skill.c 676 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  59. */
  60. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  61. struct skill_usave {
  62. uint16 skill_id, skill_lv;
  63. };
  64. struct s_skill_db skill_db[MAX_SKILL_DB];
  65. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  66. static unsigned short skill_produce_count;
  67. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  68. static unsigned short skill_arrow_count;
  69. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  70. unsigned short skill_abra_count;
  71. struct s_skill_improvise_db {
  72. uint16 skill_id;
  73. unsigned short per;//1-10000
  74. };
  75. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  76. static unsigned short skill_improvise_count;
  77. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  78. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  79. struct s_skill_changematerial_db {
  80. unsigned short nameid;
  81. unsigned short rate;
  82. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  83. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  84. };
  85. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  86. static unsigned short skill_changematerial_count;
  87. //Warlock
  88. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  89. unsigned short skill_spellbook_count;
  90. //Guillotine Cross
  91. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  92. unsigned short skill_magicmushroom_count;
  93. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  94. int firewall_unit_pos;
  95. int icewall_unit_pos;
  96. int earthstrain_unit_pos;
  97. int firerain_unit_pos;
  98. int wallofthorn_unit_pos;
  99. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  100. int overbrand_nounit_pos;
  101. int overbrand_brandish_nounit_pos;
  102. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  103. //early declaration
  104. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  105. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  106. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  107. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  108. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  109. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  110. //Since only mob-casted splash skills can hit ice-walls
  111. static inline int splash_target(struct block_list* bl) {
  112. #ifndef RENEWAL
  113. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  114. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  115. return BL_SKILL|BL_CHAR;
  116. #endif
  117. }
  118. /// Returns the id of the skill, or 0 if not found.
  119. int skill_name2id(const char* name) {
  120. if( name == NULL )
  121. return 0;
  122. return strdb_iget(skilldb_name2id, name);
  123. }
  124. /// Maps skill ids to skill db offsets.
  125. /// Returns the skill's array index, or 0 (Unknown Skill).
  126. int skill_get_index( uint16 skill_id ) {
  127. // avoid ranges reserved for mapping guild/homun/mercenary skills
  128. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  129. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  130. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  131. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  132. return 0;
  133. // map skill id to skill db index
  134. if( skill_id >= GD_SKILLBASE )
  135. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  136. else if( skill_id >= EL_SKILLBASE )
  137. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  138. else if( skill_id >= MC_SKILLBASE )
  139. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  140. else if( skill_id >= HM_SKILLBASE )
  141. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  142. // validate result
  143. if( !skill_id || skill_id >= MAX_SKILL_DB )
  144. return 0;
  145. return skill_id;
  146. }
  147. const char* skill_get_name( uint16 skill_id ) {
  148. return skill_db[skill_get_index(skill_id)].name;
  149. }
  150. const char* skill_get_desc( uint16 skill_id ) {
  151. return skill_db[skill_get_index(skill_id)].desc;
  152. }
  153. /// out of bounds error checking [celest]
  154. static void skill_chk(uint16 *skill_id) {
  155. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  156. }
  157. // checks/adjusts level
  158. static void skill_chk2(uint16 *skill_lv) {
  159. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  160. }
  161. // checks/adjusts index. make sure we don't use negative index
  162. static void skill_chk3(int *idx) {
  163. if (*idx < 0) *idx = 0;
  164. }
  165. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  166. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  167. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  168. // Skill DB
  169. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  170. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  171. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  172. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  173. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  174. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  175. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  176. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  177. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  180. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  182. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  183. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  184. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  185. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  186. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  187. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  189. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  190. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  191. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  192. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  193. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  194. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  195. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  196. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  197. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  198. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  199. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  200. #ifdef RENEWAL_CAST
  201. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  202. #endif
  203. // Skill requirements
  204. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  205. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  207. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  208. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  209. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  210. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  211. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  212. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  213. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  214. //int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  215. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  216. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  217. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  218. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  219. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  220. int skill_tree_get_max(uint16 skill_id, int b_class)
  221. {
  222. int i;
  223. b_class = pc_class2idx(b_class);
  224. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  225. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  226. return skill_tree[b_class][i].max;
  227. else
  228. return skill_get_max(skill_id);
  229. }
  230. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  231. int skill_attack_area(struct block_list *bl,va_list ap);
  232. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  233. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  234. int skill_greed(struct block_list *bl, va_list ap);
  235. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  236. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  237. static int skill_trap_splash(struct block_list *bl, va_list ap);
  238. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  239. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  240. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  241. static int skill_unit_effect(struct block_list *bl,va_list ap);
  242. static int skill_bind_trap(struct block_list *bl, va_list ap);
  243. int skill_get_casttype (uint16 skill_id) {
  244. int inf = skill_get_inf(skill_id);
  245. if (inf&(INF_GROUND_SKILL))
  246. return CAST_GROUND;
  247. if (inf&INF_SUPPORT_SKILL)
  248. return CAST_NODAMAGE;
  249. if (inf&INF_SELF_SKILL) {
  250. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  251. return CAST_DAMAGE; //Combo skill.
  252. return CAST_NODAMAGE;
  253. }
  254. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  255. return CAST_NODAMAGE;
  256. return CAST_DAMAGE;
  257. }
  258. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  259. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  260. int range, inf3=0;
  261. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  262. return 9; //Mobs have a range of 9 regardless of skill used.
  263. range = skill_get_range(skill_id, skill_lv);
  264. if( range < 0 ) {
  265. if( battle_config.use_weapon_skill_range&bl->type )
  266. return status_get_range(bl);
  267. range *=-1;
  268. }
  269. inf3 = skill_get_inf3(skill_id);
  270. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  271. if( bl->type == BL_PC ) {
  272. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  273. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  274. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  275. } else
  276. range += 10; //Assume level 10?
  277. }
  278. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  279. if( bl->type == BL_PC ) {
  280. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  281. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  282. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  283. }
  284. }
  285. if( !range && bl->type != BL_PC )
  286. return 9; // Enable non players to use self skills on others. [Skotlex]
  287. return range;
  288. }
  289. /**
  290. * Calculates heal value of skill's effect
  291. * @param src
  292. * @param target
  293. * @param skill_id
  294. * @param skill_lv
  295. * @param heal
  296. * @return modified heal value
  297. */
  298. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  299. int skill, hp = 0;
  300. struct map_session_data *sd = BL_CAST(BL_PC, src);
  301. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  302. struct status_change *sc, *tsc;
  303. sc = status_get_sc(src);
  304. tsc = status_get_sc(target);
  305. switch( skill_id ) {
  306. case BA_APPLEIDUN:
  307. #ifdef RENEWAL
  308. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  309. #else
  310. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  311. #endif
  312. if( sd )
  313. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  314. break;
  315. case PR_SANCTUARY:
  316. hp = (skill_lv>6)?777:skill_lv*100;
  317. break;
  318. case NPC_EVILLAND:
  319. hp = (skill_lv>6)?666:skill_lv*100;
  320. break;
  321. default:
  322. if (skill_lv >= battle_config.max_heal_lv)
  323. return battle_config.max_heal;
  324. #ifdef RENEWAL
  325. /**
  326. * Renewal Heal Formula
  327. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  328. */
  329. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  330. #else
  331. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  332. #endif
  333. if (skill_id == AB_HIGHNESSHEAL)
  334. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  335. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  336. hp += hp * skill * 2 / 100;
  337. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  338. hp += hp * skill * 2 / 100;
  339. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && sd->class_&JOBL_SUPER_NOVICE && sd->status.sex == 0 )
  340. hp *= 2;
  341. break;
  342. }
  343. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  344. hp >>= 1;
  345. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  346. hp += hp*skill/100;
  347. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  348. hp += hp*skill/100;
  349. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  350. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  351. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  352. if( tsc && tsc->count ) {
  353. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  354. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  355. if( heal && tsc->data[SC_DEATHHURT] )
  356. hp -= hp * 20/100;
  357. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  358. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  359. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  360. hp += hp / 10;
  361. }
  362. #ifdef RENEWAL
  363. // MATK part of the RE heal formula [malufett]
  364. // Note: in this part matk bonuses from items or skills are not applied
  365. switch( skill_id ) {
  366. case BA_APPLEIDUN: case PR_SANCTUARY:
  367. case NPC_EVILLAND: break;
  368. default:
  369. {
  370. struct status_data *status = status_get_status_data(src);
  371. int min, max;
  372. min = max = status_base_matk(status, status_get_lv(src));
  373. if( status->rhw.matk > 0 ){
  374. int wMatk, variance;
  375. wMatk = status->rhw.matk;
  376. variance = wMatk * status->rhw.wlv / 10;
  377. min += wMatk - variance;
  378. max += wMatk + variance;
  379. }
  380. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  381. min = max;
  382. if( sd && sd->right_weapon.overrefine > 0 ){
  383. min++;
  384. max += sd->right_weapon.overrefine - 1;
  385. }
  386. if(max > min)
  387. hp += min+rnd()%(max-min);
  388. else
  389. hp += min;
  390. }
  391. }
  392. #endif
  393. return hp;
  394. }
  395. /**
  396. * Making Plagiarism and Reproduce check their own function
  397. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  398. * @param sd: Player who will copy the skill
  399. * @param skill_id: Target skill
  400. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  401. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  402. */
  403. static char skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  404. uint16 idx = skill_get_index(skill_id);
  405. // Only copy skill that player doesn't have or the skill is old clone
  406. if (sd->status.skill[idx].id != 0 && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED)
  407. return 0;
  408. // Check if the skill is copyable by class
  409. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  410. uint16 job_allowed = skill_db[idx].copyable.joballowed;
  411. while (1) {
  412. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  413. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  414. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  415. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  416. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  417. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  418. return 0;
  419. }
  420. }
  421. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  422. if (skill_db[idx].copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  423. return 1;
  424. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  425. if (skill_db[idx].copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  426. return 2;
  427. return 0;
  428. }
  429. /**
  430. * Check if the skill is ok to cast and when.
  431. * Done before check_condition_begin, requirement
  432. * @param skill_id: Skill ID that casted
  433. * @param sd: Player who casted
  434. * @return true: Skill cannot be used, false: otherwise
  435. * @author [MouseJstr]
  436. */
  437. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  438. {
  439. int16 idx,m;
  440. nullpo_retr(1,sd);
  441. m = sd->bl.m;
  442. idx = skill_get_index(skill_id);
  443. if (idx == 0)
  444. return true; // invalid skill id
  445. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  446. return false; // can do any damn thing they want
  447. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  448. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  449. if (map[m].flag.noskill)
  450. return true;
  451. // Epoque:
  452. // This code will compare the player's attack motion value which is influenced by ASPD before
  453. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  454. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  455. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  456. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  457. {// attempted to cast a skill before the attack motion has finished
  458. return true;
  459. }
  460. if (skill_blockpc_get(sd, skill_id) != -1){
  461. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  462. return true;
  463. }
  464. /**
  465. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  466. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  467. */
  468. if( sd->skillitem == skill_id )
  469. return false;
  470. // Check skill restrictions [Celest]
  471. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  472. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  473. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  474. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  475. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  476. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  477. return true;
  478. }
  479. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  480. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  481. switch (skill_id) {
  482. case AL_WARP:
  483. case RETURN_TO_ELDICASTES:
  484. case ALL_GUARDIAN_RECALL:
  485. case ECLAGE_RECALL:
  486. if(map[m].flag.nowarp) {
  487. clif_skill_teleportmessage(sd,0);
  488. return true;
  489. }
  490. return false;
  491. case AL_TELEPORT:
  492. case SC_FATALMENACE:
  493. case SC_DIMENSIONDOOR:
  494. case ALL_ODINS_RECALL:
  495. if(map[m].flag.noteleport) {
  496. clif_skill_teleportmessage(sd,0);
  497. return true;
  498. }
  499. return false; // gonna be checked in 'skill_castend_nodamage_id'
  500. case WE_CALLPARTNER:
  501. case WE_CALLPARENT:
  502. case WE_CALLBABY:
  503. if (map[m].flag.nomemo) {
  504. clif_skill_teleportmessage(sd,1);
  505. return true;
  506. }
  507. break;
  508. case MC_VENDING:
  509. case ALL_BUYING_STORE:
  510. if( map[sd->bl.m].flag.novending ) {
  511. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  512. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  513. return true;
  514. }
  515. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  516. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  518. return true;
  519. }
  520. if( npc_isnear(&sd->bl) ) {
  521. // uncomment to send msg_txt.
  522. //char output[150];
  523. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  524. //clif_displaymessage(sd->fd, output);
  525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  526. return true;
  527. }
  528. case MC_IDENTIFY:
  529. return false; // always allowed
  530. case WZ_ICEWALL:
  531. // noicewall flag [Valaris]
  532. if (map[m].flag.noicewall) {
  533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  534. return true;
  535. }
  536. break;
  537. case GC_DARKILLUSION:
  538. if( map_flag_gvg(m) ) {
  539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  540. return true;
  541. }
  542. break;
  543. case GD_EMERGENCYCALL:
  544. case GD_ITEMEMERGENCYCALL:
  545. if (
  546. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  547. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  548. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  549. ) {
  550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  551. return true;
  552. }
  553. break;
  554. case WM_SIRCLEOFNATURE:
  555. case WM_SOUND_OF_DESTRUCTION:
  556. case WM_LULLABY_DEEPSLEEP:
  557. case WM_SATURDAY_NIGHT_FEVER:
  558. if( !map_flag_vs(m) ) {
  559. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  560. return true;
  561. }
  562. break;
  563. }
  564. return false;
  565. }
  566. /**
  567. * Check if the homunculus skill is ok to be processed
  568. * After checking from Homunculus side, also check the master condition
  569. * @param skill_id: Skill ID that casted
  570. * @param hd: Homunculus who casted
  571. * @return true: Skill cannot be used, false: otherwise
  572. */
  573. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  574. {
  575. uint16 idx = skill_get_index(skill_id);
  576. nullpo_retr(1,hd);
  577. if (idx == 0)
  578. return true; // invalid skill id
  579. if (hd->blockskill[idx] > 0)
  580. return true;
  581. switch(skill_id) {
  582. case MH_LIGHT_OF_REGENE: //must be cordial
  583. if (hom_get_intimacy_grade(hd) != 4) {
  584. if (hd->master)
  585. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  586. return true;
  587. }
  588. break;
  589. case MH_GOLDENE_FERSE: //cant be used with angriff
  590. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  591. break;
  592. case MH_ANGRIFFS_MODUS:
  593. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  594. break;
  595. case MH_TINDER_BREAKER: //must be in grappling mode
  596. if(!&hd->sc
  597. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  598. || !hd->homunculus.spiritball) return true;
  599. break;
  600. case MH_SONIC_CRAW: //must be in fighting mode
  601. if(!&hd->sc
  602. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  603. || !hd->homunculus.spiritball) return true;
  604. break;
  605. case MH_SILVERVEIN_RUSH:
  606. if(!&hd->sc
  607. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  608. || hd->homunculus.spiritball < 2) return true;
  609. break;
  610. case MH_MIDNIGHT_FRENZY:
  611. if(!&hd->sc
  612. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  613. || !hd->homunculus.spiritball) return true;
  614. break;
  615. case MH_CBC:
  616. if(!&hd->sc
  617. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  618. || hd->homunculus.spiritball < 2) return true;
  619. break;
  620. case MH_EQC:
  621. if(!&hd->sc
  622. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  623. || hd->homunculus.spiritball < 3) return true;
  624. break;
  625. }
  626. //Use master's criteria.
  627. return skill_isNotOk(skill_id, hd->master);
  628. }
  629. /**
  630. * Check if the mercenary skill is ok to be processed
  631. * After checking from Homunculus side, also check the master condition
  632. * @param skill_id: Skill ID that casted
  633. * @param md: Mercenary who casted
  634. * @return true: Skill cannot be used, false: otherwise
  635. */
  636. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  637. {
  638. uint16 idx = skill_get_index(skill_id);
  639. nullpo_retr(1, md);
  640. if (!idx)
  641. return true; // Invalid Skill ID
  642. if (md->blockskill[idx] > 0)
  643. return true;
  644. return skill_isNotOk(skill_id, md->master);
  645. }
  646. /**
  647. * Check if the skill can be casted near NPC or not
  648. * @param src Object who casted
  649. * @param skill_id Skill ID that casted
  650. * @param skill_lv Skill Lv
  651. * @param pos_x Position x of the target
  652. * @param pos_y Position y of the target
  653. * @return true: Skill cannot be used, false: otherwise
  654. * @author [Cydh]
  655. */
  656. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  657. int inf;
  658. if (!src || !skill_get_index(skill_id))
  659. return false;
  660. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  661. return false;
  662. inf = skill_get_inf(skill_id);
  663. //if self skill
  664. if (inf&INF_SELF_SKILL) {
  665. pos_x = src->x;
  666. pos_y = src->y;
  667. }
  668. if (pos_x <= 0) pos_x = src->x;
  669. if (pos_y <= 0) pos_y = src->y;
  670. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  671. }
  672. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  673. {
  674. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  675. uint8 dir;
  676. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  677. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  678. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  679. }
  680. if (pos != -1) // simple single-definition layout
  681. return &skill_unit_layout[pos];
  682. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  683. if (skill_id == MG_FIREWALL)
  684. return &skill_unit_layout [firewall_unit_pos + dir];
  685. else if (skill_id == WZ_ICEWALL)
  686. return &skill_unit_layout [icewall_unit_pos + dir];
  687. else if( skill_id == WL_EARTHSTRAIN )
  688. return &skill_unit_layout [earthstrain_unit_pos + dir];
  689. else if( skill_id == RL_FIRE_RAIN )
  690. return &skill_unit_layout[firerain_unit_pos + dir];
  691. else if( skill_id == GN_WALLOFTHORN )
  692. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  693. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  694. return &skill_unit_layout[0]; // default 1x1 layout
  695. }
  696. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  697. {
  698. if( skill_id == LG_OVERBRAND )
  699. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  700. else if( skill_id == LG_OVERBRAND_BRANDISH )
  701. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  702. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  703. return &skill_nounit_layout[0];
  704. }
  705. /*==========================================
  706. * Add effect to skill when hit succesfully target
  707. *------------------------------------------*/
  708. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  709. {
  710. struct map_session_data *sd, *dstsd;
  711. struct mob_data *md, *dstmd;
  712. struct status_data *sstatus, *tstatus;
  713. struct status_change *sc, *tsc;
  714. enum sc_type status;
  715. int skill;
  716. int rate;
  717. int chorusbonus = 0;
  718. nullpo_ret(src);
  719. nullpo_ret(bl);
  720. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  721. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  722. return 0;
  723. sd = BL_CAST(BL_PC, src);
  724. md = BL_CAST(BL_MOB, src);
  725. dstsd = BL_CAST(BL_PC, bl);
  726. dstmd = BL_CAST(BL_MOB, bl);
  727. sc = status_get_sc(src);
  728. tsc = status_get_sc(bl);
  729. sstatus = status_get_status_data(src);
  730. tstatus = status_get_status_data(bl);
  731. if (!tsc) //skill additional effect is about adding effects to the target...
  732. //So if the target can't be inflicted with statuses, this is pointless.
  733. return 0;
  734. // Minstrel/Wanderer number check for chorus skills.
  735. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  736. if( sd && sd->status.party_id ) {
  737. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  738. if( chorusbonus > 7 )
  739. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  740. else if( chorusbonus > 2 )
  741. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  742. }
  743. if( sd )
  744. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  745. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  746. // Trigger status effects
  747. enum sc_type type;
  748. int i;
  749. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  750. rate = sd->addeff[i].rate;
  751. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  752. rate += sd->addeff[i].arrow_rate;
  753. if( !rate ) continue;
  754. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  755. // Trigger has attack type consideration.
  756. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  757. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  758. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  759. else
  760. continue;
  761. }
  762. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  763. // Trigger has range consideration.
  764. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  765. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  766. continue; //Range Failed.
  767. }
  768. type = sd->addeff[i].id;
  769. skill = skill_get_time2(status_sc2skill(type),7);
  770. if (sd->addeff[i].flag&ATF_TARGET)
  771. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  772. if (sd->addeff[i].flag&ATF_SELF)
  773. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  774. }
  775. }
  776. if( skill_id ) {
  777. // Trigger status effects on skills
  778. enum sc_type type;
  779. int i;
  780. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  781. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  782. continue;
  783. type = sd->addeff3[i].id;
  784. skill = skill_get_time2(status_sc2skill(type),7);
  785. if( sd->addeff3[i].target&ATF_TARGET )
  786. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  787. if( sd->addeff3[i].target&ATF_SELF )
  788. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  789. }
  790. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  791. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  792. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  793. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  794. clif_emotion(bl,E_OMG);
  795. }
  796. }
  797. }
  798. if( dmg_lv < ATK_DEF ) // no damage, return;
  799. return 0;
  800. switch(skill_id) {
  801. case 0:
  802. { // Normal attacks (no skill used)
  803. if( attack_type&BF_SKILL )
  804. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  805. if(sd) {
  806. // Automatic trigger of Blitz Beat
  807. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  808. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  809. rate=(sd->status.job_level+9)/10;
  810. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  811. }
  812. // Automatic trigger of Warg Strike [Jobbie]
  813. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  814. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  815. // Gank
  816. if(dstmd && sd->status.weapon != W_BOW &&
  817. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  818. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  819. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  820. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  821. else
  822. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  823. }
  824. // Chance to trigger Taekwon kicks [Dralnu]
  825. if(sc && !sc->data[SC_COMBO]) {
  826. if(sc->data[SC_READYSTORM] &&
  827. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  828. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  829. else if(sc->data[SC_READYDOWN] &&
  830. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  831. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  832. else if(sc->data[SC_READYTURN] &&
  833. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  834. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  835. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  836. rate = 20;
  837. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  838. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  839. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  840. }
  841. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  842. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  843. }
  844. }
  845. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  846. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  847. }
  848. if (sc) {
  849. struct status_change_entry *sce;
  850. // Enchant Poison gives a chance to poison attacked enemies
  851. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  852. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  853. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  854. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  855. if((sce=sc->data[SC_EDP]))
  856. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  857. skill_get_time2(ASC_EDP,sce->val1));
  858. }
  859. }
  860. break;
  861. case SM_BASH:
  862. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  863. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  864. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  865. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  866. }
  867. break;
  868. case MER_CRASH:
  869. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  870. break;
  871. case AS_VENOMKNIFE:
  872. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  873. skill_lv = pc_checkskill(sd, TF_POISON);
  874. case TF_POISON:
  875. case AS_SPLASHER:
  876. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  877. && sd && skill_id==TF_POISON
  878. )
  879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  880. break;
  881. case AS_SONICBLOW:
  882. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  883. break;
  884. case WZ_FIREPILLAR:
  885. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  886. break;
  887. case MG_FROSTDIVER:
  888. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  889. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  890. break;
  891. case WZ_FROSTNOVA:
  892. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  893. break;
  894. case WZ_STORMGUST:
  895. // Storm Gust counter was dropped in renewal
  896. #ifdef RENEWAL
  897. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  898. #else
  899. //On third hit, there is a 150% to freeze the target
  900. if(tsc->sg_counter >= 3 &&
  901. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  902. tsc->sg_counter = 0;
  903. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  904. else if( tsc->sg_counter > 250 )
  905. tsc->sg_counter = 0;
  906. #endif
  907. break;
  908. case WZ_METEOR:
  909. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  910. break;
  911. case WZ_VERMILION:
  912. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  913. break;
  914. case HT_FREEZINGTRAP:
  915. case MA_FREEZINGTRAP:
  916. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  917. break;
  918. case HT_FLASHER:
  919. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  920. break;
  921. case HT_LANDMINE:
  922. case MA_LANDMINE:
  923. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  924. break;
  925. case HT_SHOCKWAVE:
  926. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  927. break;
  928. case HT_SANDMAN:
  929. case MA_SANDMAN:
  930. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  931. break;
  932. case TF_SPRINKLESAND:
  933. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  934. break;
  935. case TF_THROWSTONE:
  936. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  937. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  938. break;
  939. case NPC_DARKCROSS:
  940. case CR_HOLYCROSS:
  941. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  942. break;
  943. case CR_GRANDCROSS:
  944. case NPC_GRANDDARKNESS:
  945. //Chance to cause blind status vs demon and undead element, but not against players
  946. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  947. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  948. attack_type |= BF_WEAPON;
  949. break;
  950. case AM_ACIDTERROR:
  951. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  952. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  953. clif_emotion(bl,E_OMG);
  954. break;
  955. case AM_DEMONSTRATION:
  956. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  957. break;
  958. case CR_SHIELDCHARGE:
  959. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  960. break;
  961. case PA_PRESSURE:
  962. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  963. break;
  964. case RG_RAID:
  965. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  966. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  967. #ifdef RENEWAL
  968. sc_start(src,bl,SC_RAID,100,7,5000);
  969. break;
  970. case RG_BACKSTAP:
  971. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  972. #endif
  973. break;
  974. case BA_FROSTJOKER:
  975. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  976. break;
  977. case DC_SCREAM:
  978. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  979. break;
  980. case BD_LULLABY:
  981. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  982. break;
  983. case DC_UGLYDANCE:
  984. rate = 5+5*skill_lv;
  985. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  986. rate += 5+skill;
  987. status_zap(bl, 0, rate);
  988. break;
  989. case SL_STUN:
  990. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  991. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  992. break;
  993. case NPC_PETRIFYATTACK:
  994. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  995. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  996. skill_get_time2(skill_id,skill_lv));
  997. break;
  998. case NPC_CURSEATTACK:
  999. case NPC_SLEEPATTACK:
  1000. case NPC_BLINDATTACK:
  1001. case NPC_POISON:
  1002. case NPC_SILENCEATTACK:
  1003. case NPC_STUNATTACK:
  1004. case NPC_HELLPOWER:
  1005. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1006. break;
  1007. case NPC_ACIDBREATH:
  1008. case NPC_ICEBREATH:
  1009. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1010. break;
  1011. case NPC_BLEEDING:
  1012. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1013. break;
  1014. case NPC_MENTALBREAKER:
  1015. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1016. //equal to Matk*skLevel.
  1017. rate = sstatus->matk_min;
  1018. if (rate < sstatus->matk_max)
  1019. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1020. rate*=skill_lv;
  1021. status_zap(bl, 0, rate);
  1022. break;
  1023. }
  1024. // Equipment breaking monster skills [Celest]
  1025. case NPC_WEAPONBRAKER:
  1026. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1027. break;
  1028. case NPC_ARMORBRAKE:
  1029. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1030. break;
  1031. case NPC_HELMBRAKE:
  1032. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1033. break;
  1034. case NPC_SHIELDBRAKE:
  1035. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1036. break;
  1037. case CH_TIGERFIST:
  1038. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1039. break;
  1040. case LK_SPIRALPIERCE:
  1041. case ML_SPIRALPIERCE:
  1042. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1043. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1044. break;
  1045. case ST_REJECTSWORD:
  1046. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1047. break;
  1048. case PF_FOGWALL:
  1049. if (src != bl && !tsc->data[SC_DELUGE])
  1050. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1051. break;
  1052. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1053. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1054. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1055. break;
  1056. case LK_JOINTBEAT:
  1057. status = status_skill2sc(skill_id);
  1058. if (tsc->jb_flag) {
  1059. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1060. tsc->jb_flag = 0;
  1061. }
  1062. break;
  1063. case ASC_METEORASSAULT:
  1064. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1065. switch(rnd()%3) {
  1066. case 0:
  1067. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1068. break;
  1069. case 1:
  1070. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1071. break;
  1072. default:
  1073. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1074. }
  1075. break;
  1076. case HW_NAPALMVULCAN:
  1077. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1078. break;
  1079. case WS_CARTTERMINATION: // Cart termination
  1080. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1081. break;
  1082. case CR_ACIDDEMONSTRATION:
  1083. case GN_FIRE_EXPANSION_ACID:
  1084. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1085. break;
  1086. case TK_DOWNKICK:
  1087. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1088. break;
  1089. case TK_JUMPKICK:
  1090. // debuff the following statuses
  1091. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1092. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1093. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1094. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1095. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1096. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1097. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1098. }
  1099. break;
  1100. case TK_TURNKICK:
  1101. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1102. if(attack_type&BF_MISC) //70% base stun chance...
  1103. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1104. break;
  1105. case GS_BULLSEYE: //0.1% coma rate.
  1106. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1107. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1108. break;
  1109. case GS_PIERCINGSHOT:
  1110. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1111. break;
  1112. case NJ_HYOUSYOURAKU:
  1113. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1114. break;
  1115. case GS_FLING:
  1116. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1117. break;
  1118. case GS_DISARM:
  1119. rate = 3*skill_lv;
  1120. if (sstatus->dex > tstatus->dex)
  1121. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1122. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1123. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1124. break;
  1125. case NPC_EVILLAND:
  1126. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1127. break;
  1128. case NPC_HELLJUDGEMENT:
  1129. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1130. break;
  1131. case NPC_CRITICALWOUND:
  1132. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1133. break;
  1134. case RK_WINDCUTTER:
  1135. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1136. break;
  1137. case RK_DRAGONBREATH:
  1138. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1139. break;
  1140. case RK_DRAGONBREATH_WATER:
  1141. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1142. break;
  1143. case AB_ADORAMUS:
  1144. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1145. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1146. break;
  1147. case WL_CRIMSONROCK:
  1148. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1149. break;
  1150. case WL_COMET:
  1151. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1152. break;
  1153. case WL_EARTHSTRAIN:
  1154. {
  1155. int i;
  1156. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1157. for( i = 0; i < skill_lv; i++ )
  1158. skill_strip_equip(src,bl,pos[i],5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1159. }
  1160. break;
  1161. case WL_JACKFROST:
  1162. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1163. break;
  1164. case RA_WUGBITE: {
  1165. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1166. if (wug_rate < 50)
  1167. wug_rate = 50;
  1168. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1169. }
  1170. break;
  1171. case RA_SENSITIVEKEEN:
  1172. if( rnd()%100 < 8 * skill_lv )
  1173. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1174. break;
  1175. case RA_FIRINGTRAP:
  1176. case RA_ICEBOUNDTRAP:
  1177. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1178. break;
  1179. case NC_PILEBUNKER:
  1180. if( rnd()%100 < 25 + 15*skill_lv ) {
  1181. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1182. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1183. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1184. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1185. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1186. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1187. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1188. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1189. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1190. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1191. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1192. }
  1193. break;
  1194. case NC_FLAMELAUNCHER:
  1195. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1196. break;
  1197. case NC_COLDSLOWER:
  1198. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1199. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1200. break;
  1201. case NC_POWERSWING:
  1202. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1203. if( rnd()%100 < 5*skill_lv )
  1204. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1205. break;
  1206. case GC_WEAPONCRUSH:
  1207. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1208. break;
  1209. case LG_SHIELDPRESS:
  1210. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1211. break;
  1212. case LG_PINPOINTATTACK:
  1213. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1214. switch( skill_lv ) {
  1215. case 1:
  1216. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1217. break;
  1218. case 2:
  1219. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1220. break;
  1221. case 3:
  1222. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1223. break;
  1224. case 4:
  1225. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1226. break;
  1227. case 5:
  1228. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1229. break;
  1230. }
  1231. break;
  1232. case LG_MOONSLASHER:
  1233. rate = 32 + 8 * skill_lv;
  1234. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1235. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1236. else if( dstmd && !is_boss(bl) )
  1237. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1238. break;
  1239. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1240. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1241. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1242. break;
  1243. case LG_EARTHDRIVE:
  1244. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1245. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1246. break;
  1247. case LG_HESPERUSLIT:
  1248. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1249. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1250. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1251. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1252. break;
  1253. case SR_DRAGONCOMBO:
  1254. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1255. break;
  1256. case SR_FALLENEMPIRE:
  1257. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1258. break;
  1259. case SR_WINDMILL:
  1260. if( dstsd )
  1261. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1262. else if( dstmd && !is_boss(bl) )
  1263. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1264. break;
  1265. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1266. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1267. break;
  1268. case SR_EARTHSHAKER:
  1269. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case SR_HOWLINGOFLION:
  1272. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1273. break;
  1274. case WM_SOUND_OF_DESTRUCTION:
  1275. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1276. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1277. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1278. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1279. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1280. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1281. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1282. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1283. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1284. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1285. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1286. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1287. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1288. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1289. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1290. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1291. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1292. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1293. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1294. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1295. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1296. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1297. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1298. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1299. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1300. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1301. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1302. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1303. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1304. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1305. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1306. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1307. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1308. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1309. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1310. }
  1311. break;
  1312. case SO_EARTHGRAVE:
  1313. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1314. break;
  1315. case SO_DIAMONDDUST:
  1316. rate = 5 + 5 * skill_lv;
  1317. if( sc && sc->data[SC_COOLER_OPTION] )
  1318. rate += (sd ? sd->status.job_level / 5 : 0);
  1319. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1320. break;
  1321. case SO_VARETYR_SPEAR:
  1322. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1323. break;
  1324. case GN_SLINGITEM_RANGEMELEEATK:
  1325. if( sd ) {
  1326. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1327. case ITEMID_COCONUT_BOMB:
  1328. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1329. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1330. break;
  1331. case ITEMID_MELON_BOMB:
  1332. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1333. break;
  1334. case ITEMID_BANANA_BOMB:
  1335. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1336. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1337. break;
  1338. }
  1339. sd->itemid = -1;
  1340. }
  1341. break;
  1342. case GN_HELLS_PLANT_ATK:
  1343. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1344. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1345. break;
  1346. case EL_WIND_SLASH: // Non confirmed rate.
  1347. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1348. break;
  1349. case EL_STONE_HAMMER:
  1350. rate = 10 * skill_lv;
  1351. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1352. break;
  1353. case EL_ROCK_CRUSHER:
  1354. case EL_ROCK_CRUSHER_ATK:
  1355. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1356. break;
  1357. case EL_TYPOON_MIS:
  1358. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1359. break;
  1360. case KO_JYUMONJIKIRI:
  1361. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1362. break;
  1363. case KO_SETSUDAN:
  1364. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1365. break;
  1366. case KO_MAKIBISHI:
  1367. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1368. break;
  1369. case MH_LAVA_SLIDE:
  1370. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1371. break;
  1372. case MH_STAHL_HORN:
  1373. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1374. break;
  1375. case MH_NEEDLE_OF_PARALYZE:
  1376. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1377. break;
  1378. case MH_SILVERVEIN_RUSH:
  1379. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1380. break;
  1381. case MH_MIDNIGHT_FRENZY:
  1382. {
  1383. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1384. int spiritball = (hd?hd->homunculus.spiritball:1);
  1385. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1386. }
  1387. break;
  1388. case MH_XENO_SLASHER:
  1389. sc_start4(src,bl,SC_BLEEDING,10 * skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1390. break;
  1391. case WL_HELLINFERNO:
  1392. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1393. break;
  1394. case NC_MAGMA_ERUPTION:
  1395. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1396. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1397. break;
  1398. case GC_DARKCROW:
  1399. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1400. break;
  1401. case GN_ILLUSIONDOPING:
  1402. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1403. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1404. break;
  1405. case RL_MASS_SPIRAL:
  1406. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1407. break;
  1408. case RL_SLUGSHOT:
  1409. if (bl->type != BL_PC)
  1410. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1411. break;
  1412. case RL_BANISHING_BUSTER:
  1413. {
  1414. //kRO update 2014-02-12. 100% chance to remove random buff(s) (1/2/3/4/5)
  1415. //TODO:
  1416. //- Confirm the removeable buffs. I'm using SA_DISPEL behavior
  1417. //- Make this removes 'random' buffs
  1418. uint16 i, n = skill_lv;
  1419. if (!tsc || !tsc->count)
  1420. break;
  1421. if (status_isimmune(bl))
  1422. break;
  1423. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1424. if (sd)
  1425. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1426. break;
  1427. }
  1428. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1429. if (!tsc->data[i])
  1430. continue;
  1431. switch (i) {
  1432. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1433. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1434. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1435. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1436. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1437. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1438. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1439. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  1440. case SC_EDP: case SC_AUTOBERSERK:
  1441. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1442. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1443. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1444. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1445. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1446. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1447. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1448. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1449. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1450. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1451. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1452. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1453. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1454. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1455. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1456. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1457. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  1458. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1459. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  1460. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  1461. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  1462. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  1463. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  1464. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  1465. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  1466. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1467. case SC_HAWKEYES: case SC_PUSH_CART:
  1468. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  1469. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  1470. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  1471. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  1472. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  1473. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  1474. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  1475. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1476. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  1477. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  1478. case SC_H_MINE: case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  1479. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1480. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  1481. #ifdef RENEWAL
  1482. case SC_EXTREMITYFIST2:
  1483. #endif
  1484. continue;
  1485. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1486. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1487. case SC_FORTUNE: case SC_SERVICE4U:
  1488. if(tsc->data[i]->val4==0)
  1489. continue; //if in song-area don't end it
  1490. break;
  1491. case SC_ASSUMPTIO:
  1492. if( bl->type == BL_MOB )
  1493. continue;
  1494. break;
  1495. }
  1496. 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.
  1497. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  1498. n--;
  1499. }
  1500. //Remove bonus_script by Banishing Buster
  1501. if (dstsd)
  1502. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1503. }
  1504. break;
  1505. case RL_S_STORM:
  1506. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1507. {
  1508. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1509. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1510. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1511. BCT_ENEMY);
  1512. }
  1513. break;
  1514. case RL_AM_BLAST:
  1515. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1516. break;
  1517. case RL_HAMMER_OF_GOD:
  1518. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1519. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1520. break;
  1521. } //end switch skill_id
  1522. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1523. { //Pass heritage to Master for status causing effects. [Skotlex]
  1524. sd = map_id2sd(md->master_id);
  1525. src = sd?&sd->bl:src;
  1526. }
  1527. if( attack_type&BF_WEAPON )
  1528. { // Coma, Breaking Equipment
  1529. if( sd && sd->special_state.bonus_coma )
  1530. {
  1531. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1532. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1533. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1534. if (rate)
  1535. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1536. }
  1537. if( sd && battle_config.equip_self_break_rate )
  1538. { // Self weapon breaking
  1539. rate = battle_config.equip_natural_break_rate;
  1540. if( sc )
  1541. {
  1542. if(sc->data[SC_GIANTGROWTH])
  1543. rate += 10;
  1544. if(sc->data[SC_OVERTHRUST])
  1545. rate += 10;
  1546. if(sc->data[SC_MAXOVERTHRUST])
  1547. rate += 10;
  1548. }
  1549. if( rate )
  1550. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1551. }
  1552. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1553. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1554. // Target weapon breaking
  1555. rate = 0;
  1556. if( sd )
  1557. rate += sd->bonus.break_weapon_rate;
  1558. if( sc && sc->data[SC_MELTDOWN] )
  1559. rate += sc->data[SC_MELTDOWN]->val2;
  1560. if( rate )
  1561. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1562. // Target armor breaking
  1563. rate = 0;
  1564. if( sd )
  1565. rate += sd->bonus.break_armor_rate;
  1566. if( sc && sc->data[SC_MELTDOWN] )
  1567. rate += sc->data[SC_MELTDOWN]->val3;
  1568. if( rate )
  1569. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1570. }
  1571. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1572. if (sd->def_set_race[tstatus->race].rate)
  1573. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1574. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1575. if (sd->def_set_race[tstatus->race].rate)
  1576. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1577. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1578. }
  1579. }
  1580. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1581. struct unit_data *ud = unit_bl2ud(src);
  1582. if( sc->data[SC_WILD_STORM_OPTION] )
  1583. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1584. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1585. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1586. else if( sc->data[SC_TROPIC_OPTION] )
  1587. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1588. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1589. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1590. else
  1591. skill = 0;
  1592. if ( rnd()%100 < 25 && skill ){
  1593. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1594. if (ud) {
  1595. rate = skill_delayfix(src, skill, skill_lv);
  1596. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1597. ud->canact_tick = tick+rate;
  1598. if ( battle_config.display_status_timers )
  1599. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1600. }
  1601. }
  1602. }
  1603. }
  1604. // Autospell when attacking
  1605. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1606. {
  1607. struct block_list *tbl;
  1608. struct unit_data *ud;
  1609. int i, autospl_skill_lv, type;
  1610. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1611. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1612. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1613. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1614. continue; // one or more trigger conditions were not fulfilled
  1615. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1616. sd->state.autocast = 1;
  1617. if ( skill_isNotOk(skill, sd) )
  1618. continue;
  1619. sd->state.autocast = 0;
  1620. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1621. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1622. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1623. if (rnd()%1000 >= rate)
  1624. continue;
  1625. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1626. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1627. int maxcount = 0;
  1628. if( !(BL_PC&battle_config.skill_reiteration) &&
  1629. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1630. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1631. )
  1632. continue;
  1633. if( BL_PC&battle_config.skill_nofootset &&
  1634. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1635. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1636. )
  1637. continue;
  1638. if( BL_PC&battle_config.land_skill_limit &&
  1639. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1640. ) {
  1641. int v;
  1642. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1643. if(sd->ud.skillunit[v]->skill_id == skill)
  1644. maxcount--;
  1645. }
  1646. if( maxcount == 0 )
  1647. continue;
  1648. }
  1649. }
  1650. if( battle_config.autospell_check_range &&
  1651. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1652. continue;
  1653. if (skill == AS_SONICBLOW)
  1654. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1655. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1656. type = CAST_GROUND;
  1657. sd->state.autocast = 1;
  1658. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1659. skill_toggle_magicpower(src, skill);
  1660. switch (type) {
  1661. case CAST_GROUND:
  1662. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1663. break;
  1664. case CAST_NODAMAGE:
  1665. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1666. break;
  1667. case CAST_DAMAGE:
  1668. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1669. break;
  1670. }
  1671. sd->state.autocast = 0;
  1672. //Set canact delay. [Skotlex]
  1673. ud = unit_bl2ud(src);
  1674. if (ud) {
  1675. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1676. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1677. ud->canact_tick = tick+rate;
  1678. if ( battle_config.display_status_timers && sd )
  1679. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1680. }
  1681. }
  1682. }
  1683. }
  1684. //Autobonus when attacking
  1685. if( sd && sd->autobonus[0].rate )
  1686. {
  1687. int i;
  1688. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1689. {
  1690. if( rnd()%1000 >= sd->autobonus[i].rate )
  1691. continue;
  1692. if( sd->autobonus[i].active != INVALID_TIMER )
  1693. continue;
  1694. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1695. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1696. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1697. continue; // one or more trigger conditions were not fulfilled
  1698. pc_exeautobonus(sd,&sd->autobonus[i]);
  1699. }
  1700. }
  1701. //Polymorph
  1702. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1703. dstmd && !(tstatus->mode&MD_BOSS) &&
  1704. (rnd()%10000 < sd->bonus.classchange))
  1705. {
  1706. struct mob_db *mob;
  1707. int class_;
  1708. skill = 0;
  1709. do {
  1710. do {
  1711. class_ = rnd() % MAX_MOB_DB;
  1712. } while (!mobdb_checkid(class_));
  1713. rate = rnd() % 1000000;
  1714. mob = mob_db(class_);
  1715. } while (
  1716. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1717. (skill++) < 2000);
  1718. if (skill < 2000)
  1719. mob_class_change(dstmd,class_);
  1720. }
  1721. return 0;
  1722. }
  1723. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1724. uint8 i;
  1725. struct block_list *tbl;
  1726. if( sd == NULL || !skill_id )
  1727. return 0;
  1728. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1729. int skill, skill_lv, type;
  1730. if( sd->autospell3[i].flag != skill_id )
  1731. continue;
  1732. if( sd->autospell3[i].lock )
  1733. continue; // autospell already being executed
  1734. skill = sd->autospell3[i].id;
  1735. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1736. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1737. continue;
  1738. sd->state.autocast = 0;
  1739. if( skill >= 0 && bl == NULL )
  1740. continue; // No target
  1741. if( rnd()%1000 >= sd->autospell3[i].rate )
  1742. continue;
  1743. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1744. if( skill < 0 ) {
  1745. tbl = &sd->bl;
  1746. skill *= -1;
  1747. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1748. }
  1749. else
  1750. tbl = bl;
  1751. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1752. int maxcount = 0;
  1753. if( !(BL_PC&battle_config.skill_reiteration) &&
  1754. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1755. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1756. continue;
  1757. if( BL_PC&battle_config.skill_nofootset &&
  1758. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1759. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1760. continue;
  1761. if( BL_PC&battle_config.land_skill_limit &&
  1762. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1763. {
  1764. int v;
  1765. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1766. if(sd->ud.skillunit[v]->skill_id == skill)
  1767. maxcount--;
  1768. }
  1769. if( maxcount == 0 )
  1770. continue;
  1771. }
  1772. }
  1773. if( battle_config.autospell_check_range &&
  1774. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1775. continue;
  1776. sd->state.autocast = 1;
  1777. sd->autospell3[i].lock = true;
  1778. skill_consume_requirement(sd,skill,skill_lv,1);
  1779. switch( type ) {
  1780. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1781. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1782. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1783. }
  1784. sd->autospell3[i].lock = false;
  1785. sd->state.autocast = 0;
  1786. }
  1787. if( sd && sd->autobonus3[0].rate ) {
  1788. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1789. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1790. continue;
  1791. if( sd->autobonus3[i].active != INVALID_TIMER )
  1792. continue;
  1793. if( sd->autobonus3[i].atk_type != skill_id )
  1794. continue;
  1795. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1796. }
  1797. }
  1798. return 1;
  1799. }
  1800. /* Splitted off from skill_additional_effect, which is never called when the
  1801. * attack skill kills the enemy. Place in this function counter status effects
  1802. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1803. * from cards) that will take effect on the source, not the target. [Skotlex]
  1804. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1805. * type of skills, so not every instance of skill_additional_effect needs a call
  1806. * to this one.
  1807. */
  1808. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1809. {
  1810. int rate;
  1811. struct map_session_data *sd=NULL;
  1812. struct map_session_data *dstsd=NULL;
  1813. nullpo_ret(src);
  1814. nullpo_ret(bl);
  1815. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1816. sd = BL_CAST(BL_PC, src);
  1817. dstsd = BL_CAST(BL_PC, bl);
  1818. if(dstsd && attack_type&BF_WEAPON)
  1819. { //Counter effects.
  1820. enum sc_type type;
  1821. int i, time;
  1822. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1823. {
  1824. rate = dstsd->addeff2[i].rate;
  1825. if (attack_type&BF_LONG)
  1826. rate+=dstsd->addeff2[i].arrow_rate;
  1827. if (!rate) continue;
  1828. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1829. { //Trigger has range consideration.
  1830. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1831. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1832. continue; //Range Failed.
  1833. }
  1834. type = dstsd->addeff2[i].id;
  1835. time = skill_get_time2(status_sc2skill(type),7);
  1836. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1837. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1838. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1839. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1840. }
  1841. }
  1842. switch(skill_id) {
  1843. case MO_EXTREMITYFIST:
  1844. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1845. break;
  1846. case GS_FULLBUSTER:
  1847. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1848. break;
  1849. case HFLI_SBR44: //[orn]
  1850. case HVAN_EXPLOSION:
  1851. if(src->type == BL_HOM){
  1852. TBL_HOM *hd = (TBL_HOM*)src;
  1853. hd->homunculus.intimacy = 200;
  1854. if (hd->master)
  1855. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1856. }
  1857. break;
  1858. case CR_GRANDCROSS:
  1859. case NPC_GRANDDARKNESS:
  1860. attack_type |= BF_WEAPON;
  1861. break;
  1862. case LG_HESPERUSLIT:
  1863. {
  1864. struct status_change *sc = status_get_sc(src);
  1865. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1866. char i;
  1867. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1868. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1869. }
  1870. }
  1871. break;
  1872. }
  1873. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1874. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1875. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  1876. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1877. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1878. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1879. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1880. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1881. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1882. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1883. }
  1884. if( sd && status_isdead(bl) ) {
  1885. int sp = 0, hp = 0;
  1886. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1887. sp += sd->bonus.sp_gain_value;
  1888. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1889. hp += sd->bonus.hp_gain_value;
  1890. }
  1891. if( attack_type&BF_MAGIC ) {
  1892. sp += sd->bonus.magic_sp_gain_value;
  1893. hp += sd->bonus.magic_hp_gain_value;
  1894. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1895. struct status_change *sc = NULL;
  1896. if( ( sc = status_get_sc(src) ) ) {
  1897. if(sc->data[SC_SPIRIT] &&
  1898. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1899. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1900. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1901. }
  1902. }
  1903. }
  1904. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1905. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1906. }
  1907. }
  1908. // Trigger counter-spells to retaliate against damage causing skills.
