoid useless moving around)
  9430. switch(m_flag[i])
  9431. {
  9432. case 0:
  9433. //Cell moves independently, safely move it.
  9434. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9435. break;
  9436. case 1:
  9437. //Cell moves unto another cell, look for a replacement cell that won't collide
  9438. //and has no cell moving into it (flag == 2)
  9439. for(;j<group->unit_count;j++)
  9440. {
  9441. if(m_flag[j]!=2 || !group->unit[j].alive)
  9442. continue;
  9443. //Move to where this cell would had moved.
  9444. unit2 = &group->unit[j];
  9445. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9446. j++; //Skip this cell as we have used it.
  9447. break;
  9448. }
  9449. break;
  9450. case 2:
  9451. case 3:
  9452. break; //Don't move the cell as a cell will end on this tile anyway.
  9453. }
  9454. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9455. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9456. skill_dance_overlap(unit1, 1);
  9457. clif_skill_setunit(unit1);
  9458. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9459. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9460. }
  9461. }
  9462. aFree(m_flag);
  9463. return 0;
  9464. }
  9465. /*==========================================
  9466. *
  9467. *------------------------------------------*/
  9468. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9469. {
  9470. int i,j;
  9471. nullpo_retr(0, sd);
  9472. if(nameid<=0)
  9473. return 0;
  9474. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9475. if(skill_produce_db[i].nameid == nameid )
  9476. break;
  9477. }
  9478. if( i >= MAX_SKILL_PRODUCE_DB )
  9479. return 0;
  9480. if(trigger>=0){
  9481. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9482. if(skill_produce_db[i].itemlv!=trigger)
  9483. return 0;
  9484. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9485. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9486. return 0;
  9487. } else { // Weapon (itemlv must be higher or equal)
  9488. if(skill_produce_db[i].itemlv>trigger)
  9489. return 0;
  9490. }
  9491. }
  9492. if((j=skill_produce_db[i].req_skill)>0 &&
  9493. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9494. return 0;
  9495. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9496. int id,x,y;
  9497. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9498. continue;
  9499. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9500. if(pc_search_inventory(sd,id) < 0)
  9501. return 0;
  9502. }
  9503. else {
  9504. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9505. if( sd->status.inventory[y].nameid == id )
  9506. x+=sd->status.inventory[y].amount;
  9507. if(x<qty*skill_produce_db[i].mat_amount[j])
  9508. return 0;
  9509. }
  9510. }
  9511. return i+1;
  9512. }
  9513. /*==========================================
  9514. *
  9515. *------------------------------------------*/
  9516. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9517. {
  9518. int slot[3];
  9519. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9520. struct status_data *status;
  9521. nullpo_retr(0, sd);
  9522. status = status_get_status_data(&sd->bl);
  9523. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9524. return 0;
  9525. idx--;
  9526. if (qty < 1)
  9527. qty = 1;
  9528. if (!skill_id) //A skill can be specified for some override cases.
  9529. skill_id = skill_produce_db[idx].req_skill;
  9530. slot[0]=slot1;
  9531. slot[1]=slot2;
  9532. slot[2]=slot3;
  9533. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9534. int j;
  9535. if( slot[i]<=0 )
  9536. continue;
  9537. j = pc_search_inventory(sd,slot[i]);
  9538. if(j < 0)
  9539. continue;
  9540. if(slot[i]==1000){ /* Star Crumb */
  9541. pc_delitem(sd,j,1,1);
  9542. sc++;
  9543. }
  9544. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9545. static const int ele_table[4]={3,1,4,2};
  9546. pc_delitem(sd,j,1,1);
  9547. ele=ele_table[slot[i]-994];
  9548. }
  9549. }
  9550. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9551. int j,id,x;
  9552. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9553. continue;
  9554. x=qty*skill_produce_db[idx].mat_amount[i];
  9555. do{
  9556. int y=0;
  9557. j = pc_search_inventory(sd,id);
  9558. if(j >= 0){
  9559. y = sd->status.inventory[j].amount;
  9560. if(y>x)y=x;
  9561. pc_delitem(sd,j,y,0);
  9562. }else {
  9563. if(battle_config.error_log)
  9564. ShowError("skill_produce_mix: material item error\n");
  9565. }
  9566. x-=y;
  9567. }while( j>=0 && x>0 );
  9568. }
  9569. if((equip=itemdb_isequip(nameid)))
  9570. wlv = itemdb_wlv(nameid);
  9571. if(!equip) {
  9572. switch(skill_id){
  9573. case BS_IRON:
  9574. case BS_STEEL:
  9575. case BS_ENCHANTEDSTONE:
  9576. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9577. i = pc_checkskill(sd,skill_id);
  9578. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9579. switch(nameid){
  9580. case 998: // Iron
  9581. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9582. break;
  9583. case 999: // Steel
  9584. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9585. break;
  9586. case 1000: //Star Crumb
  9587. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9588. break;
  9589. default: // Enchanted Stones
  9590. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9591. break;
  9592. }
  9593. break;
  9594. case ASC_CDP:
  9595. make_per = (2000 + 40*status->dex + 20*status->luk);