  1909. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1910. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1911. {
  1912. struct block_list *tbl;
  1913. struct unit_data *ud;
  1914. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  1915. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1916. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1917. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1918. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1919. continue; // one or more trigger conditions were not fulfilled
  1920. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1921. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1922. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1923. autospl_rate = dstsd->autospell2[i].rate;
  1924. if (attack_type&BF_LONG)
  1925. autospl_rate>>=1;
  1926. dstsd->state.autocast = 1;
  1927. if ( skill_isNotOk(autospl_skill_id, dstsd) )
  1928. continue;
  1929. dstsd->state.autocast = 0;
  1930. if (rnd()%1000 >= autospl_rate)
  1931. continue;
  1932. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1933. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  1934. int maxcount = 0;
  1935. if( !(BL_PC&battle_config.skill_reiteration) &&
  1936. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  1937. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  1938. )
  1939. continue;
  1940. if( BL_PC&battle_config.skill_nofootset &&
  1941. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  1942. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  1943. )
  1944. continue;
  1945. if( BL_PC&battle_config.land_skill_limit &&
  1946. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  1947. ) {
  1948. int v;
  1949. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1950. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  1951. maxcount--;
  1952. }
  1953. if( maxcount == 0 ) {
  1954. continue;
  1955. }
  1956. }
  1957. }
  1958. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1959. continue;
  1960. dstsd->state.autocast = 1;
  1961. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  1962. switch (type) {
  1963. case CAST_GROUND:
  1964. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  1965. break;
  1966. case CAST_NODAMAGE:
  1967. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  1968. break;
  1969. case CAST_DAMAGE:
  1970. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  1971. break;
  1972. }
  1973. dstsd->state.autocast = 0;
  1974. //Set canact delay. [Skotlex]
  1975. ud = unit_bl2ud(bl);
  1976. if (ud) {
  1977. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  1978. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  1979. ud->canact_tick = tick+autospl_rate;
  1980. if ( battle_config.display_status_timers && dstsd )
  1981. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  1982. }
  1983. }
  1984. }
  1985. }
  1986. //Autobonus when attacked
  1987. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1988. int i;
  1989. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1990. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1991. continue;
  1992. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1993. continue;
  1994. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1995. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1996. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  1997. continue; // one or more trigger conditions were not fulfilled
  1998. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1999. }
  2000. }
  2001. return 0;
  2002. }
  2003. /*=========================================================================
  2004. Breaks equipment. On-non players causes the corresponding strip effect.
  2005. - rate goes from 0 to 10000 (100.00%)
  2006. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2007. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2008. --------------------------------------------------------------------------*/
  2009. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2010. {
  2011. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2012. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2013. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2014. struct status_change *sc = status_get_sc(bl);
  2015. int i;
  2016. TBL_PC *sd;
  2017. sd = BL_CAST(BL_PC, bl);
  2018. if (sc && !sc->count)
  2019. sc = NULL;
  2020. if (sd) {
  2021. if (sd->bonus.unbreakable_equip)
  2022. where &= ~sd->bonus.unbreakable_equip;
  2023. if (sd->bonus.unbreakable)
  2024. rate -= rate*sd->bonus.unbreakable/100;
  2025. if (where&EQP_WEAPON) {
  2026. switch (sd->status.weapon) {
  2027. case W_FIST: //Bare fists should not break :P
  2028. case W_1HAXE:
  2029. case W_2HAXE:
  2030. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2031. case W_2HMACE:
  2032. case W_STAFF:
  2033. case W_2HSTAFF:
  2034. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2035. case W_HUUMA:
  2036. where &= ~EQP_WEAPON;
  2037. }
  2038. }
  2039. }
  2040. if (flag&BCT_ENEMY) {
  2041. if (battle_config.equip_skill_break_rate != 100)
  2042. rate = rate*battle_config.equip_skill_break_rate/100;
  2043. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2044. if (battle_config.equip_self_break_rate != 100)
  2045. rate = rate*battle_config.equip_self_break_rate/100;
  2046. }
  2047. for (i = 0; i < 4; i++) {
  2048. if (where&where_list[i]) {
  2049. if (sc && sc->count && sc->data[scdef[i]])
  2050. where&=~where_list[i];
  2051. else if (rnd()%10000 >= rate)
  2052. where&=~where_list[i];
  2053. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2054. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2055. }
  2056. }
  2057. if (!where) //Nothing to break.
  2058. return 0;
  2059. if (sd) {
  2060. for (i = 0; i < EQI_MAX; i++) {
  2061. short j = sd->equip_index[i];
  2062. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2063. continue;
  2064. switch(i) {
  2065. case EQI_HEAD_TOP: //Upper Head
  2066. flag = (where&EQP_HELM);
  2067. break;
  2068. case EQI_ARMOR: //Body
  2069. flag = (where&EQP_ARMOR);
  2070. break;
  2071. case EQI_HAND_R: //Left/Right hands
  2072. case EQI_HAND_L:
  2073. flag = (
  2074. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2075. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2076. break;
  2077. case EQI_SHOES:
  2078. flag = (where&EQP_SHOES);
  2079. break;
  2080. case EQI_GARMENT:
  2081. flag = (where&EQP_GARMENT);
  2082. break;
  2083. default:
  2084. continue;
  2085. }
  2086. if (flag) {
  2087. sd->status.inventory[j].attribute = 1;
  2088. pc_unequipitem(sd, j, 3);
  2089. }
  2090. }
  2091. clif_equiplist(sd);
  2092. }
  2093. return where; //Return list of pieces broken.
  2094. }
  2095. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2096. {
  2097. struct status_change *sc;
  2098. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2099. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2100. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2101. int i;
  2102. if (rnd()%100 >= rate)
  2103. return 0;
  2104. sc = status_get_sc(bl);
  2105. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2106. return 0;
  2107. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2108. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2109. where&=~pos[i];
  2110. }
  2111. if (!where) return 0;
  2112. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2113. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2114. where&=~pos[i];
  2115. }
  2116. return where?1:0;
  2117. }
  2118. /* Stores temporary values.
  2119. * Common usages:
  2120. * [0] holds number of targets in area
  2121. * [1] holds the id of the original target
  2122. * [2] counts how many targets have already been processed
  2123. */
  2124. static int skill_area_temp[8];
  2125. /**
  2126. Used to knock back players, monsters, traps, etc
  2127. * @param src Object that give knock back
  2128. * @param target Object that receive knock back
  2129. * @param count Number of knock back cell requested
  2130. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2131. * @param flag
  2132. 0x01 - position update packets must not be sent;
  2133. 0x02 - ignores players' special_state.no_knockback;
  2134. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2135. 0x04 - at WOE/BG map;
  2136. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2137. 0x10 - if target has 'special_state.no_knockback';
  2138. 0x20 - if target is in Basilica area;
  2139. * @return Number of knocked back cells done
  2140. */
  2141. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2142. {
  2143. int dx = 0, dy = 0;
  2144. nullpo_ret(src);
  2145. nullpo_ret(target);
  2146. if (!count)
  2147. return count; // Actual knockback distance is 0.
  2148. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  2149. return ((flag&0x04) ? count : 0); // No knocking back in WoE
  2150. switch (target->type) {
  2151. case BL_MOB: {
  2152. struct mob_data* md = BL_CAST(BL_MOB, target);
  2153. if( md->mob_id == MOBID_EMPERIUM )
  2154. return count;
  2155. // Bosses or imune can't be knocked-back
  2156. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  2157. return ((flag&0x08) ? count : 0);
  2158. }
  2159. break;
  2160. case BL_PC: {
  2161. struct map_session_data *sd = BL_CAST(BL_PC, target);
  2162. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  2163. return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2164. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  2165. return ((flag&0x10) ? count : 0);
  2166. }
  2167. break;
  2168. case BL_SKILL: {
  2169. struct skill_unit* su = NULL;
  2170. su = (struct skill_unit *)target;
  2171. if (su && su->group && skill_get_unit_flag(su->group->skill_id)&UF_NOKNOCKBACK)
  2172. return count; // Cannot be knocked back
  2173. }
  2174. break;
  2175. }
  2176. if (dir == -1) // <optimized>: do the computation here instead of outside
  2177. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2178. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2179. dx = -dirx[dir];
  2180. dy = -diry[dir];
  2181. }
  2182. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2183. }
  2184. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2185. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2186. // In case of success returns type of reflection, otherwise 0
  2187. // 1 - Regular reflection (Maya)
  2188. // 2 - SL_KAITE reflection
  2189. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2190. {
  2191. struct status_change *sc = status_get_sc(bl);
  2192. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2193. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2194. return 0;
  2195. // item-based reflection
  2196. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2197. return 1;
  2198. if( is_boss(src) )
  2199. return 0;
  2200. // status-based reflection
  2201. if( !sc || sc->count == 0 )
  2202. return 0;
  2203. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2204. return 1;
  2205. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2206. {// Kaite only works against non-players if they are low-level.
  2207. clif_specialeffect(bl, 438, AREA);
  2208. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2209. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2210. return 2;
  2211. }
  2212. return 0;
  2213. }
  2214. /**
  2215. * Checks whether a skill can be used in combos or not
  2216. * @param skill_id: Target skill
  2217. * @return true: Skill is a combo, false: otherwise
  2218. * @author Panikon
  2219. */
  2220. bool skill_is_combo(uint16 skill_id) {
  2221. switch(skill_id) {
  2222. case MO_CHAINCOMBO:
  2223. case MO_COMBOFINISH:
  2224. case CH_TIGERFIST:
  2225. case CH_CHAINCRUSH:
  2226. case MO_EXTREMITYFIST:
  2227. case TK_TURNKICK:
  2228. case TK_STORMKICK:
  2229. case TK_DOWNKICK:
  2230. case TK_COUNTER:
  2231. case TK_JUMPKICK:
  2232. case HT_POWER:
  2233. case GC_COUNTERSLASH:
  2234. case GC_WEAPONCRUSH:
  2235. case SR_FALLENEMPIRE:
  2236. case SR_DRAGONCOMBO:
  2237. case SR_TIGERCANNON:
  2238. case SR_GATEOFHELL:
  2239. return true;
  2240. }
  2241. return false;
  2242. }
  2243. /*
  2244. * Combo handler, start stop combo status
  2245. */
  2246. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2247. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2248. switch (skill_id) {
  2249. case MH_MIDNIGHT_FRENZY:
  2250. case MH_EQC:{
  2251. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2252. int idx = skill_id2 - HM_SKILLBASE;
  2253. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2254. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2255. sd = hd->master;
  2256. hd->homunculus.hskill[idx].flag= flag;
  2257. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2258. }
  2259. break;
  2260. case MO_COMBOFINISH:
  2261. case CH_TIGERFIST:
  2262. case CH_CHAINCRUSH:
  2263. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2264. break;
  2265. case TK_JUMPKICK:
  2266. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2267. break;
  2268. case MO_TRIPLEATTACK:
  2269. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2270. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2271. break;
  2272. case SR_FALLENEMPIRE:
  2273. if (sd){
  2274. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2275. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2276. }
  2277. break;
  2278. }
  2279. }
  2280. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2281. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2282. struct status_change_entry *sce;
  2283. TBL_PC *sd = BL_CAST(BL_PC,src);
  2284. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2285. struct status_change *sc = status_get_sc(src);
  2286. if(sc == NULL) return;
  2287. //End previous combo state after skill is invoked
  2288. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2289. switch (skill_id) {
  2290. case TK_TURNKICK:
  2291. case TK_STORMKICK:
  2292. case TK_DOWNKICK:
  2293. case TK_COUNTER:
  2294. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2295. sce->val1 = skill_id; //Update combo-skill
  2296. sce->val3 = skill_id;
  2297. if( sce->timer != INVALID_TIMER )
  2298. delete_timer(sce->timer, status_change_timer);
  2299. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2300. break;
  2301. }
  2302. unit_cancel_combo(src); // Cancel combo wait
  2303. break;
  2304. default:
  2305. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2306. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2307. }
  2308. }
  2309. //start new combo
  2310. if(sd){ //player only
  2311. switch(skill_id) {
  2312. case MO_TRIPLEATTACK:
  2313. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2314. duration=1;
  2315. break;
  2316. case MO_CHAINCOMBO:
  2317. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2318. duration=1;
  2319. break;
  2320. case MO_COMBOFINISH:
  2321. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2322. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2323. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2324. duration=1;
  2325. case CH_TIGERFIST:
  2326. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2327. duration=1;
  2328. case CH_CHAINCRUSH:
  2329. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2330. duration=1;
  2331. break;
  2332. case AC_DOUBLE: {
  2333. unsigned char race = status_get_race(bl);
  2334. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2335. duration = 2000;
  2336. break;
  2337. }
  2338. case SR_DRAGONCOMBO:
  2339. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2340. duration = 1;
  2341. break;
  2342. case SR_FALLENEMPIRE:
  2343. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2344. duration = 1;
  2345. break;
  2346. }
  2347. }
  2348. else { //other
  2349. switch(skill_id) {
  2350. case MH_TINDER_BREAKER:
  2351. case MH_CBC:
  2352. case MH_SONIC_CRAW:
  2353. case MH_SILVERVEIN_RUSH:
  2354. if(hd->homunculus.spiritball > 0) duration = 2000;
  2355. delay=1;
  2356. break;
  2357. case MH_EQC:
  2358. case MH_MIDNIGHT_FRENZY:
  2359. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2360. delay=1;
  2361. break;
  2362. }
  2363. }
  2364. if (duration) { //Possible to chain
  2365. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2366. duration = max(1,duration);
  2367. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2368. clif_combo_delay(src, duration);
  2369. }
  2370. }
  2371. /**
  2372. * Copy skill by Plagiarism or Reproduce
  2373. * @param src: The caster
  2374. * @param bl: The target
  2375. * @param skill_id: Skill that casted
  2376. * @param skill_lv: Skill level of the casted skill
  2377. */
  2378. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2379. {
  2380. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2381. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2382. return;
  2383. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2384. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2385. return;
  2386. else {
  2387. uint16 idx;
  2388. unsigned char lv;
  2389. // Copy Referal: dummy skills should point to their source upon copying
  2390. switch (skill_id) {
  2391. case AB_DUPLELIGHT_MELEE:
  2392. case AB_DUPLELIGHT_MAGIC:
  2393. skill_id = AB_DUPLELIGHT;
  2394. break;
  2395. case WL_CHAINLIGHTNING_ATK:
  2396. skill_id = WL_CHAINLIGHTNING;
  2397. break;
  2398. case LG_OVERBRAND_BRANDISH:
  2399. case LG_OVERBRAND_PLUSATK:
  2400. skill_id = LG_OVERBRAND;
  2401. break;
  2402. case WM_REVERBERATION_MELEE:
  2403. case WM_REVERBERATION_MAGIC:
  2404. skill_id = WM_REVERBERATION;
  2405. break;
  2406. case WM_SEVERE_RAINSTORM_MELEE:
  2407. skill_id = WM_SEVERE_RAINSTORM;
  2408. break;
  2409. case GN_CRAZYWEED_ATK:
  2410. skill_id = GN_CRAZYWEED;
  2411. break;
  2412. case GN_HELLS_PLANT_ATK:
  2413. skill_id = GN_HELLS_PLANT;
  2414. break;
  2415. case GN_SLINGITEM_RANGEMELEEATK:
  2416. skill_id = GN_SLINGITEM;
  2417. break;
  2418. }
  2419. //Use skill index, avoiding out-of-bound array [Cydh]
  2420. if (!(idx = skill_get_index(skill_id)))
  2421. return;
  2422. switch (skill_isCopyable(tsd,skill_id)) {
  2423. case 1: //Copied by Plagiarism
  2424. {
  2425. if (tsd->cloneskill_idx >= 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2426. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2427. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2428. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2429. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2430. }
  2431. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2432. tsd->cloneskill_idx = idx;
  2433. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2434. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2435. }
  2436. break;
  2437. case 2: //Copied by Reproduce
  2438. {
  2439. struct status_change *tsc = status_get_sc(bl);
  2440. //Already did SC check
  2441. //Skill level copied depends on Reproduce skill that used
  2442. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2443. if( tsd->reproduceskill_idx >= 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2444. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2445. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2446. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2447. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2448. }
  2449. //Level dependent and limitation.
  2450. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2451. lv = min(lv,skill_get_max(skill_id));
  2452. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2453. lv = min(lv,skill_lv);
  2454. tsd->reproduceskill_idx = idx;
  2455. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2456. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2457. }
  2458. break;
  2459. default: return;
  2460. }
  2461. tsd->status.skill[idx].id = skill_id;
  2462. tsd->status.skill[idx].lv = lv;
  2463. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2464. clif_addskill(tsd,skill_id);
  2465. }
  2466. }
  2467. /**
  2468. * Knockback the target on skill_attack
  2469. * @param src is the master behind the attack
  2470. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2471. * @param target is the target to be attacked.
  2472. * @param blewcount
  2473. * @param skill_id
  2474. * @param skill_lv
  2475. * @param damage
  2476. * @param tick
  2477. * @param flag can hold a bunch of information:
  2478. */
  2479. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) {
  2480. int8 dir = -1; // Default direction
  2481. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2482. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2483. if (!blewcount || target == dsrc || status_isdead(target))
  2484. return;
  2485. // Skill specific direction
  2486. switch (skill_id) {
  2487. case MG_FIREWALL:
  2488. case PR_SANCTUARY:
  2489. case GN_WALLOFTHORN:
  2490. case EL_FIRE_MANTLE:
  2491. dir = unit_getdir(target); // Backwards
  2492. break;
  2493. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2494. case WZ_STORMGUST:
  2495. dir = rand()%8;
  2496. break;
  2497. case WL_CRIMSONROCK:
  2498. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2499. break;
  2500. case MC_CARTREVOLUTION:
  2501. if (battle_config.cart_revo_knockback)
  2502. dir = 6; // Official servers push target to the West
  2503. break;
  2504. case AC_SHOWER:
  2505. if (!battle_config.arrow_shower_knockback)
  2506. dir = map_calc_dir(target, src->x, src->y);
  2507. break;
  2508. }
  2509. // Blown-specific handling
  2510. switch( skill_id ) {
  2511. case LG_OVERBRAND_BRANDISH:
  2512. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2513. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2514. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2515. break;
  2516. case SR_KNUCKLEARROW:
  2517. {
  2518. short x = target->x, y = target->y;
  2519. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2520. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2521. // (bugreport:9096)
  2522. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2523. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2524. dir_ka = -1;
  2525. // Move attacker to the target position after knocked back
  2526. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2527. clif_blown(src);
  2528. }
  2529. break;
  2530. case RL_R_TRIP:
  2531. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2532. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2533. break;
  2534. case RL_SLUGSHOT:
  2535. skill_blown(dsrc,target,blewcount,dir, 0);
  2536. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2537. break;
  2538. default:
  2539. skill_blown(dsrc,target,blewcount,dir, 0);
  2540. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2541. TBL_SKILL *su = (TBL_SKILL*)target;
  2542. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2543. skill_blown(src, target, 3, -1, 0);
  2544. }
  2545. break;
  2546. }
  2547. clif_fixpos(target);
  2548. }
  2549. /*
  2550. * =========================================================================
  2551. * Does a skill attack with the given properties.
  2552. * @param src is the master behind the attack (player/mob/pet)
  2553. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2554. * @param bl is the target to be attacked.
  2555. * @param flag can hold a bunch of information:
  2556. * flag&1
  2557. * flag&2 - Disable re-triggered by double casting
  2558. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2559. *
  2560. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2561. * (usually holds number of targets, or just 1 for simple splash attacks)
  2562. *
  2563. * flag&0x1000 - Return 0 if damage was reflected
  2564. *
  2565. * Values from enum e_skill_display
  2566. * Values from enum e_battle_check_target
  2567. *-------------------------------------------------------------------------*/
  2568. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2569. {
  2570. struct Damage dmg;
  2571. struct status_data *sstatus, *tstatus;
  2572. struct status_change *tsc;
  2573. struct map_session_data *sd, *tsd;
  2574. int64 damage;
  2575. int8 rmdamage = 0;//magic reflected
  2576. int type;
  2577. bool shadow_flag = false;
  2578. bool additional_effects = true;
  2579. if(skill_id > 0 && !skill_lv)
  2580. return 0;
  2581. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2582. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2583. nullpo_ret(bl); //Target to be attacked.
  2584. if (src != dsrc) {
  2585. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2586. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2587. return 0;
  2588. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2589. //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]
  2590. if (!status_check_skilluse(src, bl, skill_id, 2))
  2591. return 0;
  2592. }
  2593. sd = BL_CAST(BL_PC, src);
  2594. tsd = BL_CAST(BL_PC, bl);
  2595. sstatus = status_get_status_data(src);
  2596. tstatus = status_get_status_data(bl);
  2597. tsc= status_get_sc(bl);
  2598. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2599. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2600. if (tsc && tsc->data[SC_TRICKDEAD])
  2601. return 0;
  2602. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2603. //Skotlex: Adjusted to the new system
  2604. if( src->type == BL_PET ) { // [Valaris]
  2605. struct pet_data *pd = (TBL_PET*)src;
  2606. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2607. int element = skill_get_ele(skill_id, skill_lv);
  2608. /*if (skill_id == -1) Does it ever worked?
  2609. element = sstatus->rhw.ele;*/
  2610. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2611. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2612. else
  2613. dmg.damage= skill_lv;
  2614. dmg.damage2=0;
  2615. dmg.div_= pd->a_skill->div_;
  2616. }
  2617. }
  2618. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2619. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2620. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2621. { //Magic reflection, switch caster/target
  2622. struct block_list *tbl = bl;
  2623. rmdamage = 1;
  2624. bl = src;
  2625. src = tbl;
  2626. dsrc = tbl;
  2627. sd = BL_CAST(BL_PC, src);
  2628. tsd = BL_CAST(BL_PC, bl);
  2629. tsc = status_get_sc(bl);
  2630. if (tsc && !tsc->count)
  2631. tsc = NULL; //Don't need it.
  2632. /* bugreport:2564 flag&2 disables double casting trigger */
  2633. flag |= 2;
  2634. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2635. flag |= 4;
  2636. //Spirit of Wizard blocks Kaite's reflection
  2637. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2638. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2639. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2640. if (type >= 0) {
  2641. if ( tsd )
  2642. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2643. dmg.damage = dmg.damage2 = 0;
  2644. dmg.dmg_lv = ATK_MISS;
  2645. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2646. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2647. }
  2648. } else if( type != 2 ) /* Kaite bypasses */
  2649. additional_effects = false;
  2650. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2651. #if MAGIC_REFLECTION_TYPE
  2652. #ifdef RENEWAL
  2653. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2654. #else
  2655. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2656. // regardless of caster's equipment (Aegis 11.1)
  2657. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2658. #endif
  2659. short s_ele = skill_get_ele(skill_id, skill_lv);
  2660. if (s_ele == -1) // the skill takes the weapon's element
  2661. s_ele = sstatus->rhw.ele;
  2662. else if (s_ele == -2) //Use status element
  2663. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2664. else if( s_ele == -3 ) //Use random element
  2665. s_ele = rnd()%ELE_ALL;
  2666. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2667. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2668. struct status_data *status = status_get_status_data(bl);
  2669. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2670. per /=20; //Uses 20% SP intervals.
  2671. //SP Cost: 1% + 0.5% per every 20% SP
  2672. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2673. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2674. //Reduction: 6% + 6% every 20%
  2675. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2676. }
  2677. }
  2678. #endif
  2679. }
  2680. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2681. int sp = skill_get_sp(skill_id,skill_lv);
  2682. dmg.damage = dmg.damage2 = 0;
  2683. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2684. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2685. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2686. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2687. status_heal(bl, 0, sp, 2);
  2688. }
  2689. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rand()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2690. dmg.damage = dmg.damage2 = 0;
  2691. dmg.dmg_lv = ATK_MISS;
  2692. }
  2693. }
  2694. damage = dmg.damage + dmg.damage2;
  2695. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2696. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2697. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2698. damage = 1;
  2699. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2700. struct block_list *nbl;
  2701. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2702. if( nbl ){ // Only one target is chosen.
  2703. damage = damage / 2; // Deflect half of the damage to a target nearby
  2704. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2705. }
  2706. }
  2707. //Skill hit type
  2708. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2709. switch( skill_id ) {
  2710. case SC_TRIANGLESHOT:
  2711. if( rnd()%100 > (1 + skill_lv) )
  2712. dmg.blewcount = 0;
  2713. break;
  2714. default:
  2715. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2716. dmg.blewcount = 0; //only pushback when it hit for other
  2717. break;
  2718. }
  2719. switch( skill_id ) {
  2720. case CR_GRANDCROSS:
  2721. case NPC_GRANDDARKNESS:
  2722. if( battle_config.gx_disptype)
  2723. dsrc = src;
  2724. if( src == bl)
  2725. type = 4;
  2726. else
  2727. flag|= SD_ANIMATION;
  2728. break;
  2729. case NJ_TATAMIGAESHI: //For correct knockback.
  2730. dsrc = src;
  2731. flag|= SD_ANIMATION;
  2732. break;
  2733. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2734. int level;
  2735. if( sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2736. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2737. }
  2738. break;
  2739. case SL_STIN:
  2740. case SL_STUN:
  2741. if (skill_lv >= 7) {
  2742. struct status_change *sc = status_get_sc(src);
  2743. if (sc && !sc->data[SC_SMA])
  2744. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2745. }
  2746. break;
  2747. case GS_FULLBUSTER:
  2748. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2749. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2750. break;
  2751. }
  2752. //combo handling
  2753. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2754. //Display damage.
  2755. switch( skill_id ) {
  2756. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2757. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2758. break;
  2759. //Skills that need be passed as a normal attack for the client to display correctly.
  2760. case HVAN_EXPLOSION:
  2761. case NPC_SELFDESTRUCTION:
  2762. if(src->type == BL_PC)
  2763. dmg.blewcount = 10;
  2764. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2765. // fall through
  2766. case KN_AUTOCOUNTER:
  2767. case NPC_CRITICALSLASH:
  2768. case TF_DOUBLE:
  2769. case GS_CHAINACTION:
  2770. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2771. break;
  2772. case AS_SPLASHER:
  2773. if( flag&SD_ANIMATION ) // the surrounding targets
  2774. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2775. else // the central target doesn't display an animation
  2776. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2777. break;
  2778. case WL_HELLINFERNO:
  2779. case SR_EARTHSHAKER:
  2780. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2781. break;
  2782. case WL_SOULEXPANSION:
  2783. case WL_COMET:
  2784. case KO_MUCHANAGE:
  2785. case NJ_HUUMA:
  2786. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2787. break;
  2788. case WL_CHAINLIGHTNING_ATK:
  2789. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2790. break;
  2791. case LG_OVERBRAND:
  2792. case LG_OVERBRAND_BRANDISH:
  2793. dmg.amotion = status_get_amotion(src) * 2;
  2794. case LG_OVERBRAND_PLUSATK:
  2795. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2796. break;
  2797. case EL_FIRE_BOMB:
  2798. case EL_FIRE_BOMB_ATK:
  2799. case EL_FIRE_WAVE:
  2800. case EL_FIRE_WAVE_ATK:
  2801. case EL_FIRE_MANTLE:
  2802. case EL_CIRCLE_OF_FIRE:
  2803. case EL_FIRE_ARROW:
  2804. case EL_ICE_NEEDLE:
  2805. case EL_WATER_SCREW:
  2806. case EL_WATER_SCREW_ATK:
  2807. case EL_WIND_SLASH:
  2808. case EL_TIDAL_WEAPON:
  2809. case EL_ROCK_CRUSHER:
  2810. case EL_ROCK_CRUSHER_ATK:
  2811. case EL_HURRICANE:
  2812. case EL_HURRICANE_ATK:
  2813. case KO_BAKURETSU:
  2814. case GN_CRAZYWEED_ATK:
  2815. case NC_MAGMA_ERUPTION:
  2816. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2817. break;
  2818. case GN_FIRE_EXPANSION_ACID:
  2819. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2820. break;
  2821. case GN_SLINGITEM_RANGEMELEEATK:
  2822. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2823. break;
  2824. case EL_STONE_RAIN:
  2825. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2826. break;
  2827. case WM_SEVERE_RAINSTORM_MELEE:
  2828. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6);
  2829. break;
  2830. case WM_REVERBERATION_MELEE:
  2831. case WM_REVERBERATION_MAGIC:
  2832. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2833. break;
  2834. case HT_CLAYMORETRAP:
  2835. case HT_BLASTMINE:
  2836. case HT_FLASHER:
  2837. case HT_FREEZINGTRAP:
  2838. case RA_CLUSTERBOMB:
  2839. case RA_FIRINGTRAP:
  2840. case RA_ICEBOUNDTRAP:
  2841. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2842. if( dsrc != src ) // avoid damage display redundancy
  2843. break;
  2844. case HT_LANDMINE:
  2845. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2846. break;
  2847. case WZ_SIGHTBLASTER:
  2848. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2849. break;
  2850. case RL_R_TRIP_PLUSATK:
  2851. case RL_BANISHING_BUSTER:
  2852. case RL_S_STORM:
  2853. case RL_SLUGSHOT:
  2854. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2855. break;
  2856. case AB_DUPLELIGHT_MELEE:
  2857. case AB_DUPLELIGHT_MAGIC:
  2858. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2859. default:
  2860. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2861. type = 5;
  2862. if( bl->type == BL_SKILL ){
  2863. TBL_SKILL *su = (TBL_SKILL*)bl;
  2864. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2865. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2866. }
  2867. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2868. break;
  2869. }
  2870. map_freeblock_lock();
  2871. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)].copyable.option && //Only copy skill that copyable [Cydh]
  2872. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2873. skill_do_copy(src,bl,skill_id,skill_lv);
  2874. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2875. { //Skills with can't walk delay also stop normal attacking for that
  2876. //duration when the attack connects. [Skotlex]
  2877. struct unit_data *ud = unit_bl2ud(src);
  2878. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2879. ud->attackabletime = tick + type;
  2880. }
  2881. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2882. // Instant damage
  2883. if( !dmg.amotion ) {
  2884. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag )
  2885. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2886. if( !status_isdead(bl) && additional_effects )
  2887. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2888. if( damage > 0 ) //Counter status effects [Skotlex]
  2889. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2890. }
  2891. // Blow!
  2892. if (!(flag&4))
  2893. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  2894. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2895. if( dmg.amotion ) {
  2896. if( shadow_flag ) {
  2897. if( !status_isdead(bl) && additional_effects )
  2898. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2899. if( dmg.flag > ATK_BLOCK )
  2900. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2901. } else
  2902. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2903. }
  2904. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2905. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2906. struct block_list *d_bl = map_id2bl(sce->val1);
  2907. if( d_bl && (
  2908. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2909. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2910. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2911. {
  2912. if(!rmdamage){
  2913. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2914. status_fix_damage(NULL,d_bl, damage, 0);
  2915. } else {
  2916. bool isDevotRdamage = false;
  2917. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rand()%100)
  2918. isDevotRdamage = true;
  2919. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  2920. // This check is only for magical skill.
  2921. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2922. clif_damage(bl,(!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2923. status_fix_damage(bl,(!isDevotRdamage) ? bl : d_bl, damage, 0);
  2924. }
  2925. }
  2926. else {
  2927. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2928. if( !dmg.amotion )
  2929. status_fix_damage(src,bl,damage,dmg.dmotion);
  2930. }
  2931. }
  2932. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2933. if( skill_id == RG_INTIMIDATE ) {
  2934. int rate = 50 + skill_lv * 5;
  2935. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2936. if(rnd()%100 < rate)
  2937. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2938. } else if( skill_id == SC_FATALMENACE )
  2939. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2940. }
  2941. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2942. dmg.flag |= BF_WEAPON;
  2943. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2944. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2945. {
  2946. if (battle_config.left_cardfix_to_right)
  2947. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  2948. else
  2949. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  2950. }
  2951. if( damage > 0 ) { // Post-damage effects
  2952. switch( skill_id ) {
  2953. case GC_VENOMPRESSURE: {
  2954. struct status_change *ssc = status_get_sc(src);
  2955. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2956. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2957. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2958. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2959. }
  2960. }
  2961. break;
  2962. case WM_METALICSOUND:
  2963. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  2964. break;
  2965. }
  2966. if( sd )
  2967. skill_onskillusage(sd, bl, skill_id, tick);
  2968. }
  2969. if (!(flag&2) &&
  2970. (
  2971. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2972. ) &&
  2973. (tsc = status_get_sc(src)) &&
  2974. tsc->data[SC_DOUBLECAST] &&
  2975. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2976. {
  2977. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2978. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2979. }
  2980. map_freeblock_unlock();
  2981. if ((flag&0x1000) && rmdamage == 1)
  2982. return 0; //Should return 0 when damage was reflected
  2983. return damage;
  2984. }
  2985. /*==========================================
  2986. * Sub function for recursive skill call.
  2987. * Checking bl battle flag and display damage
  2988. * then call func with source,target,skill_id,skill_lv,tick,flag
  2989. *------------------------------------------*/
  2990. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2991. int skill_area_sub(struct block_list *bl, va_list ap)
  2992. {
  2993. struct block_list *src;
  2994. uint16 skill_id,skill_lv;
  2995. int flag;
  2996. unsigned int tick;
  2997. SkillFunc func;
  2998. nullpo_ret(bl);
  2999. src = va_arg(ap,struct block_list *);
  3000. skill_id = va_arg(ap,int);
  3001. skill_lv = va_arg(ap,int);
  3002. tick = va_arg(ap,unsigned int);
  3003. flag = va_arg(ap,int);
  3004. func = va_arg(ap,SkillFunc);
  3005. if(battle_check_target(src,bl,flag) > 0) {
  3006. // several splash skills need this initial dummy packet to display correctly
  3007. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3008. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3009. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3010. skill_area_temp[2]++;
  3011. return func(src,bl,skill_id,skill_lv,tick,flag);
  3012. }
  3013. return 0;
  3014. }
  3015. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3016. {
  3017. struct skill_unit *unit;
  3018. uint16 skill_id,g_skill_id;
  3019. unit = (struct skill_unit *)bl;
  3020. if(bl->prev == NULL || bl->type != BL_SKILL)
  3021. return 0;
  3022. if(!unit->alive)
  3023. return 0;
  3024. skill_id = va_arg(ap,int);
  3025. g_skill_id = unit->group->skill_id;
  3026. switch (skill_id) {
  3027. case MH_STEINWAND:
  3028. case MG_SAFETYWALL:
  3029. case AL_PNEUMA:
  3030. case SC_MAELSTROM:
  3031. case SO_ELEMENTAL_SHIELD:
  3032. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
  3033. return 0;
  3034. break;
  3035. case AL_WARP:
  3036. case HT_SKIDTRAP:
  3037. case MA_SKIDTRAP:
  3038. case HT_LANDMINE:
  3039. case MA_LANDMINE:
  3040. case HT_ANKLESNARE:
  3041. case HT_SHOCKWAVE:
  3042. case HT_SANDMAN:
  3043. case MA_SANDMAN:
  3044. case HT_FLASHER:
  3045. case HT_FREEZINGTRAP:
  3046. case MA_FREEZINGTRAP:
  3047. case HT_BLASTMINE:
  3048. case HT_CLAYMORETRAP:
  3049. case HT_TALKIEBOX:
  3050. case HP_BASILICA:
  3051. case RA_ELECTRICSHOCKER:
  3052. case RA_CLUSTERBOMB:
  3053. case RA_MAGENTATRAP:
  3054. case RA_COBALTTRAP:
  3055. case RA_MAIZETRAP:
  3056. case RA_VERDURETRAP:
  3057. case RA_FIRINGTRAP:
  3058. case RA_ICEBOUNDTRAP:
  3059. case SC_DIMENSIONDOOR:
  3060. case SC_BLOODYLUST:
  3061. case GN_THORNS_TRAP:
  3062. case GN_HELLS_PLANT:
  3063. case RL_B_TRAP:
  3064. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3065. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3066. return 0;
  3067. break;
  3068. default: //Avoid stacking with same kind of trap. [Skotlex]
  3069. if (g_skill_id != skill_id)
  3070. return 0;
  3071. break;
  3072. }
  3073. return 1;
  3074. }
  3075. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3076. {
  3077. //Non players do not check for the skill's splash-trigger area.
  3078. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3079. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3080. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3081. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3082. return 0;
  3083. }
  3084. range += layout_type;
  3085. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3086. }
  3087. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3088. {
  3089. uint16 skill_id;
  3090. if(bl->prev == NULL)
  3091. return 0;
  3092. skill_id = va_arg(ap,int);
  3093. if( status_isdead(bl) && skill_id != AL_WARP )
  3094. return 0;
  3095. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3096. return 0;
  3097. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3098. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3099. return 1;
  3100. }
  3101. /**
  3102. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3103. * @param bl Object that casted skill
  3104. * @param x Position x of the target
  3105. * @param y Position y of the target
  3106. * @param skill_id The casted skill
  3107. * @param skill_lv The skill Lv
  3108. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3109. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3110. */
  3111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3112. {
  3113. int range = 0, type;
  3114. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3115. if (isNearNPC)
  3116. range = skill_get_splash(skill_id,skill_lv);
  3117. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3118. if (!isNearNPC || !range) {
  3119. switch (skill_id) { // to be expanded later
  3120. case WZ_ICEWALL:
  3121. range = 2;
  3122. break;
  3123. case SC_MANHOLE:
  3124. case GN_HELLS_PLANT:
  3125. range = 0;
  3126. break;
  3127. default: {
  3128. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3129. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3130. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3131. return 0;
  3132. }
  3133. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3134. }
  3135. break;
  3136. }
  3137. }
  3138. //Check the additional range [Cydh]
  3139. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  3140. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  3141. if (!isNearNPC) { //Doesn't check the NPC range
  3142. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3143. if (bl->type == BL_PC)
  3144. type = BL_CHAR;
  3145. else
  3146. type = BL_PC;
  3147. } else
  3148. type = BL_NPC;
  3149. return (!isNearNPC) ?
  3150. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3151. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3152. //isNearNPC is used to check range from NPC
  3153. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3154. }
  3155. /*==========================================
  3156. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3157. * Flag:
  3158. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3159. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3160. *------------------------------------------*/
  3161. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3162. {
  3163. struct status_data *status;
  3164. struct map_session_data *sd = NULL;
  3165. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3166. uint16 idx;
  3167. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3168. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  3169. return 0;
  3170. nullpo_ret(bl);
  3171. switch( bl->type )
  3172. {
  3173. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3174. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3175. }
  3176. status = status_get_status_data(bl);
  3177. if( (idx = skill_get_index(skill)) == 0 )
  3178. return 0;
  3179. // Requirements
  3180. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3181. {
  3182. itemid[i] = skill_db[idx].require.itemid[i];
  3183. amount[i] = skill_db[idx].require.amount[i];
  3184. }
  3185. hp = skill_db[idx].require.hp[lv-1];
  3186. sp = skill_db[idx].require.sp[lv-1];
  3187. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  3188. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  3189. state = skill_db[idx].require.state;
  3190. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  3191. hp += (status->max_hp * mhp) / 100;
  3192. if( hp_rate > 0 )
  3193. hp += (status->hp * hp_rate) / 100;
  3194. else
  3195. hp += (status->max_hp * (-hp_rate)) / 100;
  3196. if( sp_rate > 0 )
  3197. sp += (status->sp * sp_rate) / 100;
  3198. else
  3199. sp += (status->max_sp * (-sp_rate)) / 100;
  3200. if( bl->type == BL_HOM )
  3201. { // Intimacy Requeriments
  3202. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3203. switch( skill )
  3204. {
  3205. case HFLI_SBR44:
  3206. if( hd->homunculus.intimacy <= 200 )
  3207. return 0;
  3208. break;
  3209. case HVAN_EXPLOSION:
  3210. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3211. return 0;
  3212. break;
  3213. }
  3214. }
  3215. if( !(type&2) )
  3216. {
  3217. if( hp > 0 && status->hp <= (unsigned int)hp )
  3218. {
  3219. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3220. return 0;
  3221. }
  3222. if( sp > 0 && status->sp <= (unsigned int)sp )
  3223. {
  3224. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3225. return 0;
  3226. }
  3227. }
  3228. if( !type )
  3229. switch( state )
  3230. {
  3231. case ST_MOVE_ENABLE:
  3232. if( !unit_can_move(bl) )
  3233. {
  3234. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3235. return 0;
  3236. }
  3237. break;
  3238. }
  3239. if( !(type&1) )
  3240. return 1;
  3241. // Check item existences
  3242. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3243. {
  3244. index[i] = -1;
  3245. if( itemid[i] < 1 ) continue; // No item
  3246. index[i] = pc_search_inventory(sd, itemid[i]);
  3247. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3248. {
  3249. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3250. return 0;
  3251. }
  3252. }
  3253. // Consume items
  3254. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3255. {
  3256. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3257. }
  3258. if( type&2 )
  3259. return 1;
  3260. if( sp || hp )
  3261. status_zap(bl, hp, sp);
  3262. return 1;
  3263. }
  3264. /*==========================================
  3265. *
  3266. *------------------------------------------*/
  3267. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3268. {
  3269. switch (skill_id) {
  3270. case RL_QD_SHOT:
  3271. {
  3272. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3273. struct unit_data *ud = unit_bl2ud(src);
  3274. if (ud && ud->target == target->id)
  3275. return 1;
  3276. }
  3277. }
  3278. case RL_D_TAIL:
  3279. case RL_HAMMER_OF_GOD:
  3280. if (src->type != BL_PC)
  3281. return 0;
  3282. {
  3283. struct status_change *tsc = status_get_sc(target);
  3284. // Only counts marked target with SC_C_MARKER by caster
  3285. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3286. return 0;
  3287. }
  3288. break;
  3289. }
  3290. return 1;
  3291. }
  3292. /*==========================================
  3293. *
  3294. *------------------------------------------*/
  3295. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3296. {
  3297. struct block_list *src = map_id2bl(id),*target;
  3298. struct unit_data *ud = unit_bl2ud(src);
  3299. struct skill_timerskill *skl;
  3300. int range;
  3301. nullpo_ret(src);
  3302. nullpo_ret(ud);
  3303. skl = ud->skilltimerskill[data];
  3304. nullpo_ret(skl);
  3305. ud->skilltimerskill[data] = NULL;
  3306. do {
  3307. if(src->prev == NULL)
  3308. break; // Source not on Map
  3309. if(skl->target_id) {
  3310. target = map_id2bl(skl->target_id);
  3311. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3312. target = src; //Required since it has to warp.
  3313. if(target == NULL)
  3314. break; // Target offline?
  3315. if(target->prev == NULL)
  3316. break; // Target not on Map
  3317. if(src->m != target->m)
  3318. break; // Different Maps
  3319. if(status_isdead(src)) {
  3320. switch(skl->skill_id) {
  3321. case WL_CHAINLIGHTNING_ATK:
  3322. case WL_TETRAVORTEX_FIRE:
  3323. case WL_TETRAVORTEX_WATER:
  3324. case WL_TETRAVORTEX_WIND:
  3325. case WL_TETRAVORTEX_GROUND:
  3326. case SR_FLASHCOMBO_ATK_STEP1:
  3327. case SR_FLASHCOMBO_ATK_STEP2:
  3328. case SR_FLASHCOMBO_ATK_STEP3:
  3329. case SR_FLASHCOMBO_ATK_STEP4:
  3330. break; // Exceptions
  3331. default:
  3332. continue; // Caster is Dead
  3333. }
  3334. }
  3335. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3336. break;
  3337. switch(skl->skill_id) {
  3338. case KN_AUTOCOUNTER:
  3339. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3340. break;
  3341. case RG_INTIMIDATE:
  3342. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3343. short x,y;
  3344. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3345. if (target != src && !status_isdead(target))
  3346. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3347. }
  3348. break;
  3349. case BA_FROSTJOKER:
  3350. case DC_SCREAM:
  3351. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3352. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3353. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3354. break;
  3355. case NPC_EARTHQUAKE:
  3356. if( skl->type > 1 )
  3357. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3358. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3359. skill_area_temp[1] = src->id;
  3360. skill_area_temp[2] = 0;
  3361. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3362. break;
  3363. case WZ_WATERBALL:
  3364. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3365. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3366. range = path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH);
  3367. if (!status_isdead(target) && range)
  3368. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3369. if (skl->type>1 && !status_isdead(target) && !status_isdead(src) && range) {
  3370. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3371. } else {
  3372. struct status_change *sc = status_get_sc(src);
  3373. if(sc) {
  3374. if(sc->data[SC_SPIRIT] &&
  3375. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3376. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3377. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3378. }
  3379. }
  3380. break;
  3381. case WL_CHAINLIGHTNING_ATK: {
  3382. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3383. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3384. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3385. { // Remaining Chains Hit
  3386. struct block_list *nbl = NULL; // Next Target of Chain
  3387. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3388. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3389. if( nbl == NULL )
  3390. skl->x++;
  3391. else
  3392. skl->x = 0;
  3393. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3394. }
  3395. }
  3396. break;
  3397. case WL_TETRAVORTEX_FIRE:
  3398. case WL_TETRAVORTEX_WATER:
  3399. case WL_TETRAVORTEX_WIND:
  3400. case WL_TETRAVORTEX_GROUND:
  3401. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3402. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3403. if( skl->type >= 3 )
  3404. { // Final Hit
  3405. if( !status_isdead(target) )
  3406. { // Final Status Effect
  3407. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3408. applyeffects[4] = { 0, 0, 0, 0 },
  3409. i, j = 0, k = 0;
  3410. for( i = 1; i <= 8; i = i + i )
  3411. {
  3412. if( skl->x&i )
  3413. {
  3414. applyeffects[j] = effects[k];
  3415. j++;
  3416. }
  3417. k++;
  3418. }
  3419. if( j )
  3420. {
  3421. i = applyeffects[rnd()%j];
  3422. status_change_start(src,target, i, 10000, skl->skill_lv,
  3423. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3424. (i == SC_BURNING ? src->id : 0),
  3425. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, SCSTART_NONE);
  3426. }
  3427. }
  3428. }
  3429. break;
  3430. case WM_REVERBERATION_MELEE:
  3431. case WM_REVERBERATION_MAGIC:
  3432. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3433. break;
  3434. case SC_FATALMENACE:
  3435. if( src == target ) // Casters Part
  3436. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3437. else { // Target's Part
  3438. short x = skl->x, y = skl->y;
  3439. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3440. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3441. }
  3442. break;
  3443. case LG_MOONSLASHER:
  3444. case SR_WINDMILL:
  3445. if( target->type == BL_PC ) {
  3446. struct map_session_data *tsd = NULL;
  3447. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3448. pc_setsit(tsd);
  3449. skill_sit(tsd, 1);
  3450. clif_sitting(&tsd->bl);
  3451. }
  3452. }
  3453. break;
  3454. case SR_KNUCKLEARROW:
  3455. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3456. break;
  3457. case GN_SPORE_EXPLOSION:
  3458. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3459. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3460. break;
  3461. case CH_PALMSTRIKE:
  3462. {
  3463. struct status_change* tsc = status_get_sc(target);
  3464. struct status_change* sc = status_get_sc(src);
  3465. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3466. ( sc && sc->option&OPTION_HIDE ) ){
  3467. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3468. break;
  3469. }
  3470. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3471. break;
  3472. }
  3473. case SR_FLASHCOMBO_ATK_STEP1:
  3474. case SR_FLASHCOMBO_ATK_STEP2:
  3475. case SR_FLASHCOMBO_ATK_STEP3:
  3476. case SR_FLASHCOMBO_ATK_STEP4:
  3477. if( src->type == BL_PC ) {
  3478. TBL_PC *sd = NULL;
  3479. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3480. if( (sd = BL_CAST(BL_PC,src)) ) {
  3481. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3482. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3483. }
  3484. }
  3485. break;
  3486. case SC_ESCAPE:
  3487. if( skl->type < 4 + skl->skill_lv ) {
  3488. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3489. skill_blown(src, src, 1, unit_getdir(src), 0);
  3490. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3491. }
  3492. break;
  3493. case RL_SLUGSHOT:
  3494. if (target->type == BL_PC)
  3495. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3496. break;
  3497. default:
  3498. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3499. break;
  3500. }
  3501. }
  3502. else {
  3503. if(src->m != skl->map)
  3504. break;
  3505. switch( skl->skill_id )
  3506. {
  3507. case WZ_METEOR:
  3508. if( skl->type >= 0 )
  3509. {
  3510. int x = skl->type>>16, y = skl->type&0xFFFF;
  3511. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3512. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3513. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3514. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3515. }
  3516. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3517. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3518. break;
  3519. case GN_CRAZYWEED_ATK:
  3520. {
  3521. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3522. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3523. }
  3524. case WL_EARTHSTRAIN:
  3525. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3526. break;
  3527. case LG_OVERBRAND_BRANDISH: {
  3528. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3529. int x = src->x, y = src->y;
  3530. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3531. for( i = 0; i < layout->count; i++ )
  3532. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3533. }
  3534. break;
  3535. case RL_FIRE_RAIN: {
  3536. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3537. map_foreachinarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3538. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3539. }
  3540. break;
  3541. }
  3542. }
  3543. } while (0);
  3544. //Free skl now that it is no longer needed.
  3545. ers_free(skill_timer_ers, skl);
  3546. return 0;
  3547. }
  3548. /*==========================================
  3549. *
  3550. *------------------------------------------*/
  3551. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3552. {
  3553. int i;
  3554. struct unit_data *ud;
  3555. nullpo_retr(1, src);
  3556. if (src->prev == NULL)
  3557. return 0;
  3558. ud = unit_bl2ud(src);
  3559. nullpo_retr(1, ud);
  3560. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3561. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3562. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3563. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3564. ud->skilltimerskill[i]->src_id = src->id;
  3565. ud->skilltimerskill[i]->target_id = target;
  3566. ud->skilltimerskill[i]->skill_id = skill_id;
  3567. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3568. ud->skilltimerskill[i]->map = src->m;
  3569. ud->skilltimerskill[i]->x = x;
  3570. ud->skilltimerskill[i]->y = y;
  3571. ud->skilltimerskill[i]->type = type;
  3572. ud->skilltimerskill[i]->flag = flag;
  3573. return 0;
  3574. }
  3575. /*==========================================
  3576. *
  3577. *------------------------------------------*/
  3578. int skill_cleartimerskill (struct block_list *src)
  3579. {
  3580. int i;
  3581. struct unit_data *ud;
  3582. nullpo_ret(src);
  3583. ud = unit_bl2ud(src);
  3584. nullpo_ret(ud);
  3585. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3586. if(ud->skilltimerskill[i]) {
  3587. switch(ud->skilltimerskill[i]->skill_id) {
  3588. case WL_TETRAVORTEX_FIRE:
  3589. case WL_TETRAVORTEX_WATER:
  3590. case WL_TETRAVORTEX_WIND:
  3591. case WL_TETRAVORTEX_GROUND:
  3592. case SR_FLASHCOMBO_ATK_STEP1:
  3593. case SR_FLASHCOMBO_ATK_STEP2:
  3594. case SR_FLASHCOMBO_ATK_STEP3:
  3595. case SR_FLASHCOMBO_ATK_STEP4:
  3596. continue;
  3597. }
  3598. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3599. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3600. ud->skilltimerskill[i]=NULL;
  3601. }
  3602. }
  3603. return 1;
  3604. }
  3605. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3606. struct skill_unit *su = (TBL_SKILL*)bl;
  3607. struct skill_unit_group *sg = NULL;
  3608. nullpo_ret(su);
  3609. if (bl->type != BL_SKILL)
  3610. return 0;
  3611. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3612. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3613. su->limit = DIFF_TICK(gettick(), sg->tick);
  3614. sg->unit_id = UNT_USED_TRAPS;
  3615. }
  3616. return 0;
  3617. }
  3618. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3619. {
  3620. TBL_SKILL *su = (TBL_SKILL*)bl;
  3621. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3622. { //Reveal trap.