  9596. break;
  9597. case AL_HOLYWATER:
  9598. make_per = 100000; //100% success
  9599. break;
  9600. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9601. case AM_TWILIGHT1:
  9602. case AM_TWILIGHT2:
  9603. case AM_TWILIGHT3:
  9604. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9605. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9606. + status->int_*5 + status->dex*10+status->luk*10;
  9607. switch(nameid){
  9608. case 501: // Red Potion
  9609. case 503: // Yellow Potion
  9610. case 504: // White Potion
  9611. case 605: // Anodyne
  9612. case 606: // Aloevera
  9613. make_per += 2000;
  9614. break;
  9615. case 505: // Blue Potion
  9616. make_per -= 500;
  9617. break;
  9618. case 545: // Condensed Red Potion
  9619. case 546: // Condensed Yellow Potion
  9620. case 547: // Condensed White Potion
  9621. make_per -= 1000;
  9622. break;
  9623. case 970: // Alcohol
  9624. make_per += 1000;
  9625. break;
  9626. case 7139: // Glistening Coat
  9627. make_per -= 1000;
  9628. break;
  9629. case 7135: // Bottle Grenade
  9630. case 7136: // Acid Bottle
  9631. case 7137: // Plant Bottle
  9632. case 7138: // Marine Sphere Bottle
  9633. default:
  9634. break;
  9635. }
  9636. if(battle_config.pp_rate != 100)
  9637. make_per = make_per * battle_config.pp_rate / 100;
  9638. break;
  9639. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9640. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9641. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9642. switch(nameid){
  9643. case 12114:
  9644. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9645. if (flag > 0)
  9646. make_per += 1000*flag-500;
  9647. break;
  9648. case 12115:
  9649. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9650. if (flag > 0)
  9651. make_per += 1000*flag-500;
  9652. break;
  9653. case 12116:
  9654. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9655. if (flag > 0)
  9656. make_per += 1000*flag-500;
  9657. break;
  9658. case 12117:
  9659. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9660. if (flag > 0)
  9661. make_per += 1000*flag-500;
  9662. break;
  9663. }
  9664. break;
  9665. default:
  9666. if (sd->menuskill_id == AM_PHARMACY &&
  9667. sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
  9668. { //Assume Cooking Dish
  9669. if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
  9670. make_per = 10000; //100% Success
  9671. else
  9672. make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
  9673. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9674. break;
  9675. }
  9676. make_per = 5000;
  9677. break;
  9678. }
  9679. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9680. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9681. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9682. 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
  9683. 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
  9684. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9685. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9686. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9687. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9688. if(battle_config.wp_rate != 100)
  9689. make_per = make_per * battle_config.wp_rate / 100;
  9690. }
  9691. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9692. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9693. make_per = (make_per * 80) / 100; //Lupus
  9694. if(make_per < 1) make_per = 1;
  9695. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9696. struct item tmp_item;
  9697. memset(&tmp_item,0,sizeof(tmp_item));
  9698. tmp_item.nameid=nameid;
  9699. tmp_item.amount=1;
  9700. tmp_item.identify=1;
  9701. if(equip){
  9702. tmp_item.card[0]=CARD0_FORGE;
  9703. tmp_item.card[1]=((sc*5)<<8)+ele;
  9704. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9705. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9706. } else {
  9707. //Flag is only used on the end, so it can be used here. [Skotlex]
  9708. switch (skill_id) {
  9709. case BS_DAGGER:
  9710. case BS_SWORD:
  9711. case BS_TWOHANDSWORD:
  9712. case BS_AXE:
  9713. case BS_MACE:
  9714. case BS_KNUCKLE:
  9715. case BS_SPEAR:
  9716. flag = battle_config.produce_item_name_input&0x1;
  9717. break;
  9718. case AM_PHARMACY:
  9719. case AM_TWILIGHT1:
  9720. case AM_TWILIGHT2:
  9721. case AM_TWILIGHT3:
  9722. flag = battle_config.produce_item_name_input&0x2;
  9723. break;
  9724. case AL_HOLYWATER:
  9725. flag = battle_config.produce_item_name_input&0x8;
  9726. break;
  9727. case ASC_CDP:
  9728. flag = battle_config.produce_item_name_input&0x10;
  9729. break;
  9730. default:
  9731. flag = battle_config.produce_item_name_input&0x80;
  9732. break;
  9733. }
  9734. if (flag) {
  9735. tmp_item.card[0]=CARD0_CREATE;
  9736. tmp_item.card[1]=0;
  9737. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9738. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9739. }
  9740. }
  9741. // if(log_config.produce > 0)
  9742. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9743. //TODO update PICKLOG
  9744. if(equip){
  9745. clif_produceeffect(sd,0,nameid);
  9746. clif_misceffect(&sd->bl,3);
  9747. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9748. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9749. } else {
  9750. int fame = 0;
  9751. tmp_item.amount = 0;
  9752. for (i=0; i< qty; i++)
  9753. { //Apply quantity modifiers.
  9754. if (rand()%10000 < make_per || qty == 1)
  9755. { //Success
  9756. tmp_item.amount++;
  9757. if(nameid < 545 || nameid > 547)
  9758. continue;
  9759. if(skill_id != AM_PHARMACY &&
  9760. skill_id != AM_TWILIGHT1 &&
  9761. skill_id != AM_TWILIGHT2 &&
  9762. skill_id != AM_TWILIGHT3)
  9763. continue;
  9764. //Add fame as needed.
  9765. switch(++sd->potion_success_counter) {
  9766. case 3:
  9767. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9768. break;
  9769. case 5:
  9770. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9771. break;
  9772. case 7:
  9773. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9774. break;
  9775. case 10:
  9776. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9777. sd->potion_success_counter = 0;
  9778. break;
  9779. }
  9780. } else //Failure
  9781. sd->potion_success_counter = 0;
  9782. }
  9783. if (fame)
  9784. pc_addfame(sd,fame);
  9785. //Visual effects and the like.
  9786. switch (skill_id) {
  9787. case AM_PHARMACY:
  9788. case AM_TWILIGHT1:
  9789. case AM_TWILIGHT2:
  9790. case AM_TWILIGHT3:
  9791. case ASC_CDP:
  9792. clif_produceeffect(sd,2,nameid);
  9793. clif_misceffect(&sd->bl,5);
  9794. break;
  9795. case BS_IRON:
  9796. case BS_STEEL:
  9797. case BS_ENCHANTEDSTONE:
  9798. clif_produceeffect(sd,0,nameid);
  9799. clif_misceffect(&sd->bl,3);
  9800. break;
  9801. default: //Those that don't require a skill?
  9802. if (skill_produce_db[idx].itemlv>10 &&
  9803. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9804. clif_specialeffect(&sd->bl, 608, AREA);
  9805. break;
  9806. }
  9807. }
  9808. if (tmp_item.amount) { //Success
  9809. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9810. clif_additem(sd,0,0,flag);
  9811. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9812. }
  9813. return 1;
  9814. }
  9815. }
  9816. //Failure
  9817. // if(log_config.produce)
  9818. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9819. //TODO update PICKLOG
  9820. if(equip){
  9821. clif_produceeffect(sd,1,nameid);
  9822. clif_misceffect(&sd->bl,2);
  9823. } else {
  9824. switch (skill_id) {
  9825. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9826. status_percent_damage(NULL, &sd->bl, -25, 0);
  9827. case AM_PHARMACY:
  9828. case AM_TWILIGHT1:
  9829. case AM_TWILIGHT2:
  9830. case AM_TWILIGHT3:
  9831. clif_produceeffect(sd,3,nameid);
  9832. clif_misceffect(&sd->bl,6);
  9833. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9834. break;
  9835. case BS_IRON:
  9836. case BS_STEEL:
  9837. case BS_ENCHANTEDSTONE:
  9838. clif_produceeffect(sd,1,nameid);
  9839. clif_misceffect(&sd->bl,2);
  9840. break;
  9841. default:
  9842. if (skill_produce_db[idx].itemlv>10 &&
  9843. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9844. clif_specialeffect(&sd->bl, 609, AREA);
  9845. }
  9846. }
  9847. return 0;
  9848. }
  9849. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9850. {
  9851. int i,j,flag,index=-1;
  9852. struct item tmp_item;
  9853. nullpo_retr(0, sd);
  9854. if(nameid <= 0)
  9855. return 1;
  9856. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9857. if(nameid == skill_arrow_db[i].nameid) {
  9858. index = i;
  9859. break;
  9860. }
  9861. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9862. return 1;
  9863. pc_delitem(sd,j,1,0);
  9864. for(i=0;i<5;i++) {
  9865. memset(&tmp_item,0,sizeof(tmp_item));
  9866. tmp_item.identify = 1;
  9867. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9868. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9869. if(battle_config.produce_item_name_input&0x4) {
  9870. tmp_item.card[0]=CARD0_CREATE;
  9871. tmp_item.card[1]=0;
  9872. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9873. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9874. }
  9875. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9876. continue;
  9877. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9878. clif_additem(sd,0,0,flag);
  9879. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9880. }
  9881. }
  9882. return 0;
  9883. }
  9884. /*==========================================
  9885. *
  9886. *------------------------------------------*/
  9887. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9888. {
  9889. struct map_session_data *sd = map_id2sd(id);
  9890. if (data <= 0 || data >= MAX_SKILL)
  9891. return 0;
  9892. if (sd) sd->blockskill[data] = 0;
  9893. return 1;
  9894. }
  9895. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9896. {
  9897. nullpo_retr (-1, sd);
  9898. if (skillid >= GD_SKILLBASE)
  9899. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9900. if (skillid >= HM_SKILLBASE) //[orn]
  9901. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9902. if (skillid < 1 || skillid > MAX_SKILL)
  9903. return -1;
  9904. if (tick < 1) {
  9905. sd->blockskill[skillid] = 0;
  9906. return -1;
  9907. }
  9908. sd->blockskill[skillid] = 1;
  9909. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9910. }
  9911. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9912. {
  9913. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9914. if (data <= 0 || data >= MAX_SKILL)
  9915. return 0;
  9916. if (hd) hd->blockskill[data] = 0;
  9917. return 1;
  9918. }