  3623. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3624. //clif_changetraplook(bl, su->group->unit_id);
  3625. clif_getareachar_skillunit(&su->bl, su, AREA);
  3626. return 1;
  3627. }
  3628. return 0;
  3629. }
  3630. /*==========================================
  3631. *
  3632. *
  3633. *------------------------------------------*/
  3634. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3635. {
  3636. struct map_session_data *sd = NULL;
  3637. struct status_data *tstatus;
  3638. struct status_change *sc, *tsc;
  3639. if (skill_id > 0 && !skill_lv) return 0;
  3640. nullpo_retr(1, src);
  3641. nullpo_retr(1, bl);
  3642. if (src->m != bl->m)
  3643. return 1;
  3644. if (bl->prev == NULL)
  3645. return 1;
  3646. sd = BL_CAST(BL_PC, src);
  3647. if (status_isdead(bl))
  3648. return 1;
  3649. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3650. { //GTB makes all targetted magic display miss with a single bolt.
  3651. sc_type sct = status_skill2sc(skill_id);
  3652. if(sct != SC_NONE)
  3653. status_change_end(bl, sct, INVALID_TIMER);
  3654. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3655. return 1;
  3656. }
  3657. sc = status_get_sc(src);
  3658. tsc = status_get_sc(bl);
  3659. if (sc && !sc->count)
  3660. sc = NULL; //Unneeded
  3661. if (tsc && !tsc->count)
  3662. tsc = NULL;
  3663. tstatus = status_get_status_data(bl);
  3664. map_freeblock_lock();
  3665. switch(skill_id)
  3666. {
  3667. case MER_CRASH:
  3668. case SM_BASH:
  3669. case MS_BASH:
  3670. case MC_MAMMONITE:
  3671. case TF_DOUBLE:
  3672. case AC_DOUBLE:
  3673. case MA_DOUBLE:
  3674. case AS_SONICBLOW:
  3675. case KN_PIERCE:
  3676. case ML_PIERCE:
  3677. case KN_SPEARBOOMERANG:
  3678. case TF_POISON:
  3679. case TF_SPRINKLESAND:
  3680. case AC_CHARGEARROW:
  3681. case MA_CHARGEARROW:
  3682. case RG_INTIMIDATE:
  3683. case AM_ACIDTERROR:
  3684. case BA_MUSICALSTRIKE:
  3685. case DC_THROWARROW:
  3686. case BA_DISSONANCE:
  3687. case CR_HOLYCROSS:
  3688. case NPC_DARKCROSS:
  3689. case CR_SHIELDCHARGE:
  3690. case CR_SHIELDBOOMERANG:
  3691. case NPC_PIERCINGATT:
  3692. case NPC_MENTALBREAKER:
  3693. case NPC_RANGEATTACK:
  3694. case NPC_CRITICALSLASH:
  3695. case NPC_COMBOATTACK:
  3696. case NPC_GUIDEDATTACK:
  3697. case NPC_POISON:
  3698. case NPC_RANDOMATTACK:
  3699. case NPC_WATERATTACK:
  3700. case NPC_GROUNDATTACK:
  3701. case NPC_FIREATTACK:
  3702. case NPC_WINDATTACK:
  3703. case NPC_POISONATTACK:
  3704. case NPC_HOLYATTACK:
  3705. case NPC_DARKNESSATTACK:
  3706. case NPC_TELEKINESISATTACK:
  3707. case NPC_UNDEADATTACK:
  3708. case NPC_ARMORBRAKE:
  3709. case NPC_WEAPONBRAKER:
  3710. case NPC_HELMBRAKE:
  3711. case NPC_SHIELDBRAKE:
  3712. case NPC_BLINDATTACK:
  3713. case NPC_SILENCEATTACK:
  3714. case NPC_STUNATTACK:
  3715. case NPC_PETRIFYATTACK:
  3716. case NPC_CURSEATTACK:
  3717. case NPC_SLEEPATTACK:
  3718. case LK_AURABLADE:
  3719. case LK_SPIRALPIERCE:
  3720. case ML_SPIRALPIERCE:
  3721. case LK_HEADCRUSH:
  3722. case CG_ARROWVULCAN:
  3723. case HW_MAGICCRASHER:
  3724. case ITM_TOMAHAWK:
  3725. case CH_CHAINCRUSH:
  3726. case CH_TIGERFIST:
  3727. case PA_SHIELDCHAIN: // Shield Chain
  3728. case PA_SACRIFICE:
  3729. case WS_CARTTERMINATION: // Cart Termination
  3730. case AS_VENOMKNIFE:
  3731. case HT_PHANTASMIC:
  3732. case HT_POWER:
  3733. case TK_DOWNKICK:
  3734. case TK_COUNTER:
  3735. case GS_CHAINACTION:
  3736. case GS_TRIPLEACTION:
  3737. case GS_MAGICALBULLET:
  3738. case GS_TRACKING:
  3739. case GS_PIERCINGSHOT:
  3740. case GS_RAPIDSHOWER:
  3741. case GS_DUST:
  3742. case GS_DISARM: // Added disarm. [Reddozen]
  3743. case GS_FULLBUSTER:
  3744. case NJ_SYURIKEN:
  3745. case NJ_KUNAI:
  3746. #ifndef RENEWAL
  3747. case ASC_BREAKER:
  3748. #endif
  3749. case HFLI_MOON: //[orn]
  3750. case HFLI_SBR44: //[orn]
  3751. case NPC_BLEEDING:
  3752. case NPC_CRITICALWOUND:
  3753. case NPC_HELLPOWER:
  3754. case RK_SONICWAVE:
  3755. case AB_DUPLELIGHT_MELEE:
  3756. case RA_AIMEDBOLT:
  3757. case NC_AXEBOOMERANG:
  3758. case NC_POWERSWING:
  3759. case GC_CROSSIMPACT:
  3760. case GC_VENOMPRESSURE:
  3761. case SC_TRIANGLESHOT:
  3762. case SC_FEINTBOMB:
  3763. case LG_BANISHINGPOINT:
  3764. case LG_SHIELDPRESS:
  3765. case LG_RAGEBURST:
  3766. case LG_RAYOFGENESIS:
  3767. case LG_HESPERUSLIT:
  3768. case LG_OVERBRAND:
  3769. case LG_OVERBRAND_BRANDISH:
  3770. case SR_FALLENEMPIRE:
  3771. case SR_CRESCENTELBOW_AUTOSPELL:
  3772. case SR_GATEOFHELL:
  3773. case SR_GENTLETOUCH_QUIET:
  3774. case WM_SEVERE_RAINSTORM_MELEE:
  3775. case WM_GREAT_ECHO:
  3776. case GN_SLINGITEM_RANGEMELEEATK:
  3777. case KO_SETSUDAN:
  3778. case GC_DARKCROW:
  3779. case RL_MASS_SPIRAL:
  3780. case RL_SLUGSHOT:
  3781. case RL_AM_BLAST:
  3782. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3783. break;
  3784. case NC_BOOSTKNUCKLE:
  3785. case NC_PILEBUNKER:
  3786. case NC_COLDSLOWER:
  3787. case NC_ARMSCANNON:
  3788. if (sd) pc_overheat(sd, 1);
  3789. case MO_TRIPLEATTACK:
  3790. case RK_WINDCUTTER:
  3791. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3792. break;
  3793. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3794. switch( rnd()%6 ){
  3795. case 0: flag |= BREAK_ANKLE; break;
  3796. case 1: flag |= BREAK_WRIST; break;
  3797. case 2: flag |= BREAK_KNEE; break;
  3798. case 3: flag |= BREAK_SHOULDER; break;
  3799. case 4: flag |= BREAK_WAIST; break;
  3800. case 5: flag |= BREAK_NECK; break;
  3801. }
  3802. //TODO: is there really no cleaner way to do this?
  3803. sc = status_get_sc(bl);
  3804. if (sc) sc->jb_flag = flag;
  3805. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3806. break;
  3807. case MO_COMBOFINISH:
  3808. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3809. { //Becomes a splash attack when Soul Linked.
  3810. map_foreachinrange(skill_area_sub, bl,
  3811. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3812. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3813. skill_castend_damage_id);
  3814. } else
  3815. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3816. break;
  3817. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3818. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3819. skill_area_temp[1] = 0;
  3820. map_foreachinrange(skill_attack_area, src,
  3821. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3822. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3823. break;
  3824. case KN_CHARGEATK:
  3825. {
  3826. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3827. unsigned int dist = distance_bl(src, bl);
  3828. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3829. // teleport to target (if not on WoE grounds)
  3830. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3831. clif_blown(src);
  3832. // cause damage and knockback if the path to target was a straight one
  3833. if( path )
  3834. {
  3835. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3836. skill_blown(src, bl, dist, dir, 0);
  3837. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3838. // make the caster look in the direction of the target
  3839. unit_setdir(src, (dir+4)%8);
  3840. }
  3841. }
  3842. break;
  3843. case NC_FLAMELAUNCHER:
  3844. if (sd) pc_overheat(sd,1);
  3845. case SN_SHARPSHOOTING:
  3846. case MA_SHARPSHOOTING:
  3847. case NJ_KAMAITACHI:
  3848. case LG_CANNONSPEAR:
  3849. //It won't shoot through walls since on castend there has to be a direct
  3850. //line of sight between caster and target.
  3851. skill_area_temp[1] = bl->id;
  3852. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3853. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3854. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3855. break;
  3856. case NPC_ACIDBREATH:
  3857. case NPC_DARKNESSBREATH:
  3858. case NPC_FIREBREATH:
  3859. case NPC_ICEBREATH:
  3860. case NPC_THUNDERBREATH:
  3861. skill_area_temp[1] = bl->id;
  3862. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3863. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3864. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3865. break;
  3866. case MO_INVESTIGATE:
  3867. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3868. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3869. break;
  3870. case RG_BACKSTAP:
  3871. {
  3872. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3873. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3874. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3875. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3876. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3877. unit_setdir(bl,dir);
  3878. }
  3879. else if (sd)
  3880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3881. }
  3882. break;
  3883. case MO_FINGEROFFENSIVE:
  3884. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3885. if (battle_config.finger_offensive_type && sd) {
  3886. int i;
  3887. for (i = 1; i < sd->spiritball_old; i++)
  3888. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3889. }
  3890. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3891. break;
  3892. case MO_CHAINCOMBO:
  3893. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3894. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3895. break;
  3896. #ifndef RENEWAL
  3897. case NJ_ISSEN:
  3898. #endif
  3899. case MO_EXTREMITYFIST:
  3900. {
  3901. struct block_list *mbl = bl; // For NJ_ISSEN
  3902. short x, y, i = 2; // Move 2 cells (From target)
  3903. short dir = map_calc_dir(src,bl->x,bl->y);
  3904. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3905. if (skill_id == MO_EXTREMITYFIST) {
  3906. status_set_sp(src, 0, 0);
  3907. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3908. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3909. #ifdef RENEWAL
  3910. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3911. #endif
  3912. } else {
  3913. status_set_hp(src, 1, 0);
  3914. status_change_end(src, SC_NEN, INVALID_TIMER);
  3915. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3916. }
  3917. if (skill_id == MO_EXTREMITYFIST) {
  3918. mbl = src; // For MO_EXTREMITYFIST
  3919. i = 3; // Move 3 cells (From caster)
  3920. }
  3921. if (dir > 0 && dir < 4)
  3922. x = -i;
  3923. else if (dir > 4)
  3924. x = i;
  3925. else
  3926. x = 0;
  3927. if (dir > 2 && dir < 6)
  3928. y = -i;
  3929. else if (dir == 7 || dir < 2)
  3930. y = i;
  3931. else
  3932. y = 0;
  3933. // Ashura Strike still has slide effect in GVG
  3934. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  3935. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  3936. clif_blown(src);
  3937. clif_spiritball(src);
  3938. }
  3939. }
  3940. break;
  3941. //Splash attack skills.
  3942. case AS_GRIMTOOTH:
  3943. case MC_CARTREVOLUTION:
  3944. case NPC_SPLASHATTACK:
  3945. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3946. case AS_SPLASHER:
  3947. case SM_MAGNUM:
  3948. case MS_MAGNUM:
  3949. case HT_BLITZBEAT:
  3950. case AC_SHOWER:
  3951. case MA_SHOWER:
  3952. case MG_NAPALMBEAT:
  3953. case MG_FIREBALL:
  3954. case RG_RAID:
  3955. case HW_NAPALMVULCAN:
  3956. case NJ_HUUMA:
  3957. case NJ_BAKUENRYU:
  3958. case ASC_METEORASSAULT:
  3959. case GS_DESPERADO:
  3960. case GS_SPREADATTACK:
  3961. case NPC_EARTHQUAKE:
  3962. case NPC_PULSESTRIKE:
  3963. case NPC_HELLJUDGEMENT:
  3964. case NPC_VAMPIRE_GIFT:
  3965. case RK_IGNITIONBREAK:
  3966. case AB_JUDEX:
  3967. case WL_SOULEXPANSION:
  3968. case WL_CRIMSONROCK:
  3969. case WL_JACKFROST:
  3970. case RA_ARROWSTORM:
  3971. case RA_WUGDASH:
  3972. case NC_VULCANARM:
  3973. case NC_SELFDESTRUCTION:
  3974. case NC_AXETORNADO:
  3975. case GC_ROLLINGCUTTER:
  3976. case GC_COUNTERSLASH:
  3977. case LG_MOONSLASHER:
  3978. case LG_EARTHDRIVE:
  3979. case SR_RAMPAGEBLASTER:
  3980. case SR_SKYNETBLOW:
  3981. case SR_WINDMILL:
  3982. case SR_RIDEINLIGHTNING:
  3983. case WM_SOUND_OF_DESTRUCTION:
  3984. case WM_REVERBERATION_MELEE:
  3985. case WM_REVERBERATION_MAGIC:
  3986. case SO_VARETYR_SPEAR:
  3987. case GN_CART_TORNADO:
  3988. case GN_CARTCANNON:
  3989. case KO_HAPPOKUNAI:
  3990. case KO_HUUMARANKA:
  3991. case KO_MUCHANAGE:
  3992. case KO_BAKURETSU:
  3993. case GN_ILLUSIONDOPING:
  3994. case RL_FIREDANCE:
  3995. case RL_BANISHING_BUSTER:
  3996. case RL_S_STORM:
  3997. case RL_R_TRIP:
  3998. case MH_XENO_SLASHER:
  3999. if( flag&1 ) {//Recursive invocation
  4000. int sflag = skill_area_temp[0] & 0xFFF;
  4001. int heal = 0;
  4002. if( flag&SD_LEVEL )
  4003. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4004. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4005. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4006. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4007. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4008. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4009. status_heal(src,heal,0,0);
  4010. }
  4011. } else {
  4012. switch ( skill_id ) {
  4013. case NJ_BAKUENRYU:
  4014. case LG_EARTHDRIVE:
  4015. case GN_CARTCANNON:
  4016. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4017. break;
  4018. case LG_MOONSLASHER:
  4019. case MH_XENO_SLASHER:
  4020. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4021. break;
  4022. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4023. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4024. break;
  4025. default:
  4026. break;
  4027. }
  4028. skill_area_temp[0] = 0;
  4029. skill_area_temp[1] = bl->id;
  4030. skill_area_temp[2] = 0;
  4031. if( skill_id == WL_CRIMSONROCK ) {
  4032. skill_area_temp[4] = bl->x;
  4033. skill_area_temp[5] = bl->y;
  4034. }
  4035. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  4036. skill_area_temp[1] = 0;
  4037. if( skill_id == NC_VULCANARM )
  4038. if (sd) pc_overheat(sd,1);
  4039. // if skill damage should be split among targets, count them
  4040. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4041. //special case: Venom Splasher uses a different range for searching than for splashing
  4042. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4043. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4044. // recursive invocation of skill_castend_damage_id() with flag|1
  4045. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4046. if( skill_id == AS_SPLASHER ) {
  4047. map_freeblock_unlock(); // Don't consume a second gemstone.
  4048. return 0;
  4049. }
  4050. }
  4051. break;
  4052. case WL_COMET:
  4053. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4054. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4055. break;
  4056. case KN_BRANDISHSPEAR:
  4057. case ML_BRANDISH:
  4058. //Coded apart for it needs the flag passed to the damage calculation.
  4059. if (skill_area_temp[1] != bl->id)
  4060. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4061. else
  4062. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4063. break;
  4064. case KN_BOWLINGBASH:
  4065. case MS_BOWLINGBASH:
  4066. {
  4067. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4068. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4069. c = (skill_lv-(flag&0xFFF)+1)/2;
  4070. // Determine the Bowling Bash area depending on configuration
  4071. if (battle_config.bowling_bash_area == 0) {
  4072. // Gutter line system
  4073. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4074. if(min_x < 0) min_x = 0;
  4075. max_x = min_x + 39;
  4076. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4077. if(min_y < 0) min_y = 0;
  4078. max_y = min_y + 39;
  4079. } else if (battle_config.bowling_bash_area == 1) {
  4080. // Gutter line system without demi gutter bug
  4081. min_x = src->x - (src->x)%40;
  4082. max_x = min_x + 39;
  4083. min_y = src->y - (src->y)%40;
  4084. max_y = min_y + 39;
  4085. } else {
  4086. // Area around caster
  4087. min_x = src->x - battle_config.bowling_bash_area;
  4088. max_x = src->x + battle_config.bowling_bash_area;
  4089. min_y = src->y - battle_config.bowling_bash_area;
  4090. max_y = src->y + battle_config.bowling_bash_area;
  4091. }
  4092. // Initialization, break checks, direction
  4093. if((flag&0xFFF) > 0) {
  4094. // Ignore monsters outside area
  4095. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4096. break;
  4097. // Ignore monsters already in list
  4098. if(idb_exists(bowling_db, bl->id))
  4099. break;
  4100. // Random direction
  4101. dir = rand()%8;
  4102. } else {
  4103. // Create an empty list of already hit targets
  4104. db_clear(bowling_db);
  4105. // Direction is walkpath
  4106. dir = (unit_getdir(src)+4)%8;
  4107. }
  4108. // Add current target to the list of already hit targets
  4109. idb_put(bowling_db, bl->id, bl);
  4110. // Keep moving target in direction square by square
  4111. tx = bl->x;
  4112. ty = bl->y;
  4113. for(i=0;i<c;i++) {
  4114. // Target coordinates (get changed even if knockback fails)
  4115. tx -= dirx[dir];
  4116. ty -= diry[dir];
  4117. // If target cell is a wall then break
  4118. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4119. break;
  4120. skill_blown(src,bl,1,dir,0);
  4121. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4122. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4123. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4124. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4125. // Recursive call
  4126. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4127. // Self-collision
  4128. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4129. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4130. break;
  4131. }
  4132. }
  4133. // Original hit or chain hit depending on flag
  4134. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4135. }
  4136. break;
  4137. case KN_SPEARSTAB:
  4138. if(flag&1) {
  4139. if (bl->id==skill_area_temp[1])
  4140. break;
  4141. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4142. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4143. } else {
  4144. int x=bl->x,y=bl->y,i,dir;
  4145. dir = map_calc_dir(bl,src->x,src->y);
  4146. skill_area_temp[1] = bl->id;
  4147. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4148. // all the enemies between the caster and the target are hit, as well as the target
  4149. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4150. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4151. for (i=0;i<4;i++) {
  4152. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4153. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4154. x += dirx[dir];
  4155. y += diry[dir];
  4156. }
  4157. }
  4158. break;
  4159. case TK_TURNKICK:
  4160. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4161. {
  4162. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4163. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4164. map_foreachinrange(skill_area_sub,bl,
  4165. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4166. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4167. skill_castend_nodamage_id);
  4168. }
  4169. break;
  4170. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4171. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4172. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4173. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4174. break;
  4175. case PR_TURNUNDEAD:
  4176. case ALL_RESURRECTION:
  4177. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4178. break;
  4179. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4180. break;
  4181. case MG_SOULSTRIKE:
  4182. case NPC_DARKSTRIKE:
  4183. case MG_COLDBOLT:
  4184. case MG_FIREBOLT:
  4185. case MG_LIGHTNINGBOLT:
  4186. case WZ_EARTHSPIKE:
  4187. case AL_HEAL:
  4188. case AL_HOLYLIGHT:
  4189. case WZ_JUPITEL:
  4190. case NPC_DARKTHUNDER:
  4191. case PR_ASPERSIO:
  4192. case MG_FROSTDIVER:
  4193. case WZ_SIGHTBLASTER:
  4194. case WZ_SIGHTRASHER:
  4195. case NJ_KOUENKA:
  4196. case NJ_HYOUSENSOU:
  4197. case NJ_HUUJIN:
  4198. case AB_ADORAMUS:
  4199. case AB_RENOVATIO:
  4200. case AB_HIGHNESSHEAL:
  4201. case AB_DUPLELIGHT_MAGIC:
  4202. case WM_METALICSOUND:
  4203. case KO_KAIHOU:
  4204. case MH_ERASER_CUTTER:
  4205. case RL_B_TRAP:
  4206. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4207. break;
  4208. case NPC_MAGICALATTACK:
  4209. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4210. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4211. break;
  4212. case HVAN_CAPRICE: //[blackhole89]
  4213. {
  4214. int ran=rnd()%4;
  4215. int sid = 0;
  4216. switch(ran)
  4217. {
  4218. case 0: sid=MG_COLDBOLT; break;
  4219. case 1: sid=MG_FIREBOLT; break;
  4220. case 2: sid=MG_LIGHTNINGBOLT; break;
  4221. case 3: sid=WZ_EARTHSPIKE; break;
  4222. }
  4223. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4224. }
  4225. break;
  4226. case WZ_WATERBALL:
  4227. {
  4228. int range = skill_lv / 2;
  4229. int maxlv = skill_get_max(skill_id); // learnable level
  4230. int count = 0;
  4231. int x, y;
  4232. struct skill_unit* unit;
  4233. if( skill_lv > maxlv )
  4234. {
  4235. if( src->type == BL_MOB && skill_lv == 10 )
  4236. range = 4;
  4237. else
  4238. range = maxlv / 2;
  4239. }
  4240. for( y = src->y - range; y <= src->y + range; ++y )
  4241. for( x = src->x - range; x <= src->x + range; ++x )
  4242. {
  4243. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4244. {
  4245. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4246. count++; // natural water cell
  4247. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  4248. {
  4249. count++; // skill-induced water cell
  4250. skill_delunit(unit); // consume cell
  4251. }
  4252. }
  4253. }
  4254. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4255. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4256. }
  4257. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4258. break;
  4259. case PR_BENEDICTIO:
  4260. //Should attack undead and demons. [Skotlex]
  4261. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4262. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4263. break;
  4264. case SL_SMA:
  4265. status_change_end(src, SC_SMA, INVALID_TIMER);
  4266. case SL_STIN:
  4267. case SL_STUN:
  4268. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4269. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4271. break;
  4272. }
  4273. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4274. break;
  4275. case NPC_DARKBREATH:
  4276. clif_emotion(src,E_AG);
  4277. case SN_FALCONASSAULT:
  4278. case PA_PRESSURE:
  4279. case CR_ACIDDEMONSTRATION:
  4280. case TF_THROWSTONE:
  4281. #ifdef RENEWAL
  4282. case ASC_BREAKER:
  4283. #endif
  4284. case NPC_SMOKING:
  4285. case GS_FLING:
  4286. case NJ_ZENYNAGE:
  4287. case GN_THORNS_TRAP:
  4288. case GN_HELLS_PLANT_ATK:
  4289. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4290. break;
  4291. #ifdef RENEWAL
  4292. case NJ_ISSEN: {
  4293. short x, y;
  4294. short dir = map_calc_dir(src, bl->x, bl->y);
  4295. // Move 2 cells (From target)
  4296. if (dir > 0 && dir < 4)
  4297. x = -2;
  4298. else if (dir > 4)
  4299. x = 2;
  4300. else
  4301. x = 0;
  4302. if (dir > 2 && dir < 6)
  4303. y = -2;
  4304. else if (dir == 7 || dir < 2)
  4305. y = 2;
  4306. else
  4307. y = 0;
  4308. // Doesn't have slide effect in GVG
  4309. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4310. clif_blown(src);
  4311. clif_spiritball(src);
  4312. }
  4313. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4314. status_set_hp(src, max(status_get_max_hp(src) / 100, 1), 0);
  4315. status_change_end(src, SC_NEN, INVALID_TIMER);
  4316. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4317. }
  4318. break;
  4319. #endif
  4320. case RK_DRAGONBREATH_WATER:
  4321. case RK_DRAGONBREATH: {
  4322. struct status_change *tsc2 = NULL;
  4323. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4324. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4325. } else
  4326. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4327. }
  4328. break;
  4329. case NPC_SELFDESTRUCTION: {
  4330. struct status_change *tsc2 = NULL;
  4331. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4332. break;
  4333. }
  4334. case HVAN_EXPLOSION:
  4335. if (src != bl)
  4336. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4337. break;
  4338. // Celest
  4339. case PF_SOULBURN:
  4340. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4341. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4342. if (skill_lv == 5)
  4343. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4344. status_percent_damage(src, bl, 0, 100, false);
  4345. } else {
  4346. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4347. if (skill_lv == 5)
  4348. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4349. status_percent_damage(src, src, 0, 100, false);
  4350. }
  4351. break;
  4352. case NPC_BLOODDRAIN:
  4353. case NPC_ENERGYDRAIN:
  4354. {
  4355. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4356. src, src, bl, skill_id, skill_lv, tick, flag);
  4357. if (heal > 0){
  4358. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4359. status_heal(src, heal, 0, 0);
  4360. }
  4361. }
  4362. break;
  4363. case GS_BULLSEYE:
  4364. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4365. break;
  4366. case NJ_KASUMIKIRI:
  4367. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4368. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4369. break;
  4370. case NJ_KIRIKAGE:
  4371. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4372. { //You don't move on GVG grounds.
  4373. short x, y;
  4374. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4375. if (unit_movepos(src, x, y, 0, 0)) {
  4376. clif_blown(src);
  4377. }
  4378. }
  4379. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4380. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4381. break;
  4382. case RK_HUNDREDSPEAR:
  4383. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4384. if(rnd()%100 < (10 + 3*skill_lv)) {
  4385. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4386. if( !skill_req )
  4387. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4388. skill_blown(src,bl,6,-1,0);
  4389. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4390. }
  4391. break;
  4392. case RK_PHANTOMTHRUST:
  4393. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4395. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4396. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4397. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4398. break;
  4399. case RK_STORMBLAST:
  4400. if( flag&1 )
  4401. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4402. else {
  4403. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4404. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4405. }
  4406. break;
  4407. case GC_DARKILLUSION:
  4408. {
  4409. short x, y;
  4410. short dir = map_calc_dir(src,bl->x,bl->y);
  4411. if( dir > 0 && dir < 4) x = 2;
  4412. else if( dir > 4 ) x = -2;
  4413. else x = 0;
  4414. if( dir > 2 && dir < 6 ) y = 2;
  4415. else if( dir == 7 || dir < 2 ) y = -2;
  4416. else y = 0;
  4417. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4418. clif_blown(src);
  4419. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4420. if( rnd()%100 < 4 * skill_lv )
  4421. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4422. }
  4423. }
  4424. break;
  4425. case GC_WEAPONCRUSH:
  4426. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4427. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4428. else if( sd )
  4429. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4430. break;
  4431. case GC_CROSSRIPPERSLASHER:
  4432. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4434. else
  4435. {
  4436. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4437. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4438. }
  4439. break;
  4440. case GC_PHANTOMMENACE:
  4441. if( flag&1 )
  4442. { // Only Hits Invisible Targets
  4443. struct status_change *tsc2 = status_get_sc(bl);
  4444. if(tsc2 && (tsc2->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc2->data[SC__INVISIBILITY]) )
  4445. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4446. }
  4447. break;
  4448. case WL_CHAINLIGHTNING:
  4449. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4450. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4451. break;
  4452. case WL_DRAINLIFE:
  4453. {
  4454. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4455. int rate = 70 + 5 * skill_lv;
  4456. heal = heal * (5 + 5 * skill_lv) / 100;
  4457. if( bl->type == BL_SKILL )
  4458. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4459. if( heal && rnd()%100 < rate )
  4460. {
  4461. status_heal(src, heal, 0, 0);
  4462. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4463. }
  4464. }
  4465. break;
  4466. case WL_TETRAVORTEX:
  4467. if( sd && sc ) { // No SC? No spheres
  4468. int spheres[5] = { 0, 0, 0, 0, 0 },
  4469. positions[5] = {-1,-1,-1,-1,-1 },
  4470. i, j = 0, k, subskill = 0;
  4471. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4472. if( sc->data[i] ) {
  4473. spheres[j] = i;
  4474. positions[j] = sc->data[i]->val2;
  4475. j++;
  4476. }
  4477. // Sphere Sort, this time from new to old
  4478. for( i = 0; i <= j - 2; i++ )
  4479. for( k = i + 1; k <= j - 1; k++ )
  4480. if( positions[i] < positions[k] ) {
  4481. swap(positions[i],positions[k]);
  4482. swap(spheres[i],spheres[k]);
  4483. }
  4484. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4485. status_change_end(src, spheres[4], INVALID_TIMER);
  4486. j = 4;
  4487. }
  4488. k = 0;
  4489. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4490. switch( sc->data[spheres[i]]->val1 ) {
  4491. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4492. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4493. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4494. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4495. }
  4496. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4497. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4498. status_change_end(src, spheres[i], INVALID_TIMER);
  4499. }
  4500. }
  4501. break;
  4502. case WL_RELEASE:
  4503. if( sd )
  4504. {
  4505. int i;
  4506. // Priority is to release SpellBook
  4507. if( sc && sc->data[SC_READING_SB] )
  4508. { // SpellBook
  4509. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4510. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4511. int cooldown;
  4512. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4513. if( sc->data[i] ) spell[s++] = i;
  4514. if ( s == 0 )
  4515. break;
  4516. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4517. if(sc->data[i] ){// Now extract the data from the preserved spell
  4518. pres_skill_id = sc->data[i]->val1;
  4519. pres_skill_lv = sc->data[i]->val2;
  4520. point = sc->data[i]->val3;
  4521. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4522. }else //something went wrong :(
  4523. break;
  4524. if( sc->data[SC_READING_SB]->val2 > point )
  4525. sc->data[SC_READING_SB]->val2 -= point;
  4526. else // Last spell to be released
  4527. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4528. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4529. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4530. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4531. break;
  4532. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4533. skill_toggle_magicpower(src, pres_skill_id);
  4534. switch( skill_get_casttype(pres_skill_id) )
  4535. {
  4536. case CAST_GROUND:
  4537. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4538. break;
  4539. case CAST_NODAMAGE:
  4540. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4541. break;
  4542. case CAST_DAMAGE:
  4543. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4544. break;
  4545. }
  4546. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4547. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4548. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4549. if( cooldown )
  4550. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4551. }
  4552. else
  4553. { // Summon Balls
  4554. int j = 0, k;
  4555. int spheres[5] = { 0, 0, 0, 0, 0 },
  4556. positions[5] = {-1,-1,-1,-1,-1 };
  4557. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4558. if( sc && sc->data[i] )
  4559. {
  4560. spheres[j] = i;
  4561. positions[j] = sc->data[i]->val2;
  4562. sc->data[i]->val2--; // Prepares for next position
  4563. j++;
  4564. }
  4565. if( j == 0 )
  4566. { // No Spheres
  4567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4568. break;
  4569. }
  4570. // Sphere Sort
  4571. for( i = 0; i <= j - 2; i++ )
  4572. for( k = i + 1; k <= j - 1; k++ )
  4573. if( positions[i] > positions[k] )
  4574. {
  4575. swap(positions[i],positions[k]);
  4576. swap(spheres[i],spheres[k]);
  4577. }
  4578. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4579. for( i = 0; i < j; i++ )
  4580. {
  4581. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4582. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4583. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4584. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4585. }
  4586. clif_skill_nodamage(src,bl,skill_id,0,1);
  4587. }
  4588. }
  4589. break;
  4590. case WL_FROSTMISTY:
  4591. // Causes Freezing status through walls.
  4592. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4593. // Doesn't deal damage through non-shootable walls.
  4594. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  4595. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4596. break;
  4597. case WL_HELLINFERNO:
  4598. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4599. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4600. break;
  4601. case RA_WUGSTRIKE:
  4602. if( sd && pc_isridingwug(sd) ){
  4603. short x[8]={0,-1,-1,-1,0,1,1,1};
  4604. short y[8]={1,1,0,-1,-1,-1,0,1};
  4605. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4606. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4607. clif_blown(src);
  4608. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4609. }
  4610. break;
  4611. }
  4612. case RA_WUGBITE:
  4613. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4614. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4615. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4616. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4617. break;
  4618. case RA_SENSITIVEKEEN:
  4619. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4620. struct status_change * tsc2 = status_get_sc(bl);
  4621. if( tsc2 && tsc2->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4622. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4623. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4624. }
  4625. }
  4626. else
  4627. {
  4628. struct skill_unit *su = NULL;
  4629. struct skill_unit_group* sg;
  4630. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4631. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4632. {
  4633. struct item item_tmp;
  4634. memset(&item_tmp,0,sizeof(item_tmp));
  4635. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4636. item_tmp.identify = 1;
  4637. if( item_tmp.nameid )
  4638. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4639. }
  4640. skill_delunit(su);
  4641. }
  4642. }
  4643. break;
  4644. case NC_INFRAREDSCAN:
  4645. if( flag&1 )
  4646. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4647. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4648. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4649. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4650. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4651. }
  4652. else
  4653. {
  4654. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4655. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4656. if( sd ) pc_overheat(sd,1);
  4657. }
  4658. break;
  4659. case NC_MAGNETICFIELD:
  4660. if( flag&1 && !map[src->m].flag.pvp ) // Doesn't affect enemies on PvP maps
  4661. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4662. break;
  4663. case SC_FATALMENACE:
  4664. if( flag&1 )
  4665. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4666. else
  4667. {
  4668. short x, y;
  4669. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4670. // Destination area
  4671. skill_area_temp[4] = x;
  4672. skill_area_temp[5] = y;
  4673. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4674. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4675. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4676. }
  4677. break;
  4678. case LG_PINPOINTATTACK:
  4679. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4680. clif_blown(src);
  4681. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4682. break;
  4683. case LG_SHIELDSPELL:
  4684. if (skill_lv == 1)
  4685. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4686. else if (skill_lv == 2)
  4687. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4688. break;
  4689. case SR_DRAGONCOMBO:
  4690. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4691. break;
  4692. case SR_KNUCKLEARROW:
  4693. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4694. dir_ka = map_calc_dir(bl, src->x, src->y);
  4695. // Has slide effect even in GVG
  4696. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4697. clif_blown(src);
  4698. if( flag&1 )
  4699. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4700. else
  4701. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4702. break;
  4703. case SR_HOWLINGOFLION:
  4704. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4705. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4706. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4707. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4708. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4709. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4710. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4711. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4712. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4713. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4714. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4715. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4716. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4717. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4718. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4719. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4720. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4721. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4722. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4723. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4724. break;
  4725. case SR_EARTHSHAKER:
  4726. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4727. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4728. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4729. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4730. } else {
  4731. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4732. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4733. }
  4734. break;
  4735. case SR_TIGERCANNON:
  4736. if ( flag&1 ) {
  4737. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4738. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4739. } else if ( sd ) {
  4740. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4741. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4742. if (sd)
  4743. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4744. break;
  4745. }
  4746. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4747. }
  4748. break;
  4749. case SO_POISON_BUSTER: {
  4750. struct status_change *tsc2 = status_get_sc(bl);
  4751. if( tsc2 && tsc2->data[SC_POISON] ) {
  4752. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4753. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4754. }
  4755. else if( sd )
  4756. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4757. }
  4758. break;
  4759. case GN_SPORE_EXPLOSION:
  4760. if( flag&1 )
  4761. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4762. else {
  4763. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4764. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4765. }
  4766. break;
  4767. case GN_DEMONIC_FIRE:
  4768. case GN_FIRE_EXPANSION_ACID:
  4769. if (flag&1)
  4770. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4771. break;
  4772. case KO_JYUMONJIKIRI: {
  4773. short x, y;
  4774. short dir = map_calc_dir(src,bl->x,bl->y);
  4775. if (dir > 0 && dir < 4)
  4776. x = 2;
  4777. else if (dir > 4)
  4778. x = -2;
  4779. else
  4780. x = 0;
  4781. if (dir > 2 && dir < 6)
  4782. y = 2;
  4783. else if (dir == 7 || dir < 2)
  4784. y = -2;
  4785. else
  4786. y = 0;
  4787. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4788. clif_blown(src);
  4789. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4790. }
  4791. }
  4792. break;
  4793. case EL_FIRE_BOMB:
  4794. case EL_FIRE_WAVE:
  4795. case EL_WATER_SCREW:
  4796. case EL_HURRICANE:
  4797. case EL_TYPOON_MIS:
  4798. if( flag&1 )
  4799. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4800. else {
  4801. int i = skill_get_splash(skill_id,skill_lv);
  4802. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4803. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4804. if( rnd()%100 < 30 )
  4805. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4806. else
  4807. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4808. }
  4809. break;
  4810. case EL_ROCK_CRUSHER:
  4811. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4812. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4813. if( rnd()%100 < 50 )
  4814. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4815. else
  4816. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4817. break;
  4818. case EL_STONE_RAIN:
  4819. if( flag&1 )
  4820. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4821. else {
  4822. int i = skill_get_splash(skill_id,skill_lv);
  4823. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4824. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4825. if( rnd()%100 < 30 )
  4826. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4827. else
  4828. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4829. }
  4830. break;
  4831. case EL_FIRE_ARROW:
  4832. case EL_ICE_NEEDLE:
  4833. case EL_WIND_SLASH:
  4834. case EL_STONE_HAMMER:
  4835. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4836. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4837. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4838. break;
  4839. case EL_TIDAL_WEAPON:
  4840. if( src->type == BL_ELEM ) {
  4841. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4842. struct status_change *sc2 = status_get_sc(&ele->bl);
  4843. struct status_change *tsc2 = status_get_sc(bl);
  4844. sc_type type = status_skill2sc(skill_id), type2;
  4845. type2 = type-1;
  4846. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4847. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4848. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  4849. elemental_clean_single_effect(ele, skill_id);
  4850. }
  4851. if( rnd()%100 < 50 )
  4852. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4853. else {
  4854. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4855. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4856. }
  4857. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4858. }
  4859. break;
  4860. //recursive homon skill
  4861. case MH_MAGMA_FLOW:
  4862. case MH_HEILIGE_STANGE:
  4863. if(flag&1){
  4864. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  4865. break;//chance to not trigger atk for magma
  4866. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4867. }
  4868. else
  4869. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4870. break;
  4871. case MH_STAHL_HORN:
  4872. case MH_NEEDLE_OF_PARALYZE:
  4873. case MH_SONIC_CRAW:
  4874. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4875. break;
  4876. case MH_MIDNIGHT_FRENZY:
  4877. case MH_SILVERVEIN_RUSH:
  4878. {
  4879. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4880. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4881. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4882. }
  4883. break;
  4884. case MH_TINDER_BREAKER:
  4885. case MH_CBC:
  4886. case MH_EQC:
  4887. {
  4888. int duration = 0;
  4889. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4890. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4891. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4892. clif_blown(src);
  4893. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4894. }
  4895. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4896. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4897. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4898. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4899. }
  4900. break;
  4901. case RL_H_MINE:
  4902. if (!(flag&1)) {
  4903. // Direct attack
  4904. if (!sd || !sd->flicker) {
  4905. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  4906. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4907. break;
  4908. }
  4909. // Triggered by RL_FLICKER
  4910. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4911. // Splash damage around it!
  4912. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  4913. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4914. flag |= 1; // Don't consume requirement
  4915. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  4916. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  4917. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  4918. }
  4919. }
  4920. else
  4921. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4922. if (sd && sd->flicker)
  4923. flag |= 1; // Don't consume requirement
  4924. break;
  4925. case RL_HAMMER_OF_GOD:
  4926. if (!(flag&1)) {
  4927. if (!sd) {
  4928. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4929. break;
  4930. }
  4931. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  4932. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  4933. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  4934. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4935. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  4936. }
  4937. }
  4938. else
  4939. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4940. if ((flag&8))
  4941. flag |= 1;
  4942. break;
  4943. case RL_QD_SHOT:
  4944. case RL_D_TAIL:
  4945. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  4946. int sflag = flag;
  4947. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  4948. break;
  4949. if (flag&1)
  4950. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  4951. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4952. if (sd) {
  4953. if (skill_id != RL_D_TAIL)
  4954. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  4955. }
  4956. }
  4957. break;
  4958. case 0:/* no skill - basic/normal attack */
  4959. if(sd) {
  4960. if (flag & 3){
  4961. if (bl->id != skill_area_temp[1])
  4962. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4963. } else {
  4964. skill_area_temp[1] = bl->id;
  4965. map_foreachinrange(skill_area_sub, bl,
  4966. sd->bonus.splash_range, BL_CHAR,
  4967. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4968. skill_castend_damage_id);
  4969. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4970. }
  4971. }
  4972. break;
  4973. default:
  4974. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4975. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4976. 0, abs(skill_get_num(skill_id, skill_lv)),
  4977. skill_id, skill_lv, skill_get_hit(skill_id));
  4978. map_freeblock_unlock();
  4979. return 1;
  4980. }
  4981. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4982. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4983. map_freeblock_unlock();
  4984. if( sd && !(flag&1) )
  4985. {// ensure that the skill last-cast tick is recorded
  4986. sd->canskill_tick = gettick();
  4987. if( sd->state.arrow_atk )
  4988. {// consume arrow on last invocation to this skill.
  4989. battle_consume_ammo(sd, skill_id, skill_lv);
  4990. }
  4991. // perform skill requirement consumption
  4992. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4993. }
  4994. return 0;
  4995. }
  4996. /*==========================================
  4997. *
  4998. *------------------------------------------*/
  4999. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5000. {
  5001. struct map_session_data *sd, *dstsd;
  5002. struct mob_data *md, *dstmd;
  5003. struct homun_data *hd;
  5004. struct mercenary_data *mer;
  5005. struct status_data *sstatus, *tstatus;
  5006. struct status_change *tsc;
  5007. struct status_change_entry *tsce;
  5008. int chorusbonus = 0;
  5009. int i = 0;
  5010. enum sc_type type;
  5011. if(skill_id > 0 && !skill_lv) return 0; // celest
  5012. nullpo_retr(1, src);
  5013. nullpo_retr(1, bl);
  5014. if (src->m != bl->m)
  5015. return 1;
  5016. sd = BL_CAST(BL_PC, src);
  5017. hd = BL_CAST(BL_HOM, src);
  5018. md = BL_CAST(BL_MOB, src);
  5019. mer = BL_CAST(BL_MER, src);
  5020. dstsd = BL_CAST(BL_PC, bl);
  5021. dstmd = BL_CAST(BL_MOB, bl);
  5022. if(bl->prev == NULL)
  5023. return 1;
  5024. if(status_isdead(src))
  5025. return 1;
  5026. if( src != bl && status_isdead(bl) ) {
  5027. switch( skill_id ) { // Skills that may be cast on dead targets
  5028. case NPC_WIDESOULDRAIN:
  5029. case PR_REDEMPTIO:
  5030. case ALL_RESURRECTION:
  5031. case WM_DEADHILLHERE:
  5032. break;
  5033. default:
  5034. return 1;
  5035. }
  5036. }
  5037. tstatus = status_get_status_data(bl);
  5038. sstatus = status_get_status_data(src);
  5039. // Minstrel/Wanderer number check for chorus skills.
  5040. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5041. if( sd && sd->status.party_id ) {
  5042. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5043. if( chorusbonus > 7 )
  5044. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5045. else if( chorusbonus > 2 )
  5046. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5047. }
  5048. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5049. switch (skill_id) {
  5050. case HLIF_HEAL: //[orn]
  5051. if (bl->type != BL_HOM) {
  5052. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5053. break ;
  5054. }
  5055. case AL_HEAL:
  5056. case ALL_RESURRECTION:
  5057. case PR_ASPERSIO:
  5058. case AB_RENOVATIO:
  5059. case AB_HIGHNESSHEAL:
  5060. //Apparently only player casted skills can be offensive like this.
  5061. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5062. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5063. //Offensive heal does not works on non-enemies. [Skotlex]
  5064. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5065. return 0;
  5066. }
  5067. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5068. }
  5069. break;
  5070. case SO_ELEMENTAL_SHIELD: {
  5071. struct party_data *p;
  5072. short ret = 0;
  5073. int x0, y0, x1, y1, range;
  5074. if(sd == NULL || !sd->ed)
  5075. break;
  5076. if((p = party_search(sd->status.party_id)) == NULL)
  5077. break;
  5078. range = skill_get_splash(skill_id,skill_lv);
  5079. x0 = sd->bl.x - range;
  5080. y0 = sd->bl.y - range;
  5081. x1 = sd->bl.x + range;
  5082. y1 = sd->bl.y + range;
  5083. elemental_delete(sd->ed,0);
  5084. if(!skill_check_unit_range(src,src->x,src->y,skill_id,skill_lv))
  5085. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
  5086. for(i = 0; i < MAX_PARTY; i++) {
  5087. struct map_session_data *psd = p->data[i].sd;
  5088. if(!psd)
  5089. continue;
  5090. if(psd->bl.m != sd->bl.m || !psd->bl.prev)
  5091. continue;
  5092. if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
  5093. psd->bl.x > x1 || psd->bl.y > y1))
  5094. continue;
  5095. if(!skill_check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
  5096. ret |= skill_castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
  5097. }
  5098. return ret;
  5099. }
  5100. break;
  5101. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5102. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5103. case MH_STEINWAND: {
  5104. struct block_list *s_src = battle_get_master(src);
  5105. short ret = 0;
  5106. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5107. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5108. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5109. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5110. if (hd)
  5111. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5112. return ret;
  5113. }
  5114. break;
  5115. default:
  5116. //Skill is actually ground placed.
  5117. if (src == bl && skill_get_unit_id(skill_id,0))
  5118. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5119. }
  5120. type = status_skill2sc(skill_id);
  5121. tsc = status_get_sc(bl);
  5122. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5123. if (src!=bl && type > -1 &&
  5124. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5125. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5126. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5127. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5128. map_freeblock_lock();
  5129. switch(skill_id)
  5130. {
  5131. case HLIF_HEAL: //[orn]
  5132. case AL_HEAL:
  5133. case AB_HIGHNESSHEAL:
  5134. {
  5135. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5136. int heal_get_jobexp;
  5137. if( status_isimmune(bl) ||
  5138. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5139. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5140. heal=0;
  5141. if( tsc && tsc->count ) {
  5142. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5143. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5144. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5145. if (src == bl)
  5146. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5147. else {
  5148. bl = src;
  5149. dstsd = sd;
  5150. }
  5151. }
  5152. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5153. heal = 0; //Needed so that it actually displays 0 when healing.
  5154. }
  5155. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5156. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5157. heal = ~heal + 1;
  5158. heal_get_jobexp = status_heal(bl,heal,0,0);
  5159. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5160. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5161. if (heal_get_jobexp <= 0)
  5162. heal_get_jobexp = 1;
  5163. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5164. }
  5165. }
  5166. break;
  5167. case PR_REDEMPTIO:
  5168. if (sd && !(flag&1)) {
  5169. if (sd->status.party_id == 0) {
  5170. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5171. break;
  5172. }
  5173. skill_area_temp[0] = 0;
  5174. party_foreachsamemap(skill_area_sub,
  5175. sd,skill_get_splash(skill_id, skill_lv),
  5176. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5177. skill_castend_nodamage_id);
  5178. if (skill_area_temp[0] == 0) {
  5179. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5180. break;
  5181. }
  5182. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5183. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5184. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5185. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5186. clif_updatestatus(sd,SP_BASEEXP);
  5187. clif_updatestatus(sd,SP_JOBEXP);
  5188. }
  5189. status_set_hp(src, 1, 0);
  5190. status_set_sp(src, 0, 0);
  5191. break;
  5192. } else if (status_isdead(bl) && flag&1) { //Revive
  5193. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5194. skill_lv = 3; //Resurrection level 3 is used
  5195. } else //Invalid target, skip resurrection.
  5196. break;
  5197. case ALL_RESURRECTION:
  5198. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5199. { //No reviving in WoE grounds!