  9919. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9920. {
  9921. nullpo_retr (-1, hd);
  9922. if (skillid >= GD_SKILLBASE)
  9923. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9924. if (skillid >= HM_SKILLBASE) //[orn]
  9925. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9926. if (skillid < 1 || skillid > MAX_SKILL)
  9927. return -1;
  9928. if (tick < 1) {
  9929. hd->blockskill[skillid] = 0;
  9930. return -1;
  9931. }
  9932. hd->blockskill[skillid] = 1;
  9933. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9934. }
  9935. /*
  9936. *
  9937. */
  9938. int skill_split_str (char *str, char **val, int num)
  9939. {
  9940. int i;
  9941. for (i=0; i<num && str; i++){
  9942. val[i] = str;
  9943. str = strchr(str,',');
  9944. if (str)
  9945. *str++=0;
  9946. }
  9947. return i;
  9948. }
  9949. /*
  9950. *
  9951. */
  9952. int skill_split_atoi (char *str, int *val)
  9953. {
  9954. int i, j, diff, step = 1;
  9955. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9956. if (!str) break;
  9957. val[i] = atoi(str);
  9958. str = strchr(str,':');
  9959. if (str)
  9960. *str++=0;
  9961. }
  9962. if(i==0) //No data found.
  9963. return 0;
  9964. if(i==1)
  9965. { //Single value, have the whole range have the same value.
  9966. for (; i < MAX_SKILL_LEVEL; i++)
  9967. val[i] = val[i-1];
  9968. return i;
  9969. }
  9970. //Check for linear change with increasing steps until we reach half of the data acquired.
  9971. for (step = 1; step <= i/2; step++)
  9972. {
  9973. diff = val[i-1] - val[i-step-1];
  9974. for(j = i-1; j >= step; j--)
  9975. if ((val[j]-val[j-step]) != diff)
  9976. break;
  9977. if (j>=step) //No match, try next step.
  9978. continue;
  9979. for(; i < MAX_SKILL_LEVEL; i++)
  9980. { //Apply linear increase
  9981. val[i] = val[i-step]+diff;
  9982. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9983. { val[i] = 1; diff = 0; step = 1; }
  9984. }
  9985. return i;
  9986. }
  9987. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9988. for (;i<MAX_SKILL_LEVEL; i++)
  9989. val[i] = val[i-1];
  9990. return i;
  9991. }
  9992. /*
  9993. *
  9994. */
  9995. void skill_init_unit_layout (void)
  9996. {
  9997. int i,j,size,pos = 0;
  9998. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9999. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10000. size = i*2+1;
  10001. skill_unit_layout[i].count = size*size;
  10002. for (j=0; j<size*size; j++) {
  10003. skill_unit_layout[i].dx[j] = (j%size-i);
  10004. skill_unit_layout[i].dy[j] = (j/size-i);
  10005. }
  10006. }
  10007. pos = i;
  10008. for (i=0;i<MAX_SKILL_DB;i++) {
  10009. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10010. continue;
  10011. switch (i) {
  10012. case MG_FIREWALL:
  10013. case WZ_ICEWALL:
  10014. break;
  10015. case PR_SANCTUARY:
  10016. {
  10017. static const int dx[] = {
  10018. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10019. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10020. static const int dy[]={
  10021. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10022. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10023. skill_unit_layout[pos].count = 21;
  10024. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10025. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10026. break;
  10027. }
  10028. case PR_MAGNUS:
  10029. {
  10030. static const int dx[] = {
  10031. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10032. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10033. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10034. static const int dy[] = {
  10035. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10036. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10037. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10038. skill_unit_layout[pos].count = 33;
  10039. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10040. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10041. break;
  10042. }
  10043. case AS_VENOMDUST:
  10044. {
  10045. static const int dx[] = {-1, 0, 0, 0, 1};
  10046. static const int dy[] = { 0,-1, 0, 1, 0};
  10047. skill_unit_layout[pos].count = 5;
  10048. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10049. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10050. break;
  10051. }
  10052. case CR_GRANDCROSS:
  10053. case NPC_GRANDDARKNESS:
  10054. {
  10055. static const int dx[] = {
  10056. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10057. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10058. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10059. static const int dy[] = {
  10060. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10061. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10062. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10063. skill_unit_layout[pos].count = 29;
  10064. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10065. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10066. break;
  10067. }
  10068. case PF_FOGWALL:
  10069. {
  10070. static const int dx[] = {
  10071. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10072. static const int dy[] = {
  10073. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10074. skill_unit_layout[pos].count = 15;
  10075. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10076. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10077. break;
  10078. }
  10079. case PA_GOSPEL:
  10080. {
  10081. static const int dx[] = {
  10082. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10083. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10084. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10085. -1, 0, 1};
  10086. static const int dy[] = {
  10087. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10088. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10089. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10090. 3, 3, 3};
  10091. skill_unit_layout[pos].count = 33;
  10092. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10093. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10094. break;
  10095. }
  10096. case NJ_KAENSIN:
  10097. {
  10098. 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};
  10099. 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};
  10100. skill_unit_layout[pos].count = 24;
  10101. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10102. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10103. break;
  10104. }
  10105. case NJ_TATAMIGAESHI:
  10106. {
  10107. //Level 1 (count 4, cross of 3x3)
  10108. static const int dx1[] = {-1, 1, 0, 0};
  10109. static const int dy1[] = { 0, 0,-1, 1};
  10110. //Level 2-3 (count 8, cross of 5x5)
  10111. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10112. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10113. //Level 4-5 (count 12, cross of 7x7
  10114. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10115. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10116. //lv1
  10117. j = 0;
  10118. skill_unit_layout[pos].count = 4;
  10119. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10120. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10121. skill_db[i].unit_layout_type[j] = pos;
  10122. //lv2/3
  10123. j++;
  10124. pos++;
  10125. skill_unit_layout[pos].count = 8;
  10126. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10127. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10128. skill_db[i].unit_layout_type[j] = pos;
  10129. skill_db[i].unit_layout_type[++j] = pos;
  10130. //lv4/5
  10131. j++;
  10132. pos++;
  10133. skill_unit_layout[pos].count = 12;
  10134. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10135. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10136. skill_db[i].unit_layout_type[j] = pos;
  10137. skill_db[i].unit_layout_type[++j] = pos;
  10138. //Fill in the rest using lv 5.
  10139. for (;j<MAX_SKILL_LEVEL;j++)
  10140. skill_db[i].unit_layout_type[j] = pos;
  10141. //Skip, this way the check below will fail and continue to the next skill.
  10142. pos++;
  10143. break;
  10144. }
  10145. default:
  10146. ShowError("unknown unit layout at skill %d\n",i);
  10147. break;
  10148. }
  10149. if (!skill_unit_layout[pos].count)
  10150. continue;
  10151. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10152. skill_db[i].unit_layout_type[j] = pos;
  10153. pos++;
  10154. }
  10155. firewall_unit_pos = pos;
  10156. for (i=0;i<8;i++) {
  10157. if (i&1) {
  10158. skill_unit_layout[pos].count = 5;
  10159. if (i&0x2) {
  10160. int dx[] = {-1,-1, 0, 0, 1};
  10161. int dy[] = { 1, 0, 0,-1,-1};
  10162. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10163. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10164. } else {
  10165. int dx[] = { 1, 1 ,0, 0,-1};
  10166. int dy[] = { 1, 0, 0,-1,-1};
  10167. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10168. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10169. }
  10170. } else {
  10171. skill_unit_layout[pos].count = 3;
  10172. if (i%4==0) {
  10173. int dx[] = {-1, 0, 1};
  10174. int dy[] = { 0, 0, 0};
  10175. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10176. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10177. } else {
  10178. int dx[] = { 0, 0, 0};
  10179. int dy[] = {-1, 0, 1};
  10180. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10181. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10182. }
  10183. }
  10184. pos++;
  10185. }
  10186. icewall_unit_pos = pos;
  10187. for (i=0;i<8;i++) {
  10188. skill_unit_layout[pos].count = 5;
  10189. if (i&1) {
  10190. if (i&0x2) {
  10191. int dx[] = {-2,-1, 0, 1, 2};
  10192. int dy[] = { 2, 1, 0,-1,-2};
  10193. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10194. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10195. } else {
  10196. int dx[] = { 2, 1 ,0,-1,-2};
  10197. int dy[] = { 2, 1, 0,-1,-2};
  10198. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10199. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10200. }
  10201. } else {
  10202. if (i%4==0) {
  10203. int dx[] = {-2,-1, 0, 1, 2};
  10204. int dy[] = { 0, 0, 0, 0, 0};
  10205. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10206. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10207. } else {
  10208. int dx[] = { 0, 0, 0, 0, 0};
  10209. int dy[] = {-2,-1, 0, 1, 2};
  10210. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10211. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10212. }
  10213. }
  10214. pos++;
  10215. }
  10216. }
  10217. /*==========================================
  10218. * DB reading.