  5200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5201. break;
  5202. }
  5203. if (!status_isdead(bl))
  5204. break;
  5205. {
  5206. int per = 0, sper = 0;
  5207. if (tsc && tsc->data[SC_HELLPOWER])
  5208. break;
  5209. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5210. break;
  5211. switch(skill_lv){
  5212. case 1: per=10; break;
  5213. case 2: per=30; break;
  5214. case 3: per=50; break;
  5215. case 4: per=80; break;
  5216. }
  5217. if(dstsd && dstsd->special_state.restart_full_recover)
  5218. per = sper = 100;
  5219. if (status_revive(bl, per, sper))
  5220. {
  5221. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5222. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5223. {
  5224. int exp = 0,jexp = 0;
  5225. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5226. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5227. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5228. if (exp < 1) exp = 1;
  5229. }
  5230. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5231. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5232. if (jexp < 1) jexp = 1;
  5233. }
  5234. if(exp > 0 || jexp > 0)
  5235. pc_gainexp (sd, bl, exp, jexp, false);
  5236. }
  5237. }
  5238. }
  5239. break;
  5240. case AL_DECAGI:
  5241. case MER_DECAGI:
  5242. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5243. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5244. break;
  5245. case AL_CRUCIS:
  5246. if (flag&1)
  5247. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5248. else {
  5249. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5250. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5251. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5252. }
  5253. break;
  5254. case PR_LEXDIVINA:
  5255. case MER_LEXDIVINA:
  5256. if( tsce )
  5257. status_change_end(bl,type, INVALID_TIMER);
  5258. else
  5259. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5260. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5261. break;
  5262. case SA_ABRACADABRA:
  5263. if (!skill_abra_count) {
  5264. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5265. break;
  5266. }
  5267. else {
  5268. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5269. do {
  5270. i = rnd() % MAX_SKILL_ABRA_DB;
  5271. abra_skill_id = skill_abra_db[i].skill_id;
  5272. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5273. } while ( checked++ < checked_max &&
  5274. (abra_skill_id == 0 ||
  5275. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5276. if (!skill_get_index(abra_skill_id))
  5277. break;
  5278. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5279. if( sd )
  5280. {// player-casted
  5281. sd->state.abra_flag = 1;
  5282. sd->skillitem = abra_skill_id;
  5283. sd->skillitemlv = abra_skill_lv;
  5284. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5285. }
  5286. else
  5287. {// mob-casted
  5288. struct unit_data *ud = unit_bl2ud(src);
  5289. int inf = skill_get_inf(abra_skill_id);
  5290. if (!ud) break;
  5291. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5292. if (src->type == BL_PET)
  5293. bl = (struct block_list*)((TBL_PET*)src)->master;
  5294. if (!bl) bl = src;
  5295. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5296. } else { //Assume offensive skills
  5297. int target_id = 0;
  5298. if (ud->target)
  5299. target_id = ud->target;
  5300. else switch (src->type) {
  5301. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5302. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5303. }
  5304. if (!target_id)
  5305. break;
  5306. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5307. bl = map_id2bl(target_id);
  5308. if (!bl) bl = src;
  5309. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5310. } else
  5311. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5312. }
  5313. }
  5314. }
  5315. break;
  5316. case SA_COMA:
  5317. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5318. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5319. break;
  5320. case SA_FULLRECOVERY:
  5321. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5322. if (status_isimmune(bl))
  5323. break;
  5324. status_percent_heal(bl, 100, 100);
  5325. break;
  5326. case NPC_ALLHEAL:
  5327. {
  5328. int heal;
  5329. if( status_isimmune(bl) )
  5330. break;
  5331. heal = status_percent_heal(bl, 100, 0);
  5332. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5333. if( dstmd )
  5334. { // Reset Damage Logs
  5335. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5336. dstmd->tdmg = 0;
  5337. }
  5338. }
  5339. break;
  5340. case SA_SUMMONMONSTER:
  5341. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5342. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5343. break;
  5344. case SA_LEVELUP:
  5345. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5346. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5347. break;
  5348. case SA_INSTANTDEATH:
  5349. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5350. status_kill(src);
  5351. break;
  5352. case SA_QUESTION:
  5353. clif_emotion(src,E_WHAT);
  5354. case SA_GRAVITY:
  5355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5356. break;
  5357. case SA_CLASSCHANGE:
  5358. case SA_MONOCELL:
  5359. if (dstmd)
  5360. {
  5361. int class_;
  5362. if ( sd && dstmd->status.mode&MD_BOSS )
  5363. {
  5364. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5365. break;
  5366. }
  5367. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5368. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5369. mob_class_change(dstmd,class_);
  5370. if( tsc && dstmd->status.mode&MD_BOSS )
  5371. {
  5372. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  5373. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5374. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5375. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5376. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5377. }
  5378. }
  5379. break;
  5380. case SA_DEATH:
  5381. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5382. {
  5383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5384. break;
  5385. }
  5386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5387. status_kill(bl);
  5388. break;
  5389. case SA_REVERSEORCISH:
  5390. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5391. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5392. break;
  5393. case SA_FORTUNE:
  5394. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5395. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5396. break;
  5397. case SA_TAMINGMONSTER:
  5398. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5399. if (sd && dstmd) {
  5400. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5401. if( i < MAX_PET_DB )
  5402. pet_catch_process1(sd, dstmd->mob_id);
  5403. }
  5404. break;
  5405. case CR_PROVIDENCE:
  5406. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5407. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5409. map_freeblock_unlock();
  5410. return 1;
  5411. }
  5412. }
  5413. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5414. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5415. break;
  5416. case CG_MARIONETTE:
  5417. {
  5418. struct status_change* sc = status_get_sc(src);
  5419. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5420. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5421. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5422. map_freeblock_unlock();
  5423. return 1;
  5424. }
  5425. if( sc && tsc )
  5426. {
  5427. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5428. {
  5429. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5430. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5431. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5432. }
  5433. else
  5434. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5435. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5436. {
  5437. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5438. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5439. }
  5440. else
  5441. {
  5442. if( sd )
  5443. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5444. map_freeblock_unlock();
  5445. return 1;
  5446. }
  5447. }
  5448. }
  5449. break;
  5450. case RG_CLOSECONFINE:
  5451. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5452. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5453. break;
  5454. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5455. case SA_FROSTWEAPON:
  5456. case SA_LIGHTNINGLOADER:
  5457. case SA_SEISMICWEAPON:
  5458. if (dstsd) {
  5459. if(dstsd->status.weapon == W_FIST ||
  5460. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5461. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5462. dstsd->sc.data[SC_FIREWEAPON] ||
  5463. dstsd->sc.data[SC_WATERWEAPON] ||
  5464. dstsd->sc.data[SC_WINDWEAPON] ||
  5465. dstsd->sc.data[SC_EARTHWEAPON] ||
  5466. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5467. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5468. dstsd->sc.data[SC_ENCPOISON]
  5469. ))
  5470. ) {
  5471. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5472. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5473. break;
  5474. }
  5475. }
  5476. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5477. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5478. if (sd)
  5479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5480. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5481. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5482. }
  5483. break;
  5484. case PR_ASPERSIO:
  5485. if (sd && dstmd) {
  5486. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5487. break;
  5488. }
  5489. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5490. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5491. break;
  5492. case ITEM_ENCHANTARMS:
  5493. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5494. sc_start2(src,bl,type,100,skill_lv,
  5495. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5496. break;
  5497. case TK_SEVENWIND:
  5498. switch(skill_get_ele(skill_id,skill_lv)) {
  5499. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5500. case ELE_WIND : type = SC_WINDWEAPON; break;
  5501. case ELE_WATER : type = SC_WATERWEAPON; break;
  5502. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5503. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5504. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5505. case ELE_HOLY : type = SC_ASPERSIO; break;
  5506. }
  5507. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5508. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5509. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5510. break;
  5511. case PR_KYRIE:
  5512. case MER_KYRIE:
  5513. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5514. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5515. break;
  5516. //Passive Magnum, should had been casted on yourself.
  5517. case SM_MAGNUM:
  5518. case MS_MAGNUM:
  5519. skill_area_temp[1] = 0;
  5520. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5521. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5522. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5523. // Initiate 20% of your damage becomes fire element.
  5524. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5525. if( sd )
  5526. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5527. else if( bl->type == BL_MER )
  5528. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5529. break;
  5530. case TK_JUMPKICK:
  5531. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5532. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5533. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5534. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5535. clif_blown(src);
  5536. }
  5537. } else
  5538. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5539. break;
  5540. case AL_INCAGI:
  5541. case AL_BLESSING:
  5542. case MER_INCAGI:
  5543. case MER_BLESSING:
  5544. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5545. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5546. break;
  5547. }
  5548. case PR_SLOWPOISON:
  5549. case PR_IMPOSITIO:
  5550. case PR_LEXAETERNA:
  5551. case PR_SUFFRAGIUM:
  5552. case PR_BENEDICTIO:
  5553. case LK_BERSERK:
  5554. case MS_BERSERK:
  5555. case KN_TWOHANDQUICKEN:
  5556. case KN_ONEHAND:
  5557. case MER_QUICKEN:
  5558. case CR_SPEARQUICKEN:
  5559. case CR_REFLECTSHIELD:
  5560. case MS_REFLECTSHIELD:
  5561. case AS_POISONREACT:
  5562. case MC_LOUD:
  5563. case MG_ENERGYCOAT:
  5564. case MO_EXPLOSIONSPIRITS:
  5565. case MO_STEELBODY:
  5566. case MO_BLADESTOP:
  5567. case LK_AURABLADE:
  5568. case LK_PARRYING:
  5569. case MS_PARRYING:
  5570. case LK_CONCENTRATION:
  5571. case WS_CARTBOOST:
  5572. case SN_SIGHT:
  5573. case WS_MELTDOWN:
  5574. case WS_OVERTHRUSTMAX:
  5575. case ST_REJECTSWORD:
  5576. case HW_MAGICPOWER:
  5577. case PF_MEMORIZE:
  5578. case PA_SACRIFICE:
  5579. case ASC_EDP:
  5580. case PF_DOUBLECASTING:
  5581. case SG_SUN_COMFORT:
  5582. case SG_MOON_COMFORT:
  5583. case SG_STAR_COMFORT:
  5584. case NPC_HALLUCINATION:
  5585. case GS_MADNESSCANCEL:
  5586. case GS_ADJUSTMENT:
  5587. case GS_INCREASING:
  5588. case NJ_KASUMIKIRI:
  5589. case NJ_UTSUSEMI:
  5590. case NJ_NEN:
  5591. case NPC_DEFENDER:
  5592. case NPC_MAGICMIRROR:
  5593. case ST_PRESERVE:
  5594. case NPC_INVINCIBLE:
  5595. case NPC_INVINCIBLEOFF:
  5596. case RK_DEATHBOUND:
  5597. case AB_RENOVATIO:
  5598. case AB_EXPIATIO:
  5599. case AB_DUPLELIGHT:
  5600. case AB_SECRAMENT:
  5601. case NC_ACCELERATION:
  5602. case NC_HOVERING:
  5603. case NC_SHAPESHIFT:
  5604. case WL_RECOGNIZEDSPELL:
  5605. case GC_VENOMIMPRESS:
  5606. case SC_DEADLYINFECT:
  5607. case LG_EXEEDBREAK:
  5608. case LG_PRESTIGE:
  5609. case SR_CRESCENTELBOW:
  5610. case SR_LIGHTNINGWALK:
  5611. case GN_CARTBOOST:
  5612. case KO_MEIKYOUSISUI:
  5613. case ALL_ODINS_POWER:
  5614. case ALL_FULL_THROTTLE:
  5615. case RA_UNLIMIT:
  5616. case WL_TELEKINESIS_INTENSE:
  5617. case RL_HEAT_BARREL:
  5618. case RL_P_ALTER:
  5619. case RL_E_CHAIN:
  5620. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5621. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5622. break;
  5623. case KN_AUTOCOUNTER:
  5624. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5625. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5626. break;
  5627. case SO_STRIKING:
  5628. if (sd) {
  5629. int bonus = 8 + 2 * skill_lv;
  5630. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5631. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5632. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5633. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5634. 0
  5635. );
  5636. }
  5637. break;
  5638. case NPC_STOP:
  5639. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5640. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5641. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5642. break;
  5643. case HP_ASSUMPTIO:
  5644. if( sd && dstmd )
  5645. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5646. else
  5647. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5648. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5649. break;
  5650. case MG_SIGHT:
  5651. case MER_SIGHT:
  5652. case AL_RUWACH:
  5653. case WZ_SIGHTBLASTER:
  5654. case NPC_WIDESIGHT:
  5655. case NPC_STONESKIN:
  5656. case NPC_ANTIMAGIC:
  5657. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5658. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5659. break;
  5660. case HLIF_AVOID:
  5661. case HAMI_DEFENCE:
  5662. i = skill_get_time(skill_id,skill_lv);
  5663. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5664. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5665. break;
  5666. case NJ_BUNSINJYUTSU:
  5667. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5668. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5669. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5670. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5671. break;
  5672. /* Was modified to only affect targetted char. [Skotlex]
  5673. case HP_ASSUMPTIO:
  5674. if (flag&1)
  5675. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5676. else
  5677. {
  5678. map_foreachinrange(skill_area_sub, bl,
  5679. skill_get_splash(skill_id, skill_lv), BL_PC,
  5680. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5681. skill_castend_nodamage_id);
  5682. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5683. }
  5684. break;
  5685. */
  5686. case SM_ENDURE:
  5687. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5688. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5689. break;
  5690. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5691. if (sd && dstsd && dstsd->sc.count) {
  5692. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5693. dstsd->sc.data[SC_WATERWEAPON] ||
  5694. dstsd->sc.data[SC_WINDWEAPON] ||
  5695. dstsd->sc.data[SC_EARTHWEAPON] ||
  5696. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5697. dstsd->sc.data[SC_GHOSTWEAPON]
  5698. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5699. ) {
  5700. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5702. break;
  5703. }
  5704. }
  5705. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5706. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5707. break;
  5708. case LK_TENSIONRELAX:
  5709. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5710. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5711. skill_get_time(skill_id,skill_lv)));
  5712. break;
  5713. case MC_CHANGECART:
  5714. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5715. break;
  5716. case TK_MISSION:
  5717. if (sd) {
  5718. int id;
  5719. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5720. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5721. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5722. break;
  5723. }
  5724. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5725. if (!id) {
  5726. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5727. break;
  5728. }
  5729. sd->mission_mobid = id;
  5730. sd->mission_count = 0;
  5731. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5732. clif_mission_info(sd, id, 0);
  5733. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5734. }
  5735. break;
  5736. case AC_CONCENTRATION:
  5737. {
  5738. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5739. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5740. map_foreachinrange( status_change_timer_sub, src,
  5741. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5742. src,NULL,type,tick);
  5743. }
  5744. break;
  5745. case SM_PROVOKE:
  5746. case SM_SELFPROVOKE:
  5747. case MER_PROVOKE:
  5748. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5749. {
  5750. map_freeblock_unlock();
  5751. return 1;
  5752. }
  5753. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5754. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5755. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5756. if( !i )
  5757. {
  5758. if( sd )
  5759. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5760. map_freeblock_unlock();
  5761. return 0;
  5762. }
  5763. unit_skillcastcancel(bl, 2);
  5764. if( tsc && tsc->count )
  5765. {
  5766. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5767. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5768. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5769. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5770. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5771. }
  5772. if( dstmd )
  5773. {
  5774. dstmd->state.provoke_flag = src->id;
  5775. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5776. }
  5777. break;
  5778. case ML_DEVOTION:
  5779. case CR_DEVOTION:
  5780. {
  5781. int count, lv;
  5782. if( !dstsd || (!sd && !mer) )
  5783. { // Only players can be devoted
  5784. if( sd )
  5785. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5786. break;
  5787. }
  5788. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5789. lv = -lv;
  5790. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5791. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5792. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5793. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5794. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5795. {
  5796. if( sd )
  5797. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5798. map_freeblock_unlock();
  5799. return 1;
  5800. }
  5801. i = 0;
  5802. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  5803. if( sd )
  5804. { // Player Devoting Player
  5805. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5806. if( i == count )
  5807. {
  5808. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5809. if( i == count )
  5810. { // No free slots, skill Fail
  5811. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5812. map_freeblock_unlock();
  5813. return 1;
  5814. }
  5815. }
  5816. sd->devotion[i] = bl->id;
  5817. }
  5818. else
  5819. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5820. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5821. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  5822. clif_devotion(src, NULL);
  5823. }
  5824. break;
  5825. case MO_CALLSPIRITS:
  5826. if(sd) {
  5827. int limit = skill_lv;
  5828. if( sd->sc.data[SC_RAISINGDRAGON] )
  5829. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5830. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5831. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5832. }
  5833. break;
  5834. case CH_SOULCOLLECT:
  5835. if(sd) {
  5836. int limit = 5;
  5837. if( sd->sc.data[SC_RAISINGDRAGON] )
  5838. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5839. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5840. for (i = 0; i < limit; i++)
  5841. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5842. }
  5843. break;
  5844. case MO_KITRANSLATION:
  5845. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) {
  5846. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5847. }
  5848. break;
  5849. case TK_TURNKICK:
  5850. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5851. if (skill_area_temp[1] != bl->id) {
  5852. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5853. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5854. }
  5855. break;
  5856. case MO_ABSORBSPIRITS:
  5857. i = 0;
  5858. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5859. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5860. i = dstsd->spiritball * 7;
  5861. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5862. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5863. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5864. i = 2 * dstmd->level;
  5865. mob_target(dstmd,src,0);
  5866. }
  5867. if (i) status_heal(src, 0, i, 3);
  5868. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5869. break;
  5870. case AC_MAKINGARROW:
  5871. if(sd) {
  5872. clif_arrow_create_list(sd);
  5873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5874. }
  5875. break;
  5876. case AM_PHARMACY:
  5877. if(sd) {
  5878. clif_skill_produce_mix_list(sd,skill_id,22);
  5879. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5880. }
  5881. break;
  5882. case SA_CREATECON:
  5883. if(sd) {
  5884. clif_elementalconverter_list(sd);
  5885. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5886. }
  5887. break;
  5888. case BS_HAMMERFALL:
  5889. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5890. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5891. break;
  5892. case RG_RAID:
  5893. skill_area_temp[1] = 0;
  5894. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5895. map_foreachinrange(skill_area_sub, bl,
  5896. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5897. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5898. skill_castend_damage_id);
  5899. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5900. break;
  5901. //List of self skills that give damage around caster
  5902. case ASC_METEORASSAULT:
  5903. case GS_SPREADATTACK:
  5904. case RK_STORMBLAST:
  5905. case NC_AXETORNADO:
  5906. case GC_COUNTERSLASH:
  5907. case SR_SKYNETBLOW:
  5908. case SR_RAMPAGEBLASTER:
  5909. case SR_HOWLINGOFLION:
  5910. case KO_HAPPOKUNAI:
  5911. case RL_FIREDANCE:
  5912. case RL_R_TRIP:
  5913. skill_area_temp[1] = 0;
  5914. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5915. if (battle_config.skill_wall_check)
  5916. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5917. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5918. else
  5919. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5920. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5921. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5922. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5923. break;
  5924. case NC_EMERGENCYCOOL:
  5925. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5926. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5927. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5928. break;
  5929. case SR_WINDMILL:
  5930. case GN_CART_TORNADO:
  5931. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5932. case SR_EARTHSHAKER:
  5933. case NC_INFRAREDSCAN:
  5934. case NPC_EARTHQUAKE:
  5935. case NPC_VAMPIRE_GIFT:
  5936. case NPC_HELLJUDGEMENT:
  5937. case NPC_PULSESTRIKE:
  5938. case LG_MOONSLASHER:
  5939. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5940. break;
  5941. case KN_BRANDISHSPEAR:
  5942. case ML_BRANDISH:
  5943. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5944. break;
  5945. case WZ_SIGHTRASHER:
  5946. //Passive side of the attack.
  5947. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5948. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5949. map_foreachinrange(skill_area_sub,src,
  5950. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5951. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5952. skill_castend_damage_id);
  5953. break;
  5954. case NJ_HYOUSYOURAKU:
  5955. case NJ_RAIGEKISAI:
  5956. case WZ_FROSTNOVA:
  5957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5958. skill_area_temp[1] = 0;
  5959. map_foreachinrange(skill_attack_area, src,
  5960. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5961. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5962. break;
  5963. case HVAN_EXPLOSION: //[orn]
  5964. case NPC_SELFDESTRUCTION:
  5965. //Self Destruction hits everyone in range (allies+enemies)
  5966. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5967. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5968. BCT_ENEMY:BCT_ALL;
  5969. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5970. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5971. map_foreachinrange(skill_area_sub, bl,
  5972. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5973. src, skill_id, skill_lv, tick, flag|i,
  5974. skill_castend_damage_id);
  5975. if(map_addblock(src))
  5976. return 1;
  5977. status_damage(src, src, sstatus->max_hp,0,0,1);
  5978. break;
  5979. case AL_ANGELUS:
  5980. case PR_MAGNIFICAT:
  5981. case PR_GLORIA:
  5982. case SN_WINDWALK:
  5983. case CASH_BLESSING:
  5984. case CASH_INCAGI:
  5985. case CASH_ASSUMPTIO:
  5986. case WM_FRIGG_SONG:
  5987. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5988. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5989. else if( sd )
  5990. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5991. break;
  5992. case MER_MAGNIFICAT:
  5993. if( mer != NULL )
  5994. {
  5995. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5996. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5997. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5998. else if( mer->master && !(flag&1) )
  5999. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6000. }
  6001. break;
  6002. case BS_ADRENALINE:
  6003. case BS_ADRENALINE2:
  6004. case BS_WEAPONPERFECT:
  6005. case BS_OVERTHRUST:
  6006. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6007. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6008. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6009. } else if (sd) {
  6010. party_foreachsamemap(skill_area_sub,
  6011. sd,skill_get_splash(skill_id, skill_lv),
  6012. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6013. skill_castend_nodamage_id);
  6014. }
  6015. break;
  6016. case BS_MAXIMIZE:
  6017. case NV_TRICKDEAD:
  6018. case CR_DEFENDER:
  6019. case ML_DEFENDER:
  6020. case CR_AUTOGUARD:
  6021. case ML_AUTOGUARD:
  6022. case TK_READYSTORM:
  6023. case TK_READYDOWN:
  6024. case TK_READYTURN:
  6025. case TK_READYCOUNTER:
  6026. case TK_DODGE:
  6027. case CR_SHRINK:
  6028. case SG_FUSION:
  6029. case GS_GATLINGFEVER:
  6030. if( tsce )
  6031. {
  6032. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6033. map_freeblock_unlock();
  6034. return 0;
  6035. }
  6036. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6037. break;
  6038. case SL_KAITE:
  6039. case SL_KAAHI:
  6040. case SL_KAIZEL:
  6041. case SL_KAUPE:
  6042. if (sd) {
  6043. if (!dstsd || !(
  6044. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6045. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6046. dstsd->status.char_id == sd->status.char_id ||
  6047. dstsd->status.char_id == sd->status.partner_id ||
  6048. dstsd->status.char_id == sd->status.child
  6049. )) {
  6050. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6051. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6052. break;
  6053. }
  6054. }
  6055. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6056. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6057. break;
  6058. case SM_AUTOBERSERK:
  6059. case MER_AUTOBERSERK:
  6060. if( tsce )
  6061. i = status_change_end(bl, type, INVALID_TIMER);
  6062. else
  6063. i = sc_start(src,bl,type,100,skill_lv,60000);
  6064. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6065. break;
  6066. case TF_HIDING:
  6067. case ST_CHASEWALK:
  6068. case KO_YAMIKUMO:
  6069. if (tsce)
  6070. {
  6071. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6072. map_freeblock_unlock();
  6073. return 0;
  6074. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6075. //Mado Gear cannot hide
  6076. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6077. map_freeblock_unlock();
  6078. return 0;
  6079. }
  6080. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6081. break;
  6082. case TK_RUN:
  6083. if (tsce)
  6084. {
  6085. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6086. map_freeblock_unlock();
  6087. return 0;
  6088. }
  6089. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6090. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6091. clif_walkok(sd); // So aegis has to resend the walk ok.
  6092. break;
  6093. case AS_CLOAKING:
  6094. case GC_CLOAKINGEXCEED:
  6095. case LG_FORCEOFVANGUARD:
  6096. case SC_REPRODUCE:
  6097. case SC_INVISIBILITY:
  6098. case RA_CAMOUFLAGE:
  6099. if (tsce) {
  6100. i = status_change_end(bl, type, INVALID_TIMER);
  6101. if( i )
  6102. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6103. else if( sd )
  6104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6105. map_freeblock_unlock();
  6106. return 0;
  6107. }
  6108. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6109. if( i )
  6110. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6111. else if( sd )
  6112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6113. break;
  6114. case BD_ADAPTATION:
  6115. if(tsc && tsc->data[SC_DANCING]){
  6116. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6117. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6118. }
  6119. break;
  6120. case BA_FROSTJOKER:
  6121. case DC_SCREAM:
  6122. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6123. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6124. if (md) {
  6125. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6126. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6127. char temp[70];
  6128. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  6129. clif_disp_overhead(&md->bl,temp);
  6130. }
  6131. break;
  6132. case BA_PANGVOICE:
  6133. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6134. break;
  6135. case DC_WINKCHARM:
  6136. if( dstsd )
  6137. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6138. else
  6139. if( dstmd )
  6140. {
  6141. if( status_get_lv(src) > status_get_lv(bl)
  6142. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6143. && !(tstatus->mode&MD_BOSS) )
  6144. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6145. else
  6146. {
  6147. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6148. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6149. }
  6150. }
  6151. break;
  6152. case TF_STEAL:
  6153. if(sd) {
  6154. if(pc_steal_item(sd,bl,skill_lv))
  6155. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6156. else
  6157. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6158. }
  6159. break;
  6160. case RG_STEALCOIN:
  6161. if(sd) {
  6162. if(pc_steal_coin(sd,bl))
  6163. {
  6164. dstmd->state.provoke_flag = src->id;
  6165. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6167. }
  6168. else
  6169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6170. }
  6171. break;
  6172. case MG_STONECURSE:
  6173. {
  6174. int brate = 0;
  6175. if (tstatus->mode&MD_BOSS) {
  6176. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6177. break;
  6178. }
  6179. if(status_isimmune(bl) || !tsc)
  6180. break;
  6181. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6182. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6183. if (tsc->data[SC_STONE]) {
  6184. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6185. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6186. break;
  6187. }
  6188. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6189. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6190. skill_get_time2(skill_id,skill_lv)))
  6191. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6192. else if(sd) {
  6193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6194. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6195. if (skill_lv > 5)
  6196. { // not to consume items
  6197. map_freeblock_unlock();
  6198. return 0;
  6199. }
  6200. }
  6201. }
  6202. break;
  6203. case NV_FIRSTAID:
  6204. clif_skill_nodamage(src,bl,skill_id,5,1);
  6205. status_heal(bl,5,0,0);
  6206. break;
  6207. case AL_CURE:
  6208. if(status_isimmune(bl)) {
  6209. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6210. break;
  6211. }
  6212. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6213. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6214. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6215. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6216. break;
  6217. case TF_DETOXIFY:
  6218. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6219. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6220. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6221. break;
  6222. case PR_STRECOVERY:
  6223. if(status_isimmune(bl)) {
  6224. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6225. break;
  6226. }
  6227. if (tsc && tsc->opt1) {
  6228. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6229. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6230. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6231. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6232. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6233. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6234. }
  6235. //Is this equation really right? It looks so... special.
  6236. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6237. {
  6238. status_change_start(src,bl, SC_BLIND,
  6239. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6240. 1,0,0,0,
  6241. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6242. }
  6243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6244. if(dstmd)
  6245. mob_unlocktarget(dstmd,tick);
  6246. break;
  6247. // Mercenary Supportive Skills
  6248. case MER_BENEDICTION:
  6249. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6250. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6251. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6252. break;
  6253. case MER_COMPRESS:
  6254. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6255. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6256. break;
  6257. case MER_MENTALCURE:
  6258. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6259. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6260. break;
  6261. case MER_RECUPERATE:
  6262. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6263. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6265. break;
  6266. case MER_REGAIN:
  6267. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6268. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6269. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6270. break;
  6271. case MER_TENDER:
  6272. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6273. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6275. break;
  6276. case MER_SCAPEGOAT:
  6277. if( mer && mer->master )
  6278. {
  6279. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6280. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6281. }
  6282. break;
  6283. case MER_ESTIMATION:
  6284. if( !mer )
  6285. break;
  6286. sd = mer->master;
  6287. case WZ_ESTIMATION:
  6288. if( sd == NULL )
  6289. break;
  6290. if( dstsd )
  6291. { // Fail on Players
  6292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6293. break;
  6294. }
  6295. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6296. break; // Cannot be Used on Emperium
  6297. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6298. clif_skill_estimation(sd, bl);
  6299. if( skill_id == MER_ESTIMATION )
  6300. sd = NULL;
  6301. break;
  6302. case BS_REPAIRWEAPON:
  6303. if(sd && dstsd)
  6304. clif_item_repair_list(sd,dstsd,skill_lv);
  6305. break;
  6306. case MC_IDENTIFY:
  6307. if(sd) {
  6308. clif_item_identify_list(sd);
  6309. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6310. map_freeblock_unlock();
  6311. return 1;
  6312. }
  6313. else { // consume sp only if succeeded
  6314. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6315. status_zap(src,0,req.sp);
  6316. }
  6317. }
  6318. break;
  6319. // Weapon Refining [Celest]
  6320. case WS_WEAPONREFINE:
  6321. if(sd)
  6322. clif_item_refine_list(sd);
  6323. break;
  6324. case MC_VENDING:
  6325. if(sd)
  6326. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6327. if ( !pc_can_give_items(sd) )
  6328. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6329. else {
  6330. sd->state.prevend = 1;
  6331. clif_openvendingreq(sd,2+skill_lv);
  6332. }
  6333. }
  6334. break;
  6335. case AL_TELEPORT:
  6336. case ALL_ODINS_RECALL:
  6337. if(sd)
  6338. {
  6339. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6340. clif_skill_teleportmessage(sd,0);
  6341. break;
  6342. }
  6343. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6344. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6345. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6346. break;
  6347. }
  6348. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6349. {
  6350. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6351. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6352. if( skill_lv == 1 )
  6353. pc_randomwarp(sd,CLR_TELEPORT);
  6354. else
  6355. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6356. break;
  6357. }
  6358. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6359. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6360. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6361. else
  6362. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6363. } else
  6364. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6365. break;
  6366. case NPC_EXPULSION:
  6367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6368. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6369. break;
  6370. case AL_HOLYWATER:
  6371. if(sd) {
  6372. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6373. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6374. else
  6375. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6376. }
  6377. break;
  6378. case TF_PICKSTONE:
  6379. if(sd) {
  6380. unsigned char eflag;
  6381. struct item item_tmp;
  6382. struct block_list tbl;
  6383. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6384. memset(&item_tmp,0,sizeof(item_tmp));
  6385. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6386. item_tmp.nameid = ITEMID_STONE;
  6387. item_tmp.identify = 1;
  6388. tbl.id = 0;
  6389. clif_takeitem(&sd->bl,&tbl);
  6390. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6391. if(eflag) {
  6392. clif_additem(sd,0,0,eflag);
  6393. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6394. }
  6395. }
  6396. break;
  6397. case ASC_CDP:
  6398. if(sd) {
  6399. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6400. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6401. }
  6402. break;
  6403. case RG_STRIPWEAPON:
  6404. case RG_STRIPSHIELD:
  6405. case RG_STRIPARMOR:
  6406. case RG_STRIPHELM:
  6407. case ST_FULLSTRIP:
  6408. case GC_WEAPONCRUSH:
  6409. case SC_STRIPACCESSARY: {
  6410. unsigned short location = 0;
  6411. int d = 0;
  6412. //Rate in percent
  6413. if ( skill_id == ST_FULLSTRIP ) {
  6414. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6415. } else if( skill_id == SC_STRIPACCESSARY ) {
  6416. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6417. } else {
  6418. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6419. }
  6420. if (i < 5) i = 5; //Minimum rate 5%
  6421. //Duration in ms
  6422. if( skill_id == GC_WEAPONCRUSH){
  6423. d = skill_get_time(skill_id,skill_lv);
  6424. if(bl->type == BL_PC)
  6425. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6426. else
  6427. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6428. }else
  6429. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6430. if (d < 0) d = 0; //Minimum duration 0ms
  6431. switch (skill_id) {
  6432. case RG_STRIPWEAPON:
  6433. case GC_WEAPONCRUSH:
  6434. location = EQP_WEAPON;
  6435. break;
  6436. case RG_STRIPSHIELD:
  6437. location = EQP_SHIELD;
  6438. break;
  6439. case RG_STRIPARMOR:
  6440. location = EQP_ARMOR;
  6441. break;
  6442. case RG_STRIPHELM:
  6443. location = EQP_HELM;
  6444. break;
  6445. case ST_FULLSTRIP:
  6446. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6447. break;
  6448. case SC_STRIPACCESSARY:
  6449. location = EQP_ACC;
  6450. break;
  6451. }
  6452. //Special message when trying to use strip on FCP [Jobbie]
  6453. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6454. {
  6455. clif_gospel_info(sd, 0x28);
  6456. break;
  6457. }
  6458. //Attempts to strip at rate i and duration d
  6459. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6460. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6461. //Nothing stripped.
  6462. if( sd && !i )
  6463. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6464. break;
  6465. }
  6466. case AM_BERSERKPITCHER:
  6467. case AM_POTIONPITCHER:
  6468. {
  6469. int j,hp = 0,sp = 0;
  6470. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6471. map_freeblock_unlock();
  6472. return 1;
  6473. }
  6474. if( sd ) {
  6475. int x,bonus=100;
  6476. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6477. x = skill_lv%11 - 1;
  6478. j = pc_search_inventory(sd, require.itemid[x]);
  6479. if (j < 0 || require.itemid[x] <= 0) {
  6480. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6481. map_freeblock_unlock();
  6482. return 1;
  6483. }
  6484. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6485. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6486. map_freeblock_unlock();
  6487. return 1;
  6488. }
  6489. if( skill_id == AM_BERSERKPITCHER ) {
  6490. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6491. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6492. map_freeblock_unlock();
  6493. return 1;
  6494. }
  6495. }
  6496. potion_flag = 1;
  6497. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6498. potion_target = bl->id;
  6499. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6500. potion_flag = potion_target = 0;
  6501. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6502. bonus += sd->status.base_level;
  6503. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6504. hp = tstatus->max_hp * potion_per_hp / 100;
  6505. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6506. if( dstsd ) {
  6507. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6508. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6509. }
  6510. } else {
  6511. if( potion_hp > 0 ) {
  6512. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6513. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6514. if( dstsd )
  6515. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6516. }
  6517. if( potion_sp > 0 ) {
  6518. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6519. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6520. if( dstsd )
  6521. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6522. }
  6523. }
  6524. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6525. hp += hp * bonus / 100;
  6526. sp += sp * bonus / 100;
  6527. }
  6528. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6529. hp += hp * j / 100;
  6530. sp += sp * j / 100;
  6531. }
  6532. } else {
  6533. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6534. switch (skill_lv) {
  6535. case 1: hp = 45; break;
  6536. case 2: hp = 105; break;
  6537. case 3: hp = 175; break;
  6538. default: hp = 325; break;
  6539. }
  6540. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6541. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6542. if( dstsd )
  6543. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6544. }
  6545. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6546. hp += hp * j / 100;
  6547. sp += sp * j / 100;
  6548. }
  6549. if( tsc && tsc->count ) {
  6550. if( tsc->data[SC_CRITICALWOUND] ) {
  6551. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6552. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6553. }
  6554. if( tsc->data[SC_DEATHHURT] ) {
  6555. hp -= hp * 20 / 100;
  6556. sp -= sp * 20 / 100;
  6557. }
  6558. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6559. hp += hp / 10;
  6560. sp += sp / 10;
  6561. }
  6562. }
  6563. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6564. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6565. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6566. if( sp > 0 )
  6567. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6568. #ifdef RENEWAL
  6569. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6570. sp = 0;
  6571. #endif
  6572. status_heal(bl,hp,sp,0);
  6573. }
  6574. break;
  6575. case AM_CP_WEAPON:
  6576. case AM_CP_SHIELD:
  6577. case AM_CP_ARMOR:
  6578. case AM_CP_HELM:
  6579. {
  6580. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6581. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6582. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6583. map_freeblock_unlock(); // Don't consume item requirements
  6584. return 0;
  6585. }
  6586. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6587. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6588. }
  6589. break;
  6590. case AM_TWILIGHT1:
  6591. if (sd) {
  6592. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6593. //Prepare 200 White Potions.
  6594. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6596. }
  6597. break;
  6598. case AM_TWILIGHT2:
  6599. if (sd) {
  6600. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6601. //Prepare 200 Slim White Potions.
  6602. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6603. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6604. }
  6605. break;
  6606. case AM_TWILIGHT3:
  6607. if (sd) {
  6608. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6609. if( ebottle >= 0 )
  6610. ebottle = sd->status.inventory[ebottle].amount;
  6611. //check if you can produce all three, if not, then fail:
  6612. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6613. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6614. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6615. || ebottle < 200 //200 empty bottle are required at total.
  6616. ) {
  6617. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6618. break;
  6619. }
  6620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6621. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6622. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6623. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6624. }
  6625. break;
  6626. case SA_DISPELL:
  6627. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6628. {
  6629. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6630. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6631. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6632. || rnd()%100 >= 50+10*skill_lv
  6633. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6634. {
  6635. if (sd)
  6636. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6637. break;
  6638. }
  6639. if(status_isimmune(bl))
  6640. break;
  6641. //Remove bonus_script by Dispell
  6642. if (dstsd)
  6643. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6644. if(!tsc || !tsc->count)
  6645. break;
  6646. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6648. break;
  6649. }
  6650. for(i=0;i<SC_MAX;i++) {
  6651. if (!tsc->data[i])
  6652. continue;
  6653. switch (i) {
  6654. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6655. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6656. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6657. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6658. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6659. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6660. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6661. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6662. case SC_EDP: case SC_AUTOBERSERK:
  6663. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6664. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6665. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6666. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6667. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6668. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6669. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6670. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6671. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6672. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6673. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6674. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6675. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6676. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6677. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6678. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6679. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6680. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6681. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6682. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6683. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6684. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6685. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6686. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6687. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6688. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6689. case SC_HAWKEYES: case SC_PUSH_CART:
  6690. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6691. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6692. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6693. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6694. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6695. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6696. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6697. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6698. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6699. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6700. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  6701. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6702. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  6703. #ifdef RENEWAL
  6704. case SC_EXTREMITYFIST2:
  6705. #endif
  6706. continue;
  6707. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6708. case SC_WHISTLE:
  6709. case SC_ASSNCROS:
  6710. case SC_POEMBRAGI:
  6711. case SC_APPLEIDUN:
  6712. case SC_HUMMING:
  6713. case SC_DONTFORGETME:
  6714. case SC_FORTUNE:
  6715. case SC_SERVICE4U:
  6716. if(tsc->data[i]->val4==0)
  6717. continue; //if in song-area don't end it
  6718. break;
  6719. case SC_ASSUMPTIO:
  6720. if( bl->type == BL_MOB )
  6721. continue;
  6722. break;
  6723. }
  6724. 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.
  6725. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6726. }
  6727. break;
  6728. }
  6729. //Affect all targets on splash area.
  6730. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6731. src, skill_id, skill_lv, tick, flag|1,
  6732. skill_castend_damage_id);
  6733. break;
  6734. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6736. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6737. break;
  6738. case TK_HIGHJUMP:
  6739. {
  6740. int x,y, dir = unit_getdir(src);
  6741. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6742. if( map[src->m].flag.noteleport &&
  6743. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6744. ) {
  6745. x = src->x;
  6746. y = src->y;
  6747. } else {
  6748. x = src->x + dirx[dir]*skill_lv*2;
  6749. y = src->y + diry[dir]*skill_lv*2;
  6750. }
  6751. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6752. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  6753. clif_blown(src);
  6754. }
  6755. break;
  6756. case SA_CASTCANCEL:
  6757. case SO_SPELLFIST:
  6758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6759. unit_skillcastcancel(src,1);
  6760. if(sd) {
  6761. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6762. if( skill_id == SO_SPELLFIST ){
  6763. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6764. sd->skill_id_old = sd->skill_lv_old = 0;
  6765. break;
  6766. }
  6767. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6768. if(sp < 0) sp = 0;
  6769. status_zap(src, 0, sp);
  6770. }
  6771. break;
  6772. case SA_SPELLBREAKER:
  6773. {
  6774. int sp;
  6775. if(tsc && tsc->data[SC_MAGICROD]) {
  6776. sp = skill_get_sp(skill_id,skill_lv);
  6777. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6778. if(sp < 1) sp = 1;
  6779. status_heal(bl,0,sp,2);
  6780. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6781. } else {
  6782. struct unit_data *ud = unit_bl2ud(bl);
  6783. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6784. if (!ud || ud->skilltimer == INVALID_TIMER)
  6785. break; //Nothing to cancel.
  6786. bl_skill_id = ud->skill_id;
  6787. bl_skill_lv = ud->skill_lv;
  6788. if (tstatus->mode & MD_BOSS)
  6789. { //Only 10% success chance against bosses. [Skotlex]
  6790. if (rnd()%100 < 90)
  6791. {
  6792. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6793. break;
  6794. }
  6795. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6796. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6797. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6798. unit_skillcastcancel(bl,0);
  6799. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6800. status_zap(bl, hp, sp);
  6801. if (hp && skill_lv >= 5)
  6802. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6803. else
  6804. hp = 0;
  6805. if (sp) //Recover some of the SP used
  6806. sp = sp*(25*(skill_lv-1))/100;
  6807. if(hp || sp)
  6808. status_heal(src, hp, sp, 2);
  6809. }
  6810. }
  6811. break;
  6812. case SA_MAGICROD:
  6813. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6814. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6815. break;
  6816. case SA_AUTOSPELL:
  6817. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6818. if(sd)
  6819. clif_autospell(sd,skill_lv);
  6820. else {
  6821. int maxlv=1,spellid=0;
  6822. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6823. if(skill_lv >= 10) {
  6824. spellid = MG_FROSTDIVER;
  6825. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6826. // maxlv = 10;
  6827. // else
  6828. maxlv = skill_lv - 9;
  6829. }
  6830. else if(skill_lv >=8) {
  6831. spellid = MG_FIREBALL;
  6832. maxlv = skill_lv - 7;
  6833. }
  6834. else if(skill_lv >=5) {
  6835. spellid = MG_SOULSTRIKE;
  6836. maxlv = skill_lv - 4;
  6837. }
  6838. else if(skill_lv >=2) {
  6839. int i_rnd = rnd()%3;
  6840. spellid = spellarray[i_rnd];
  6841. maxlv = skill_lv - 1;
  6842. }
  6843. else if(skill_lv > 0) {
  6844. spellid = MG_NAPALMBEAT;
  6845. maxlv = 3;
  6846. }
  6847. if(spellid > 0)
  6848. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6849. skill_get_time(SA_AUTOSPELL,skill_lv));
  6850. }
  6851. break;
  6852. case BS_GREED:
  6853. if(sd){
  6854. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6855. map_foreachinrange(skill_greed,bl,
  6856. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6857. }
  6858. break;
  6859. case SA_ELEMENTWATER:
  6860. case SA_ELEMENTFIRE:
  6861. case SA_ELEMENTGROUND:
  6862. case SA_ELEMENTWIND:
  6863. if(sd && !dstmd) //Only works on monsters.
  6864. break;
  6865. if(tstatus->mode&MD_BOSS)
  6866. break;
  6867. case NPC_ATTRICHANGE:
  6868. case NPC_CHANGEWATER:
  6869. case NPC_CHANGEGROUND:
  6870. case NPC_CHANGEFIRE:
  6871. case NPC_CHANGEWIND:
  6872. case NPC_CHANGEPOISON:
  6873. case NPC_CHANGEHOLY:
  6874. case NPC_CHANGEDARKNESS:
  6875. case NPC_CHANGETELEKINESIS:
  6876. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6877. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6878. skill_get_time(skill_id, skill_lv)));
  6879. break;
  6880. case NPC_CHANGEUNDEAD:
  6881. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6882. //TO-DO This is ugly, fix it
  6883. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6884. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6885. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6886. skill_get_time(skill_id, skill_lv)));
  6887. break;
  6888. case NPC_PROVOCATION:
  6889. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6890. if (md) mob_unlocktarget(md, tick);
  6891. break;
  6892. case NPC_KEEPING:
  6893. case NPC_BARRIER:
  6894. {
  6895. int skill_time = skill_get_time(skill_id,skill_lv);
  6896. struct unit_data *ud = unit_bl2ud(bl);
  6897. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6898. sc_start(src,bl,type,100,skill_lv,skill_time))
  6899. && ud) { //Disable attacking/acting/moving for skill's duration.
  6900. ud->attackabletime =
  6901. ud->canact_tick =
  6902. ud->canmove_tick = tick + skill_time;
  6903. }
  6904. }
  6905. break;
  6906. case NPC_REBIRTH:
  6907. if( md && md->state.rebirth )
  6908. break; // only works once
  6909. sc_start(src,bl,type,100,skill_lv,-1);
  6910. break;
  6911. case NPC_DARKBLESSING:
  6912. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6913. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6914. break;
  6915. case NPC_LICK:
  6916. status_zap(bl, 0, 100);
  6917. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6918. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6919. break;
  6920. case NPC_SUICIDE:
  6921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6922. status_kill(src); //When suiciding, neither exp nor drops is given.
  6923. break;
  6924. case NPC_SUMMONSLAVE:
  6925. case NPC_SUMMONMONSTER:
  6926. if(md && md->skill_idx >= 0)
  6927. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6928. break;
  6929. case NPC_CALLSLAVE:
  6930. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6931. break;
  6932. case NPC_RANDOMMOVE:
  6933. if (md) {
  6934. md->next_walktime = tick - 1;
  6935. mob_randomwalk(md,tick);
  6936. }
  6937. break;
  6938. case NPC_SPEEDUP:
  6939. {
  6940. // or does it increase casting rate? just a guess xD
  6941. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  6942. if (i_type > SC_ASPDPOTION3)
  6943. i_type = SC_ASPDPOTION3;
  6944. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6945. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  6946. }
  6947. break;
  6948. case NPC_REVENGE:
  6949. // not really needed... but adding here anyway ^^
  6950. if (md && md->master_id > 0) {
  6951. struct block_list *mbl, *tbl;
  6952. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6953. (tbl = battle_gettargeted(mbl)) == NULL)
  6954. break;
  6955. md->state.provoke_flag = tbl->id;
  6956. mob_target(md, tbl, sstatus->rhw.range);
  6957. }
  6958. break;
  6959. case NPC_RUN:
  6960. if (md && unit_escape(src, bl, rnd()%10 + 1))
  6961. mob_unlocktarget(md, tick);
  6962. break;
  6963. case NPC_TRANSFORMATION:
  6964. case NPC_METAMORPHOSIS:
  6965. if(md && md->skill_idx >= 0) {
  6966. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6967. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6968. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6969. if (class_) mob_class_change(md, class_);
  6970. }
  6971. break;
  6972. case NPC_EMOTION_ON:
  6973. case NPC_EMOTION:
  6974. //val[0] is the emotion to use.
  6975. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6976. //val[1] 'sets' the mode
  6977. //val[2] adds to the current mode
  6978. //val[3] removes from the current mode
  6979. //val[4] if set, asks to delete the previous mode change.
  6980. if(md && md->skill_idx >= 0 && tsc)
  6981. {
  6982. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6983. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6984. status_change_end(bl, type, INVALID_TIMER);
  6985. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6986. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6987. mob_unlocktarget(md,tick);
  6988. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6989. sc_start4(src,src, type, 100, skill_lv,
  6990. md->db->skill[md->skill_idx].val[1],
  6991. md->db->skill[md->skill_idx].val[2],
  6992. md->db->skill[md->skill_idx].val[3],
  6993. skill_get_time(skill_id, skill_lv));
  6994. }
  6995. break;
  6996. case NPC_POWERUP:
  6997. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6998. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6999. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7000. break;
  7001. case NPC_AGIUP:
  7002. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7003. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7004. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7005. break;
  7006. case NPC_INVISIBLE:
  7007. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7008. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7009. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7010. break;
  7011. case NPC_SIEGEMODE:
  7012. // not sure what it does
  7013. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7014. break;
  7015. case WE_MALE:
  7016. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7017. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7018. 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]
  7019. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7020. }
  7021. break;
  7022. case WE_FEMALE:
  7023. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7024. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7025. 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]
  7026. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7027. }
  7028. break;
  7029. // parent-baby skills
  7030. case WE_BABY:
  7031. if(sd){
  7032. struct map_session_data *f_sd = pc_get_father(sd);
  7033. struct map_session_data *m_sd = pc_get_mother(sd);
  7034. if( (!f_sd && !m_sd) // if neither was found
  7035. || (sd->status.party_id != 0 && //not in same party
  7036. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7037. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7038. ))
  7039. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7040. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7041. ) {
  7042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7043. map_freeblock_unlock();
  7044. return 0;
  7045. }
  7046. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7047. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7048. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7049. }
  7050. break;
  7051. case PF_HPCONVERSION:
  7052. {
  7053. int hp, sp;
  7054. hp = sstatus->max_hp/10;
  7055. sp = hp * 10 * skill_lv / 100;
  7056. if (!status_charge(src,hp,0)) {
  7057. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7058. break;
  7059. }
  7060. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7061. status_heal(bl,0,sp,2);
  7062. }
  7063. break;
  7064. case MA_REMOVETRAP:
  7065. case HT_REMOVETRAP:
  7066. {
  7067. struct skill_unit* su;
  7068. struct skill_unit_group* sg = NULL;
  7069. su = BL_CAST(BL_SKILL, bl);
  7070. // Mercenaries can remove any trap
  7071. // Players can only remove their own traps or traps on Vs maps.
  7072. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7073. {
  7074. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7075. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7076. { // prevent picking up expired traps
  7077. if( battle_config.skill_removetrap_type )
  7078. { // get back all items used to deploy the trap
  7079. for( i = 0; i < 10; i++ )
  7080. {
  7081. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7082. {
  7083. int flag2;
  7084. struct item item_tmp;
  7085. memset(&item_tmp,0,sizeof(item_tmp));
  7086. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7087. item_tmp.identify = 1;
  7088. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7089. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7090. clif_additem(sd,0,0,flag2);
  7091. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7092. }
  7093. }
  7094. }
  7095. }
  7096. else
  7097. { // get back 1 trap
  7098. struct item item_tmp;
  7099. memset(&item_tmp,0,sizeof(item_tmp));
  7100. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7101. item_tmp.identify = 1;
  7102. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7103. {
  7104. clif_additem(sd,0,0,flag);
  7105. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7106. }
  7107. }
  7108. }
  7109. skill_delunit(su);
  7110. }else if(sd)
  7111. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7112. }
  7113. break;
  7114. case HT_SPRINGTRAP:
  7115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7116. {
  7117. struct skill_unit *su=NULL;
  7118. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7119. switch(su->group->unit_id){
  7120. case UNT_ANKLESNARE: // ankle snare
  7121. if (su->group->val2 != 0)
  7122. // if it is already trapping something don't spring it,
  7123. // remove trap should be used instead
  7124. break;
  7125. // otherwise fallthrough to below
  7126. case UNT_BLASTMINE:
  7127. case UNT_SKIDTRAP:
  7128. case UNT_LANDMINE:
  7129. case UNT_SHOCKWAVE:
  7130. case UNT_SANDMAN:
  7131. case UNT_FLASHER:
  7132. case UNT_FREEZINGTRAP:
  7133. case UNT_CLAYMORETRAP:
  7134. case UNT_TALKIEBOX:
  7135. su->group->unit_id = UNT_USED_TRAPS;
  7136. clif_changetraplook(bl, UNT_USED_TRAPS);
  7137. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7138. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7139. }
  7140. }
  7141. }
  7142. break;
  7143. case BD_ENCORE:
  7144. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7145. if(sd)
  7146. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7147. break;
  7148. case AS_SPLASHER:
  7149. if(tstatus->mode&MD_BOSS
  7150. // Renewal dropped the 3/4 hp requirement
  7151. #ifndef RENEWAL
  7152. || tstatus-> hp > tstatus->max_hp*3/4
  7153. #endif
  7154. ) {
  7155. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7156. map_freeblock_unlock();
  7157. return 1;
  7158. }
  7159. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7160. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7161. #ifndef RENEWAL
  7162. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7163. #endif
  7164. break;
  7165. case PF_MINDBREAKER:
  7166. {
  7167. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7168. {
  7169. map_freeblock_unlock();
  7170. return 1;
  7171. }
  7172. if (tsce)
  7173. { //HelloKitty2 (?) explained that this silently fails when target is
  7174. //already inflicted. [Skotlex]
  7175. map_freeblock_unlock();
  7176. return 1;
  7177. }
  7178. //Has a 55% + skill_lv*5% success chance.