  10219. * skill_db.txt
  10220. * skill_cast_db.txt
  10221. * produce_db.txt
  10222. * create_arrow_db.txt
  10223. * abra_db.txt
  10224. *------------------------------------------*/
  10225. int skill_readdb (void)
  10226. {
  10227. int i,j,k,l,m;
  10228. FILE *fp;
  10229. char line[1024],path[1024],*p;
  10230. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10231. memset(skill_db,0,sizeof(skill_db));
  10232. sprintf(path, "%s/skill_db.txt", db_path);
  10233. fp=fopen(path,"r");
  10234. if(fp==NULL){
  10235. ShowError("can't read %s\n", path);
  10236. return 1;
  10237. }
  10238. while(fgets(line, sizeof(line), fp))
  10239. {
  10240. char *split[50];
  10241. if(line[0]=='/' && line[1]=='/')
  10242. continue;
  10243. j = skill_split_str(line,split,15);
  10244. if(j < 15 || split[14]==NULL)
  10245. continue;
  10246. i=atoi(split[0]);
  10247. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10248. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10249. continue;
  10250. }
  10251. if (i >= GD_SKILLBASE)
  10252. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10253. if (i >= HM_SKILLBASE) //[orn]
  10254. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10255. if(i<=0 || i>MAX_SKILL_DB)
  10256. continue;
  10257. skill_split_atoi(split[1],skill_db[i].range);
  10258. skill_db[i].hit=atoi(split[2]);
  10259. skill_db[i].inf=atoi(split[3]);
  10260. skill_split_atoi(split[4],skill_db[i].pl);
  10261. skill_db[i].nk=(int)strtol(split[5], NULL, 0);
  10262. skill_split_atoi(split[6],skill_db[i].splash);
  10263. skill_db[i].max=atoi(split[7]);
  10264. skill_split_atoi(split[8],skill_db[i].num);
  10265. if(strcmpi(split[9],"yes") == 0)
  10266. skill_db[i].castcancel=1;
  10267. else
  10268. skill_db[i].castcancel=0;
  10269. skill_db[i].cast_def_rate=atoi(split[10]);
  10270. skill_db[i].inf2=(int)strtol(split[11], NULL, 0);
  10271. skill_db[i].maxcount=atoi(split[12]);
  10272. if(strcmpi(split[13],"weapon") == 0)
  10273. skill_db[i].skill_type=BF_WEAPON;
  10274. else if(strcmpi(split[13],"magic") == 0)
  10275. skill_db[i].skill_type=BF_MAGIC;
  10276. else if(strcmpi(split[13],"misc") == 0)
  10277. skill_db[i].skill_type=BF_MISC;
  10278. else
  10279. skill_db[i].skill_type=0;
  10280. skill_split_atoi(split[14],skill_db[i].blewcount);
  10281. for (j = 0; skill_names[j].id != 0; j++)
  10282. if (skill_names[j].id == i) {
  10283. skill_db[i].name = skill_names[j].name;
  10284. skill_db[i].desc = skill_names[j].desc;
  10285. break;
  10286. }
  10287. }
  10288. fclose(fp);
  10289. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10290. sprintf(path, "%s/skill_require_db.txt", db_path);
  10291. fp=fopen(path,"r");
  10292. if(fp==NULL){
  10293. ShowError("can't read %s\n", path);
  10294. return 1;
  10295. }
  10296. while(fgets(line, sizeof(line), fp))
  10297. {
  10298. char *split[50];
  10299. if(line[0]=='/' && line[1]=='/')
  10300. continue;
  10301. j = skill_split_str(line,split,32);
  10302. if(j < 32 || split[31]==NULL)
  10303. continue;
  10304. i=atoi(split[0]);
  10305. if (i >= GD_SKILLBASE)
  10306. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10307. if (i >= HM_SKILLBASE) //[orn]
  10308. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10309. if(i<=0 || i>MAX_SKILL_DB)
  10310. continue;
  10311. skill_split_atoi(split[1],skill_db[i].hp);
  10312. skill_split_atoi(split[2],skill_db[i].mhp);
  10313. skill_split_atoi(split[3],skill_db[i].sp);
  10314. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10315. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10316. skill_split_atoi(split[6],skill_db[i].zeny);
  10317. p = split[7];
  10318. for(j=0;j<32;j++){
  10319. l = atoi(p);
  10320. if (l==99) {
  10321. skill_db[i].weapon = 0xffffffff;
  10322. break;
  10323. }
  10324. else
  10325. skill_db[i].weapon |= 1<<l;
  10326. p=strchr(p,':');
  10327. if(!p)
  10328. break;
  10329. p++;
  10330. }
  10331. p = split[8];
  10332. for(j=0;j<32;j++){
  10333. l = atoi(p);
  10334. if (l==99) {
  10335. skill_db[i].ammo = 0xffffffff;
  10336. break;
  10337. }
  10338. else if (l)
  10339. skill_db[i].ammo |= 1<<l;
  10340. p=strchr(p,':');
  10341. if(!p)
  10342. break;
  10343. p++;
  10344. }
  10345. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10346. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10347. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10348. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10349. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10350. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10351. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10352. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10353. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10354. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10355. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10356. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10357. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10358. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10359. else skill_db[i].state=ST_NONE;
  10360. skill_split_atoi(split[11],skill_db[i].spiritball);
  10361. for (j = 0; j < 10; j++) {
  10362. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10363. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10364. }
  10365. }
  10366. fclose(fp);
  10367. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10368. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10369. fp=fopen(path,"r");
  10370. if(fp==NULL){
  10371. ShowError("can't read %s\n", path);
  10372. return 1;
  10373. }
  10374. l=0;
  10375. while(fgets(line, sizeof(line), fp))
  10376. {
  10377. char *split[50];
  10378. l++;
  10379. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10380. if(line[0]=='/' && line[1]=='/')
  10381. continue;
  10382. j = skill_split_str(line,split,6);
  10383. if(split[0]==NULL || j<2)
  10384. continue; //Blank line.
  10385. if(split[5]==NULL || j<6) {
  10386. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10387. continue;
  10388. }
  10389. i=atoi(split[0]);
  10390. if (i >= GD_SKILLBASE)
  10391. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10392. if (i >= HM_SKILLBASE) //[orn]
  10393. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10394. if(i<=0 || i>MAX_SKILL_DB)
  10395. continue;
  10396. skill_split_atoi(split[1],skill_db[i].cast);
  10397. skill_split_atoi(split[2],skill_db[i].delay);
  10398. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10399. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10400. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10401. }
  10402. fclose(fp);
  10403. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10404. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10405. fp=fopen(path,"r");
  10406. if (fp==NULL) {
  10407. ShowError("can't read %s\n", path);
  10408. return 1;
  10409. }
  10410. k = 0;
  10411. while (fgets(line, sizeof(line), fp))
  10412. {
  10413. char *split[50];
  10414. if (line[0]=='/' && line[1]=='/')
  10415. continue;
  10416. j = skill_split_str(line,split,8);
  10417. if (split[7]==NULL || j<8)
  10418. continue;
  10419. i=atoi(split[0]);
  10420. if (i >= GD_SKILLBASE)
  10421. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10422. if (i >= HM_SKILLBASE) //[orn]
  10423. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10424. if(i<=0 || i>MAX_SKILL_DB)
  10425. continue;
  10426. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10427. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10428. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10429. skill_split_atoi(split[4],skill_db[i].unit_range);
  10430. skill_db[i].unit_interval = atoi(split[5]);
  10431. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10432. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10433. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10434. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10435. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10436. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10437. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10438. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10439. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10440. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10441. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10442. skill_db[i].unit_target=BCT_NOENEMY;
  10443. //By default, target just characters.
  10444. skill_db[i].unit_target |= BL_CHAR;
  10445. if (skill_db[i].unit_flag&UF_NOPC)
  10446. skill_db[i].unit_target &= ~BL_PC;
  10447. if (skill_db[i].unit_flag&UF_NOMOB)
  10448. skill_db[i].unit_target &= ~BL_MOB;
  10449. if (skill_db[i].unit_flag&UF_SKILL)
  10450. skill_db[i].unit_target |= BL_SKILL;
  10451. k++;
  10452. }
  10453. fclose(fp);
  10454. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10455. skill_init_unit_layout();
  10456. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10457. k=0;
  10458. for(m=0;m<2;m++){
  10459. sprintf(path, "%s/%s", db_path, filename[m]);
  10460. fp=fopen(path,"r");
  10461. if(fp==NULL){
  10462. if(m>0)
  10463. continue;
  10464. ShowError("can't read %s\n",path);
  10465. return 1;
  10466. }
  10467. while(fgets(line, sizeof(line), fp))
  10468. {
  10469. char *split[7 + MAX_PRODUCE_RESOURCE * 2];
  10470. int x,y;
  10471. if(line[0]=='/' && line[1]=='/')
  10472. continue;
  10473. memset(split,0,sizeof(split));
  10474. j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
  10475. if(split[0]==0) //fixed by Lupus
  10476. continue;
  10477. i=atoi(split[0]);
  10478. if(i<=0) continue;
  10479. skill_produce_db[k].nameid=i;
  10480. skill_produce_db[k].itemlv=atoi(split[1]);
  10481. skill_produce_db[k].req_skill=atoi(split[2]);
  10482. skill_produce_db[k].req_skill_lv=atoi(split[3]);