  7179. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7180. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7181. {
  7182. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7183. map_freeblock_unlock();
  7184. return 0;
  7185. }
  7186. unit_skillcastcancel(bl,0);
  7187. if(tsc && tsc->count){
  7188. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7189. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7190. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7191. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7192. }
  7193. if(dstmd)
  7194. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7195. }
  7196. break;
  7197. case PF_SOULCHANGE:
  7198. {
  7199. unsigned int sp1 = 0, sp2 = 0;
  7200. if (dstmd) {
  7201. if (dstmd->state.soul_change_flag) {
  7202. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7203. break;
  7204. }
  7205. dstmd->state.soul_change_flag = 1;
  7206. sp2 = sstatus->max_sp * 3 /100;
  7207. status_heal(src, 0, sp2, 2);
  7208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7209. break;
  7210. }
  7211. sp1 = sstatus->sp;
  7212. sp2 = tstatus->sp;
  7213. #ifdef RENEWAL
  7214. sp1 = sp1 / 2;
  7215. sp2 = sp2 / 2;
  7216. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7217. sp1 = tstatus->sp;
  7218. #endif
  7219. status_set_sp(src, sp2, 3);
  7220. status_set_sp(bl, sp1, 3);
  7221. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7222. }
  7223. break;
  7224. // Slim Pitcher
  7225. case CR_SLIMPITCHER:
  7226. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7227. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  7228. break;
  7229. if (potion_hp || potion_sp) {
  7230. int hp = potion_hp, sp = potion_sp;
  7231. hp = hp * (100 + (tstatus->vit<<1))/100;
  7232. sp = sp * (100 + (tstatus->int_<<1))/100;
  7233. if (dstsd) {
  7234. if (hp)
  7235. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7236. if (sp)
  7237. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7238. }
  7239. if( tsc && tsc->count ) {
  7240. if (tsc->data[SC_CRITICALWOUND]) {
  7241. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7242. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7243. }
  7244. if (tsc->data[SC_DEATHHURT]) {
  7245. hp -= hp * 20 / 100;
  7246. sp -= sp * 20 / 100;
  7247. }
  7248. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7249. hp += hp / 10;
  7250. sp += sp / 10;
  7251. }
  7252. }
  7253. if(hp > 0)
  7254. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7255. if(sp > 0)
  7256. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7257. status_heal(bl,hp,sp,0);
  7258. }
  7259. break;
  7260. // Full Chemical Protection
  7261. case CR_FULLPROTECTION:
  7262. {
  7263. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7264. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7265. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7266. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7267. continue;
  7268. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7269. s++;
  7270. }
  7271. if( sd && !s ){
  7272. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7273. map_freeblock_unlock(); // Don't consume item requirements
  7274. return 0;
  7275. }
  7276. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7277. }
  7278. break;
  7279. case RG_CLEANER: //AppleGirl
  7280. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7281. break;
  7282. case CG_LONGINGFREEDOM:
  7283. {
  7284. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7285. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7286. {
  7287. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7288. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7289. }
  7290. }
  7291. break;
  7292. case CG_TAROTCARD:
  7293. {
  7294. int count = -1;
  7295. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7296. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7297. if( sd )
  7298. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7299. map_freeblock_unlock();
  7300. return 0;
  7301. }
  7302. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7303. do {
  7304. int eff = rnd() % 14;
  7305. clif_specialeffect(bl, 523 + eff, AREA);
  7306. switch (eff)
  7307. {
  7308. case 0: // heals SP to 0
  7309. status_percent_damage(src, bl, 0, 100, false);
  7310. break;
  7311. case 1: // matk halved
  7312. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7313. break;
  7314. case 2: // all buffs removed
  7315. status_change_clear_buffs(bl,1);
  7316. break;
  7317. case 3: // 1000 damage, random armor destroyed
  7318. {
  7319. status_fix_damage(src, bl, 1000, 0);
  7320. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7321. if( !status_isdead(bl) ) {
  7322. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7323. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7324. }
  7325. }
  7326. break;
  7327. case 4: // atk halved
  7328. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7329. break;
  7330. case 5: // 2000HP heal, random teleported
  7331. status_heal(src, 2000, 0, 0);
  7332. if( !map_flag_vs(bl->m) )
  7333. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7334. break;
  7335. case 6: // random 2 other effects
  7336. if (count == -1)
  7337. count = 3;
  7338. else
  7339. count++; //Should not retrigger this one.
  7340. break;
  7341. case 7: // stop freeze or stoned
  7342. {
  7343. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7344. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7345. }
  7346. break;
  7347. case 8: // curse coma and poison
  7348. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7349. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7350. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7351. break;
  7352. case 9: // confusion
  7353. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7354. break;
  7355. case 10: // 6666 damage, atk matk halved, cursed
  7356. status_fix_damage(src, bl, 6666, 0);
  7357. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7358. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7359. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7360. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7361. break;
  7362. case 11: // 4444 damage
  7363. status_fix_damage(src, bl, 4444, 0);
  7364. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7365. break;
  7366. case 12: // stun
  7367. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7368. break;
  7369. case 13: // atk,matk,hit,flee,def reduced
  7370. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7371. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7372. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7373. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7374. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7375. break;
  7376. default:
  7377. break;
  7378. }
  7379. } while ((--count) > 0);
  7380. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7381. }
  7382. break;
  7383. case SL_ALCHEMIST:
  7384. case SL_ASSASIN:
  7385. case SL_BARDDANCER:
  7386. case SL_BLACKSMITH:
  7387. case SL_CRUSADER:
  7388. case SL_HUNTER:
  7389. case SL_KNIGHT:
  7390. case SL_MONK:
  7391. case SL_PRIEST:
  7392. case SL_ROGUE:
  7393. case SL_SAGE:
  7394. case SL_SOULLINKER:
  7395. case SL_STAR:
  7396. case SL_SUPERNOVICE:
  7397. case SL_WIZARD:
  7398. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7399. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type) || (skill_id == SL_SUPERNOVICE && (dstsd->class_&JOBL_SUPER_NOVICE))) {
  7400. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7401. break;
  7402. }
  7403. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7404. { //Erase death count 1% of the casts
  7405. dstsd->die_counter = 0;
  7406. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7407. clif_specialeffect(bl, 0x152, AREA);
  7408. //SC_SPIRIT invokes status_calc_pc for us.
  7409. }
  7410. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7411. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7412. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7413. break;
  7414. case SL_HIGH:
  7415. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7416. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7417. break;
  7418. }
  7419. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7420. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7421. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7422. break;
  7423. case SL_SWOO:
  7424. if (tsce) {
  7425. if(sd)
  7426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7427. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7428. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7429. break;
  7430. }
  7431. case SL_SKA: // [marquis007]
  7432. case SL_SKE:
  7433. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7435. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7436. break;
  7437. }
  7438. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7439. if (skill_id == SL_SKE)
  7440. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7441. break;
  7442. // New guild skills [Celest]
  7443. case GD_BATTLEORDER:
  7444. if(flag&1) {
  7445. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7446. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7447. } else if (status_get_guild_id(src)) {
  7448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7449. map_foreachinrange(skill_area_sub, src,
  7450. skill_get_splash(skill_id, skill_lv), BL_PC,
  7451. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7452. skill_castend_nodamage_id);
  7453. if (sd)
  7454. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7455. }
  7456. break;
  7457. case GD_REGENERATION:
  7458. if(flag&1) {
  7459. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7460. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7461. } else if (status_get_guild_id(src)) {
  7462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7463. map_foreachinrange(skill_area_sub, src,
  7464. skill_get_splash(skill_id, skill_lv), BL_PC,
  7465. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7466. skill_castend_nodamage_id);
  7467. if (sd)
  7468. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7469. }
  7470. break;
  7471. case GD_RESTORE:
  7472. if(flag&1) {
  7473. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7474. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7475. } else if (status_get_guild_id(src)) {
  7476. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7477. map_foreachinrange(skill_area_sub, src,
  7478. skill_get_splash(skill_id, skill_lv), BL_PC,
  7479. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7480. skill_castend_nodamage_id);
  7481. if (sd)
  7482. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7483. }
  7484. break;
  7485. case GD_EMERGENCYCALL:
  7486. case GD_ITEMEMERGENCYCALL:
  7487. {
  7488. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7489. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7490. uint8 j = 0, calls = 0, called = 0;
  7491. struct guild *g;
  7492. // i don't know if it actually summons in a circle, but oh well. ;P
  7493. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7494. if (!g)
  7495. break;
  7496. if (skill_id == GD_ITEMEMERGENCYCALL)
  7497. switch (skill_lv) {
  7498. case 1: calls = 7; break;
  7499. case 2: calls = 12; break;
  7500. case 3: calls = 20; break;
  7501. default: calls = 0; break;
  7502. }
  7503. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7504. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7505. if (j > 8)
  7506. j = 0;
  7507. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7508. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7509. continue;
  7510. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7511. dx[j] = dy[j] = 0;
  7512. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7513. called++;
  7514. }
  7515. }
  7516. if (sd)
  7517. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7518. }
  7519. break;
  7520. case SG_FEEL:
  7521. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7522. if (sd) {
  7523. if(!sd->feel_map[skill_lv-1].index)
  7524. clif_feel_req(sd->fd,sd, skill_lv);
  7525. else
  7526. clif_feel_info(sd, skill_lv-1, 1);
  7527. }
  7528. break;
  7529. case SG_HATE:
  7530. if (sd) {
  7531. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7532. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7534. }
  7535. break;
  7536. case GS_GLITTERING:
  7537. if(sd) {
  7538. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7539. if(rnd()%100 < (20+10*skill_lv))
  7540. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7541. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7542. pc_delspiritball(sd,1,0);
  7543. }
  7544. break;
  7545. case GS_CRACKER:
  7546. /* per official standards, this skill works on players and mobs. */
  7547. if (sd && (dstsd || dstmd))
  7548. {
  7549. i =65 -5*distance_bl(src,bl); //Base rate
  7550. if (i < 30) i = 30;
  7551. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7552. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7553. }
  7554. break;
  7555. case AM_CALLHOMUN: //[orn]
  7556. if (sd && !hom_call(sd))
  7557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7558. break;
  7559. case AM_REST:
  7560. if (sd) {
  7561. if (hom_vaporize(sd,HOM_ST_REST))
  7562. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7563. else
  7564. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7565. }
  7566. break;
  7567. case HAMI_CASTLE: //[orn]
  7568. if (rnd()%100 < 20 * skill_lv && src != bl) {
  7569. int x = src->x, y = src->y;
  7570. if (hd)
  7571. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7572. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7573. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7574. clif_blown(src);
  7575. if (unit_movepos(bl,x,y,0,0)) {
  7576. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7577. clif_blown(bl);
  7578. }
  7579. //TODO: Make casted skill also change its target
  7580. map_foreachinrange(skill_changetarget,src,AREA_SIZE,BL_CHAR,bl,src);
  7581. }
  7582. } else if (hd && hd->master) // Failed
  7583. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7584. else if (sd)
  7585. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7586. break;
  7587. case HVAN_CHAOTIC: //[orn]
  7588. {
  7589. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7590. int r = rnd()%100;
  7591. i = (skill_lv-1)%5;
  7592. if(r<per[i][0]) //Self
  7593. bl = src;
  7594. else if(r<per[i][1]) //Master
  7595. bl = battle_get_master(src);
  7596. else //Enemy
  7597. bl = map_id2bl(battle_gettarget(src));
  7598. if (!bl) bl = src;
  7599. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7600. //Eh? why double skill packet?
  7601. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7602. clif_skill_nodamage(src,bl,skill_id,i,1);
  7603. status_heal(bl, i, 0, 0);
  7604. }
  7605. break;
  7606. //Homun single-target support skills [orn]
  7607. case HAMI_BLOODLUST:
  7608. case HFLI_FLEET:
  7609. case HFLI_SPEED:
  7610. case HLIF_CHANGE:
  7611. case MH_ANGRIFFS_MODUS:
  7612. case MH_GOLDENE_FERSE:
  7613. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7614. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7615. if (hd)
  7616. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7617. break;
  7618. case NPC_DRAGONFEAR:
  7619. if (flag&1) {
  7620. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7621. int j;
  7622. j = i = rnd()%ARRAYLENGTH(sc);
  7623. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7624. i++;
  7625. if ( i == ARRAYLENGTH(sc) )
  7626. i = 0;
  7627. if (i == j)
  7628. break;
  7629. }
  7630. break;
  7631. }
  7632. case NPC_WIDEBLEEDING:
  7633. case NPC_WIDECONFUSE:
  7634. case NPC_WIDECURSE:
  7635. case NPC_WIDEFREEZE:
  7636. case NPC_WIDESLEEP:
  7637. case NPC_WIDESILENCE:
  7638. case NPC_WIDESTONE:
  7639. case NPC_WIDESTUN:
  7640. case NPC_SLOWCAST:
  7641. case NPC_WIDEHELLDIGNITY:
  7642. case NPC_WIDEHEALTHFEAR:
  7643. case NPC_WIDEBODYBURNNING:
  7644. case NPC_WIDEFROSTMISTY:
  7645. case NPC_WIDECOLD:
  7646. case NPC_WIDE_DEEP_SLEEP:
  7647. case NPC_WIDESIREN:
  7648. if (flag&1){
  7649. switch ( type ) {
  7650. case SC_BURNING:
  7651. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7652. break;
  7653. case SC_VOICEOFSIREN:
  7654. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7655. break;
  7656. default:
  7657. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7658. }
  7659. }
  7660. else {
  7661. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7663. map_foreachinrange(skill_area_sub, bl,
  7664. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7665. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7666. skill_castend_nodamage_id);
  7667. }
  7668. break;
  7669. case NPC_WIDESOULDRAIN:
  7670. if (flag&1)
  7671. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7672. else {
  7673. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7674. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7675. map_foreachinrange(skill_area_sub, bl,
  7676. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7677. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7678. skill_castend_nodamage_id);
  7679. }
  7680. break;
  7681. case ALL_PARTYFLEE:
  7682. if( sd && !(flag&1) )
  7683. {
  7684. if( !sd->status.party_id )
  7685. {
  7686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7687. break;
  7688. }
  7689. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7690. }
  7691. else
  7692. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7693. break;
  7694. case NPC_TALK:
  7695. case ALL_WEWISH:
  7696. case ALL_CATCRY:
  7697. case ALL_DREAM_SUMMERNIGHT:
  7698. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7699. break;
  7700. case ALL_BUYING_STORE:
  7701. if( sd )
  7702. {// players only, skill allows 5 buying slots
  7703. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7704. }
  7705. break;
  7706. case RK_ENCHANTBLADE:
  7707. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7708. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7709. break;
  7710. case RK_DRAGONHOWLING:
  7711. if( flag&1)
  7712. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7713. else
  7714. {
  7715. skill_area_temp[2] = 0;
  7716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7717. map_foreachinrange(skill_area_sub, src,
  7718. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7719. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7720. skill_castend_nodamage_id);
  7721. }
  7722. break;
  7723. case RK_IGNITIONBREAK:
  7724. case LG_EARTHDRIVE:
  7725. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7726. i = skill_get_splash(skill_id,skill_lv);
  7727. if( skill_id == LG_EARTHDRIVE ) {
  7728. int dummy = 1;
  7729. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7730. }
  7731. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7732. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7733. break;
  7734. case RK_STONEHARDSKIN:
  7735. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7736. {
  7737. int heal = sstatus->hp / 5; // 20% HP
  7738. if( status_charge(bl,heal,0) )
  7739. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7740. else
  7741. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7742. }
  7743. break;
  7744. case RK_REFRESH:
  7745. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7746. {
  7747. int heal = status_get_max_hp(bl) * 25 / 100;
  7748. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7749. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7750. status_heal(bl,heal,0,1);
  7751. status_change_clear_buffs(bl,4);
  7752. }
  7753. break;
  7754. case RK_MILLENNIUMSHIELD:
  7755. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7756. {
  7757. int8 rate = rnd()%100;
  7758. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7759. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7760. clif_millenniumshield(bl,shields);
  7761. clif_skill_nodamage(src,bl,skill_id,1,1);
  7762. }
  7763. break;
  7764. case RK_GIANTGROWTH:
  7765. case RK_VITALITYACTIVATION:
  7766. case RK_ABUNDANCE:
  7767. case RK_CRUSHSTRIKE:
  7768. if( sd )
  7769. {
  7770. int lv = 1; // RK_GIANTGROWTH
  7771. if( skill_id == RK_VITALITYACTIVATION )
  7772. lv = 2;
  7773. else if( skill_id == RK_ABUNDANCE )
  7774. lv = 6;
  7775. else if( skill_id == RK_CRUSHSTRIKE )
  7776. lv = 7;
  7777. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7778. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7779. }
  7780. break;
  7781. case RK_FIGHTINGSPIRIT: {
  7782. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7783. if( flag&1 ) {
  7784. if( src == bl )
  7785. sc_start2(src,bl,type,100,atkbonus,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7786. else
  7787. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7788. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7789. if( sd->status.party_id )
  7790. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7791. else
  7792. sc_start2(src,bl,type,100,7,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7793. clif_skill_nodamage(src,bl,skill_id,1,1);
  7794. }
  7795. }
  7796. break;
  7797. case RK_LUXANIMA:
  7798. if( !sd->status.party_id || flag&1 ) {
  7799. if( src == bl ) break;
  7800. while( skill_area_temp[5] >= 0x10 ) {
  7801. type = SC_NONE;
  7802. i = 0;
  7803. if( skill_area_temp[5]&0x10 ) {
  7804. if( dstsd ) {
  7805. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7806. clif_millenniumshield(bl,i);
  7807. skill_area_temp[5] &= ~0x10;
  7808. type = SC_MILLENNIUMSHIELD;
  7809. }
  7810. } else if( skill_area_temp[5]&0x20 ) {
  7811. i = status_get_max_hp(bl) * 25 / 100;
  7812. status_change_clear_buffs(bl,4);
  7813. skill_area_temp[5] &= ~0x20;
  7814. status_heal(bl,i,0,1);
  7815. type = SC_REFRESH;
  7816. } else if( skill_area_temp[5]&0x40 ) {
  7817. skill_area_temp[5] &= ~0x40;
  7818. type = SC_GIANTGROWTH;
  7819. } else if( skill_area_temp[5]&0x80 ) {
  7820. if( dstsd ) {
  7821. i = sstatus->hp / 5;
  7822. if( status_charge(bl,i,0) )
  7823. type = SC_STONEHARDSKIN;
  7824. skill_area_temp[5] &= ~0x80;
  7825. }
  7826. } else if( skill_area_temp[5]&0x100 ) {
  7827. skill_area_temp[5] &= ~0x100;
  7828. type = SC_VITALITYACTIVATION;
  7829. } else if( skill_area_temp[5]&0x200 ) {
  7830. skill_area_temp[5] &= ~0x200;
  7831. type = SC_ABUNDANCE;
  7832. }
  7833. if( type > SC_NONE )
  7834. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7835. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7836. } //end while
  7837. } else if( sd ) {
  7838. if( tsc && tsc->count ) {
  7839. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7840. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7841. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7842. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7843. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7844. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7845. }
  7846. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7847. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7848. }
  7849. break;
  7850. case GC_ROLLINGCUTTER:
  7851. {
  7852. short count = 1;
  7853. skill_area_temp[2] = 0;
  7854. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  7855. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7856. { // Every time the skill is casted the status change is reseted adding a counter.
  7857. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7858. if( count > 10 )
  7859. count = 10; // Max coounter
  7860. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7861. }
  7862. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7863. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7864. }
  7865. break;
  7866. case GC_WEAPONBLOCKING:
  7867. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7868. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7869. else
  7870. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7871. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7872. break;
  7873. case GC_CREATENEWPOISON:
  7874. if( sd )
  7875. {
  7876. clif_skill_produce_mix_list(sd,skill_id,25);
  7877. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7878. }
  7879. break;
  7880. case GC_POISONINGWEAPON:
  7881. if( sd ) {
  7882. clif_poison_list(sd,skill_lv);
  7883. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7884. }
  7885. break;
  7886. case GC_ANTIDOTE:
  7887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7888. if( tsc )
  7889. {
  7890. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7891. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7892. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7893. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7894. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7895. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7896. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7897. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7898. }
  7899. break;
  7900. case GC_PHANTOMMENACE:
  7901. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7902. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7903. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7904. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7905. break;
  7906. case GC_HALLUCINATIONWALK:
  7907. {
  7908. int heal = status_get_max_hp(bl) / 10;
  7909. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7910. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7911. break;
  7912. }
  7913. if( !status_charge(bl,heal,0) )
  7914. {
  7915. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7916. break;
  7917. }
  7918. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7919. }
  7920. break;
  7921. case AB_ANCILLA:
  7922. if( sd ) {
  7923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7924. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7925. }
  7926. break;
  7927. case AB_CLEMENTIA:
  7928. case AB_CANTO:
  7929. {
  7930. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  7931. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  7932. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7933. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7934. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7935. else if( sd )
  7936. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7937. }
  7938. break;
  7939. case AB_PRAEFATIO:
  7940. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7941. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  7942. else if( sd )
  7943. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7944. break;
  7945. case AB_CHEAL:
  7946. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7947. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7948. int partycount = ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0 );
  7949. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7950. if( partycount > 1 )
  7951. i += (i / 100) * (partycount * 10) / 4;
  7952. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7953. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7954. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7955. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7956. i = ~i + 1;
  7957. status_heal(bl, i, 0, 0);
  7958. }
  7959. }
  7960. else if( sd )
  7961. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7962. break;
  7963. case AB_ORATIO:
  7964. if( flag&1 )
  7965. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7966. else
  7967. {
  7968. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7969. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7970. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7971. }
  7972. break;
  7973. case AB_LAUDAAGNUS:
  7974. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  7975. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7976. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7977. // Success Chance: (40 + 10 * Skill Level) %
  7978. if( rnd()%100 > 40+10*skill_lv ) break;
  7979. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7980. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7981. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7982. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7983. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7984. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7985. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7986. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7987. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7988. } else if( sd )
  7989. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7990. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7991. break;
  7992. case AB_LAUDARAMUS:
  7993. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  7994. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7995. // Success Chance: (40 + 10 * Skill Level) %
  7996. if( rnd()%100 > 40+10*skill_lv ) break;
  7997. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7998. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7999. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8000. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8001. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8002. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8003. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8004. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8005. } else if( sd )
  8006. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8007. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8008. break;
  8009. case AB_CLEARANCE:
  8010. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  8011. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8012. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8013. break;
  8014. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8015. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8016. if (sd)
  8017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8018. break;
  8019. }
  8020. if(status_isimmune(bl))
  8021. break;
  8022. //Remove bonus_script by Clearance
  8023. if (dstsd)
  8024. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8025. if(!tsc || !tsc->count)
  8026. break;
  8027. for( i = 0; i < SC_MAX; i++ ) {
  8028. if (!tsc->data[i])
  8029. continue;
  8030. switch (i) {
  8031. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8032. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8033. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8034. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8035. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8036. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8037. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8038. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  8039. case SC_SPIRIT: case SC_AUTOBERSERK:
  8040. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8041. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8042. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8043. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8044. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8045. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8046. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8047. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  8048. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8049. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8050. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8051. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8052. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8053. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8054. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8055. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8056. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8057. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8058. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8059. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8060. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8061. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8062. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8063. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8064. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  8065. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  8066. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8067. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8068. case SC_HAWKEYES: case SC_PUSH_CART:
  8069. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  8070. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  8071. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8072. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8073. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  8074. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  8075. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  8076. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8077. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  8078. #ifdef RENEWAL
  8079. case SC_EXTREMITYFIST2:
  8080. #endif
  8081. continue;
  8082. case SC_ASSUMPTIO:
  8083. if( bl->type == BL_MOB )
  8084. continue;
  8085. break;
  8086. }
  8087. 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.
  8088. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8089. }
  8090. break;
  8091. }
  8092. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8093. break;
  8094. case AB_SILENTIUM:
  8095. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8096. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8097. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8098. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8099. break;
  8100. case WL_STASIS:
  8101. if( flag&1 )
  8102. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8103. else
  8104. {
  8105. if (battle_config.skill_wall_check)
  8106. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8107. else
  8108. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8109. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8110. }
  8111. break;
  8112. case AB_OFFERTORIUM:{
  8113. struct status_change *sc = status_get_sc(src);
  8114. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8115. if( sc ) {
  8116. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8117. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8118. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8119. }
  8120. }
  8121. }
  8122. break;
  8123. case LG_KINGS_GRACE:
  8124. if( flag&1 ) {
  8125. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  8126. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  8127. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  8128. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8129. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8130. }
  8131. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8132. } else {
  8133. skill_area_temp[2] = 0;
  8134. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  8135. flag |= BCT_GUILD;
  8136. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1, skill_castend_nodamage_id);
  8137. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8138. }
  8139. break;
  8140. case WL_WHITEIMPRISON:
  8141. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8142. {
  8143. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8144. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8145. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8146. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8147. if( sd )
  8148. skill_blockpc_start(sd,skill_id,4000);
  8149. if( !(tsc && tsc->data[type]) ){
  8150. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8151. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8152. if( !i )
  8153. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8154. }
  8155. }else
  8156. if( sd )
  8157. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8158. break;
  8159. case WL_FROSTMISTY:
  8160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8161. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8162. break;
  8163. case WL_JACKFROST:
  8164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8165. if (battle_config.skill_wall_check)
  8166. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8167. else
  8168. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8169. break;
  8170. case WL_MARSHOFABYSS:
  8171. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8172. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8173. skill_get_time(skill_id, skill_lv)));
  8174. break;
  8175. case WL_SIENNAEXECRATE:
  8176. if( status_isimmune(bl) || !tsc )
  8177. break;
  8178. if( flag&1 ) {
  8179. if( bl->id == skill_area_temp[1] )
  8180. break; // Already work on this target
  8181. if( tsc && tsc->data[SC_STONE] )
  8182. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8183. else
  8184. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8185. } else {
  8186. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8187. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8188. if( rnd()%100 < rate ) { // Success on First Target
  8189. if( !tsc->data[SC_STONE] )
  8190. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8191. else {
  8192. rate = 1;
  8193. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8194. }
  8195. if( rate ) {
  8196. skill_area_temp[1] = bl->id;
  8197. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8198. }
  8199. // Doesn't send failure packet if it fails on defense.
  8200. }
  8201. else if( sd ) // Failure on Rate
  8202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8203. }
  8204. break;
  8205. case WL_SUMMONFB:
  8206. case WL_SUMMONBL:
  8207. case WL_SUMMONWB:
  8208. case WL_SUMMONSTONE:
  8209. {
  8210. short element = 0, sctype = 0, pos = -1;
  8211. struct status_change *sc = status_get_sc(src);
  8212. if( !sc )
  8213. break;
  8214. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8215. if( !sctype && !sc->data[i] )
  8216. sctype = i; // Take the free SC
  8217. if( sc->data[i] )
  8218. pos = max(sc->data[i]->val2,pos);
  8219. }
  8220. if( !sctype ) {
  8221. if( sd ) // No free slots to put SC
  8222. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8223. break;
  8224. }
  8225. pos++; // Used in val2 for SC. Indicates the order of this ball
  8226. switch( skill_id ) { // Set val1. The SC element for this ball
  8227. case WL_SUMMONFB: element = WLS_FIRE; break;
  8228. case WL_SUMMONBL: element = WLS_WIND; break;
  8229. case WL_SUMMONWB: element = WLS_WATER; break;
  8230. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8231. }
  8232. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8233. clif_skill_nodamage(src,bl,skill_id,0,0);
  8234. }
  8235. break;
  8236. case WL_READING_SB:
  8237. if( sd ) {
  8238. struct status_change *sc = status_get_sc(bl);
  8239. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8240. if( sc && !sc->data[i] )
  8241. break;
  8242. if( i == SC_MAXSPELLBOOK ) {
  8243. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8244. break;
  8245. }
  8246. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8247. clif_spellbook_list(sd);
  8248. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8249. }
  8250. break;
  8251. case RA_FEARBREEZE:
  8252. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8253. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8254. break;
  8255. case RA_WUGMASTERY:
  8256. if( sd ) {
  8257. if( !pc_iswug(sd) )
  8258. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8259. else
  8260. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8261. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8262. }
  8263. break;
  8264. case RA_WUGRIDER:
  8265. if( sd ) {
  8266. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8267. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8268. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8269. } else if( pc_isridingwug(sd) ) {
  8270. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8271. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8272. }
  8273. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8274. }
  8275. break;
  8276. case RA_WUGDASH:
  8277. if( tsce ) {
  8278. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8279. map_freeblock_unlock();
  8280. return 0;
  8281. }
  8282. if( sd && pc_isridingwug(sd) ) {
  8283. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8284. clif_walkok(sd);
  8285. }
  8286. break;
  8287. case RA_SENSITIVEKEEN:
  8288. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8289. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8290. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8291. break;
  8292. case NC_F_SIDESLIDE:
  8293. case NC_B_SIDESLIDE:
  8294. {
  8295. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8296. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8297. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8298. }
  8299. break;
  8300. case NC_SELFDESTRUCTION:
  8301. if( sd ) {
  8302. if( pc_ismadogear(sd) )
  8303. pc_setmadogear(sd, 0);
  8304. skill_area_temp[1] = 0;
  8305. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8306. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8307. status_set_sp(src, 0, 0);
  8308. skill_clear_unitgroup(src);
  8309. }
  8310. break;
  8311. case NC_ANALYZE:
  8312. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8313. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8314. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8315. if( sd ) pc_overheat(sd,1);
  8316. break;
  8317. case NC_MAGNETICFIELD:
  8318. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8319. {
  8320. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8321. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8322. if (sd) pc_overheat(sd,1);
  8323. }
  8324. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8325. break;
  8326. case NC_REPAIR:
  8327. if( sd ) {
  8328. int heal, hp = 0;
  8329. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8330. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8331. break;
  8332. }
  8333. switch(skill_lv) {
  8334. case 1: hp = 4; break;
  8335. case 2: hp = 7; break;
  8336. case 3: hp = 13; break;
  8337. case 4: hp = 17; break;
  8338. case 5: default: hp = 23; break;
  8339. }
  8340. heal = dstsd->status.max_hp * hp / 100;
  8341. status_heal(bl,heal,0,2);
  8342. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8343. }
  8344. break;
  8345. case NC_DISJOINT:
  8346. {
  8347. if( bl->type != BL_MOB ) break;
  8348. md = map_id2md(bl->id);
  8349. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8350. status_kill(bl);
  8351. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8352. }
  8353. break;
  8354. case SC_AUTOSHADOWSPELL:
  8355. if( sd ) {
  8356. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8357. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8358. {
  8359. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8360. clif_autoshadowspell_list(sd);
  8361. clif_skill_nodamage(src,bl,skill_id,1,1);
  8362. }
  8363. else
  8364. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8365. }
  8366. break;
  8367. case SC_SHADOWFORM:
  8368. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8369. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8370. dstsd->shadowform_id = src->id;
  8371. }
  8372. else if( sd )
  8373. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8374. break;
  8375. case SC_BODYPAINT:
  8376. if( flag&1 ) {
  8377. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8378. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8379. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8380. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8381. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8382. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8383. }
  8384. } else {
  8385. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8386. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8387. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8388. }
  8389. break;
  8390. case SC_ENERVATION:
  8391. case SC_GROOMY:
  8392. case SC_LAZINESS:
  8393. case SC_UNLUCKY:
  8394. case SC_WEAKNESS:
  8395. if( !(tsc && tsc->data[type]) ) {
  8396. int rate;
  8397. if (is_boss(bl))
  8398. break;
  8399. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8400. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8401. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8402. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8403. } else if( sd )
  8404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8405. break;
  8406. case SC_IGNORANCE:
  8407. if( !(tsc && tsc->data[type]) ) {
  8408. int rate;
  8409. if (is_boss(bl))
  8410. break;
  8411. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8412. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8413. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8414. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8415. int sp = 100 * skill_lv;
  8416. if( dstmd )
  8417. sp = dstmd->level;
  8418. if( !dstmd )
  8419. status_zap(bl, 0, sp);
  8420. status_heal(src, 0, sp / 2, 3);
  8421. } else if( sd )
  8422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8423. } else if( sd )
  8424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8425. break;
  8426. case LG_TRAMPLE:
  8427. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8428. if (rnd()%100 < (25 + 25 * skill_lv))
  8429. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8430. break;
  8431. case LG_REFLECTDAMAGE:
  8432. if( tsc && tsc->data[type] )
  8433. status_change_end(bl,type,INVALID_TIMER);
  8434. else
  8435. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8437. break;
  8438. case LG_SHIELDSPELL:
  8439. if (sd) {
  8440. int opt = 0;
  8441. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8442. struct item_data *shield_data = NULL;
  8443. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8444. shield_data = sd->inventory_data[index];
  8445. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8446. shield_def = shield_mdef = shield_refine = 10;
  8447. else {
  8448. shield_def = shield_data->def;
  8449. shield_mdef = sd->bonus.shieldmdef;
  8450. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8451. }
  8452. if (flag&1) {
  8453. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8454. break;
  8455. }
  8456. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8457. switch(skill_lv) {
  8458. case 1: { // DEF Based
  8459. int splashrange = 0;
  8460. #ifdef RENEWAL
  8461. if (shield_def >= 0 && shield_def <= 40)
  8462. #else
  8463. if (shield_def >= 0 && shield_def <= 4)
  8464. #endif
  8465. splashrange = 1;
  8466. #ifdef RENEWAL
  8467. else if (shield_def >= 41 && shield_def <= 80)
  8468. #else
  8469. else if (shield_def >= 5 && shield_def <= 9)
  8470. #endif
  8471. splashrange = 2;
  8472. else
  8473. splashrange = 3;
  8474. switch(opt) {
  8475. case 1: // Splash AoE ATK
  8476. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8477. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8478. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8479. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8480. break;
  8481. case 2: // % Damage Reflecting Increase
  8482. #ifdef RENEWAL
  8483. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8484. #else
  8485. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8486. #endif
  8487. break;
  8488. case 3: // Equipment Attack Increase
  8489. #ifdef RENEWAL
  8490. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8491. #else
  8492. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8493. #endif
  8494. break;
  8495. }
  8496. }
  8497. break;
  8498. case 2: { // MDEF Based
  8499. int splashrange = 0;
  8500. if (shield_mdef >= 1 && shield_mdef <= 3)
  8501. splashrange = 1;
  8502. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8503. splashrange = 2;
  8504. else
  8505. splashrange = 3;
  8506. switch(opt) {
  8507. case 1: // Splash AoE MATK
  8508. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8509. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8510. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8511. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8512. break;
  8513. case 2: // Splash AoE Lex Divina
  8514. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8515. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8516. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8517. break;
  8518. case 3: // Casts Magnificat.
  8519. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8520. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8521. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8522. break;
  8523. }
  8524. }
  8525. break;
  8526. case 3: // Refine Based
  8527. switch(opt) {
  8528. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8529. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8530. break;
  8531. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8532. #ifdef RENEWAL
  8533. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8534. #else
  8535. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8536. #endif
  8537. break;
  8538. case 3: // Recovers HP depending on Shield refine rate.
  8539. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8540. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8541. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8542. break;
  8543. }
  8544. break;
  8545. }
  8546. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8547. }
  8548. break;
  8549. case LG_PIETY:
  8550. if( flag&1 )
  8551. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8552. else {
  8553. skill_area_temp[2] = 0;
  8554. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8555. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8556. }
  8557. break;
  8558. case LG_INSPIRATION:
  8559. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8560. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8561. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8562. clif_updatestatus(sd,SP_BASEEXP);
  8563. clif_updatestatus(sd,SP_JOBEXP);
  8564. }
  8565. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8566. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8567. break;
  8568. case SR_CURSEDCIRCLE:
  8569. if( flag&1 ) {
  8570. if( is_boss(bl) ) break;
  8571. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8572. if( bl->type == BL_MOB )
  8573. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8574. unit_stop_attack(bl);
  8575. clif_bladestop(src, bl->id, 1);
  8576. map_freeblock_unlock();
  8577. return 1;
  8578. }
  8579. } else {
  8580. int count = 0;
  8581. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8582. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  8583. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8584. if( sd ) pc_delspiritball(sd, count, 0);
  8585. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8586. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8587. }
  8588. break;
  8589. case SR_RAISINGDRAGON:
  8590. if( sd ) {
  8591. short max = 5 + skill_lv;
  8592. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8593. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8594. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8595. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8596. }
  8597. break;
  8598. case SR_ASSIMILATEPOWER:
  8599. if( flag&1 ) {
  8600. i = 0;
  8601. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8602. {
  8603. i = dstsd->spiritball; //1%sp per spiritball.
  8604. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8605. }
  8606. if( i ) status_percent_heal(src, 0, i);
  8607. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8608. } else {
  8609. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8610. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8611. }
  8612. break;
  8613. case SR_POWERVELOCITY:
  8614. if( !dstsd )
  8615. break;
  8616. if( sd && dstsd->spiritball <= 5 ) {
  8617. for(i = 0; i <= 5; i++) {
  8618. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8619. pc_delspiritball(sd, sd->spiritball, 0);
  8620. }
  8621. }
  8622. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8623. break;
  8624. case SR_GENTLETOUCH_CURE:
  8625. {
  8626. int heal;
  8627. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8628. status_heal(bl, heal, 0, 0);
  8629. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8630. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8631. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8632. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8633. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8634. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8635. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8636. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8637. }
  8638. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8639. }
  8640. break;
  8641. case SR_GENTLETOUCH_ENERGYGAIN:
  8642. case SR_GENTLETOUCH_CHANGE:
  8643. case SR_GENTLETOUCH_REVITALIZE:
  8644. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8645. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8646. break;
  8647. case SR_FLASHCOMBO:
  8648. if( sd )
  8649. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8650. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8651. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8652. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8653. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8654. break;
  8655. case WA_SWING_DANCE:
  8656. case WA_MOONLIT_SERENADE:
  8657. case WA_SYMPHONY_OF_LOVER:
  8658. case MI_RUSH_WINDMILL:
  8659. case MI_ECHOSONG:
  8660. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8661. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8662. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8663. } else if( sd ) {
  8664. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8665. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8666. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8667. }
  8668. break;
  8669. case MI_HARMONIZE:
  8670. if( src != bl )
  8671. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8672. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8673. break;
  8674. case WM_DEADHILLHERE:
  8675. if( bl->type == BL_PC ) {
  8676. if( !status_isdead(bl) )
  8677. break;
  8678. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8679. int heal = tstatus->sp;
  8680. if( heal <= 0 )
  8681. heal = 1;
  8682. tstatus->hp = heal;
  8683. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8684. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8685. pc_revive((TBL_PC*)bl,heal,0);
  8686. clif_resurrection(bl,1);
  8687. }
  8688. }
  8689. break;
  8690. case WM_SIRCLEOFNATURE:
  8691. if( flag&1 )
  8692. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8693. else {
  8694. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8696. }
  8697. break;
  8698. case WM_VOICEOFSIREN:
  8699. if( flag&1 ) {
  8700. tick = (status_get_lv(bl) > 150 ? 150 : status_get_lv(bl)) / 10 + (dstsd ? (dstsd->status.job_level > 50 ? 50 : dstsd->status.job_level) / 5 : 0);
  8701. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv) - (1000 * tick));
  8702. } else {
  8703. int rate = 6 * skill_lv + ((sd) ? pc_checkskill(sd,WM_LESSON) * 2 + (sd->status.job_level > 50 ? 50 : sd->status.job_level) / 2 : skill_get_max(WM_LESSON));
  8704. if (rnd()%100 < rate) {
  8705. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8706. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8707. }
  8708. }
  8709. break;
  8710. case WM_GLOOMYDAY:
  8711. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8712. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8713. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8714. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8715. {
  8716. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8717. break;
  8718. }
  8719. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8720. break;
  8721. case WM_SATURDAY_NIGHT_FEVER:
  8722. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8723. if( !(tsc && tsc->data[type]) )
  8724. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8725. } else if( flag&2 ) {
  8726. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8727. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8728. } else if( sd ) {
  8729. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8730. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8732. break;
  8733. }
  8734. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8735. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8736. flag |= 2;
  8737. else
  8738. flag |= 1;
  8739. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  8740. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8741. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8742. if( flag&2 ) // Dealed here to prevent conflicts
  8743. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8744. }
  8745. break;
  8746. case WM_SONG_OF_MANA:
  8747. case WM_DANCE_WITH_WUG:
  8748. case WM_LERADS_DEW:
  8749. case WM_UNLIMITED_HUMMING_VOICE:
  8750. if( flag&1 ) { // These affect to to all party members near the caster.
  8751. struct status_change *sc = status_get_sc(src);
  8752. if( sc && sc->data[type] ) {
  8753. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8754. }
  8755. } else if( sd ) {
  8756. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8757. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8759. }
  8760. break;
  8761. case WM_MELODYOFSINK:
  8762. case WM_BEYOND_OF_WARCRY:
  8763. if( flag&1 ) {
  8764. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8765. } else { // These affect to all targets arround the caster.
  8766. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8767. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8769. }
  8770. }
  8771. break;
  8772. case WM_RANDOMIZESPELL:
  8773. if (!skill_improvise_count) {
  8774. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8775. break;
  8776. }
  8777. else {
  8778. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  8779. do {
  8780. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8781. improv_skill_id = skill_improvise_db[i].skill_id;
  8782. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  8783. if (!skill_get_index(improv_skill_id)) {
  8784. if (sd)
  8785. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8786. break;
  8787. }
  8788. improv_skill_lv = 4 + skill_lv;
  8789. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8790. if( sd ) {
  8791. sd->state.abra_flag = 2;
  8792. sd->skillitem = improv_skill_id;
  8793. sd->skillitemlv = improv_skill_lv;
  8794. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8795. } else {
  8796. struct unit_data *ud = unit_bl2ud(src);
  8797. int inf = skill_get_inf(improv_skill_id);
  8798. if (!ud) break;
  8799. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8800. if (src->type == BL_PET)
  8801. bl = (struct block_list*)((TBL_PET*)src)->master;
  8802. if (!bl) bl = src;
  8803. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8804. } else {
  8805. int target_id = 0;
  8806. if (ud->target)
  8807. target_id = ud->target;
  8808. else switch (src->type) {
  8809. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8810. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8811. }
  8812. if (!target_id)
  8813. break;
  8814. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8815. bl = map_id2bl(target_id);
  8816. if (!bl) bl = src;
  8817. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8818. } else
  8819. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8820. }
  8821. }
  8822. }
  8823. break;
  8824. case RETURN_TO_ELDICASTES:
  8825. case ALL_GUARDIAN_RECALL:
  8826. case ECLAGE_RECALL:
  8827. if( sd )
  8828. {
  8829. short x=0, y=0; // Destiny position.
  8830. unsigned short mapindex=0;
  8831. switch(skill_id){
  8832. default:
  8833. case RETURN_TO_ELDICASTES:
  8834. x = 198;
  8835. y = 187;
  8836. mapindex = mapindex_name2id(MAP_DICASTES);
  8837. break;
  8838. case ALL_GUARDIAN_RECALL:
  8839. x = 44;
  8840. y = 151;
  8841. mapindex = mapindex_name2id(MAP_MORA);
  8842. break;
  8843. case ECLAGE_RECALL:
  8844. x = 47;
  8845. y = 31;
  8846. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8847. break;
  8848. }
  8849. if(!mapindex)
  8850. { //Given map not found?
  8851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8852. map_freeblock_unlock();
  8853. return 0;
  8854. }
  8855. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8856. }
  8857. break;
  8858. case ECL_SNOWFLIP:
  8859. case ECL_PEONYMAMY:
  8860. case ECL_SADAGUI:
  8861. case ECL_SEQUOIADUST:
  8862. switch(skill_id){
  8863. case ECL_SNOWFLIP:
  8864. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8865. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8866. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8867. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8868. break;
  8869. case ECL_PEONYMAMY:
  8870. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8871. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8872. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8873. break;
  8874. case ECL_SADAGUI:
  8875. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8876. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8877. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8878. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8879. break;
  8880. case ECL_SEQUOIADUST:
  8881. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8882. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8883. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8884. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8885. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8886. break;
  8887. }
  8888. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8889. break;
  8890. case GM_SANDMAN:
  8891. if( tsc ) {
  8892. if( tsc->opt1 == OPT1_SLEEP )
  8893. tsc->opt1 = 0;
  8894. else
  8895. tsc->opt1 = OPT1_SLEEP;
  8896. clif_changeoption(bl);
  8897. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8898. }
  8899. break;
  8900. case SO_ARRULLO:
  8901. {
  8902. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8903. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8904. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8905. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8906. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8907. }
  8908. break;
  8909. case WM_LULLABY_DEEPSLEEP:
  8910. if( flag&1 ){
  8911. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8912. int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
  8913. if( bl != src )
  8914. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8915. } else {
  8916. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8917. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8918. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8919. }
  8920. break;
  8921. case SO_SUMMON_AGNI:
  8922. case SO_SUMMON_AQUA:
  8923. case SO_SUMMON_VENTUS:
  8924. case SO_SUMMON_TERA:
  8925. if( sd ) {
  8926. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8927. // Remove previous elemental fisrt.
  8928. if( sd->ed )
  8929. elemental_delete(sd->ed,0);
  8930. // Summoning the new one.
  8931. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8933. break;
  8934. }
  8935. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8936. }
  8937. break;
  8938. case SO_EL_CONTROL:
  8939. if( sd ) {
  8940. int mode = EL_MODE_PASSIVE; // Standard mode.
  8941. if( !sd->ed ) break;
  8942. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8943. elemental_delete(sd->ed, 0);
  8944. break;
  8945. }
  8946. switch( skill_lv ) {// Select mode bassed on skill level used.
  8947. case 2: mode = EL_MODE_ASSIST; break;
  8948. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8949. }
  8950. if( !elemental_change_mode(sd->ed,mode) ) {
  8951. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8952. break;
  8953. }
  8954. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8955. }
  8956. break;
  8957. case SO_EL_ACTION:
  8958. if( sd ) {
  8959. int duration = 3000;
  8960. if( !sd->ed )
  8961. break;
  8962. switch(sd->ed->db->class_) {
  8963. case 2115:case 2124:
  8964. case 2118:case 2121:
  8965. duration = 6000;
  8966. break;
  8967. case 2116:case 2119:
  8968. case 2122:case 2125:
  8969. duration = 9000;
  8970. break;
  8971. }
  8972. sd->skill_id_old = skill_id;
  8973. elemental_action(sd->ed, bl, tick);
  8974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8975. skill_blockpc_start(sd, skill_id, duration);
  8976. }
  8977. break;
  8978. case SO_EL_CURE:
  8979. if( sd ) {
  8980. struct elemental_data *ed = sd->ed;
  8981. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8982. int e_hp, e_sp;
  8983. if( !ed ) break;
  8984. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8985. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8986. break;
  8987. }
  8988. e_hp = ed->battle_status.max_hp * 10 / 100;
  8989. e_sp = ed->battle_status.max_sp * 10 / 100;
  8990. status_heal(&ed->bl,e_hp,e_sp,3);
  8991. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8992. }
  8993. break;
  8994. case GN_CHANGEMATERIAL:
  8995. case SO_EL_ANALYSIS:
  8996. if( sd ) {
  8997. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8998. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8999. }
  9000. break;
  9001. case GN_BLOOD_SUCKER:
  9002. {
  9003. struct status_change *sc = status_get_sc(src);
  9004. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9005. if( tsc && tsc->data[type] ){
  9006. (sc->bs_counter)--;
  9007. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9008. }
  9009. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9010. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9011. (sc->bs_counter)++;
  9012. } else if( sd ) {
  9013. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9014. break;
  9015. }
  9016. }
  9017. break;
  9018. case GN_MANDRAGORA:
  9019. if( flag&1 ) {
  9020. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  9021. if (rate < 10)
  9022. rate = 10;
  9023. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  9024. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  9025. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9026. } else
  9027. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9028. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9029. break;
  9030. case GN_SLINGITEM:
  9031. if( sd ) {
  9032. short ammo_id;
  9033. i = sd->equip_index[EQI_AMMO];
  9034. if( i < 0 )
  9035. break; // No ammo.
  9036. ammo_id = sd->inventory_data[i]->nameid;
  9037. if( ammo_id <= 0 )
  9038. break;
  9039. sd->itemid = ammo_id;
  9040. if( itemdb_is_GNbomb(ammo_id) ) {
  9041. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9042. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9043. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9044. else
  9045. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9046. } else //Otherwise, it fails, shows animation and removes items.
  9047. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9048. } else if( itemdb_is_GNthrowable(ammo_id) ){
  9049. struct script_code *script = sd->inventory_data[i]->script;
  9050. if( !script )
  9051. break;
  9052. if( dstsd )
  9053. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  9054. else
  9055. run_script(script,0,src->id,0);
  9056. }
  9057. }
  9058. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9059. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9060. break;
  9061. case GN_MIX_COOKING:
  9062. case GN_MAKEBOMB:
  9063. case GN_S_PHARMACY:
  9064. if( sd ) {
  9065. int qty = 1;
  9066. sd->skill_id_old = skill_id;
  9067. sd->skill_lv_old = skill_lv;
  9068. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9069. qty = 10;
  9070. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9071. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9072. }
  9073. break;
  9074. case EL_CIRCLE_OF_FIRE:
  9075. case EL_PYROTECHNIC:
  9076. case EL_HEATER:
  9077. case EL_TROPIC:
  9078. case EL_AQUAPLAY:
  9079. case EL_COOLER:
  9080. case EL_CHILLY_AIR:
  9081. case EL_GUST:
  9082. case EL_BLAST:
  9083. case EL_WILD_STORM:
  9084. case EL_PETROLOGY:
  9085. case EL_CURSED_SOIL:
  9086. case EL_UPHEAVAL:
  9087. case EL_FIRE_CLOAK:
  9088. case EL_WATER_DROP:
  9089. case EL_WIND_CURTAIN:
  9090. case EL_SOLID_SKIN:
  9091. case EL_STONE_SHIELD:
  9092. case EL_WIND_STEP: {
  9093. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9094. if( ele ) {
  9095. sc_type type2 = (sc_type)(type-1);
  9096. struct status_change *sc = status_get_sc(&ele->bl);
  9097. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9098. elemental_clean_single_effect(ele, skill_id);
  9099. } else {
  9100. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9101. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9102. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9103. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  9104. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9105. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9106. }
  9107. }
  9108. }
  9109. break;
  9110. case EL_FIRE_MANTLE:
  9111. case EL_WATER_BARRIER:
  9112. case EL_ZEPHYR:
  9113. case EL_POWER_OF_GAIA:
  9114. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9115. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9116. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9117. break;
  9118. case EL_WATER_SCREEN: {
  9119. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9120. if( ele ) {
  9121. struct status_change *sc = status_get_sc(&ele->bl);
  9122. sc_type type2 = (sc_type)(type-1);
  9123. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9124. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9125. elemental_clean_single_effect(ele, skill_id);
  9126. } else {
  9127. // This not heals at the end.
  9128. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9129. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9130. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9131. }
  9132. }
  9133. }
  9134. break;
  9135. case KO_KAHU_ENTEN:
  9136. case KO_HYOUHU_HUBUKI:
  9137. case KO_KAZEHU_SEIRAN:
  9138. case KO_DOHU_KOUKAI:
  9139. if(sd) {
  9140. int i_tal, ttype = skill_get_ele(skill_id, skill_lv);
  9141. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9142. ARR_FIND(1, 6, i_tal, sd->talisman[i_tal] > 0 && ttype != i_tal);
  9143. if( i_tal < 6 )
  9144. pc_del_talisman(sd, sd->talisman[i_tal], i_tal); // Replace talisman
  9145. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  9146. }
  9147. break;
  9148. case KO_ZANZOU:
  9149. if(sd){
  9150. struct mob_data *md2;
  9151. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9152. if( md2 )
  9153. {
  9154. md2->master_id = src->id;
  9155. md2->special_state.ai = AI_ZANZOU;
  9156. if( md2->deletetimer != INVALID_TIMER )
  9157. delete_timer(md2->deletetimer, mob_timer_delete);
  9158. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9159. mob_spawn( md2 );
  9160. pc_setinvincibletimer(sd,500);// unlock target lock
  9161. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9162. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9163. }
  9164. }
  9165. break;
  9166. case KO_KYOUGAKU:
  9167. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  9168. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9169. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9170. }else if( sd )
  9171. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9172. break;
  9173. case KO_JYUSATSU:
  9174. if( dstsd && tsc && !tsc->data[type] &&
  9175. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9176. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9177. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9178. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9179. if( status_get_lv(bl) <= status_get_lv(src) )
  9180. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9181. }else if( sd )
  9182. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9183. break;
  9184. case KO_GENWAKU:
  9185. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9186. int x = src->x, y = src->y;
  9187. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9188. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9189. break;
  9190. }
  9191. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9192. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9193. clif_blown(src);
  9194. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9195. if (unit_movepos(bl,x,y,0,0)) {
  9196. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  9197. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9198. clif_sitting(bl); //Avoid sitting sync problem
  9199. clif_blown(bl);
  9200. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9201. }
  9202. }
  9203. }
  9204. break;
  9205. case OB_AKAITSUKI:
  9206. case OB_OBOROGENSOU:
  9207. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9208. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9209. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9210. break;
  9211. }
  9212. case KO_IZAYOI:
  9213. case OB_ZANGETSU:
  9214. case KG_KYOMU:
  9215. case KG_KAGEMUSYA:
  9216. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9217. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9218. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9219. break;
  9220. case KG_KAGEHUMI:
  9221. if( flag&1 ){
  9222. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9223. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9224. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9225. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9226. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9227. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9228. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9229. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9230. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9231. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9232. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9233. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9234. }
  9235. if( skill_area_temp[2] == 1 ){
  9236. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9237. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9238. }
  9239. }else{
  9240. skill_area_temp[2] = 0;
  9241. if (battle_config.skill_wall_check)
  9242. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9243. else
  9244. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9245. }
  9246. break;
  9247. case MH_SILENT_BREEZE:
  9248. {
  9249. int heal = 5 * status_get_lv(&hd->bl) +
  9250. #ifdef RENEWAL
  9251. status_base_matk(&hd->battle_status, status_get_lv(&hd->bl));
  9252. #else
  9253. status_base_matk_min(&hd->battle_status);
  9254. #endif
  9255. //Silences the homunculus and target
  9256. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9257. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9258. //Recover the target's HP
  9259. status_heal(bl,heal,0,3);
  9260. //Removes these SC from target
  9261. if (tsc) {
  9262. const enum sc_type scs[] = {
  9263. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9264. };
  9265. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9266. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9267. }
  9268. if (hd)
  9269. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9270. }
  9271. break;
  9272. case MH_OVERED_BOOST:
  9273. if (hd) {
  9274. struct block_list *s_bl = battle_get_master(src);
  9275. if(hd->homunculus.hunger>50) //reduce hunger
  9276. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9277. else
  9278. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9279. if(s_bl && s_bl->type==BL_PC) {
  9280. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9281. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9282. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9283. }
  9284. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9285. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9286. }
  9287. break;
  9288. case MH_GRANITIC_ARMOR:
  9289. case MH_PYROCLASTIC:
  9290. if(hd) {
  9291. struct block_list *s_bl = battle_get_master(src);
  9292. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9293. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9294. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9295. }
  9296. break;
  9297. case MH_LIGHT_OF_REGENE: //self
  9298. if(hd) {
  9299. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9300. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  9301. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  9302. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9303. }
  9304. break;
  9305. case MH_STYLE_CHANGE:
  9306. if(hd){
  9307. struct status_change_entry *sce;
  9308. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9309. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9310. else sce->val1 = MH_MD_FIGHTING;
  9311. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9312. char output[128];
  9313. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9314. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9315. }
  9316. }
  9317. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9318. }
  9319. break;
  9320. case MH_MAGMA_FLOW:
  9321. case MH_PAIN_KILLER:
  9322. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9323. if (hd)
  9324. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9325. break;
  9326. case MH_SUMMON_LEGION: {
  9327. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9328. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9329. struct mob_data *sum_md;
  9330. int i_slave,c=0;
  9331. int maxcount = qty[skill_lv-1];
  9332. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9333. if(c >= maxcount) return 0; //max qty already spawned
  9334. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9335. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9336. if (sum_md) {
  9337. sum_md->master_id = src->id;
  9338. sum_md->special_state.ai = AI_LEGION;
  9339. if (sum_md->deletetimer != INVALID_TIMER)
  9340. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9341. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9342. mob_spawn(sum_md); //Now it is ready for spawning.
  9343. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9344. }
  9345. }
  9346. if (hd)
  9347. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9348. }
  9349. break;
  9350. case RL_RICHS_COIN:
  9351. if (sd) {
  9352. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9353. for (i = 0; i < 10; i++)
  9354. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9355. }
  9356. break;
  9357. case RL_C_MARKER:
  9358. if (sd) {
  9359. // If marked by someone else, failed
  9360. if (tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 != src->id) {
  9361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9362. break;
  9363. }
  9364. // Check if marked before
  9365. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9366. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9367. // Find empty slot
  9368. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9369. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9371. break;
  9372. }
  9373. }
  9374. sd->c_marker[i] = bl->id;
  9375. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9376. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9377. }
  9378. // If mob casts this, at least SC_C_MARKER as debuff
  9379. else {
  9380. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9381. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9382. }
  9383. break;
  9384. case RL_D_TAIL:
  9385. if (sd) {
  9386. if (battle_config.skill_wall_check)
  9387. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9388. else
  9389. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9390. if (!skill_area_temp[0]) {
  9391. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9392. break;
  9393. }
  9394. }
  9395. if (battle_config.skill_wall_check)
  9396. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9397. else
  9398. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9399. skill_area_temp[0] = 0;
  9400. break;
  9401. case RL_QD_SHOT:
  9402. if (sd) {
  9403. skill_area_temp[1] = bl->id;
  9404. // Check surrounding
  9405. if (battle_config.skill_wall_check)
  9406. skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9407. else
  9408. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9409. if (skill_area_temp[0])
  9410. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9411. // Main target always receives damage
  9412. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9413. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9414. if (tsc && tsc->data[SC_C_MARKER])
  9415. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9416. }
  9417. else {
  9418. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9419. if (battle_config.skill_wall_check)
  9420. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9421. else
  9422. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9423. }
  9424. skill_area_temp[0] = 0;
  9425. skill_area_temp[1] = 0;
  9426. break;
  9427. case RL_FLICKER:
  9428. if (sd) {
  9429. int16 splash = skill_get_splash(skill_id, skill_lv);
  9430. sd->flicker = true;
  9431. skill_area_temp[1] = 0;
  9432. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9433. // Detonate RL_B_TRAP
  9434. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9435. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9436. }
  9437. // Detonate RL_H_MINE
  9438. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9439. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9440. sd->flicker = false;
  9441. }
  9442. break;
  9443. case SO_ELEMENTAL_SHIELD:
  9444. // Used to avoid displaying the warning below.
  9445. break;
  9446. default:
  9447. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9449. map_freeblock_unlock();
  9450. return 1;
  9451. }
  9452. if(skill_id != SR_CURSEDCIRCLE){
  9453. struct status_change *sc = status_get_sc(src);
  9454. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9455. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9456. }
  9457. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9458. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9459. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9460. }
  9461. if( sd && !(flag&1) )
  9462. {// ensure that the skill last-cast tick is recorded
  9463. sd->canskill_tick = gettick();
  9464. if( sd->state.arrow_atk )
  9465. {// consume arrow on last invocation to this skill.
  9466. battle_consume_ammo(sd, skill_id, skill_lv);
  9467. }
  9468. skill_onskillusage(sd, bl, skill_id, tick);
  9469. // perform skill requirement consumption
  9470. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9471. }
  9472. map_freeblock_unlock();
  9473. return 0;
  9474. }
  9475. /*==========================================
  9476. *
  9477. *------------------------------------------*/
  9478. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9479. {
  9480. struct block_list *target, *src;
  9481. struct map_session_data *sd;
  9482. struct mob_data *md;
  9483. struct unit_data *ud;
  9484. struct status_change *sc = NULL;
  9485. int inf,inf2,flag = 0;
  9486. src = map_id2bl(id);
  9487. if( src == NULL )
  9488. {
  9489. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9490. return 0;// not found
  9491. }
  9492. ud = unit_bl2ud(src);
  9493. if( ud == NULL )
  9494. {
  9495. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9496. return 0;// ???
  9497. }
  9498. sd = BL_CAST(BL_PC, src);
  9499. md = BL_CAST(BL_MOB, src);
  9500. if( src->prev == NULL ) {
  9501. ud->skilltimer = INVALID_TIMER;
  9502. return 0;
  9503. }
  9504. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9505. if( ud->skilltimer != tid ) {
  9506. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9507. ud->skilltimer = INVALID_TIMER;
  9508. return 0;
  9509. }
  9510. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9511. {// restore original walk speed
  9512. ud->skilltimer = INVALID_TIMER;
  9513. status_calc_bl(&sd->bl, SCB_SPEED);
  9514. }
  9515. ud->skilltimer = INVALID_TIMER;
  9516. }
  9517. if (ud->skilltarget == id)
  9518. target = src;
  9519. else
  9520. target = map_id2bl(ud->skilltarget);
  9521. // Use a do so that you can break out of it when the skill fails.
  9522. do {
  9523. if(!target || target->prev==NULL) break;
  9524. if(src->m != target->m || status_isdead(src)) break;
  9525. switch (ud->skill_id) {
  9526. //These should become skill_castend_pos
  9527. case WE_CALLPARTNER:
  9528. if(sd) clif_callpartner(sd);
  9529. case WE_CALLPARENT:
  9530. if(sd) {
  9531. struct map_session_data *f_sd = pc_get_father(sd);
  9532. struct map_session_data *m_sd = pc_get_mother(sd);
  9533. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9534. break;
  9535. }
  9536. case WE_CALLBABY:
  9537. if(sd) {
  9538. struct map_session_data *c_sd = pc_get_child(sd);
  9539. if( c_sd && c_sd->state.autotrade )
  9540. break;
  9541. }
  9542. case AM_RESURRECTHOMUN:
  9543. case PF_SPIDERWEB:
  9544. //Find a random spot to place the skill. [Skotlex]
  9545. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9546. ud->skillx = target->x + inf2;
  9547. ud->skilly = target->y + inf2;
  9548. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9549. ud->skillx = target->x;
  9550. ud->skilly = target->y;
  9551. }
  9552. ud->skilltimer=tid;
  9553. return skill_castend_pos(tid,tick,id,data);
  9554. case GN_WALLOFTHORN:
  9555. ud->skillx = target->x;
  9556. ud->skilly = target->y;
  9557. ud->skilltimer = tid;
  9558. return skill_castend_pos(tid,tick,id,data);
  9559. }
  9560. if(ud->skill_id == RG_BACKSTAP) {
  9561. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9562. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9563. break;
  9564. }
  9565. }
  9566. if( ud->skill_id == PR_TURNUNDEAD )
  9567. {
  9568. struct status_data *tstatus = status_get_status_data(target);
  9569. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9570. break;
  9571. }
  9572. if( ud->skill_id == RA_WUGSTRIKE ){
  9573. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9574. break;
  9575. }
  9576. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9577. {
  9578. sc = status_get_sc(target);
  9579. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9580. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9581. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9582. break;
  9583. }
  9584. }
  9585. else
  9586. { // Check target validity.
  9587. inf = skill_get_inf(ud->skill_id);
  9588. inf2 = skill_get_inf2(ud->skill_id);
  9589. if(inf&INF_ATTACK_SKILL ||
  9590. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9591. ) // Casted through combo.
  9592. inf = BCT_ENEMY; //Offensive skill.
  9593. else if(inf2&INF2_NO_ENEMY)
  9594. inf = BCT_NOENEMY;
  9595. else
  9596. inf = 0;
  9597. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9598. {
  9599. inf |=
  9600. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9601. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9602. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9603. inf &= ~BCT_NEUTRAL;
  9604. }
  9605. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9606. {
  9607. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9608. break;
  9609. }
  9610. else if (inf && battle_check_target(src, target, inf) <= 0){
  9611. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9612. break;
  9613. }
  9614. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9615. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9616. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9617. }
  9618. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9619. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9620. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9621. }
  9622. else if( sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
  9623. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9624. break;
  9625. }
  9626. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9627. sc->data[SC_FOGWALL] &&
  9628. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9629. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9630. break;
  9631. }
  9632. }
  9633. //Avoid doing double checks for instant-cast skills.
  9634. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9635. break;
  9636. if(md) {
  9637. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9638. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9639. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9640. }
  9641. if(src != target && battle_config.skill_add_range &&
  9642. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9643. {
  9644. if (sd) {
  9645. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9646. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9647. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9648. }
  9649. break;
  9650. }
  9651. #ifdef OFFICIAL_WALKPATH
  9652. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9653. {
  9654. if (sd) {
  9655. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9656. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9657. }
  9658. break;
  9659. }
  9660. #endif
  9661. if( sd )
  9662. {
  9663. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9664. break;
  9665. else
  9666. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9667. }
  9668. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9669. break;
  9670. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9671. ud->state.running = 0;
  9672. status_change_end(src, SC_RUN, INVALID_TIMER);
  9673. flag = 1;
  9674. }
  9675. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9676. unit_stop_walking(src,1);
  9677. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9678. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9679. if (sd) { //Cooldown application
  9680. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9681. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9682. }
  9683. if( battle_config.display_status_timers && sd )
  9684. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9685. if( sd )
  9686. {
  9687. switch( ud->skill_id )
  9688. {
  9689. case GS_DESPERADO:
  9690. case RL_FIREDANCE:
  9691. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9692. break;
  9693. case CR_GRANDCROSS:
  9694. case NPC_GRANDDARKNESS:
  9695. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9696. {
  9697. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9698. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9699. break;
  9700. }
  9701. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9702. break;
  9703. }
  9704. }
  9705. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9706. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9707. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9708. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9709. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9710. map_freeblock_lock();
  9711. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9712. skill_toggle_magicpower(src, ud->skill_id);
  9713. // only normal attack and auto cast skills benefit from its bonuses
  9714. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9715. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9716. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9717. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9718. else
  9719. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9720. sc = status_get_sc(src);
  9721. if(sc && sc->count) {
  9722. if(sc->data[SC_SPIRIT] &&
  9723. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9724. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9725. ud->skill_id != WZ_WATERBALL)
  9726. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9727. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9728. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9729. }
  9730. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9731. sd->skillitem = sd->skillitemlv = 0;
  9732. if (ud->skilltimer == INVALID_TIMER) {
  9733. if(md) md->skill_idx = -1;
  9734. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9735. ud->skill_lv = ud->skilltarget = 0;
  9736. }
  9737. map_freeblock_unlock();
  9738. return 1;
  9739. } while(0);
  9740. //Skill failed.
  9741. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9742. { //When Asura fails... (except when it fails from Wall of Fog)
  9743. //Consume SP/spheres
  9744. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9745. status_set_sp(src, 0, 0);
  9746. sc = &sd->sc;
  9747. if (sc->count)
  9748. { //End states
  9749. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9750. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9751. #ifdef RENEWAL
  9752. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9753. #endif
  9754. }
  9755. if( target && target->m == src->m ) { //Move character to target anyway.
  9756. short x, y;
  9757. short dir = map_calc_dir(src,target->x,target->y);
  9758. //Move 3 cells (From Caster)
  9759. if( dir > 0 && dir < 4 )
  9760. x = -3;
  9761. else if( dir > 4 )
  9762. x = 3;
  9763. else
  9764. x = 0;
  9765. if( dir > 2 && dir < 6 )
  9766. y = -3;
  9767. else if( dir == 7 || dir < 2 )
  9768. y = 3;
  9769. else
  9770. y = 0;
  9771. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  9772. clif_blown(src);
  9773. clif_spiritball(src);
  9774. }
  9775. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  9776. }
  9777. }
  9778. ud->skill_id = ud->skilltarget = 0;
  9779. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9780. ud->canact_tick = tick;
  9781. //You can't place a skill failed packet here because it would be
  9782. //sent in ALL cases, even cases where skill_check_condition fails
  9783. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9784. if(sd)
  9785. sd->skillitem = sd->skillitemlv = 0;
  9786. else if(md)
  9787. md->skill_idx = -1;
  9788. return 0;
  9789. }
  9790. /*==========================================
  9791. *
  9792. *------------------------------------------*/
  9793. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9794. {
  9795. struct block_list* src = map_id2bl(id);
  9796. struct map_session_data *sd;
  9797. struct unit_data *ud = unit_bl2ud(src);
  9798. struct mob_data *md;
  9799. nullpo_ret(ud);
  9800. sd = BL_CAST(BL_PC , src);
  9801. md = BL_CAST(BL_MOB, src);
  9802. if( src->prev == NULL ) {
  9803. ud->skilltimer = INVALID_TIMER;
  9804. return 0;
  9805. }
  9806. if( ud->skilltimer != tid )
  9807. {
  9808. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9809. ud->skilltimer = INVALID_TIMER;
  9810. return 0;
  9811. }
  9812. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9813. {// restore original walk speed
  9814. ud->skilltimer = INVALID_TIMER;
  9815. status_calc_bl(&sd->bl, SCB_SPEED);
  9816. }
  9817. ud->skilltimer = INVALID_TIMER;
  9818. do {
  9819. int maxcount=0;
  9820. if( status_isdead(src) )
  9821. break;
  9822. if( !(src->type&battle_config.skill_reiteration) &&
  9823. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9824. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9825. )
  9826. {
  9827. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9828. break;
  9829. }
  9830. if( src->type&battle_config.skill_nofootset &&
  9831. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9832. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9833. )
  9834. {
  9835. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9836. break;
  9837. }
  9838. if( src->type&battle_config.land_skill_limit &&
  9839. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9840. ) {
  9841. int i;
  9842. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9843. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9844. maxcount--;
  9845. }
  9846. if( maxcount == 0 )
  9847. {
  9848. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9849. break;
  9850. }
  9851. }
  9852. if(tid != INVALID_TIMER)
  9853. { //Avoid double checks on instant cast skills. [Skotlex]
  9854. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9855. break;
  9856. if(battle_config.skill_add_range &&
  9857. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9858. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9859. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9860. break;
  9861. }
  9862. }
  9863. if( sd )
  9864. {
  9865. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9866. break;
  9867. else
  9868. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9869. }
  9870. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9871. break;
  9872. if(md) {
  9873. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9874. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9875. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9876. }
  9877. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9878. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9879. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9880. if (ud->walktimer != INVALID_TIMER)
  9881. unit_stop_walking(src,1);
  9882. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9883. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9884. if (sd) { //Cooldown application
  9885. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  9886. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9887. }
  9888. if( battle_config.display_status_timers && sd )
  9889. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9890. // if( sd )
  9891. // {
  9892. // switch( ud->skill_id )
  9893. // {
  9894. // case ????:
  9895. // sd->canequip_tick = tick + ????;
  9896. // break;
  9897. // }
  9898. // }
  9899. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9900. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9901. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9902. map_freeblock_lock();
  9903. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9904. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9905. sd->skillitem = sd->skillitemlv = 0;
  9906. if (ud->skilltimer == INVALID_TIMER) {
  9907. if (md) md->skill_idx = -1;
  9908. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9909. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9910. }
  9911. map_freeblock_unlock();
  9912. return 1;
  9913. } while(0);
  9914. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9915. ud->canact_tick = tick;
  9916. ud->skill_id = ud->skill_lv = 0;
  9917. if(sd)
  9918. sd->skillitem = sd->skillitemlv = 0;
  9919. else if(md)
  9920. md->skill_idx = -1;
  9921. return 0;
  9922. }
  9923. /* skill count without self */
  9924. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9925. struct block_list* src = va_arg(ap, struct block_list*);
  9926. if( src->id != bl->id ) {
  9927. return 1;
  9928. }
  9929. return 0;
  9930. }
  9931. /*==========================================
  9932. *
  9933. *------------------------------------------*/
  9934. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9935. {
  9936. struct map_session_data* sd;
  9937. struct status_change* sc;
  9938. struct status_change_entry *sce;
  9939. struct skill_unit_group* sg;
  9940. enum sc_type type;
  9941. int i;
  9942. //if(skill_lv <= 0) return 0;
  9943. if(skill_id > 0 && !skill_lv) return 0; // celest
  9944. nullpo_ret(src);
  9945. if(status_isdead(src))
  9946. return 0;
  9947. sd = BL_CAST(BL_PC, src);
  9948. sc = status_get_sc(src);
  9949. type = status_skill2sc(skill_id);
  9950. sce = (sc && type != -1)?sc->data[type]:NULL;
  9951. switch (skill_id) { //Skill effect.
  9952. case WZ_METEOR:
  9953. case MO_BODYRELOCATION:
  9954. case CR_CULTIVATION:
  9955. case HW_GANBANTEIN:
  9956. case LG_EARTHDRIVE:
  9957. case SC_ESCAPE:
  9958. case RL_HAMMER_OF_GOD:
  9959. break; //Effect is displayed on respective switch case.
  9960. default:
  9961. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9962. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9963. else
  9964. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9965. }
  9966. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9967. skill_toggle_magicpower(src, skill_id);
  9968. switch(skill_id)
  9969. {
  9970. case PR_BENEDICTIO:
  9971. skill_area_temp[1] = src->id;
  9972. i = skill_get_splash(skill_id, skill_lv);
  9973. map_foreachinarea(skill_area_sub,
  9974. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9975. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9976. skill_castend_nodamage_id);
  9977. map_foreachinarea(skill_area_sub,
  9978. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9979. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9980. skill_castend_damage_id);
  9981. break;
  9982. case BS_HAMMERFALL:
  9983. i = skill_get_splash(skill_id, skill_lv);
  9984. map_foreachinarea (skill_area_sub,
  9985. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9986. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9987. skill_castend_nodamage_id);
  9988. break;
  9989. case HT_DETECTING:
  9990. i = skill_get_splash(skill_id, skill_lv);
  9991. map_foreachinarea( status_change_timer_sub,
  9992. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9993. src,NULL,SC_SIGHT,tick);
  9994. if(battle_config.traps_setting&1)
  9995. map_foreachinarea( skill_reveal_trap,
  9996. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9997. break;
  9998. case SR_RIDEINLIGHTNING:
  9999. i = skill_get_splash(skill_id, skill_lv);
  10000. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10001. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10002. break;
  10003. case SA_VOLCANO:
  10004. case SA_DELUGE:
  10005. case SA_VIOLENTGALE:
  10006. { //Does not consumes if the skill is already active. [Skotlex]
  10007. struct skill_unit_group *sg2;
  10008. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10009. {
  10010. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10011. {
  10012. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10013. return 0; // not to consume items
  10014. }
  10015. else
  10016. sg2->limit = 0; //Disable it.
  10017. }
  10018. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10019. break;
  10020. }
  10021. // Skill Unit Setting
  10022. case MG_SAFETYWALL:
  10023. case MG_FIREWALL:
  10024. case MG_THUNDERSTORM:
  10025. case AL_PNEUMA:
  10026. case WZ_ICEWALL:
  10027. case WZ_FIREPILLAR:
  10028. case WZ_QUAGMIRE:
  10029. case WZ_VERMILION:
  10030. case WZ_STORMGUST:
  10031. case WZ_HEAVENDRIVE:
  10032. case PR_SANCTUARY:
  10033. case PR_MAGNUS:
  10034. case CR_GRANDCROSS:
  10035. case NPC_GRANDDARKNESS:
  10036. case HT_SKIDTRAP:
  10037. case MA_SKIDTRAP:
  10038. case HT_LANDMINE:
  10039. case MA_LANDMINE:
  10040. case HT_ANKLESNARE:
  10041. case HT_SHOCKWAVE:
  10042. case HT_SANDMAN:
  10043. case MA_SANDMAN:
  10044. case HT_FLASHER:
  10045. case HT_FREEZINGTRAP:
  10046. case MA_FREEZINGTRAP:
  10047. case HT_BLASTMINE:
  10048. case HT_CLAYMORETRAP:
  10049. case AS_VENOMDUST:
  10050. case AM_DEMONSTRATION:
  10051. case PF_FOGWALL:
  10052. case PF_SPIDERWEB:
  10053. case HT_TALKIEBOX:
  10054. case WE_CALLPARTNER:
  10055. case WE_CALLPARENT:
  10056. case WE_CALLBABY:
  10057. case AC_SHOWER: //Ground-placed skill implementation.
  10058. case MA_SHOWER:
  10059. case SA_LANDPROTECTOR:
  10060. case BD_LULLABY:
  10061. case BD_RICHMANKIM:
  10062. case BD_ETERNALCHAOS:
  10063. case BD_DRUMBATTLEFIELD:
  10064. case BD_RINGNIBELUNGEN:
  10065. case BD_ROKISWEIL:
  10066. case BD_INTOABYSS:
  10067. case BD_SIEGFRIED:
  10068. case BA_DISSONANCE:
  10069. case BA_POEMBRAGI:
  10070. case BA_WHISTLE:
  10071. case BA_ASSASSINCROSS:
  10072. case BA_APPLEIDUN:
  10073. case DC_UGLYDANCE:
  10074. case DC_HUMMING:
  10075. case DC_DONTFORGETME:
  10076. case DC_FORTUNEKISS:
  10077. case DC_SERVICEFORYOU:
  10078. case CG_MOONLIT:
  10079. case GS_DESPERADO:
  10080. case NJ_KAENSIN:
  10081. case NJ_BAKUENRYU:
  10082. case NJ_SUITON:
  10083. case NJ_HYOUSYOURAKU:
  10084. case NJ_RAIGEKISAI:
  10085. case NJ_KAMAITACHI:
  10086. #ifdef RENEWAL
  10087. case NJ_HUUMA:
  10088. #endif
  10089. case NPC_EVILLAND:
  10090. case RA_ELECTRICSHOCKER:
  10091. case RA_CLUSTERBOMB:
  10092. case RA_MAGENTATRAP:
  10093. case RA_COBALTTRAP:
  10094. case RA_MAIZETRAP:
  10095. case RA_VERDURETRAP:
  10096. case RA_FIRINGTRAP:
  10097. case RA_ICEBOUNDTRAP:
  10098. case SC_MANHOLE:
  10099. case SC_DIMENSIONDOOR:
  10100. case SC_CHAOSPANIC:
  10101. case SC_MAELSTROM:
  10102. case SC_BLOODYLUST:
  10103. case WM_REVERBERATION:
  10104. case WM_POEMOFNETHERWORLD:
  10105. case SO_PSYCHIC_WAVE:
  10106. case SO_VACUUM_EXTREME:
  10107. case GN_THORNS_TRAP:
  10108. case GN_DEMONIC_FIRE:
  10109. case GN_HELLS_PLANT:
  10110. case SO_EARTHGRAVE:
  10111. case SO_DIAMONDDUST:
  10112. case SO_FIRE_INSIGNIA:
  10113. case SO_WATER_INSIGNIA:
  10114. case SO_WIND_INSIGNIA:
  10115. case SO_EARTH_INSIGNIA:
  10116. case KO_HUUMARANKA:
  10117. case KO_BAKURETSU:
  10118. case KO_ZENKAI:
  10119. case MH_LAVA_SLIDE:
  10120. case MH_VOLCANIC_ASH:
  10121. case MH_POISON_MIST:
  10122. case MH_STEINWAND:
  10123. case MH_XENO_SLASHER:
  10124. case NC_MAGMA_ERUPTION:
  10125. case SO_ELEMENTAL_SHIELD:
  10126. case RL_B_TRAP:
  10127. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10128. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10129. case GN_WALLOFTHORN:
  10130. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10131. break;
  10132. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10133. skill_clear_unitgroup(src);
  10134. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10135. flag|=1;
  10136. break;
  10137. case HP_BASILICA:
  10138. if( sc->data[SC_BASILICA] ) {
  10139. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10140. return 0;
  10141. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10142. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10143. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10144. return 0;
  10145. }
  10146. skill_clear_unitgroup(src);
  10147. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10148. flag|=1;
  10149. }
  10150. break;
  10151. case CG_HERMODE:
  10152. skill_clear_unitgroup(src);
  10153. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10154. sc_start4(src,src,SC_DANCING,100,
  10155. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10156. flag|=1;
  10157. break;
  10158. case RG_CLEANER: // [Valaris]
  10159. i = skill_get_splash(skill_id, skill_lv);
  10160. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10161. break;
  10162. case SO_WARMER:
  10163. flag|= 8;
  10164. case SO_CLOUD_KILL:
  10165. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10166. break;
  10167. case WZ_METEOR: {
  10168. int area = skill_get_splash(skill_id, skill_lv);
  10169. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10170. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10171. // Creates a random Cell in the Splash Area
  10172. tmpx = x - area + rnd()%(area * 2 + 1);
  10173. tmpy = y - area + rnd()%(area * 2 + 1);
  10174. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  10175. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10176. if( i > 0 )
  10177. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10178. x1 = tmpx;
  10179. y1 = tmpy;
  10180. }
  10181. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10182. }
  10183. break;
  10184. case AL_WARP:
  10185. if(sd)
  10186. {
  10187. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10188. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10189. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10190. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10191. );
  10192. }
  10193. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10194. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10195. return 0; // not to consume item.
  10196. case MO_BODYRELOCATION:
  10197. if (unit_movepos(src, x, y, 1, 1)) {
  10198. #if PACKETVER >= 20111005
  10199. clif_snap(src, src->x, src->y);
  10200. #else
  10201. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10202. #endif
  10203. if (sd)
  10204. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10205. }
  10206. break;
  10207. case NJ_SHADOWJUMP:
  10208. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10209. clif_blown(src);
  10210. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10211. break;
  10212. case AM_SPHEREMINE:
  10213. case AM_CANNIBALIZE:
  10214. {
  10215. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10216. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10217. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10218. struct mob_data *md;
  10219. // Correct info, don't change any of this! [celest]
  10220. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10221. if (md) {
  10222. md->master_id = src->id;
  10223. md->special_state.ai = (enum mob_ai)ai;
  10224. if( md->deletetimer != INVALID_TIMER )
  10225. delete_timer(md->deletetimer, mob_timer_delete);
  10226. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10227. mob_spawn (md); //Now it is ready for spawning.
  10228. }
  10229. }
  10230. break;
  10231. // Slim Pitcher [Celest]
  10232. case CR_SLIMPITCHER:
  10233. if (sd) {
  10234. int i_lv = 0, j = 0;
  10235. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10236. i_lv = skill_lv%11 - 1;
  10237. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10238. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10239. {
  10240. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10241. return 1;
  10242. }
  10243. potion_flag = 1;
  10244. potion_hp = 0;
  10245. potion_sp = 0;
  10246. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10247. potion_flag = 0;
  10248. //Apply skill bonuses
  10249. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10250. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10251. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10252. + pc_skillheal_bonus(sd, skill_id);
  10253. potion_hp = potion_hp * (100+i_lv)/100;
  10254. potion_sp = potion_sp * (100+i_lv)/100;
  10255. if(potion_hp > 0 || potion_sp > 0) {
  10256. i_lv = skill_get_splash(skill_id, skill_lv);
  10257. map_foreachinarea(skill_area_sub,
  10258. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10259. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10260. skill_castend_nodamage_id);
  10261. }
  10262. } else {
  10263. int id = skill_get_itemid(skill_id, skill_lv);
  10264. struct item_data *item;
  10265. item = itemdb_search(id);
  10266. potion_flag = 1;
  10267. potion_hp = 0;
  10268. potion_sp = 0;
  10269. run_script(item->script,0,src->id,0);
  10270. potion_flag = 0;
  10271. id = skill_get_max(CR_SLIMPITCHER)*10;
  10272. potion_hp = potion_hp * (100+id)/100;
  10273. potion_sp = potion_sp * (100+id)/100;
  10274. if(potion_hp > 0 || potion_sp > 0) {
  10275. id = skill_get_splash(skill_id, skill_lv);
  10276. map_foreachinarea(skill_area_sub,
  10277. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10278. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10279. skill_castend_nodamage_id);
  10280. }
  10281. }
  10282. break;
  10283. case HW_GANBANTEIN:
  10284. if (rnd()%100 < 80) {
  10285. int dummy = 1;
  10286. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10287. i = skill_get_splash(skill_id, skill_lv);
  10288. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10289. } else {
  10290. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10291. return 1;
  10292. }
  10293. break;
  10294. case HW_GRAVITATION:
  10295. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10296. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10297. flag|=1;
  10298. break;
  10299. // Plant Cultivation [Celest]
  10300. case CR_CULTIVATION:
  10301. if (sd) {
  10302. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  10303. {
  10304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10305. return 1;
  10306. }
  10307. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10308. if (rnd()%100 < 50) {
  10309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10310. } else {
  10311. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10312. int t;
  10313. if (!md) break;
  10314. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10315. {
  10316. if( md->deletetimer != INVALID_TIMER )
  10317. delete_timer(md->deletetimer, mob_timer_delete);
  10318. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10319. }
  10320. mob_spawn (md);
  10321. }
  10322. }
  10323. break;
  10324. case SG_SUN_WARM:
  10325. case SG_MOON_WARM:
  10326. case SG_STAR_WARM:
  10327. skill_clear_unitgroup(src);
  10328. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10329. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10330. flag|=1;
  10331. break;
  10332. case PA_GOSPEL:
  10333. if (sce && sce->val4 == BCT_SELF)
  10334. {
  10335. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10336. return 0;
  10337. }
  10338. else
  10339. {
  10340. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10341. if (!sg) break;
  10342. if (sce)
  10343. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10344. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10345. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10346. }
  10347. break;
  10348. case NJ_TATAMIGAESHI:
  10349. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10350. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10351. break;
  10352. case AM_RESURRECTHOMUN: //[orn]
  10353. if (sd)
  10354. {
  10355. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10356. {
  10357. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10358. break;
  10359. }
  10360. }
  10361. break;
  10362. case RK_WINDCUTTER:
  10363. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10364. case NC_COLDSLOWER:
  10365. case NC_ARMSCANNON:
  10366. case RK_DRAGONBREATH:
  10367. case RK_DRAGONBREATH_WATER:
  10368. i = skill_get_splash(skill_id,skill_lv);
  10369. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10370. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10371. break;
  10372. case SO_ARRULLO:
  10373. i = skill_get_splash(skill_id,skill_lv);
  10374. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10375. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10376. break;
  10377. case GC_POISONSMOKE:
  10378. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10379. if( sd )
  10380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10381. return 0;
  10382. }
  10383. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10384. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10385. break;
  10386. case AB_EPICLESIS:
  10387. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10388. i = sg->unit->range;
  10389. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10390. }
  10391. break;
  10392. case WL_COMET:
  10393. if( sc ) {
  10394. sc->comet_x = x;
  10395. sc->comet_y = y;
  10396. }
  10397. i = skill_get_splash(skill_id,skill_lv);
  10398. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10399. break;
  10400. case WL_EARTHSTRAIN:
  10401. {
  10402. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10403. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10404. for( w = 1; w <= wave; w++ )
  10405. {
  10406. switch( dir ){
  10407. case 0: case 1: case 7: sy = y + w; break;
  10408. case 3: case 4: case 5: sy = y - w; break;
  10409. case 2: sx = x - w; break;
  10410. case 6: sx = x + w; break;
  10411. }
  10412. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10413. }
  10414. }
  10415. break;
  10416. case RA_DETONATOR:
  10417. i = skill_get_splash(skill_id, skill_lv);
  10418. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10419. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10420. break;
  10421. case NC_NEUTRALBARRIER:
  10422. case NC_STEALTHFIELD:
  10423. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10424. skill_clear_unitgroup(src);
  10425. return 0;
  10426. }
  10427. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10428. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10429. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10430. if( sd ) pc_overheat(sd,1);
  10431. }
  10432. break;
  10433. case NC_SILVERSNIPER:
  10434. {
  10435. struct mob_data *md;
  10436. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10437. if( md ) {
  10438. md->master_id = src->id;
  10439. md->special_state.ai = AI_FAW;
  10440. if( md->deletetimer != INVALID_TIMER )
  10441. delete_timer(md->deletetimer, mob_timer_delete);
  10442. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10443. mob_spawn(md);
  10444. }
  10445. }
  10446. break;
  10447. case NC_MAGICDECOY:
  10448. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10449. break;
  10450. case SC_FEINTBOMB:
  10451. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10452. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10453. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10454. break;
  10455. case SC_ESCAPE:
  10456. clif_skill_nodamage(src,src,skill_id,-1,1);
  10457. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10458. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10459. break;
  10460. case LG_OVERBRAND: {
  10461. int dir = map_calc_dir(src,x,y);
  10462. int sx = src->x, sy = src->y;
  10463. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10464. for( i = 0; i < layout->count; i++ )
  10465. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10466. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10467. }
  10468. break;
  10469. case LG_BANDING:
  10470. if( sc && sc->data[SC_BANDING] )
  10471. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10472. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10473. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10474. if( sd ) pc_banding(sd,skill_lv);
  10475. }
  10476. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10477. break;
  10478. case LG_RAYOFGENESIS:
  10479. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10480. i = skill_get_splash(skill_id,skill_lv);
  10481. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10482. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10483. } else if( sd )
  10484. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10485. break;
  10486. case WM_DOMINION_IMPULSE:
  10487. i = skill_get_splash(skill_id, skill_lv);
  10488. map_foreachinarea(skill_active_reverberation,
  10489. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10490. break;
  10491. case WM_GREAT_ECHO:
  10492. flag|=1; // Should counsume 1 item per skill usage.
  10493. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10494. break;
  10495. case WM_SEVERE_RAINSTORM:
  10496. flag |= 1;
  10497. if (sd)
  10498. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10499. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10500. break;
  10501. case GN_CRAZYWEED: {
  10502. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10503. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10504. int x1 = x - area + rnd()%(area * 2 + 1);
  10505. int y1 = y - area + rnd()%(area * 2 + 1);
  10506. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10507. }
  10508. }
  10509. break;
  10510. case GN_FIRE_EXPANSION: {
  10511. int i_su;
  10512. struct unit_data *ud = unit_bl2ud(src);
  10513. if( !ud ) break;
  10514. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10515. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10516. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10517. switch( skill_lv ) {
  10518. case 1:
  10519. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10520. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10521. break;
  10522. case 2:
  10523. map_foreachinarea(skill_area_sub,src->m,
  10524. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10525. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10526. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10527. skill_delunit(ud->skillunit[i_su]->unit);
  10528. break;
  10529. case 3:
  10530. skill_delunit(ud->skillunit[i_su]->unit);
  10531. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10532. flag |= 1;
  10533. break;
  10534. case 4:
  10535. skill_delunit(ud->skillunit[i_su]->unit);
  10536. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10537. flag |= 1;
  10538. break;
  10539. case 5: {
  10540. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10541. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10542. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10543. map_foreachinarea(skill_area_sub, src->m,
  10544. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10545. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10546. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10547. skill_delunit(ud->skillunit[i_su]->unit);
  10548. }
  10549. break;
  10550. }
  10551. }
  10552. }
  10553. }
  10554. break;
  10555. case SO_FIREWALK:
  10556. case SO_ELECTRICWALK:
  10557. if( sc && sc->data[type] )
  10558. status_change_end(src,type,INVALID_TIMER);
  10559. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10560. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10561. break;
  10562. case KO_MAKIBISHI:
  10563. for( i = 0; i < (skill_lv+2); i++ ) {
  10564. x = src->x - 1 + rnd()%3;
  10565. y = src->y - 1 + rnd()%3;
  10566. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10567. }
  10568. break;
  10569. case KO_MUCHANAGE: {
  10570. struct status_data *sstatus;
  10571. int rate = 0;
  10572. sstatus = status_get_status_data(src);
  10573. i = skill_get_splash(skill_id,skill_lv);
  10574. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10575. if( rate < 0 )
  10576. rate = 0;
  10577. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  10578. if( rnd()%100 < rate )
  10579. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10580. }
  10581. break;
  10582. case RL_FALLEN_ANGEL:
  10583. if (unit_movepos(src,x,y,1,1)) {
  10584. enum e_skill skill_use = GS_DESPERADO;
  10585. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10586. clif_blown(src);
  10587. if (skill_use_lv && skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10588. sd->skill_id_old = RL_FALLEN_ANGEL;
  10589. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10590. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10591. }
  10592. sd->skill_id_old = 0;
  10593. }
  10594. else {
  10595. if (sd)
  10596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10597. }
  10598. break;
  10599. case RL_HAMMER_OF_GOD:
  10600. {
  10601. i = skill_get_splash(skill_id, skill_lv);
  10602. if (sd) {
  10603. skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  10604. if (!skill_area_temp[0]) {
  10605. // This skill doesn't have area effect, apply self? :P
  10606. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  10607. clif_skill_nodamage(src, src, skill_id, 0, 1);
  10608. break;
  10609. }
  10610. }
  10611. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  10612. skill_area_temp[0] = 0;
  10613. break;
  10614. }
  10615. break;
  10616. case RL_FIRE_RAIN: {
  10617. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10618. int sx = x = src->x, sy = y = src->y;
  10619. for (w = 1; w <= wave; w++) {
  10620. switch (dir) {
  10621. case 0: sy = y + w; break;
  10622. case 1: sy = y + w; sx = x - w; break;
  10623. case 2: sx = x - w; break;
  10624. case 3: sx = x - w; sy = y - w; break;
  10625. case 4: sy = y - w; break;
  10626. case 5: sx = x + w; sy = y - w; break;
  10627. case 6: sx = x + w; break;
  10628. case 7: sy = y + w; sx = x + w; break;
  10629. }
  10630. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  10631. }
  10632. }
  10633. break;
  10634. default:
  10635. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10636. return 1;
  10637. }
  10638. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10639. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10640. if( sd )
  10641. {// ensure that the skill last-cast tick is recorded
  10642. sd->canskill_tick = gettick();
  10643. if( sd->state.arrow_atk && !(flag&1) )
  10644. {// consume arrow if this is a ground skill
  10645. battle_consume_ammo(sd, skill_id, skill_lv);
  10646. }
  10647. // perform skill requirement consumption
  10648. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10649. }
  10650. return 0;
  10651. }
  10652. /*==========================================
  10653. *
  10654. *------------------------------------------*/
  10655. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  10656. {
  10657. nullpo_ret(sd);
  10658. //Simplify skill_failed code.
  10659. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10660. if(skill_id != sd->menuskill_id)
  10661. return 0;
  10662. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10663. skill_failed(sd);
  10664. return 0;
  10665. }
  10666. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10667. skill_failed(sd);
  10668. return 0;
  10669. }
  10670. pc_stop_attack(sd);
  10671. pc_stop_walking(sd,0);
  10672. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10673. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  10674. if(strcmp(mapname,"cancel")==0) {
  10675. skill_failed(sd);
  10676. return 0;
  10677. }
  10678. switch(skill_id)
  10679. {
  10680. case AL_TELEPORT:
  10681. case ALL_ODINS_RECALL:
  10682. //The storage window is closed automatically by the client when there's
  10683. //any kind of map change, so we need to restore it automatically
  10684. //bugreport:8027
  10685. if(strcmp(mapname,"Random") == 0)
  10686. pc_randomwarp(sd,CLR_TELEPORT);
  10687. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10688. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10689. clif_refresh_storagewindow(sd);
  10690. break;
  10691. case AL_WARP:
  10692. {
  10693. const struct point *p[4];
  10694. struct skill_unit_group *group;
  10695. int i, lv, wx, wy;
  10696. int maxcount=0;
  10697. int x,y;
  10698. unsigned short mapindex;
  10699. mapindex = mapindex_name2id((char*)mapname);
  10700. if(!mapindex) { //Given map not found?
  10701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10702. skill_failed(sd);
  10703. return 0;
  10704. }
  10705. p[0] = &sd->status.save_point;
  10706. p[1] = &sd->status.memo_point[0];
  10707. p[2] = &sd->status.memo_point[1];
  10708. p[3] = &sd->status.memo_point[2];
  10709. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10710. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10711. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10712. maxcount--;
  10713. }
  10714. if(!maxcount) {
  10715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10716. skill_failed(sd);
  10717. return 0;
  10718. }
  10719. }
  10720. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10721. wx = sd->menuskill_val>>16;
  10722. wy = sd->menuskill_val&0xffff;
  10723. if( lv <= 0 ) return 0;
  10724. if( lv > 4 ) lv = 4; // crash prevention
  10725. // check if the chosen map exists in the memo list
  10726. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10727. if( i < lv ) {
  10728. x=p[i]->x;
  10729. y=p[i]->y;
  10730. } else {
  10731. skill_failed(sd);
  10732. return 0;
  10733. }
  10734. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10735. { // This checks versus skill_id/skill_lv...
  10736. skill_failed(sd);
  10737. return 0;
  10738. }
  10739. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10740. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10741. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10742. skill_failed(sd);
  10743. return 0;
  10744. }
  10745. group->val1 = (group->val1<<16)|(short)0;
  10746. // record the destination coordinates
  10747. group->val2 = (x<<16)|y;
  10748. group->val3 = mapindex;
  10749. }
  10750. break;
  10751. }
  10752. sd->menuskill_id = sd->menuskill_val = 0;
  10753. return 0;
  10754. #undef skill_failed
  10755. }
  10756. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10757. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10758. {
  10759. struct skill_unit* target = (struct skill_unit*)bl;
  10760. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10761. int flag = va_arg(ap, int);
  10762. if (src == target)
  10763. return 0;
  10764. if (!target->group || !(target->group->state.song_dance&0x1))
  10765. return 0;
  10766. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10767. return 0;
  10768. if (flag) //Set dissonance
  10769. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10770. else //Remove dissonance
  10771. target->val2 &= ~UF_ENSEMBLE;
  10772. clif_getareachar_skillunit(&target->bl, target, AREA); //Update look of affected cell.
  10773. return 1;
  10774. }
  10775. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10776. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10777. //When 1, this unit has been positioned, so start the cancel effect.
  10778. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10779. {
  10780. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10781. return 0;
  10782. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10783. return 0; //Nothing to remove, this unit is not overlapped.
  10784. if (unit->val1 != unit->group->skill_id)
  10785. { //Reset state
  10786. unit->val1 = unit->group->skill_id;
  10787. unit->val2 &= ~UF_ENSEMBLE;
  10788. }
  10789. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10790. }
  10791. /**
  10792. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10793. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  10794. * @param flag 0 Convert
  10795. * @param flag 1 Revert
  10796. * @return true success
  10797. * @TODO: This should be completely removed later and rewritten
  10798. * The entire execution of the overlapping songs instances is dirty and hacked together
  10799. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10800. */
  10801. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10802. {
  10803. static int prevflag = 1; // by default the backup is empty
  10804. static struct skill_unit_group backup;
  10805. struct skill_unit_group* group;
  10806. if( unit == NULL || (group = unit->group) == NULL )
  10807. return false;
  10808. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  10809. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  10810. return false;
  10811. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  10812. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10813. flag ? "read an empty backup" : "write to a full backup",
  10814. group->skill_id, group->skill_lv, group->src_id);
  10815. return false;
  10816. }
  10817. prevflag = flag;
  10818. if (!flag) { //Transform
  10819. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10820. // backup
  10821. backup.skill_id = group->skill_id;
  10822. backup.skill_lv = group->skill_lv;
  10823. backup.unit_id = group->unit_id;
  10824. backup.target_flag = group->target_flag;
  10825. backup.bl_flag = group->bl_flag;
  10826. backup.interval = group->interval;
  10827. // replace
  10828. group->skill_id = skill_id;
  10829. group->skill_lv = 1;
  10830. group->unit_id = skill_get_unit_id(skill_id,0);
  10831. group->target_flag = skill_get_unit_target(skill_id);
  10832. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10833. group->interval = skill_get_unit_interval(skill_id);
  10834. } else { //Restore
  10835. group->skill_id = backup.skill_id;
  10836. group->skill_lv = backup.skill_lv;
  10837. group->unit_id = backup.unit_id;
  10838. group->target_flag = backup.target_flag;
  10839. group->bl_flag = backup.bl_flag;
  10840. group->interval = backup.interval;
  10841. }
  10842. return true;
  10843. }
  10844. /**
  10845. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  10846. * @param src Object that triggers the skill
  10847. * @param skill_id Skill ID
  10848. * @param skill_lv Skill level of used skill
  10849. * @param x Position x
  10850. * @param y Position y
  10851. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10852. * @return skill_unit_group
  10853. */
  10854. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10855. {
  10856. struct skill_unit_group *group;
  10857. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  10858. int target, interval, range, unit_flag, req_item = 0;
  10859. struct s_skill_unit_layout *layout;
  10860. struct map_session_data *sd;
  10861. struct status_data *status;
  10862. struct status_change *sc;
  10863. int active_flag = 1;
  10864. int subunt = 0;
  10865. nullpo_retr(NULL, src);
  10866. limit = skill_get_time(skill_id,skill_lv);
  10867. range = skill_get_unit_range(skill_id,skill_lv);
  10868. interval = skill_get_unit_interval(skill_id);
  10869. target = skill_get_unit_target(skill_id);
  10870. unit_flag = skill_get_unit_flag(skill_id);
  10871. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10872. sd = BL_CAST(BL_PC, src);
  10873. status = status_get_status_data(src);
  10874. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10875. switch( skill_id ) {
  10876. case MH_STEINWAND:
  10877. val2 = 4 + skill_lv;
  10878. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10879. break;
  10880. case MG_SAFETYWALL:
  10881. #ifdef RENEWAL
  10882. val2 = status_get_max_hp(src) * 3;
  10883. #else
  10884. val2 = skill_lv+1;
  10885. #endif
  10886. break;
  10887. case MG_FIREWALL:
  10888. if(sc && sc->data[SC_VIOLENTGALE])
  10889. limit = limit*3/2;
  10890. val2 = 4+skill_lv;
  10891. break;
  10892. case AL_WARP:
  10893. val1=skill_lv+6;
  10894. if(!(flag&1))
  10895. limit=2000;
  10896. else // previous implementation (not used anymore)
  10897. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10898. if( src->type != BL_SKILL ) return NULL;
  10899. group = ((TBL_SKILL*)src)->group;
  10900. src = map_id2bl(group->src_id);
  10901. if( !src ) return NULL;
  10902. val2 = group->val2; //Copy the (x,y) position you warp to
  10903. val3 = group->val3; //as well as the mapindex to warp to.