  10483. for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10484. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10485. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10486. }
  10487. k++;
  10488. if(k >= MAX_SKILL_PRODUCE_DB)
  10489. {
  10490. ShowError("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  10491. break;
  10492. }
  10493. }
  10494. fclose(fp);
  10495. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10496. }
  10497. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10498. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10499. fp=fopen(path,"r");
  10500. if(fp==NULL){
  10501. ShowError("can't read %s\n", path);
  10502. return 1;
  10503. }
  10504. k=0;
  10505. while(fgets(line, sizeof(line), fp))
  10506. {
  10507. char *split[16];
  10508. int x,y;
  10509. if(line[0]=='/' && line[1]=='/')
  10510. continue;
  10511. memset(split,0,sizeof(split));
  10512. j = skill_split_str(line,split,13);
  10513. if(split[0]==0) //fixed by Lupus
  10514. continue;
  10515. i=atoi(split[0]);
  10516. if(i<=0)
  10517. continue;
  10518. skill_arrow_db[k].nameid=i;
  10519. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10520. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10521. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10522. }
  10523. k++;
  10524. if(k >= MAX_SKILL_ARROW_DB)
  10525. break;
  10526. }
  10527. fclose(fp);
  10528. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10529. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10530. sprintf(path, "%s/abra_db.txt", db_path);
  10531. fp=fopen(path,"r");
  10532. if(fp==NULL){
  10533. ShowError("can't read %s\n", path);
  10534. return 1;
  10535. }
  10536. k=0;
  10537. while(fgets(line, sizeof(line), fp))
  10538. {
  10539. char *split[16];
  10540. if(line[0]=='/' && line[1]=='/')
  10541. continue;
  10542. memset(split,0,sizeof(split));
  10543. j = skill_split_str(line,split,13);
  10544. if(split[0]==0) //fixed by Lupus
  10545. continue;
  10546. i=atoi(split[0]);
  10547. if(i<=0)
  10548. continue;
  10549. skill_abra_db[i].req_lv=atoi(split[2]);
  10550. skill_abra_db[i].per=atoi(split[3]);
  10551. k++;
  10552. if(k >= MAX_SKILL_ABRA_DB)
  10553. break;
  10554. }
  10555. fclose(fp);
  10556. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10557. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10558. fp=fopen(path,"r");
  10559. if(fp==NULL){
  10560. ShowError("can't read %s\n", path);
  10561. return 1;
  10562. }
  10563. while(fgets(line, sizeof(line), fp))
  10564. {
  10565. char *split[50];
  10566. if(line[0]=='/' && line[1]=='/')
  10567. continue;
  10568. memset(split,0,sizeof(split));
  10569. j = skill_split_str(line,split,3);
  10570. if(split[0]==0) //fixed by Lupus
  10571. continue;
  10572. i=atoi(split[0]);
  10573. if (i >= GD_SKILLBASE)
  10574. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10575. if(i<=0 || i>MAX_SKILL_DB)
  10576. continue;
  10577. skill_split_atoi(split[1],skill_db[i].castnodex);
  10578. if (!split[2])
  10579. continue;
  10580. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10581. }
  10582. fclose(fp);
  10583. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10584. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10585. fp=fopen(path,"r");
  10586. if(fp==NULL){
  10587. ShowError("can't read %s\n", path);
  10588. return 1;
  10589. }
  10590. k=0;
  10591. while(fgets(line, sizeof(line), fp))
  10592. {
  10593. char *split[16];
  10594. if(line[0]=='/' && line[1]=='/')
  10595. continue;
  10596. memset(split,0,sizeof(split));
  10597. j = skill_split_str(line,split,2);
  10598. if(split[0]==0) //fixed by Lupus
  10599. continue;
  10600. i=atoi(split[0]);
  10601. if (i >= GD_SKILLBASE)
  10602. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10603. if(i<=0 || i>MAX_SKILL_DB)
  10604. continue;
  10605. skill_db[i].nocast|=atoi(split[1]);
  10606. k++;
  10607. }
  10608. fclose(fp);
  10609. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10610. return 0;
  10611. }
  10612. void skill_reload (void)
  10613. {
  10614. skill_readdb();
  10615. }
  10616. /*==========================================
  10617. *
  10618. *------------------------------------------*/
  10619. int do_init_skill (void)
  10620. {
  10621. skill_readdb();
  10622. skill_dance_switch_sub(NULL, NULL, 2); //Initialize Song/Dance overlap switch code.
  10623. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10624. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10625. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10626. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10627. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10628. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10629. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10630. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10631. return 0;
  10632. }
  10633. int do_final_skill(void)
  10634. {
  10635. ers_destroy(skill_unit_ers);
  10636. ers_destroy(skill_timer_ers);
  10637. return 0;
  10638. }