  10904. }
  10905. break;
  10906. case HP_BASILICA:
  10907. val1 = src->id; // Store caster id.
  10908. break;
  10909. case PR_SANCTUARY:
  10910. case NPC_EVILLAND:
  10911. val1=(skill_lv+3)*2;
  10912. break;
  10913. case WZ_FIREPILLAR:
  10914. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10915. return NULL;
  10916. if((flag&1)!=0)
  10917. limit=1000;
  10918. val1=skill_lv+2;
  10919. break;
  10920. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10921. case AM_DEMONSTRATION:
  10922. case GN_HELLS_PLANT:
  10923. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10924. return NULL;
  10925. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10926. && (src->type&battle_config.vs_traps_bctall))
  10927. target = BCT_ALL;
  10928. break;
  10929. case HT_ANKLESNARE:
  10930. if( flag&2 ) val3 = SC_ESCAPE;
  10931. case HT_SHOCKWAVE:
  10932. val1=skill_lv*15+10;
  10933. case HT_SANDMAN:
  10934. case MA_SANDMAN:
  10935. case HT_CLAYMORETRAP:
  10936. case HT_SKIDTRAP:
  10937. case MA_SKIDTRAP:
  10938. case HT_LANDMINE:
  10939. case MA_LANDMINE:
  10940. case HT_FLASHER:
  10941. case HT_FREEZINGTRAP:
  10942. case MA_FREEZINGTRAP:
  10943. case HT_BLASTMINE:
  10944. case RA_ELECTRICSHOCKER:
  10945. case RA_CLUSTERBOMB:
  10946. case RA_MAGENTATRAP:
  10947. case RA_COBALTTRAP:
  10948. case RA_MAIZETRAP:
  10949. case RA_VERDURETRAP:
  10950. case RA_FIRINGTRAP:
  10951. case RA_ICEBOUNDTRAP:
  10952. case RL_B_TRAP:
  10953. {
  10954. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10955. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10956. if( req.itemid[i] )
  10957. req_item = req.itemid[i];
  10958. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10959. limit *= 4; // longer trap times in WOE [celest]
  10960. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10961. target = BCT_ALL;
  10962. }
  10963. break;
  10964. case SA_LANDPROTECTOR:
  10965. case SA_VOLCANO:
  10966. case SA_DELUGE:
  10967. case SA_VIOLENTGALE:
  10968. {
  10969. struct skill_unit_group *old_sg;
  10970. if ((old_sg = skill_locate_element_field(src)) != NULL)
  10971. { //HelloKitty confirmed that these are interchangeable,
  10972. //so you can change element and not consume gemstones.
  10973. if ((
  10974. old_sg->skill_id == SA_VOLCANO ||
  10975. old_sg->skill_id == SA_DELUGE ||
  10976. old_sg->skill_id == SA_VIOLENTGALE
  10977. ) && old_sg->limit > 0)
  10978. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10979. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10980. if (limit < 0) //This can happen...
  10981. limit = skill_get_time(skill_id,skill_lv);
  10982. }
  10983. skill_clear_group(src,1);
  10984. }
  10985. break;
  10986. }
  10987. case BA_WHISTLE:
  10988. val1 = skill_lv +status->agi/10; // Flee increase
  10989. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10990. if(sd){
  10991. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10992. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10993. }
  10994. break;
  10995. case DC_HUMMING:
  10996. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10997. #ifdef RENEWAL
  10998. val1 *= 2;
  10999. #endif
  11000. if(sd)
  11001. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11002. break;
  11003. case BA_POEMBRAGI:
  11004. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11005. //For some reason at level 10 the base delay reduction is 50%.
  11006. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11007. if(sd){
  11008. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11009. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11010. }
  11011. break;
  11012. case DC_DONTFORGETME:
  11013. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11014. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11015. if(sd){
  11016. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11017. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11018. }
  11019. break;
  11020. case DC_SERVICEFORYOU:
  11021. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11022. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11023. if(sd){
  11024. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11025. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11026. }
  11027. break;
  11028. case BA_ASSASSINCROSS:
  11029. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  11030. if(sd)
  11031. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  11032. break;
  11033. case DC_FORTUNEKISS:
  11034. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11035. if(sd)
  11036. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11037. val1*=10; //Because every 10 crit is an actual cri point.
  11038. break;
  11039. case BD_DRUMBATTLEFIELD:
  11040. #ifdef RENEWAL
  11041. val1 = (skill_lv+5)*25; //Atk increase
  11042. val2 = skill_lv*10; //Def increase
  11043. #else
  11044. val1 = (skill_lv+1)*25; //Atk increase
  11045. val2 = (skill_lv+1)*2; //Def increase
  11046. #endif
  11047. break;
  11048. case BD_RINGNIBELUNGEN:
  11049. val1 = (skill_lv+2)*25; //Atk increase
  11050. break;
  11051. case BD_RICHMANKIM:
  11052. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11053. break;
  11054. case BD_SIEGFRIED:
  11055. val1 = 55 + skill_lv*5; //Elemental Resistance
  11056. val2 = skill_lv*10; //Status ailment resistance
  11057. break;
  11058. case WE_CALLPARTNER:
  11059. if (sd) val1 = sd->status.partner_id;
  11060. break;
  11061. case WE_CALLPARENT:
  11062. if (sd) {
  11063. val1 = sd->status.father;
  11064. val2 = sd->status.mother;
  11065. }
  11066. break;
  11067. case WE_CALLBABY:
  11068. if (sd) val1 = sd->status.child;
  11069. break;
  11070. case NJ_KAENSIN:
  11071. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11072. val2 = (skill_lv+1)/2 + 4;
  11073. break;
  11074. case NJ_SUITON:
  11075. skill_clear_group(src, 1);
  11076. break;
  11077. case GS_GROUNDDRIFT:
  11078. {
  11079. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  11080. val1 = status->rhw.ele;
  11081. if (!val1)
  11082. val1=element[rnd()%5];
  11083. switch (val1)
  11084. {
  11085. case ELE_FIRE:
  11086. subunt++;
  11087. case ELE_WATER:
  11088. subunt++;
  11089. case ELE_POISON:
  11090. subunt++;
  11091. case ELE_DARK:
  11092. subunt++;
  11093. case ELE_WIND:
  11094. break;
  11095. default:
  11096. subunt=rnd()%5;
  11097. break;
  11098. }
  11099. break;
  11100. }
  11101. case GC_POISONSMOKE:
  11102. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11103. return NULL;
  11104. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11105. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11106. limit = 4000 + 2000 * skill_lv;
  11107. break;
  11108. case GD_LEADERSHIP:
  11109. case GD_GLORYWOUNDS:
  11110. case GD_SOULCOLD:
  11111. case GD_HAWKEYES:
  11112. limit = 1000000;//it doesn't matter
  11113. break;
  11114. case LG_BANDING:
  11115. limit = -1;
  11116. break;
  11117. case WM_REVERBERATION:
  11118. interval = limit;
  11119. val2 = 1;
  11120. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11121. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11122. target = BCT_ALL;
  11123. case WM_SEVERE_RAINSTORM:
  11124. case SO_WATER_INSIGNIA:
  11125. case SO_FIRE_INSIGNIA:
  11126. case SO_WIND_INSIGNIA:
  11127. case SO_EARTH_INSIGNIA:
  11128. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11129. return NULL;
  11130. break;
  11131. case SO_CLOUD_KILL:
  11132. skill_clear_group(src, 4);
  11133. break;
  11134. case SO_WARMER:
  11135. skill_clear_group(src, 8);
  11136. break;
  11137. case GN_WALLOFTHORN:
  11138. // Turns to Firewall
  11139. if( flag&1 )
  11140. limit = 3000;
  11141. val3 = (x<<16)|y;
  11142. break;
  11143. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11144. case GN_FIRE_EXPANSION_TEAR_GAS:
  11145. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11146. break;
  11147. case KO_ZENKAI:
  11148. if( sd ){
  11149. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11150. if( i < 5 ){
  11151. val1 = sd->talisman[i]; // no. of aura
  11152. val2 = i; // aura type
  11153. limit += val1 * 1000;
  11154. subunt = i - 1;
  11155. pc_del_talisman(sd, sd->talisman[i], i);
  11156. }
  11157. }
  11158. break;
  11159. }
  11160. // Init skill unit group
  11161. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11162. group->val1 = val1;
  11163. group->val2 = val2;
  11164. group->val3 = val3;
  11165. group->target_flag = target;
  11166. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11167. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11168. 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
  11169. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11170. group->item_id = req_item;
  11171. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11172. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11173. active_flag = 0;
  11174. // Put message for Talkie Box & Graffiti
  11175. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11176. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11177. if (sd)
  11178. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11179. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11180. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11181. }
  11182. // Dance skill
  11183. if (group->state.song_dance) {
  11184. if(sd) {
  11185. sd->skill_id_dance = skill_id;
  11186. sd->skill_lv_dance = skill_lv;
  11187. }
  11188. if (
  11189. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11190. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11191. )
  11192. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11193. }
  11194. // Set skill unit
  11195. limit = group->limit;
  11196. for( i = 0; i < layout->count; i++ ) {
  11197. struct skill_unit *unit;
  11198. int ux = x + layout->dx[i];
  11199. int uy = y + layout->dy[i];
  11200. int unit_val1 = skill_lv;
  11201. int unit_val2 = 0;
  11202. int alive = 1;
  11203. // are the coordinates out of range?
  11204. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11205. continue;
  11206. }
  11207. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11208. continue; // don't place skill units on walls (except for songs/dances/encores)
  11209. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11210. continue; // no path between cell and center of casting.
  11211. switch( skill_id ) {
  11212. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11213. case HT_LANDMINE:
  11214. case MA_LANDMINE:
  11215. case HT_ANKLESNARE:
  11216. case HT_SHOCKWAVE:
  11217. case HT_SANDMAN:
  11218. case MA_SANDMAN:
  11219. case HT_FLASHER:
  11220. case HT_FREEZINGTRAP:
  11221. case MA_FREEZINGTRAP:
  11222. case HT_TALKIEBOX:
  11223. case HT_SKIDTRAP:
  11224. case MA_SKIDTRAP:
  11225. case HT_CLAYMORETRAP:
  11226. case HT_BLASTMINE:
  11227. case RA_ELECTRICSHOCKER:
  11228. case RA_CLUSTERBOMB:
  11229. case RA_MAGENTATRAP:
  11230. case RA_COBALTTRAP:
  11231. case RA_MAIZETRAP:
  11232. case RA_VERDURETRAP:
  11233. case RA_FIRINGTRAP:
  11234. case RA_ICEBOUNDTRAP:
  11235. unit_val1 = 3500;
  11236. break;
  11237. case MG_FIREWALL:
  11238. case NJ_KAENSIN:
  11239. unit_val2 = group->val2;
  11240. break;
  11241. case WZ_ICEWALL:
  11242. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11243. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11244. break;
  11245. case GS_DESPERADO:
  11246. unit_val1 = abs(layout->dx[i]);
  11247. unit_val2 = abs(layout->dy[i]);
  11248. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11249. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11250. if (unit_val1) unit_val1--;
  11251. unit_val1 = 36 -12*unit_val1;
  11252. } else //Diagonal edges
  11253. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11254. if (unit_val1 < 1) unit_val1 = 1;
  11255. unit_val2 = 0;
  11256. break;
  11257. case WM_REVERBERATION:
  11258. case WM_POEMOFNETHERWORLD:
  11259. unit_val1 = 1 + skill_lv;
  11260. break;
  11261. case GN_WALLOFTHORN:
  11262. if (flag&1) // Turned become Firewall
  11263. break;
  11264. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11265. unit_val2 = 20; // Max hits
  11266. break;
  11267. case RL_B_TRAP:
  11268. unit_val1 = 3500;
  11269. unit_val2 = 0;
  11270. break;
  11271. default:
  11272. if (group->state.song_dance&0x1)
  11273. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11274. break;
  11275. }
  11276. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11277. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11278. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11279. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11280. // Check active cell to failing or remove current unit
  11281. if( range <= 0 )
  11282. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11283. if( !alive )
  11284. continue;
  11285. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11286. unit->limit = limit;
  11287. unit->range = range;
  11288. if (skill_id == PF_FOGWALL && alive == 2)
  11289. { //Double duration of cells on top of Deluge/Suiton
  11290. unit->limit *= 2;
  11291. group->limit = unit->limit;
  11292. }
  11293. // Execute on all targets standing on this cell
  11294. if (range == 0 && active_flag)
  11295. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11296. }
  11297. if (!group->alive_count)
  11298. { //No cells? Something that was blocked completely by Land Protector?
  11299. skill_delunitgroup(group);
  11300. return NULL;
  11301. }
  11302. //success, unit created.
  11303. switch( skill_id ) {
  11304. case NJ_TATAMIGAESHI: //Store number of tiles.
  11305. group->val1 = group->alive_count;
  11306. break;
  11307. }
  11308. return group;
  11309. }
  11310. /*==========================================
  11311. *
  11312. *------------------------------------------*/
  11313. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11314. {
  11315. skill_unit_onplace(unit, bl, tick);
  11316. }
  11317. /**
  11318. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11319. * while skill unit initialized or moved (such by knock back).
  11320. * As a follow of skill_unit_effect flag &1
  11321. * @param unit
  11322. * @param bl Target
  11323. * @param tick
  11324. */
  11325. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11326. {
  11327. struct skill_unit_group *sg;
  11328. struct block_list *ss; // Actual source that cast the skill unit
  11329. struct status_change *sc;
  11330. struct status_change_entry *sce;
  11331. enum sc_type type;
  11332. uint16 skill_id;
  11333. nullpo_ret(unit);
  11334. nullpo_ret(bl);
  11335. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11336. return 0;
  11337. nullpo_ret(sg = unit->group);
  11338. nullpo_ret(ss = map_id2bl(sg->src_id));
  11339. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11340. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11341. return 0; //AoE skills are ineffective. [Skotlex]
  11342. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11343. return 0; //Songs don't work in Basilica
  11344. sc = status_get_sc(bl);
  11345. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11346. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11347. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11348. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11349. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11350. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11351. type = status_skill2sc(sg->skill_id);
  11352. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11353. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11354. switch (sg->unit_id) {
  11355. case UNT_SPIDERWEB:
  11356. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11357. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11358. sc->data[SC_SPIDERWEB]->val2++;
  11359. break;
  11360. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11361. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11362. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11363. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11364. if( td )
  11365. sec = DIFF_TICK(td->tick, tick);
  11366. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11367. clif_fixpos(bl);
  11368. sg->val2 = bl->id;
  11369. }
  11370. else
  11371. sec = 3000; //Couldn't trap it?
  11372. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11373. }
  11374. break;
  11375. case UNT_SAFETYWALL:
  11376. if (!sce)
  11377. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11378. break;
  11379. case UNT_BLOODYLUST:
  11380. if (sg->src_id == bl->id)
  11381. break; //Does not affect the caster.
  11382. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11383. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11384. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11385. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11386. break;
  11387. case UNT_PNEUMA:
  11388. if (!sce)
  11389. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11390. break;
  11391. case UNT_CHAOSPANIC:
  11392. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  11393. break;
  11394. case UNT_WARP_WAITING: {
  11395. int working = sg->val1&0xffff;
  11396. if(bl->type==BL_PC && !working){
  11397. struct map_session_data *sd = (struct map_session_data *)bl;
  11398. if((!sd->chatID || battle_config.chat_warpportal)
  11399. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11400. {
  11401. int x = sg->val2>>16;
  11402. int y = sg->val2&0xffff;
  11403. int count = sg->val1>>16;
  11404. unsigned short m = sg->val3;
  11405. if( --count <= 0 )
  11406. skill_delunitgroup(sg);
  11407. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11408. working = 1;/* we break it because officials break it, lovely stuff. */
  11409. sg->val1 = (count<<16)|working;
  11410. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11411. }
  11412. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11413. int16 m = map_mapindex2mapid(sg->val3);
  11414. if (m < 0) break; //Map not available on this map-server.
  11415. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11416. }
  11417. }
  11418. break;
  11419. case UNT_QUAGMIRE:
  11420. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11421. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11422. break;
  11423. case UNT_VOLCANO:
  11424. case UNT_DELUGE:
  11425. case UNT_VIOLENTGALE:
  11426. if(!sce)
  11427. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11428. break;
  11429. case UNT_SUITON:
  11430. if(!sce)
  11431. sc_start4(ss, bl,type,100,sg->skill_lv,
  11432. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11433. 0,0,sg->limit);
  11434. break;
  11435. case UNT_HERMODE:
  11436. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11437. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11438. case UNT_RICHMANKIM:
  11439. case UNT_ETERNALCHAOS:
  11440. case UNT_DRUMBATTLEFIELD:
  11441. case UNT_RINGNIBELUNGEN:
  11442. case UNT_ROKISWEIL:
  11443. case UNT_INTOABYSS:
  11444. case UNT_SIEGFRIED:
  11445. //Needed to check when a dancer/bard leaves their ensemble area.
  11446. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11447. return skill_id;
  11448. if (!sce)
  11449. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11450. break;
  11451. case UNT_WHISTLE:
  11452. case UNT_ASSASSINCROSS:
  11453. case UNT_POEMBRAGI:
  11454. case UNT_APPLEIDUN:
  11455. case UNT_HUMMING:
  11456. case UNT_DONTFORGETME:
  11457. case UNT_FORTUNEKISS:
  11458. case UNT_SERVICEFORYOU:
  11459. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11460. return 0;
  11461. if (!sc) return 0;
  11462. if (!sce)
  11463. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11464. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11465. sce->val4 = 0; //remove the mark that we stepped out
  11466. delete_timer(sce->timer, status_change_timer);
  11467. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11468. }
  11469. break;
  11470. case UNT_FOGWALL:
  11471. if (!sce)
  11472. {
  11473. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11474. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11475. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11476. }
  11477. break;
  11478. case UNT_GRAVITATION:
  11479. if (!sce)
  11480. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11481. break;
  11482. case UNT_BASILICA:
  11483. {
  11484. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11485. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11486. { // knock-back any enemy except Boss
  11487. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11488. break;
  11489. }
  11490. if (!sce && i <= 0)
  11491. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11492. }
  11493. break;
  11494. // officially, icewall has no problems existing on occupied cells [ultramage]
  11495. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11496. // unit->val1 = 0;
  11497. // if(unit->limit + sg->tick > tick + 700)
  11498. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11499. // break;
  11500. case UNT_MOONLIT:
  11501. //Knockback out of area if affected char isn't in Moonlit effect
  11502. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11503. break;
  11504. if (ss == bl) //Also needed to prevent infinite loop crash.
  11505. break;
  11506. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11507. break;
  11508. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11509. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11510. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11511. break;
  11512. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11513. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11514. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11515. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11516. break;
  11517. case UNT_VOLCANIC_ASH:
  11518. if (!sce)
  11519. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11520. break;
  11521. case UNT_GD_LEADERSHIP:
  11522. case UNT_GD_GLORYWOUNDS:
  11523. case UNT_GD_SOULCOLD:
  11524. case UNT_GD_HAWKEYES:
  11525. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11526. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11527. break;
  11528. }
  11529. return skill_id;
  11530. }
  11531. /**
  11532. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  11533. * @param unit Skill unit
  11534. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  11535. * @param tick
  11536. */
  11537. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11538. {
  11539. struct skill_unit_group *sg;
  11540. struct block_list *ss;
  11541. TBL_PC* tsd;
  11542. struct status_data *tstatus;
  11543. struct status_change *tsc;
  11544. struct skill_unit_group_tickset *ts;
  11545. enum sc_type type;
  11546. uint16 skill_id;
  11547. int diff = 0;
  11548. nullpo_ret(unit);
  11549. nullpo_ret(bl);
  11550. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  11551. return 0;
  11552. nullpo_ret(sg = unit->group);
  11553. nullpo_ret(ss = map_id2bl(sg->src_id));
  11554. tsd = BL_CAST(BL_PC, bl);
  11555. tsc = status_get_sc(bl);
  11556. tstatus = status_get_status_data(bl);
  11557. type = status_skill2sc(sg->skill_id);
  11558. skill_id = sg->skill_id;
  11559. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11560. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11561. if (sg->interval == -1) {
  11562. switch (sg->unit_id) {
  11563. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11564. case UNT_FIREPILLAR_ACTIVE:
  11565. case UNT_ELECTRICSHOCKER:
  11566. case UNT_MANHOLE:
  11567. return 0;
  11568. default:
  11569. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11570. return 0;
  11571. }
  11572. }
  11573. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11574. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11575. diff = DIFF_TICK(tick,ts->tick);
  11576. if (diff < 0)
  11577. return 0;
  11578. ts->tick = tick+sg->interval;
  11579. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11580. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  11581. }
  11582. // Wall of Thorn damaged by Fire element unit [Cydh]
  11583. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  11584. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  11585. struct skill_unit *su = (struct skill_unit *)bl;
  11586. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  11587. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  11588. su->group->limit = sg->limit = 0;
  11589. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  11590. return skill_id;
  11591. }
  11592. }
  11593. switch (sg->unit_id) {
  11594. // Units that deals simple attack
  11595. case UNT_GRAVITATION:
  11596. case UNT_EARTHSTRAIN:
  11597. case UNT_FIREWALK:
  11598. case UNT_ELECTRICWALK:
  11599. case UNT_PSYCHIC_WAVE:
  11600. case UNT_MAGMA_ERUPTION:
  11601. case UNT_MAKIBISHI:
  11602. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11603. break;
  11604. case UNT_DUMMYSKILL:
  11605. switch (sg->skill_id) {
  11606. case SG_SUN_WARM: //SG skills [Komurka]
  11607. case SG_MOON_WARM:
  11608. case SG_STAR_WARM: {
  11609. int count = 0;
  11610. const int x = bl->x, y = bl->y;
  11611. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11612. do {
  11613. if( bl->type == BL_PC )
  11614. status_zap(bl, 0, 15); // sp damage to players
  11615. else // mobs
  11616. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  11617. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11618. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11619. } else { //should end when out of sp.
  11620. sg->limit = DIFF_TICK(tick,sg->tick);
  11621. break;
  11622. }
  11623. } while( x == bl->x && y == bl->y &&
  11624. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11625. }
  11626. break;
  11627. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  11628. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11629. if (tsc)
  11630. tsc->sg_counter++; //SG hit counter.
  11631. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11632. tsc->sg_counter=0; //Attack absorbed.
  11633. break;
  11634. #endif
  11635. case GS_DESPERADO:
  11636. if (rnd()%100 < unit->val1)
  11637. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11638. break;
  11639. case GN_CRAZYWEED_ATK:
  11640. if( bl->type == BL_SKILL ) {
  11641. struct skill_unit *su = (struct skill_unit *)bl;
  11642. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11643. break;
  11644. }
  11645. default:
  11646. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11647. }
  11648. break;
  11649. case UNT_FIREWALL:
  11650. case UNT_KAEN: {
  11651. int count = 0;
  11652. const int x = bl->x, y = bl->y;
  11653. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  11654. break;
  11655. //Take into account these hit more times than the timer interval can handle.
  11656. do
  11657. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11658. while(--unit->val2 && x == bl->x && y == bl->y &&
  11659. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11660. if (unit->val2 <= 0)
  11661. skill_delunit(unit);
  11662. }
  11663. break;
  11664. case UNT_SANCTUARY:
  11665. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11666. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11667. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11668. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11669. } else {
  11670. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11671. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11672. #ifdef RENEWAL
  11673. if( md && md->mob_id == MOBID_EMPERIUM )
  11674. break;
  11675. #endif
  11676. if( md && mob_is_battleground(md) )
  11677. break;
  11678. if( tstatus->hp >= tstatus->max_hp )
  11679. break;
  11680. if( status_isimmune(bl) )
  11681. heal = 0;
  11682. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11683. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11684. heal = ~heal + 1;
  11685. status_heal(bl, heal, 0, 0);
  11686. if( diff >= 500 )
  11687. sg->val1--;
  11688. }
  11689. if( sg->val1 <= 0 )
  11690. skill_delunitgroup(sg);
  11691. break;
  11692. case UNT_EVILLAND:
  11693. //Will heal demon and undead element monsters, but not players.
  11694. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11695. { //Damage enemies
  11696. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11697. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11698. } else {
  11699. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11700. if (tstatus->hp >= tstatus->max_hp)
  11701. break;
  11702. if (status_isimmune(bl))
  11703. heal = 0;
  11704. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11705. status_heal(bl, heal, 0, 0);
  11706. }
  11707. break;
  11708. case UNT_MAGNUS:
  11709. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11710. break;
  11711. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11712. break;
  11713. case UNT_FIREPILLAR_WAITING:
  11714. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  11715. skill_delunit(unit);
  11716. break;
  11717. case UNT_SKIDTRAP: {
  11718. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11719. sg->unit_id = UNT_USED_TRAPS;
  11720. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11721. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11722. }
  11723. break;
  11724. case UNT_ANKLESNARE:
  11725. case UNT_MANHOLE:
  11726. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11727. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11728. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  11729. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11730. if( td )
  11731. sec = DIFF_TICK(td->tick, tick);
  11732. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(unit->bl.m) ) {
  11733. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  11734. clif_fixpos(bl);
  11735. }
  11736. sg->val2 = bl->id;
  11737. } else
  11738. sec = 3000; //Couldn't trap it?
  11739. if (sg->unit_id == UNT_ANKLESNARE) {
  11740. clif_skillunit_update(&unit->bl);
  11741. /**
  11742. * If you're snared from a trap that was invisible this makes the trap be
  11743. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11744. * bugreport:3961
  11745. **/
  11746. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  11747. }
  11748. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11749. sg->interval = -1;
  11750. unit->range = 0;
  11751. }
  11752. break;
  11753. case UNT_ELECTRICSHOCKER:
  11754. if( bl->id != ss->id ) {
  11755. if( status_get_mode(bl)&MD_BOSS )
  11756. break;
  11757. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  11758. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11759. clif_fixpos(bl);
  11760. }
  11761. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11762. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11763. }
  11764. break;
  11765. case UNT_VENOMDUST:
  11766. if(tsc && !tsc->data[type])
  11767. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  11768. break;
  11769. case UNT_MAGENTATRAP:
  11770. case UNT_COBALTTRAP:
  11771. case UNT_MAIZETRAP:
  11772. case UNT_VERDURETRAP:
  11773. if( bl->type == BL_PC )// it won't work on players
  11774. break;
  11775. case UNT_FIRINGTRAP:
  11776. case UNT_ICEBOUNDTRAP:
  11777. case UNT_CLUSTERBOMB:
  11778. if( bl->id == ss->id )// it won't trigger on caster
  11779. break;
  11780. case UNT_LANDMINE:
  11781. case UNT_BLASTMINE:
  11782. case UNT_SHOCKWAVE:
  11783. case UNT_SANDMAN:
  11784. case UNT_FLASHER:
  11785. case UNT_FREEZINGTRAP:
  11786. case UNT_FIREPILLAR_ACTIVE:
  11787. case UNT_CLAYMORETRAP:
  11788. if (tsc && tsc->data[SC__MANHOLE])
  11789. break;
  11790. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  11791. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  11792. else
  11793. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11794. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11795. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  11796. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11797. sg->limit = DIFF_TICK(tick, sg->tick) +
  11798. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  11799. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  11800. break;
  11801. case UNT_TALKIEBOX:
  11802. if (sg->src_id == bl->id)
  11803. break;
  11804. if (sg->val2 == 0) {
  11805. clif_talkiebox(&unit->bl, sg->valstr);
  11806. sg->unit_id = UNT_USED_TRAPS;
  11807. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11808. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11809. sg->val2 = -1;
  11810. }
  11811. break;
  11812. case UNT_LULLABY:
  11813. if (ss->id == bl->id)
  11814. break;
  11815. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11816. break;
  11817. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11818. if (ss->id != bl->id)
  11819. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11820. break;
  11821. case UNT_DISSONANCE:
  11822. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11823. break;
  11824. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  11825. int heal;
  11826. #ifdef RENEWAL
  11827. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11828. if (md && md->mob_id == MOBID_EMPERIUM)
  11829. break;
  11830. #endif
  11831. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11832. break; // affects self only when soullinked
  11833. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11834. if (tsc->data[SC_AKAITSUKI] && heal)
  11835. heal = ~heal + 1;
  11836. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11837. status_heal(bl, heal, 0, 0);
  11838. }
  11839. break;
  11840. case UNT_TATAMIGAESHI:
  11841. case UNT_DEMONSTRATION:
  11842. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11843. break;
  11844. case UNT_GOSPEL:
  11845. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11846. break;
  11847. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11848. { // Support Effect only on party, not guild
  11849. int heal;
  11850. int i = rnd()%13; // Positive buff count
  11851. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11852. switch (i)
  11853. {
  11854. case 0: // Heal 1~9999 HP
  11855. heal = rnd() %9999+1;
  11856. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11857. status_heal(bl,heal,0,0);
  11858. break;
  11859. case 1: // End all negative status
  11860. status_change_clear_buffs(bl,6);
  11861. if (tsd) clif_gospel_info(tsd, 0x15);
  11862. break;
  11863. case 2: // Immunity to all status
  11864. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11865. if (tsd) clif_gospel_info(tsd, 0x16);
  11866. break;
  11867. case 3: // MaxHP +100%
  11868. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11869. if (tsd) clif_gospel_info(tsd, 0x17);
  11870. break;
  11871. case 4: // MaxSP +100%
  11872. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11873. if (tsd) clif_gospel_info(tsd, 0x18);
  11874. break;
  11875. case 5: // All stats +20
  11876. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11877. if (tsd) clif_gospel_info(tsd, 0x19);
  11878. break;
  11879. case 6: // Level 10 Blessing
  11880. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11881. break;
  11882. case 7: // Level 10 Increase AGI
  11883. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11884. break;
  11885. case 8: // Enchant weapon with Holy element
  11886. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11887. if (tsd) clif_gospel_info(tsd, 0x1c);
  11888. break;
  11889. case 9: // Enchant armor with Holy element
  11890. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11891. if (tsd) clif_gospel_info(tsd, 0x1d);
  11892. break;
  11893. case 10: // DEF +25%
  11894. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11895. if (tsd) clif_gospel_info(tsd, 0x1e);
  11896. break;
  11897. case 11: // ATK +100%
  11898. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11899. if (tsd) clif_gospel_info(tsd, 0x1f);
  11900. break;
  11901. case 12: // HIT/Flee +50
  11902. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11903. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11904. if (tsd) clif_gospel_info(tsd, 0x20);
  11905. break;
  11906. }
  11907. }
  11908. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11909. { // Offensive Effect
  11910. int i = rnd()%9; // Negative buff count
  11911. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11912. switch (i)
  11913. {
  11914. case 0: // Deal 1~9999 damage
  11915. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11916. break;
  11917. case 1: // Curse
  11918. sc_start(ss, bl,SC_CURSE,100,1,time);
  11919. break;
  11920. case 2: // Blind
  11921. sc_start(ss, bl,SC_BLIND,100,1,time);
  11922. break;
  11923. case 3: // Poison
  11924. sc_start(ss, bl,SC_POISON,100,1,time);
  11925. break;
  11926. case 4: // Level 10 Provoke
  11927. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11928. break;
  11929. case 5: // DEF -100%
  11930. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11931. break;
  11932. case 6: // ATK -100%
  11933. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  11934. break;
  11935. case 7: // Flee -100%
  11936. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  11937. break;
  11938. case 8: // Speed/ASPD -25%
  11939. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  11940. break;
  11941. }
  11942. }
  11943. break;
  11944. case UNT_BASILICA:
  11945. {
  11946. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  11947. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11948. { // knock-back any enemy except Boss
  11949. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11950. break;
  11951. }
  11952. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  11953. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11954. }
  11955. break;
  11956. case UNT_GROUNDDRIFT_WIND:
  11957. case UNT_GROUNDDRIFT_DARK:
  11958. case UNT_GROUNDDRIFT_POISON:
  11959. case UNT_GROUNDDRIFT_WATER:
  11960. case UNT_GROUNDDRIFT_FIRE:
  11961. map_foreachinrange(skill_trap_splash,&unit->bl,
  11962. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  11963. &unit->bl,tick);
  11964. sg->unit_id = UNT_USED_TRAPS;
  11965. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  11966. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11967. break;
  11968. case UNT_POISONSMOKE:
  11969. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  11970. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  11971. break;
  11972. case UNT_EPICLESIS:
  11973. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11974. int hp, sp;
  11975. switch( sg->skill_lv ) {
  11976. case 1: case 2: hp = 3; sp = 2; break;
  11977. case 3: case 4: hp = 4; sp = 3; break;
  11978. case 5: default: hp = 5; sp = 4; break;
  11979. }
  11980. hp = tstatus->max_hp * hp / 100;
  11981. sp = tstatus->max_sp * sp / 100;
  11982. if (tstatus->hp < tstatus->max_hp)
  11983. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  11984. if (tstatus->sp < tstatus->max_sp)
  11985. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  11986. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  11987. hp = ~hp + 1;
  11988. status_heal(bl, hp, sp, 3);
  11989. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  11990. sg->val2++;
  11991. // Reveal hidden players every 5 seconds.
  11992. if( sg->val2 >= 5 ) {
  11993. sg->val2 = 0;
  11994. // Doesn't remove Invisibility or Chase Walk.
  11995. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  11996. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  11997. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  11998. }
  11999. }
  12000. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12001. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12002. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12003. break;
  12004. case UNT_STEALTHFIELD:
  12005. if( bl->id == sg->src_id )
  12006. break; // Dont work on Self (video shows that)
  12007. case UNT_NEUTRALBARRIER:
  12008. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  12009. break;
  12010. case UNT_DIMENSIONDOOR:
  12011. if( tsd && !map[bl->m].flag.noteleport )
  12012. pc_randomwarp(tsd,CLR_TELEPORT);
  12013. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12014. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12015. break;
  12016. case UNT_REVERBERATION:
  12017. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12018. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12019. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12020. sg->unit_id = UNT_USED_TRAPS;
  12021. break;
  12022. case UNT_SEVERE_RAINSTORM:
  12023. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12024. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12025. break;
  12026. case UNT_NETHERWORLD:
  12027. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12028. if (!(tsc && tsc->data[type])) {
  12029. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12030. sg->limit = DIFF_TICK(tick,sg->tick);
  12031. sg->unit_id = UNT_USED_TRAPS;
  12032. }
  12033. }
  12034. break;
  12035. case UNT_THORNS_TRAP:
  12036. if( tsc ) {
  12037. if( !sg->val2 ) {
  12038. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12039. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12040. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12041. if( td )
  12042. sec = DIFF_TICK(td->tick, tick);
  12043. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12044. clif_fixpos(bl);
  12045. sg->val2 = bl->id;
  12046. } else
  12047. sec = 3000; // Couldn't trap it?
  12048. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12049. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12050. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12051. }
  12052. break;
  12053. case UNT_WALLOFTHORN:
  12054. if (unit->val2-- <= 0) // Max hit reached
  12055. break;
  12056. if (status_get_mode(bl)&MD_BOSS)
  12057. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12058. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12059. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12060. break;
  12061. case UNT_DEMONIC_FIRE:
  12062. switch( sg->val2 ) {
  12063. case 1:
  12064. default:
  12065. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12066. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12067. break;
  12068. }
  12069. break;
  12070. case UNT_HELLS_PLANT:
  12071. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12072. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12073. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12074. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12075. break;
  12076. case UNT_CLOUD_KILL:
  12077. if(tsc && !tsc->data[type])
  12078. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NORATEDEF);
  12079. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12080. break;
  12081. case UNT_WARMER:
  12082. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12083. int hp = 0;
  12084. struct status_change *ssc = status_get_sc(ss);
  12085. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12086. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12087. else
  12088. hp = tstatus->max_hp * sg->skill_lv / 100;
  12089. if( tstatus->hp != tstatus->max_hp )
  12090. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12091. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12092. hp = ~hp + 1;
  12093. status_heal(bl, hp, 0, 0);
  12094. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12095. }
  12096. break;
  12097. case UNT_ZEPHYR:
  12098. if (ss == bl)
  12099. break; // Doesn't affect the Elemental
  12100. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12101. break;
  12102. case UNT_FIRE_INSIGNIA:
  12103. case UNT_WATER_INSIGNIA:
  12104. case UNT_WIND_INSIGNIA:
  12105. case UNT_EARTH_INSIGNIA:
  12106. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12107. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12108. int hp = tstatus->max_hp / 100; //+1% each 5s
  12109. if ((sg->val3) % 5) { //each 5s
  12110. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12111. status_heal(bl, hp, 0, 2);
  12112. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12113. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12114. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12115. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12116. ){
  12117. status_heal(bl, -hp, 0, 0);
  12118. }
  12119. }
  12120. sg->val3++; //timer
  12121. if (sg->val3 > 5) sg->val3 = 0;
  12122. }
  12123. break;
  12124. case UNT_VACUUM_EXTREME:
  12125. if ( tsc && tsc->data[SC_HALLUCINATIONWALK] )
  12126. return 0;
  12127. else {
  12128. sg->limit -= 100 * tstatus->str/20;
  12129. sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  12130. }
  12131. break;
  12132. case UNT_BANDING:
  12133. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12134. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  12135. break;
  12136. case UNT_FIRE_MANTLE:
  12137. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12138. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12139. break;
  12140. case UNT_ZENKAI_WATER:
  12141. case UNT_ZENKAI_LAND:
  12142. case UNT_ZENKAI_FIRE:
  12143. case UNT_ZENKAI_WIND:
  12144. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12145. switch( sg->unit_id ) {
  12146. case UNT_ZENKAI_WATER:
  12147. switch (rnd()%2 + 1) {
  12148. case 1:
  12149. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12150. break;
  12151. case 2:
  12152. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12153. break;
  12154. }
  12155. break;
  12156. case UNT_ZENKAI_LAND:
  12157. switch (rnd()%2 + 1) {
  12158. case 1:
  12159. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12160. break;
  12161. case 2:
  12162. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12163. break;
  12164. }
  12165. break;
  12166. case UNT_ZENKAI_FIRE:
  12167. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12168. break;
  12169. case UNT_ZENKAI_WIND:
  12170. switch (rnd()%3 + 1) {
  12171. case 1:
  12172. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12173. break;
  12174. case 2:
  12175. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12176. break;
  12177. case 3:
  12178. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12179. break;
  12180. }
  12181. break;
  12182. }
  12183. } else
  12184. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12185. break;
  12186. case UNT_LAVA_SLIDE:
  12187. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12188. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12189. sg->limit = DIFF_TICK(tick, sg->tick);
  12190. break;
  12191. case UNT_POISON_MIST:
  12192. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12193. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12194. break;
  12195. case UNT_CHAOSPANIC:
  12196. if (tsc && tsc->data[type])
  12197. break;
  12198. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12199. break;
  12200. case UNT_B_TRAP:
  12201. if (tsc && tsc->data[type])
  12202. break;
  12203. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12204. unit->val2++; // Mark as ever been used
  12205. break;
  12206. case UNT_FIRE_RAIN:
  12207. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12208. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12209. 1,sg->skill_id,sg->skill_lv,6);
  12210. break;
  12211. }
  12212. if (bl->type == BL_MOB && ss != bl)
  12213. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12214. return skill_id;
  12215. }
  12216. /**
  12217. * Triggered when a char steps out of a skill unit
  12218. * @param src Skill unit from char moved out
  12219. * @param bl Char
  12220. * @param tick
  12221. */
  12222. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12223. {
  12224. struct skill_unit_group *sg;
  12225. struct status_change *sc;
  12226. struct status_change_entry *sce;
  12227. enum sc_type type;
  12228. nullpo_ret(src);
  12229. nullpo_ret(bl);
  12230. nullpo_ret(sg=src->group);
  12231. sc = status_get_sc(bl);
  12232. type = status_skill2sc(sg->skill_id);
  12233. sce = (sc && type != -1)?sc->data[type]:NULL;
  12234. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12235. return 0;
  12236. switch(sg->unit_id){
  12237. case UNT_SAFETYWALL:
  12238. case UNT_PNEUMA:
  12239. case UNT_EPICLESIS://Arch Bishop
  12240. case UNT_NEUTRALBARRIER:
  12241. case UNT_STEALTHFIELD:
  12242. if (sce)
  12243. status_change_end(bl, type, INVALID_TIMER);
  12244. break;
  12245. case UNT_BASILICA:
  12246. if (sce && sce->val4 != bl->id)
  12247. status_change_end(bl, type, INVALID_TIMER);
  12248. break;
  12249. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12250. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12251. status_change_end(bl, type, INVALID_TIMER);
  12252. break;
  12253. case UNT_SPIDERWEB:
  12254. {
  12255. struct block_list *target = map_id2bl(sg->val2);
  12256. if (target && target==bl) {
  12257. if (sce && sce->val3 == sg->group_id)
  12258. status_change_end(bl, type, INVALID_TIMER);
  12259. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12260. }
  12261. break;
  12262. }
  12263. case UNT_DISSONANCE:
  12264. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12265. {
  12266. short i;
  12267. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12268. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12269. type = status_skill2sc(i);
  12270. sce = (sc && type != -1)?sc->data[type]:NULL;
  12271. if(sce)
  12272. return i;
  12273. }
  12274. }
  12275. }
  12276. case UNT_WHISTLE:
  12277. case UNT_ASSASSINCROSS:
  12278. case UNT_POEMBRAGI:
  12279. case UNT_APPLEIDUN:
  12280. case UNT_HUMMING:
  12281. case UNT_DONTFORGETME:
  12282. case UNT_FORTUNEKISS:
  12283. case UNT_SERVICEFORYOU:
  12284. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12285. return -1;
  12286. }
  12287. return sg->skill_id;
  12288. }
  12289. /**
  12290. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12291. * @param skill_id Skill ID
  12292. * @param bl A char
  12293. * @param tick
  12294. */
  12295. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12296. {
  12297. struct status_change *sc;
  12298. struct status_change_entry *sce;
  12299. enum sc_type type;
  12300. sc = status_get_sc(bl);
  12301. if (sc && !sc->count)
  12302. sc = NULL;
  12303. type = status_skill2sc(skill_id);
  12304. sce = (sc && type != -1)?sc->data[type]:NULL;
  12305. switch (skill_id)
  12306. {
  12307. case WZ_QUAGMIRE:
  12308. if (bl->type==BL_MOB)
  12309. break;
  12310. if (sce)
  12311. status_change_end(bl, type, INVALID_TIMER);
  12312. break;
  12313. case BD_LULLABY:
  12314. case BD_RICHMANKIM:
  12315. case BD_ETERNALCHAOS:
  12316. case BD_DRUMBATTLEFIELD:
  12317. case BD_RINGNIBELUNGEN:
  12318. case BD_ROKISWEIL:
  12319. case BD_INTOABYSS:
  12320. case BD_SIEGFRIED:
  12321. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12322. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12323. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12324. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12325. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12326. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12327. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12328. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12329. }
  12330. case MH_STEINWAND:
  12331. case MG_SAFETYWALL:
  12332. case AL_PNEUMA:
  12333. case SA_VOLCANO:
  12334. case SA_DELUGE:
  12335. case SA_VIOLENTGALE:
  12336. case CG_HERMODE:
  12337. case HW_GRAVITATION:
  12338. case HP_BASILICA:
  12339. case NJ_SUITON:
  12340. case SC_MAELSTROM:
  12341. case EL_WATER_BARRIER:
  12342. case EL_ZEPHYR:
  12343. case EL_POWER_OF_GAIA:
  12344. case SO_FIRE_INSIGNIA:
  12345. case SO_WATER_INSIGNIA:
  12346. case SO_WIND_INSIGNIA:
  12347. case SO_EARTH_INSIGNIA:
  12348. case SC_BLOODYLUST:
  12349. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12350. case GN_FIRE_EXPANSION_TEAR_GAS:
  12351. case SO_ELEMENTAL_SHIELD:
  12352. if (sce)
  12353. status_change_end(bl, type, INVALID_TIMER);
  12354. break;
  12355. case BA_DISSONANCE:
  12356. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12357. {
  12358. short i;
  12359. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12360. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12361. type = status_skill2sc(i);
  12362. sce = (sc && type != -1)?sc->data[type]:NULL;
  12363. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12364. delete_timer(sce->timer, status_change_timer);
  12365. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12366. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12367. }
  12368. }
  12369. }
  12370. }
  12371. break;
  12372. case BA_POEMBRAGI:
  12373. case BA_WHISTLE:
  12374. case BA_ASSASSINCROSS:
  12375. case BA_APPLEIDUN:
  12376. case DC_HUMMING:
  12377. case DC_DONTFORGETME:
  12378. case DC_FORTUNEKISS:
  12379. case DC_SERVICEFORYOU:
  12380. if (sce)
  12381. {
  12382. delete_timer(sce->timer, status_change_timer);
  12383. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12384. //not possible on our current implementation.
  12385. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12386. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12387. }
  12388. break;
  12389. case PF_FOGWALL:
  12390. if (sce)
  12391. {
  12392. status_change_end(bl, type, INVALID_TIMER);
  12393. if ((sce=sc->data[SC_BLIND]))
  12394. {
  12395. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12396. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12397. else {
  12398. delete_timer(sce->timer, status_change_timer);
  12399. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12400. }
  12401. }
  12402. }
  12403. break;
  12404. case GD_LEADERSHIP:
  12405. case GD_GLORYWOUNDS:
  12406. case GD_SOULCOLD:
  12407. case GD_HAWKEYES:
  12408. if( !(sce && sce->val4) )
  12409. status_change_end(bl, type, INVALID_TIMER);
  12410. break;
  12411. }
  12412. return skill_id;
  12413. }
  12414. /*==========================================
  12415. * Invoked when a unit cell has been placed/removed/deleted.
  12416. * flag values:
  12417. * flag&1: Invoke onplace function (otherwise invoke onout)
  12418. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12419. * flag&8: Recursive
  12420. *------------------------------------------*/
  12421. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12422. {
  12423. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12424. struct skill_unit_group* group = unit->group;
  12425. unsigned int tick = va_arg(ap,unsigned int);
  12426. unsigned int flag = va_arg(ap,unsigned int);
  12427. uint16 skill_id;
  12428. bool dissonance = false;
  12429. bool isTarget = false;
  12430. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12431. return 0;
  12432. nullpo_ret(group);
  12433. if( !(flag&8) ) {
  12434. dissonance = skill_dance_switch(unit, 0);
  12435. //Target-type check.
  12436. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12437. }
  12438. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12439. skill_id = group->skill_id;
  12440. if( isTarget ){
  12441. if( flag&1 )
  12442. skill_unit_onplace(unit,bl,tick);
  12443. else {
  12444. if( skill_unit_onout(unit,bl,tick) == -1 )
  12445. return 0; // Don't let a Bard/Dancer update their own song timer
  12446. }
  12447. if( flag&4 )
  12448. skill_unit_onleft(skill_id, bl, tick);
  12449. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12450. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12451. if( dissonance ) {
  12452. skill_dance_switch(unit, 1);
  12453. //we placed a dissonance, let's update
  12454. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12455. }
  12456. return 0;
  12457. }
  12458. /**
  12459. * Check skill unit while receiving damage
  12460. * @param unit Skill unit
  12461. * @param damage Received damage
  12462. * @return Damage
  12463. */
  12464. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12465. {
  12466. struct skill_unit_group *sg;
  12467. nullpo_ret(unit);
  12468. nullpo_ret(sg = unit->group);
  12469. switch( sg->unit_id ) {
  12470. case UNT_BLASTMINE:
  12471. case UNT_SKIDTRAP:
  12472. case UNT_LANDMINE:
  12473. case UNT_SHOCKWAVE:
  12474. case UNT_SANDMAN:
  12475. case UNT_FLASHER:
  12476. case UNT_CLAYMORETRAP:
  12477. case UNT_FREEZINGTRAP:
  12478. case UNT_TALKIEBOX:
  12479. case UNT_ANKLESNARE:
  12480. case UNT_ICEWALL:
  12481. case UNT_REVERBERATION:
  12482. case UNT_WALLOFTHORN:
  12483. case UNT_NETHERWORLD:
  12484. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12485. break;
  12486. default:
  12487. damage = 0;
  12488. break;
  12489. }
  12490. return damage;
  12491. }
  12492. /**
  12493. * Check char condition around the skill caster
  12494. * @param bl Char around area
  12495. * @param *c Counter for 'valid' condition found
  12496. * @param *p_sd Stores 'rid' of char found
  12497. * @param skill_id Skill ID
  12498. * @param skill_lv Level of used skill
  12499. */
  12500. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12501. {
  12502. int *c, skill_id;
  12503. struct block_list *src;
  12504. struct map_session_data *sd;
  12505. struct map_session_data *tsd;
  12506. int *p_sd; //Contains the list of characters found.
  12507. nullpo_ret(bl);
  12508. nullpo_ret(tsd=(struct map_session_data*)bl);
  12509. nullpo_ret(src=va_arg(ap,struct block_list *));
  12510. nullpo_ret(sd=(struct map_session_data*)src);
  12511. c=va_arg(ap,int *);
  12512. p_sd = va_arg(ap, int *);
  12513. skill_id = va_arg(ap,int);
  12514. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12515. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12516. if (bl == src)
  12517. return 0;
  12518. if(pc_isdead(tsd))
  12519. return 0;
  12520. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12521. return 0;
  12522. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12523. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12524. p_sd[(*c)++] = tsd->bl.id;
  12525. return 1;
  12526. } else {
  12527. switch(skill_id) {
  12528. case PR_BENEDICTIO: {
  12529. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12530. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12531. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12532. && sd->status.sp >= 10)
  12533. p_sd[(*c)++]=tsd->bl.id;
  12534. return 1;
  12535. }
  12536. case AB_ADORAMUS:
  12537. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12538. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12539. p_sd[(*c)++] = tsd->bl.id;
  12540. return 1;
  12541. case WL_COMET:
  12542. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12543. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12544. p_sd[(*c)++] = tsd->bl.id;
  12545. return 1;
  12546. case LG_RAYOFGENESIS:
  12547. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12548. tsd->sc.data[SC_BANDING] )
  12549. p_sd[(*c)++] = tsd->bl.id;
  12550. return 1;
  12551. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12552. {
  12553. uint16 skill_lv;
  12554. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12555. return 0;
  12556. if (sd->status.sex != tsd->status.sex &&
  12557. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12558. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12559. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12560. sd->status.party_id && tsd->status.party_id &&
  12561. sd->status.party_id == tsd->status.party_id &&
  12562. !tsd->sc.data[SC_DANCING])
  12563. {
  12564. p_sd[(*c)++]=tsd->bl.id;
  12565. return skill_lv;
  12566. } else {
  12567. return 0;
  12568. }
  12569. }
  12570. break;
  12571. }
  12572. }
  12573. return 0;
  12574. }
  12575. /**
  12576. * Checks and stores partners for ensemble skills [Skotlex]
  12577. * Max partners is 2.
  12578. * @param sd Caster
  12579. * @param skill_id
  12580. * @param skill_lv
  12581. * @param range Area range to check
  12582. * @param cast_flag Special handle
  12583. */
  12584. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12585. {
  12586. static int c=0;
  12587. static int p_sd[2] = { 0, 0 };
  12588. int i;
  12589. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12590. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12591. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12592. if (cast_flag) { //Execute the skill on the partners.
  12593. struct map_session_data* tsd;
  12594. switch (skill_id) {
  12595. case PR_BENEDICTIO:
  12596. for (i = 0; i < c; i++) {
  12597. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12598. status_charge(&tsd->bl, 0, 10);
  12599. }
  12600. return c;
  12601. case AB_ADORAMUS:
  12602. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12603. i = 2 * (*skill_lv);
  12604. status_charge(&tsd->bl, 0, i);
  12605. }
  12606. break;
  12607. case WM_GREAT_ECHO:
  12608. for( i = 0; i < c; i++ ) {
  12609. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12610. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12611. }
  12612. break;
  12613. default: //Warning: Assuming Ensemble skills here (for speed)
  12614. if( is_chorus )
  12615. break;//Chorus skills are not to be parsed as ensambles
  12616. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12617. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12618. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  12619. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12620. tsd->skill_id_dance = skill_id;
  12621. tsd->skill_lv_dance = *skill_lv;
  12622. }
  12623. return c;
  12624. }
  12625. }
  12626. //Else: new search for partners.
  12627. c = 0;
  12628. memset (p_sd, 0, sizeof(p_sd));
  12629. if( is_chorus )
  12630. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12631. else
  12632. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12633. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12634. *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.
  12635. return c;
  12636. }
  12637. /**
  12638. * Sub function to count how many spawned mob is around.
  12639. * Some skills check with matched AI.
  12640. * @param rid Source ID
  12641. * @param mob_class Monster ID
  12642. * @param skill_id Used skill
  12643. * @param *c Counter for found monster
  12644. */
  12645. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  12646. {
  12647. int *c,src_id,mob_class,skill;
  12648. uint16 ai;
  12649. struct mob_data *md;
  12650. md=(struct mob_data*)bl;
  12651. src_id=va_arg(ap,int);
  12652. mob_class=va_arg(ap,int);
  12653. skill=va_arg(ap,int);
  12654. c=va_arg(ap,int *);
  12655. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  12656. if( md->master_id != src_id || md->special_state.ai != ai)
  12657. return 0; //Non alchemist summoned mobs have nothing to do here.
  12658. if(md->mob_id==mob_class)
  12659. (*c)++;
  12660. return 1;
  12661. }
  12662. /**
  12663. * Determines if a given skill should be made to consume ammo
  12664. * when used by the player. [Skotlex]
  12665. * @param sd Player
  12666. * @param skill_id Skill ID
  12667. * @return True if skill is need ammo; False otherwise.
  12668. */
  12669. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  12670. {
  12671. return (
  12672. battle_config.arrow_decrement == 2 &&
  12673. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12674. skill_id != HT_PHANTASMIC &&
  12675. skill_get_type(skill_id) == BF_WEAPON &&
  12676. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  12677. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  12678. );
  12679. }
  12680. /**
  12681. * Check SC required to cast a skill
  12682. * @param sc
  12683. * @param skill_id
  12684. * @return True if condition is met, False otherwise
  12685. **/
  12686. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  12687. uint8 c = 0;
  12688. struct status_change *sc = NULL;
  12689. if (!require->status_count)
  12690. return true;
  12691. nullpo_ret(sd);
  12692. if (!require || !skill_get_index(skill_id))
  12693. return false;
  12694. if (!(sc = &sd->sc)) {
  12695. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12696. return false;
  12697. }
  12698. /* May has multiple requirements */
  12699. for (c = 0; c < require->status_count; c++) {
  12700. enum sc_type req_sc = require->status[c];
  12701. if (req_sc == SC_NONE)
  12702. continue;
  12703. switch (req_sc) {
  12704. /* Official fail msg */
  12705. case SC_PUSH_CART:
  12706. if (!sc->data[SC_PUSH_CART]) {
  12707. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  12708. return false;
  12709. }
  12710. break;
  12711. case SC_POISONINGWEAPON:
  12712. if (!sc->data[SC_POISONINGWEAPON]) {
  12713. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12714. return false;
  12715. }
  12716. break;
  12717. default:
  12718. if (!sc->data[req_sc]) {
  12719. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12720. return false;
  12721. }
  12722. break;
  12723. }
  12724. }
  12725. return true;
  12726. }
  12727. /**
  12728. * Check skill condition when cast begin
  12729. * For ammo, only check if the skill need ammo
  12730. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  12731. * @param sd Player who uses skill
  12732. * @param skill_id ID of used skill
  12733. * @param skill_lv Level of used skill
  12734. * @return true: All condition passed, false: Failed
  12735. */
  12736. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12737. {
  12738. struct status_data *status;
  12739. struct status_change *sc;
  12740. struct skill_condition require;
  12741. int i;
  12742. uint32 inf2, inf3;
  12743. nullpo_retr(false,sd);
  12744. if (sd->chatID) return false;
  12745. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12746. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12747. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12748. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12749. return true;
  12750. }
  12751. switch( sd->menuskill_id ) {
  12752. case AM_PHARMACY:
  12753. switch( skill_id ) {
  12754. case AM_PHARMACY:
  12755. case AC_MAKINGARROW:
  12756. case BS_REPAIRWEAPON:
  12757. case AM_TWILIGHT1:
  12758. case AM_TWILIGHT2:
  12759. case AM_TWILIGHT3:
  12760. return false;
  12761. }
  12762. break;
  12763. case GN_MIX_COOKING:
  12764. case GN_MAKEBOMB:
  12765. case GN_S_PHARMACY:
  12766. case GN_CHANGEMATERIAL:
  12767. if( sd->menuskill_id != skill_id )
  12768. return false;
  12769. break;
  12770. }
  12771. status = &sd->battle_status;
  12772. sc = &sd->sc;
  12773. if( !sc->count )
  12774. sc = NULL;
  12775. if( sd->skillitem == skill_id )
  12776. {
  12777. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12778. sd->state.abra_flag = 0;
  12779. else
  12780. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12781. if( (i = sd->itemindex) == -1 ||
  12782. sd->status.inventory[i].nameid != sd->itemid ||
  12783. sd->inventory_data[i] == NULL ||
  12784. !sd->inventory_data[i]->flag.delay_consume ||
  12785. sd->status.inventory[i].amount < 1
  12786. )
  12787. { //Something went wrong, item exploit?
  12788. sd->itemid = sd->itemindex = -1;
  12789. return false;
  12790. }
  12791. //Consume
  12792. sd->itemid = sd->itemindex = -1;
  12793. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12794. ; //Do not consume item.
  12795. else if( sd->status.inventory[i].expire_time == 0 )
  12796. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12797. }
  12798. return true;
  12799. }
  12800. if( pc_is90overweight(sd) ) {
  12801. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12802. return false;
  12803. }
  12804. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12805. return false;
  12806. //Checks if disabling skill - in which case no SP requirements are necessary
  12807. if( sc && skill_disable_check(sc,skill_id))
  12808. return true;
  12809. inf3 = skill_get_inf3(skill_id);
  12810. // Check the skills that can be used while mounted on a warg
  12811. if( pc_isridingwug(sd) ) {
  12812. if(!(inf3&INF3_USABLE_WARG))
  12813. return false; // in official there is no message.
  12814. }
  12815. if( pc_ismadogear(sd) ) {
  12816. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12817. //Only Mechanic exlcusive skill can be used.
  12818. if(inf3&INF3_DIS_MADO){
  12819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12820. return false;
  12821. }
  12822. }
  12823. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12824. return false;
  12825. require = skill_get_requirement(sd,skill_id,skill_lv);
  12826. //Can only update state when weapon/arrow info is checked.
  12827. sd->state.arrow_atk = require.ammo?1:0;
  12828. // perform skill-group checks
  12829. inf2 = skill_get_inf2(skill_id);
  12830. if(inf2&INF2_CHORUS_SKILL) {
  12831. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12832. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12833. return false;
  12834. }
  12835. }
  12836. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12837. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12838. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12839. return false;
  12840. }
  12841. }
  12842. // perform skill-specific checks (and actions)
  12843. switch( skill_id ) {
  12844. case SO_SPELLFIST:
  12845. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12846. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12847. return false;
  12848. }
  12849. case SA_CASTCANCEL:
  12850. if(sd->ud.skilltimer == INVALID_TIMER) {
  12851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12852. return false;
  12853. }
  12854. break;
  12855. case AS_CLOAKING:
  12856. {
  12857. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12858. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12859. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12860. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12861. int di;
  12862. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  12863. if( di == 8 ) {
  12864. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12865. return false;
  12866. }
  12867. }
  12868. break;
  12869. }
  12870. case AL_WARP:
  12871. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12872. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12873. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12874. return false;
  12875. }
  12876. break;
  12877. case MO_CALLSPIRITS:
  12878. if(sc && sc->data[SC_RAISINGDRAGON])
  12879. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12880. if(sd->spiritball >= skill_lv) {
  12881. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12882. return false;
  12883. }
  12884. break;
  12885. case MO_FINGEROFFENSIVE:
  12886. case GS_FLING:
  12887. case SR_RAMPAGEBLASTER:
  12888. case SR_RIDEINLIGHTNING:
  12889. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12890. sd->spiritball_old = require.spiritball = sd->spiritball;
  12891. else
  12892. sd->spiritball_old = require.spiritball;
  12893. break;
  12894. case MO_CHAINCOMBO:
  12895. if(!sc)
  12896. return false;
  12897. if(sc->data[SC_BLADESTOP])
  12898. break;
  12899. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12900. break;
  12901. return false;
  12902. case MO_COMBOFINISH:
  12903. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12904. return false;
  12905. break;
  12906. case CH_TIGERFIST:
  12907. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12908. return false;
  12909. break;
  12910. case CH_CHAINCRUSH:
  12911. if(!(sc && sc->data[SC_COMBO]))
  12912. return false;
  12913. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12914. return false;
  12915. break;
  12916. case MO_EXTREMITYFIST:
  12917. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12918. // return false;
  12919. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12920. break;
  12921. if( sc && sc->data[SC_COMBO] ) {
  12922. switch(sc->data[SC_COMBO]->val1) {
  12923. case MO_COMBOFINISH:
  12924. case CH_TIGERFIST:
  12925. case CH_CHAINCRUSH:
  12926. break;
  12927. default:
  12928. return false;
  12929. }
  12930. }
  12931. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12933. return false;
  12934. }
  12935. break;
  12936. case TK_MISSION:
  12937. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  12938. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12939. return false;
  12940. }
  12941. break;
  12942. case TK_READYCOUNTER:
  12943. case TK_READYDOWN:
  12944. case TK_READYSTORM:
  12945. case TK_READYTURN:
  12946. case TK_JUMPKICK:
  12947. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  12948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12949. return false;
  12950. }
  12951. break;
  12952. case TK_TURNKICK:
  12953. case TK_STORMKICK:
  12954. case TK_DOWNKICK:
  12955. case TK_COUNTER:
  12956. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  12957. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  12958. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  12959. return false; //Combo needs to be ready
  12960. if (sc->data[SC_COMBO]->val3) { //Kick chain
  12961. //Do not repeat a kick.
  12962. if (sc->data[SC_COMBO]->val3 != skill_id)
  12963. break;
  12964. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  12965. return false;
  12966. }
  12967. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  12968. unit_cancel_combo(&sd->bl);
  12969. return false;
  12970. }
  12971. break; //Combo ready.
  12972. case BD_ADAPTATION:
  12973. {
  12974. int time;
  12975. if(!(sc && sc->data[SC_DANCING])) {
  12976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12977. return false;
  12978. }
  12979. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  12980. if (skill_get_time(
  12981. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  12982. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  12983. - time < skill_get_time2(skill_id,skill_lv))
  12984. {
  12985. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12986. return false;
  12987. }
  12988. }
  12989. break;
  12990. case PR_BENEDICTIO:
  12991. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  12992. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12993. return false;
  12994. }
  12995. break;
  12996. case SL_SMA:
  12997. if(!(sc && sc->data[SC_SMA]))
  12998. return false;
  12999. break;
  13000. case HT_POWER:
  13001. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13002. return false;
  13003. break;
  13004. case CG_HERMODE:
  13005. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13006. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13007. return false;
  13008. }
  13009. break;
  13010. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13011. {
  13012. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13013. int size = range*2+1;
  13014. for (s=0;s<size*size;s++) {
  13015. int x = sd->bl.x+(s%size-range);
  13016. int y = sd->bl.y+(s/size-range);
  13017. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13018. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13019. return false;
  13020. }
  13021. }
  13022. }
  13023. break;
  13024. case PR_REDEMPTIO:
  13025. {
  13026. int exp;
  13027. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13028. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13030. return false;
  13031. }
  13032. break;
  13033. }
  13034. case HP_BASILICA:
  13035. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13036. if( sd ) {
  13037. // When castbegin, needs 7x7 clear area
  13038. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13039. int size = range*2+1;
  13040. for( s=0;s<size*size;s++ ) {
  13041. int x = sd->bl.x+(s%size-range);
  13042. int y = sd->bl.y+(s/size-range);
  13043. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13044. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13045. return false;
  13046. }
  13047. }
  13048. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13049. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13050. return false;
  13051. }
  13052. }
  13053. }
  13054. break;
  13055. case AM_TWILIGHT2:
  13056. case AM_TWILIGHT3:
  13057. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13059. return false;
  13060. }
  13061. break;
  13062. case SG_SUN_WARM:
  13063. case SG_MOON_WARM:
  13064. case SG_STAR_WARM:
  13065. if (sc && sc->data[SC_MIRACLE])
  13066. break;
  13067. i = skill_id-SG_SUN_WARM;
  13068. if (sd->bl.m == sd->feel_map[i].m)
  13069. break;
  13070. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13071. return false;
  13072. break;
  13073. case SG_SUN_COMFORT:
  13074. case SG_MOON_COMFORT:
  13075. case SG_STAR_COMFORT:
  13076. if (sc && sc->data[SC_MIRACLE])
  13077. break;
  13078. i = skill_id-SG_SUN_COMFORT;
  13079. if (sd->bl.m == sd->feel_map[i].m &&
  13080. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13081. break;
  13082. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13083. return false;
  13084. case SG_FUSION:
  13085. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13086. break;
  13087. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13088. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13089. if( require.sp > 0 ) {
  13090. if (status->sp < (unsigned int)require.sp)
  13091. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13092. else
  13093. status_zap(&sd->bl, 0, require.sp);
  13094. }
  13095. return false;
  13096. case GD_BATTLEORDER:
  13097. case GD_REGENERATION:
  13098. case GD_RESTORE:
  13099. if (!map_flag_gvg2(sd->bl.m)) {
  13100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13101. return false;
  13102. }
  13103. case GD_EMERGENCYCALL:
  13104. case GD_ITEMEMERGENCYCALL:
  13105. // other checks were already done in skill_isNotOk()
  13106. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13107. return false;
  13108. break;
  13109. case GS_GLITTERING:
  13110. if(sd->spiritball >= 10) {
  13111. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13112. return false;
  13113. }
  13114. break;
  13115. case NJ_ISSEN:
  13116. #ifdef RENEWAL
  13117. if (status->hp < (status->hp/100)) {
  13118. #else
  13119. if (status->hp < 2) {
  13120. #endif
  13121. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13122. return false;
  13123. }
  13124. case NJ_BUNSINJYUTSU:
  13125. if (!(sc && sc->data[SC_NEN])) {
  13126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13127. return false;
  13128. }
  13129. break;
  13130. case NJ_ZENYNAGE:
  13131. case KO_MUCHANAGE:
  13132. if(sd->status.zeny < require.zeny) {
  13133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13134. return false;
  13135. }
  13136. break;
  13137. case PF_HPCONVERSION:
  13138. if (status->sp == status->max_sp)
  13139. return false; //Unusable when at full SP.
  13140. break;
  13141. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13142. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13144. return false;
  13145. }
  13146. break;
  13147. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13148. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13150. return false;
  13151. }
  13152. break;
  13153. case AB_ANCILLA: {
  13154. int count = 0;
  13155. for( i = 0; i < MAX_INVENTORY; i++ )
  13156. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13157. count += sd->status.inventory[i].amount;
  13158. if( count >= 3 ) {
  13159. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13160. return false;
  13161. }
  13162. }
  13163. break;
  13164. /**
  13165. * Keeping as a note:
  13166. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13167. */
  13168. //case AB_LAUDAAGNUS:
  13169. //case AB_LAUDARAMUS:
  13170. // if( !sd->status.party_id ) {
  13171. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13172. // return false;
  13173. // }
  13174. // break;
  13175. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13176. case WL_COMET:
  13177. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13178. && sd->special_state.no_gemstone == 0
  13179. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13180. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13182. return false;
  13183. }
  13184. break;
  13185. case WL_SUMMONFB:
  13186. case WL_SUMMONBL:
  13187. case WL_SUMMONWB:
  13188. case WL_SUMMONSTONE:
  13189. if( sc ) {
  13190. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13191. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13193. return false;
  13194. }
  13195. }
  13196. break;
  13197. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13198. if( sc ) {
  13199. int j = 0;
  13200. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13201. if( sc->data[i] ) {
  13202. j++;
  13203. }
  13204. if( j < 4 ) { // Need 4 spheres minimum
  13205. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13206. return false;
  13207. }
  13208. }
  13209. else { // no status at all? no spheres present
  13210. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13211. return false;
  13212. }
  13213. break;
  13214. case GC_HALLUCINATIONWALK:
  13215. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13216. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13217. return false;
  13218. }
  13219. break;
  13220. case GC_COUNTERSLASH:
  13221. case GC_WEAPONCRUSH:
  13222. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13223. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13224. return false;
  13225. }
  13226. break;
  13227. case RA_WUGMASTERY:
  13228. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13229. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13230. return false;
  13231. }
  13232. break;
  13233. case RA_WUGSTRIKE:
  13234. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13235. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13236. return false;
  13237. }
  13238. break;
  13239. case RA_WUGRIDER:
  13240. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13241. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13242. return false;
  13243. }
  13244. break;
  13245. case RA_WUGDASH:
  13246. if(!pc_isridingwug(sd)) {
  13247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13248. return false;
  13249. }
  13250. break;
  13251. case LG_BANDING:
  13252. if( sc && sc->data[SC_INSPIRATION] ) {
  13253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13254. return false;
  13255. }
  13256. break;
  13257. case LG_PRESTIGE:
  13258. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13260. return false;
  13261. }
  13262. break;
  13263. case LG_RAGEBURST:
  13264. if( sd->spiritball == 0 ) {
  13265. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13266. return false;
  13267. }
  13268. sd->spiritball_old = require.spiritball = sd->spiritball;
  13269. break;
  13270. case LG_SHIELDSPELL: {
  13271. short index = sd->equip_index[EQI_HAND_L];
  13272. struct item_data *shield_data = NULL;
  13273. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13274. shield_data = sd->inventory_data[index];
  13275. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13277. break;
  13278. }
  13279. }
  13280. break;
  13281. case LG_RAYOFGENESIS:
  13282. if( sc && sc->data[SC_INSPIRATION] )
  13283. return true; // Don't check for partner.
  13284. if( !(sc && sc->data[SC_BANDING]) ) {
  13285. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13286. return false;
  13287. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13288. return false; // Just fails, no msg here.
  13289. break;
  13290. case LG_HESPERUSLIT:
  13291. if( sc && sc->data[SC_INSPIRATION] )
  13292. return true;
  13293. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3 ) {
  13294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13295. return false;
  13296. }
  13297. break;
  13298. case SR_FALLENEMPIRE:
  13299. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13300. return false;
  13301. break;
  13302. case SR_CRESCENTELBOW:
  13303. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13304. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13305. return false;
  13306. }
  13307. break;
  13308. case SR_CURSEDCIRCLE:
  13309. if (map_flag_gvg(sd->bl.m)) {
  13310. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13311. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  13312. char output[128];
  13313. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13314. clif_colormes(sd,color_table[COLOR_RED], output);
  13315. return false;
  13316. }
  13317. }
  13318. if( sd->spiritball > 0 )
  13319. sd->spiritball_old = require.spiritball = sd->spiritball;
  13320. else {
  13321. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13322. return false;
  13323. }
  13324. break;
  13325. case SR_GATEOFHELL:
  13326. if( sd->spiritball > 0 )
  13327. sd->spiritball_old = require.spiritball;
  13328. break;
  13329. case SC_MANHOLE:
  13330. case SC_DIMENSIONDOOR:
  13331. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13332. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13333. return false;
  13334. }
  13335. break;
  13336. case SC_FEINTBOMB:
  13337. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13338. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13339. return false;
  13340. }
  13341. break;
  13342. case WM_GREAT_ECHO: {
  13343. int count;
  13344. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13345. if( count < 1 ) {
  13346. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13347. return false;
  13348. } else
  13349. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13350. }
  13351. break;
  13352. case SO_FIREWALK:
  13353. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13354. if( sc && sc->data[SC_PROPERTYWALK] &&
  13355. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13357. return false;
  13358. }
  13359. break;
  13360. case SO_EL_CONTROL:
  13361. if( !sd->status.ele_id || !sd->ed ) {
  13362. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13363. return false;
  13364. }
  13365. break;
  13366. case RETURN_TO_ELDICASTES:
  13367. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13368. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13369. return false;
  13370. }
  13371. break;
  13372. case LG_REFLECTDAMAGE:
  13373. case CR_REFLECTSHIELD:
  13374. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  13375. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13376. return false;
  13377. }
  13378. break;
  13379. case KO_KAHU_ENTEN:
  13380. case KO_HYOUHU_HUBUKI:
  13381. case KO_KAZEHU_SEIRAN:
  13382. case KO_DOHU_KOUKAI:
  13383. {
  13384. int ttype = skill_get_ele(skill_id, skill_lv);
  13385. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  13386. if( sd->talisman[ttype] >= 10 ) {
  13387. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13388. return false;
  13389. }
  13390. }
  13391. break;
  13392. case KO_KAIHOU:
  13393. case KO_ZENKAI:
  13394. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  13395. if( i > 4 ) {
  13396. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13397. return false;
  13398. }
  13399. break;
  13400. case KO_JYUMONJIKIRI:
  13401. if (sd->status.shield && !sd->weapontype2 && (sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD))
  13402. return true; // Wearing Shield + Dagger/Sword, other non-shield weapon checks are later
  13403. break;
  13404. }
  13405. /* check state required */
  13406. switch (require.state) {
  13407. case ST_HIDDEN:
  13408. if(!pc_ishiding(sd)) {
  13409. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13410. return false;
  13411. }
  13412. break;
  13413. case ST_RIDING:
  13414. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13416. return false;
  13417. }
  13418. break;
  13419. case ST_FALCON:
  13420. if(!pc_isfalcon(sd)) {
  13421. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13422. return false;
  13423. }
  13424. break;
  13425. case ST_CART:
  13426. if(!pc_iscarton(sd)) {
  13427. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13428. return false;
  13429. }
  13430. break;
  13431. case ST_SHIELD:
  13432. if(sd->status.shield <= 0) {
  13433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13434. return false;
  13435. }
  13436. break;
  13437. case ST_RECOV_WEIGHT_RATE:
  13438. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13440. return false;
  13441. }
  13442. break;
  13443. case ST_MOVE_ENABLE:
  13444. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13445. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13446. if (!unit_can_move(&sd->bl)) {
  13447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13448. return false;
  13449. }
  13450. break;
  13451. case ST_WATER:
  13452. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13453. break;
  13454. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13455. break;
  13456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13457. return false;
  13458. case ST_RIDINGDRAGON:
  13459. if( !pc_isridingdragon(sd) ) {
  13460. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13461. return false;
  13462. }
  13463. break;
  13464. case ST_WUG:
  13465. if( !pc_iswug(sd) ) {
  13466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13467. return false;
  13468. }
  13469. break;
  13470. case ST_RIDINGWUG:
  13471. if( !pc_isridingwug(sd) ) {
  13472. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13473. return false;
  13474. }
  13475. break;
  13476. case ST_MADO:
  13477. if( !pc_ismadogear(sd) ) {
  13478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13479. return false;
  13480. }
  13481. break;
  13482. case ST_ELEMENTALSPIRIT:
  13483. if(!sd->ed) {
  13484. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13485. return false;
  13486. }
  13487. break;
  13488. case ST_PECO:
  13489. if(!pc_isriding(sd)) {
  13490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13491. return false;
  13492. }
  13493. break;
  13494. }
  13495. /* check the status required */
  13496. if (require.status_count) {
  13497. switch (skill_id) {
  13498. // Being checked later in skill_check_condition_castend()
  13499. case WZ_SIGHTRASHER:
  13500. break;
  13501. default:
  13502. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13503. return false;
  13504. break;
  13505. }
  13506. }
  13507. //check if equipped item
  13508. if (require.eqItem_count) {
  13509. for (i = 0; i < require.eqItem_count; i++) {
  13510. uint16 reqeqit = require.eqItem[i];
  13511. if (!reqeqit)
  13512. break; //no more required item get out of here
  13513. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13514. char output[CHAT_SIZE_MAX];
  13515. //Official use msgstringtable.txt for each skill failure
  13516. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13517. clif_colormes(sd,color_table[COLOR_RED],output);
  13518. return false;
  13519. }
  13520. }
  13521. }
  13522. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13523. //mhp is the max-hp-requirement, that is,
  13524. //you must have this % or less of HP to cast it.
  13525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13526. return false;
  13527. }
  13528. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13529. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13530. return false;
  13531. }
  13532. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13533. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13534. return false;
  13535. }
  13536. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13537. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13538. return false;
  13539. }
  13540. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13541. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13543. return false;
  13544. }
  13545. return true;
  13546. }
  13547. /**
  13548. * Check skill condition when cast end.
  13549. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13550. * @param sd Player who uses skill
  13551. * @param skill_id ID of used skill
  13552. * @param skill_lv Level of used skill
  13553. * @return true: All condition passed, false: Failed
  13554. */
  13555. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13556. {
  13557. struct skill_condition require;
  13558. struct status_data *status;
  13559. int i;
  13560. short index[MAX_SKILL_ITEM_REQUIRE];
  13561. nullpo_retr(false,sd);
  13562. if( sd->chatID )
  13563. return false;
  13564. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13565. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13566. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13567. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13568. return true;
  13569. }
  13570. switch( sd->menuskill_id ) { // Cast start or cast end??
  13571. case AM_PHARMACY:
  13572. switch( skill_id ) {
  13573. case AM_PHARMACY:
  13574. case AC_MAKINGARROW:
  13575. case BS_REPAIRWEAPON:
  13576. case AM_TWILIGHT1:
  13577. case AM_TWILIGHT2:
  13578. case AM_TWILIGHT3:
  13579. return false;
  13580. }
  13581. break;
  13582. case GN_MIX_COOKING:
  13583. case GN_MAKEBOMB:
  13584. case GN_S_PHARMACY:
  13585. case GN_CHANGEMATERIAL:
  13586. if( sd->menuskill_id != skill_id )
  13587. return false;
  13588. break;
  13589. }
  13590. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13591. return true;
  13592. if( pc_is90overweight(sd) ) {
  13593. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13594. return false;
  13595. }
  13596. // perform skill-specific checks (and actions)
  13597. switch( skill_id ) {
  13598. case PR_BENEDICTIO:
  13599. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13600. break;
  13601. case AM_CANNIBALIZE:
  13602. case AM_SPHEREMINE: {
  13603. int c=0;
  13604. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13605. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13606. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13607. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13608. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13609. if(c >= maxcount ||
  13610. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13611. { //Fails when: exceed max limit. There are other plant types already out.
  13612. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13613. return false;
  13614. }
  13615. }
  13616. break;
  13617. }
  13618. case NC_SILVERSNIPER:
  13619. case NC_MAGICDECOY: {
  13620. int c = 0;
  13621. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13622. int mob_class = MOBID_SILVERSNIPER;
  13623. if( skill_id == NC_MAGICDECOY )
  13624. mob_class = MOBID_MAGICDECOY_FIRE;
  13625. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13626. if( skill_id == NC_MAGICDECOY ) {
  13627. int j;
  13628. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13629. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13630. } else
  13631. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13632. if( c >= maxcount ) {
  13633. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13634. return false;
  13635. }
  13636. }
  13637. }
  13638. break;
  13639. case KO_ZANZOU: {
  13640. int c = 0;
  13641. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  13642. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13643. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13644. return false;
  13645. }
  13646. }
  13647. break;
  13648. }
  13649. status = &sd->battle_status;
  13650. require = skill_get_requirement(sd,skill_id,skill_lv);
  13651. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13652. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13653. return false;
  13654. }
  13655. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13656. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13657. return false;
  13658. }
  13659. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13660. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13661. clif_arrow_fail(sd,0);
  13662. return false;
  13663. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13664. char e_msg[100];
  13665. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13667. return false;
  13668. }
  13669. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13670. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13671. return false;
  13672. }
  13673. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13674. skill_get_desc(skill_id),
  13675. require.ammo_qty,
  13676. itemdb_jname(sd->status.inventory[i].nameid));
  13677. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13678. return false;
  13679. }
  13680. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13681. //which is the closest we have to wrong ammo type. [Skotlex]
  13682. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13683. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13684. return false;
  13685. }
  13686. }
  13687. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13688. if( !require.itemid[i] )
  13689. continue;
  13690. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13691. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13692. if( require.itemid[i] == ITEMID_HOLY_WATER )
  13693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  13694. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13695. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  13696. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  13698. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  13699. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  13700. else if( require.itemid[i] == ITEMID_ANCILLA )
  13701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  13702. else {
  13703. char output[CHAT_SIZE_MAX];
  13704. //Official is using msgstringtable.txt for each requirement failure
  13705. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13706. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13707. clif_colormes(sd,color_table[COLOR_RED],output);
  13708. }
  13709. return false;
  13710. }
  13711. }
  13712. /* check the status required */
  13713. if (require.status_count) {
  13714. switch (skill_id) {
  13715. case WZ_SIGHTRASHER:
  13716. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13717. return false;
  13718. break;
  13719. default:
  13720. break;
  13721. }
  13722. }
  13723. return true;
  13724. }
  13725. /** Consume skill requirement
  13726. * @param sd Player who uses the skill
  13727. * @param skill_id ID of used skill
  13728. * @param skill_lv Level of used skill
  13729. * @param type Consume type
  13730. * type&1: consume the others (before skill was used);
  13731. * type&2: consume items (after skill was used)
  13732. */
  13733. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13734. {
  13735. struct skill_condition require;
  13736. nullpo_retv(sd);
  13737. require = skill_get_requirement(sd,skill_id,skill_lv);
  13738. if( type&1 ) {
  13739. switch( skill_id ) {
  13740. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13741. case MC_IDENTIFY:
  13742. require.sp = 0;
  13743. break;
  13744. case GS_DESPERADO:
  13745. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13746. require.sp = 0;
  13747. break;
  13748. default:
  13749. if(sd->state.autocast)
  13750. require.sp = 0;
  13751. break;
  13752. }
  13753. if(require.hp || require.sp)
  13754. status_zap(&sd->bl, require.hp, require.sp);
  13755. if(require.spiritball > 0)
  13756. pc_delspiritball(sd,require.spiritball,0);
  13757. else if(require.spiritball == -1) {
  13758. sd->spiritball_old = sd->spiritball;
  13759. pc_delspiritball(sd,sd->spiritball,0);
  13760. }
  13761. if(require.zeny > 0)
  13762. {
  13763. if( skill_id == NJ_ZENYNAGE )
  13764. require.zeny = 0; //Zeny is reduced on skill_attack.
  13765. if( sd->status.zeny < require.zeny )
  13766. require.zeny = sd->status.zeny;
  13767. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  13768. }
  13769. }
  13770. if( type&2 ) {
  13771. struct status_change *sc = &sd->sc;
  13772. int n,i;
  13773. if( !sc->count )
  13774. sc = NULL;
  13775. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13776. {
  13777. if( !require.itemid[i] )
  13778. continue;
  13779. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13780. continue; //Gemstones are checked, but not substracted from inventory.
  13781. switch( skill_id ){
  13782. case SA_SEISMICWEAPON:
  13783. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13784. continue;
  13785. break;
  13786. case SA_FLAMELAUNCHER:
  13787. case SA_VOLCANO:
  13788. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13789. continue;
  13790. break;
  13791. case SA_FROSTWEAPON:
  13792. case SA_DELUGE:
  13793. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13794. continue;
  13795. break;
  13796. case SA_LIGHTNINGLOADER:
  13797. case SA_VIOLENTGALE:
  13798. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13799. continue;
  13800. break;
  13801. }
  13802. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  13803. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  13804. }
  13805. }
  13806. }
  13807. /**
  13808. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13809. * @param sd Player's that will be checked
  13810. * @param skill_id Skill that's being used
  13811. * @param skill_lv Skill level of used skill
  13812. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13813. */
  13814. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13815. {
  13816. struct skill_condition req;
  13817. struct status_data *status;
  13818. struct status_change *sc;
  13819. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13820. uint16 idx;
  13821. bool level_dependent = false;
  13822. memset(&req,0,sizeof(req));
  13823. if( !sd )
  13824. return req;
  13825. if( sd->skillitem == skill_id )
  13826. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13827. sc = &sd->sc;
  13828. if( !sc->count )
  13829. sc = NULL;
  13830. //Checks if disabling skill - in which case no SP requirements are necessary
  13831. if( sc && skill_disable_check(sc,skill_id) )
  13832. return req;
  13833. idx = skill_get_index(skill_id);
  13834. if( idx == 0 ) // invalid skill id
  13835. return req;
  13836. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13837. return req;
  13838. status = &sd->battle_status;
  13839. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13840. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13841. if(hp_rate > 0)
  13842. req.hp += (status->hp * hp_rate)/100;
  13843. else
  13844. req.hp += (status->max_hp * (-hp_rate))/100;
  13845. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13846. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13847. req.sp /= 2;
  13848. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13849. if(sp_rate > 0)
  13850. req.sp += (status->sp * sp_rate)/100;
  13851. else
  13852. req.sp += (status->max_sp * (-sp_rate))/100;
  13853. if( sd->dsprate != 100 )
  13854. req.sp = req.sp * sd->dsprate / 100;
  13855. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13856. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13857. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13858. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13859. if( i < ARRAYLENGTH(sd->skillusesp) )
  13860. req.sp -= sd->skillusesp[i].val;
  13861. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13862. if( sc ) {
  13863. if( sc->data[SC__LAZINESS] )
  13864. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13865. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13866. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  13867. if( sc->data[SC_RECOGNIZEDSPELL] )
  13868. req.sp += req.sp / 4;
  13869. if( sc->data[SC_OFFERTORIUM])
  13870. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13871. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13872. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13873. }
  13874. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13875. if( sc && sc->data[SC__UNLUCKY] ) {
  13876. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13877. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13878. else
  13879. req.zeny += 1000;
  13880. }
  13881. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13882. req.state = skill_db[idx].require.state;
  13883. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13884. req.weapon = skill_db[idx].require.weapon;
  13885. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13886. if (req.ammo_qty)
  13887. req.ammo = skill_db[idx].require.ammo;
  13888. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13889. { //Assume this skill is using the weapon, therefore it requires arrows.
  13890. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13891. req.ammo_qty = 1;
  13892. }
  13893. req.status_count = skill_db[idx].require.status_count;
  13894. req.status = skill_db[idx].require.status;
  13895. req.eqItem_count = skill_db[idx].require.eqItem_count;
  13896. req.eqItem = skill_db[idx].require.eqItem;
  13897. switch( skill_id ) {
  13898. /* Skill level-dependent checks */
  13899. case NC_SHAPESHIFT:
  13900. case NC_REPAIR:
  13901. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  13902. req.itemid[1] = skill_db[idx].require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  13903. req.amount[1] = skill_db[idx].require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  13904. case GN_FIRE_EXPANSION:
  13905. case SO_SUMMON_AGNI:
  13906. case SO_SUMMON_AQUA:
  13907. case SO_SUMMON_VENTUS:
  13908. case SO_SUMMON_TERA:
  13909. case SO_WATER_INSIGNIA:
  13910. case SO_FIRE_INSIGNIA:
  13911. case SO_WIND_INSIGNIA:
  13912. case SO_EARTH_INSIGNIA:
  13913. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  13914. req.itemid[0] = skill_db[idx].require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  13915. req.amount[0] = skill_db[idx].require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  13916. level_dependent = true;
  13917. /* Normal skill requirements and gemstone checks */
  13918. default:
  13919. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  13920. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  13921. if (!level_dependent) {
  13922. switch( skill_id ) {
  13923. case AM_POTIONPITCHER:
  13924. case CR_SLIMPITCHER:
  13925. case CR_CULTIVATION:
  13926. if (i != skill_lv%11 - 1)
  13927. continue;
  13928. break;
  13929. case AM_CALLHOMUN:
  13930. if (sd->status.hom_id) //Don't delete items when hom is already out.
  13931. continue;
  13932. break;
  13933. case AB_ADORAMUS:
  13934. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  13935. continue;
  13936. break;
  13937. case WL_COMET:
  13938. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  13939. continue;
  13940. break;
  13941. }
  13942. req.itemid[i] = skill_db[idx].require.itemid[i];
  13943. req.amount[i] = skill_db[idx].require.amount[i];
  13944. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  13945. int16 itIndex;
  13946. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  13947. req.itemid[i] = ITEMID_TRAP_ALLOY;
  13948. req.amount[i] = 1;
  13949. }
  13950. break;
  13951. }
  13952. }
  13953. // Check requirement for gemstone.
  13954. if (itemid_isgemstone(req.itemid[i])) {
  13955. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  13956. req.itemid[i] = req.amount[i] = 0;
  13957. else {
  13958. if( sd->special_state.no_gemstone )
  13959. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  13960. if( skill_id != SA_ABRACADABRA )
  13961. req.itemid[i] = req.amount[i] = 0;
  13962. else if( --req.amount[i] < 1 )
  13963. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13964. }
  13965. if(sc && sc->data[SC_INTOABYSS])
  13966. {
  13967. if( skill_id != SA_ABRACADABRA )
  13968. req.itemid[i] = req.amount[i] = 0;
  13969. else if( --req.amount[i] < 1 )
  13970. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13971. }
  13972. }
  13973. }
  13974. }
  13975. break;
  13976. }
  13977. // Check for cost reductions due to skills & SCs
  13978. switch(skill_id) {
  13979. case MC_MAMMONITE:
  13980. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  13981. req.zeny -= req.zeny*10/100;
  13982. break;
  13983. case AL_HOLYLIGHT:
  13984. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  13985. req.sp *= 5;
  13986. break;
  13987. case SL_SMA:
  13988. case SL_STUN:
  13989. case SL_STIN:
  13990. {
  13991. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  13992. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  13993. break;
  13994. if(sd->status.base_level>=90)
  13995. req.sp -= req.sp*7*kaina_lv/100;
  13996. else if(sd->status.base_level>=80)
  13997. req.sp -= req.sp*5*kaina_lv/100;
  13998. else if(sd->status.base_level>=70)
  13999. req.sp -= req.sp*3*kaina_lv/100;
  14000. }
  14001. break;
  14002. case MO_TRIPLEATTACK:
  14003. case MO_CHAINCOMBO:
  14004. case MO_COMBOFINISH:
  14005. case CH_TIGERFIST:
  14006. case CH_CHAINCRUSH:
  14007. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14008. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  14009. break;
  14010. case MO_BODYRELOCATION:
  14011. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14012. req.spiritball = 0;
  14013. break;
  14014. case MO_EXTREMITYFIST:
  14015. if( sc ) {
  14016. if( sc->data[SC_BLADESTOP] )
  14017. req.spiritball--;
  14018. else if( sc->data[SC_COMBO] ) {
  14019. switch( sc->data[SC_COMBO]->val1 ) {
  14020. case MO_COMBOFINISH:
  14021. req.spiritball = 4;
  14022. break;
  14023. case CH_TIGERFIST:
  14024. req.spiritball = 3;
  14025. break;
  14026. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14027. req.spiritball = sd->spiritball?sd->spiritball:1;
  14028. break;
  14029. }
  14030. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14031. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14032. }
  14033. break;
  14034. case SR_RAMPAGEBLASTER:
  14035. req.spiritball = sd->spiritball?sd->spiritball:15;
  14036. break;
  14037. case LG_RAGEBURST:
  14038. req.spiritball = sd->spiritball?sd->spiritball:1;
  14039. break;
  14040. case SR_GATEOFHELL:
  14041. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14042. req.sp -= req.sp * 10 / 100;
  14043. break;
  14044. case SO_SUMMON_AGNI:
  14045. case SO_SUMMON_AQUA:
  14046. case SO_SUMMON_VENTUS:
  14047. case SO_SUMMON_TERA: {
  14048. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14049. if( spirit_sympathy )
  14050. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14051. }
  14052. break;
  14053. case SO_PSYCHIC_WAVE:
  14054. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14055. req.sp += req.sp / 2; // 1.5x SP cost
  14056. break;
  14057. }
  14058. //Check if player is using the copied skill [Cydh]
  14059. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14060. uint16 req_opt = skill_db[idx].copyable.req_opt;
  14061. if (req_opt&0x0001) req.hp = 0;
  14062. if (req_opt&0x0002) req.mhp = 0;
  14063. if (req_opt&0x0004) req.sp = 0;
  14064. if (req_opt&0x0008) req.hp_rate = 0;
  14065. if (req_opt&0x0010) req.sp_rate = 0;
  14066. if (req_opt&0x0020) req.zeny = 0;
  14067. if (req_opt&0x0040) req.weapon = 0;
  14068. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14069. if (req_opt&0x0100) req.state = ST_NONE;
  14070. if (req_opt&0x0200) req.status_count = 0;
  14071. if (req_opt&0x0400) req.spiritball = 0;
  14072. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14073. if (req_opt&0x1000) req.eqItem_count = 0;
  14074. }
  14075. return req;
  14076. }
  14077. /*==========================================
  14078. * Does cast-time reductions based on dex, item bonuses and config setting
  14079. *------------------------------------------*/
  14080. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14081. int time = skill_get_cast(skill_id, skill_lv);
  14082. nullpo_ret(bl);
  14083. #ifndef RENEWAL_CAST
  14084. {
  14085. struct map_session_data *sd;
  14086. sd = BL_CAST(BL_PC, bl);
  14087. // calculate base cast time (reduced by dex)
  14088. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  14089. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14090. if( scale > 0 ) // not instant cast
  14091. time = time * scale / battle_config.castrate_dex_scale;
  14092. else
  14093. return 0; // instant cast
  14094. }
  14095. // calculate cast time reduced by item/card bonuses
  14096. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  14097. {
  14098. int i;
  14099. if( sd->castrate != 100 )
  14100. time = time * sd->castrate / 100;
  14101. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  14102. {
  14103. if( sd->skillcast[i].id == skill_id )
  14104. {
  14105. time+= time * sd->skillcast[i].val / 100;
  14106. break;
  14107. }
  14108. }
  14109. }
  14110. }
  14111. #endif
  14112. // config cast time multiplier
  14113. if (battle_config.cast_rate != 100)
  14114. time = time * battle_config.cast_rate / 100;
  14115. // return final cast time
  14116. time = max(time, 0);
  14117. //ShowInfo("Castime castfix = %d\n",time);
  14118. return time;
  14119. }
  14120. #ifndef RENEWAL_CAST
  14121. /**
  14122. * Get the skill cast time for Pre-Re cast
  14123. * @param bl: The caster
  14124. * @param time: Cast time before Status Change addition or reduction
  14125. * @return time: Modified castime after status change addition or reduction
  14126. */
  14127. int skill_castfix_sc(struct block_list *bl, int time)
  14128. {
  14129. struct status_change *sc = status_get_sc(bl);
  14130. if( time < 0 )
  14131. return 0;
  14132. if (sc && sc->count) {
  14133. if (sc->data[SC_SLOWCAST])
  14134. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14135. if (sc->data[SC_PARALYSIS])
  14136. time += sc->data[SC_PARALYSIS]->val3;
  14137. if (sc->data[SC_SUFFRAGIUM]) {
  14138. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14139. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14140. }
  14141. if (sc->data[SC_MEMORIZE]) {
  14142. time>>=1;
  14143. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14144. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14145. }
  14146. if (sc->data[SC_POEMBRAGI])
  14147. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  14148. if (sc->data[SC_IZAYOI])
  14149. time -= time * 50 / 100;
  14150. }
  14151. time = max(time, 0);
  14152. //ShowInfo("Castime castfix_sc = %d\n",time);
  14153. return time;
  14154. }
  14155. #else
  14156. /**
  14157. * Get the skill cast time for RENEWAL_CAST
  14158. * @param bl: The caster
  14159. * @param time: Cast time without reduction
  14160. * @param skill_id: Skill ID of the casted skill
  14161. * @param skill_lv: Skill level of the casted skill
  14162. * @return time: Modified castime after status and bonus addition or reduction
  14163. */
  14164. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14165. {
  14166. struct status_change *sc = status_get_sc(bl);
  14167. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14168. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  14169. if( time < 0 )
  14170. return 0;
  14171. if( bl->type == BL_MOB )
  14172. return (int)time;
  14173. if( fixed == 0 ){
  14174. fixed = (int)time * 20 / 100; // fixed time
  14175. time = time * 80 / 100; // variable time
  14176. }else if( fixed < 0 ) // no fixed cast time
  14177. fixed = 0;
  14178. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  14179. if( sd->bonus.varcastrate < 0 )
  14180. VARCAST_REDUCTION(sd->bonus.varcastrate);
  14181. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  14182. time += sd->bonus.add_varcast;
  14183. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  14184. fixed += sd->bonus.add_fixcast;
  14185. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  14186. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  14187. fixed += sd->skillfixcast[i].val;
  14188. break;
  14189. }
  14190. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  14191. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  14192. time += sd->skillvarcast[i].val;
  14193. break;
  14194. }
  14195. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  14196. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  14197. VARCAST_REDUCTION(sd->skillcast[i].val);
  14198. break;
  14199. }
  14200. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  14201. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  14202. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  14203. break;
  14204. }
  14205. }
  14206. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  14207. // All variable cast additive bonuses must come first
  14208. if (sc->data[SC_SLOWCAST])
  14209. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14210. if( sc->data[SC__LAZINESS] )
  14211. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14212. // Variable cast reduction bonuses
  14213. if (sc->data[SC_SUFFRAGIUM]) {
  14214. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14215. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14216. }
  14217. if (sc->data[SC_MEMORIZE]) {
  14218. VARCAST_REDUCTION(50);
  14219. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14220. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14221. }
  14222. if (sc->data[SC_POEMBRAGI])
  14223. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  14224. if (sc->data[SC_IZAYOI])
  14225. VARCAST_REDUCTION(50);
  14226. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  14227. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  14228. if( sc->data[SC_TELEKINESIS_INTENSE] )
  14229. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14230. // Fixed cast reduction bonuses
  14231. if( sc->data[SC_SECRAMENT] )
  14232. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14233. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  14234. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  14235. // Fixed cast non percentage bonuses
  14236. if( sc->data[SC_MANDRAGORA] )
  14237. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14238. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  14239. fixed -= 1000;
  14240. if (sc->data[SC_DANCEWITHWUG])
  14241. fixed -= fixed * sc->data[SC_DANCEWITHWUG]->val4 / 100;
  14242. if( sc->data[SC_HEAT_BARREL] )
  14243. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14244. if (sc->data[SC_IZAYOI])
  14245. fixed = 0;
  14246. }
  14247. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  14248. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  14249. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  14250. }
  14251. if( varcast_r < 0 ) // now compute overall factors
  14252. time = time * (1 - (float)varcast_r / 100);
  14253. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  14254. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  14255. // underflow checking/capping
  14256. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  14257. return (int)time;
  14258. }
  14259. #endif
  14260. /*==========================================
  14261. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14262. *------------------------------------------*/
  14263. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14264. {
  14265. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  14266. int time = skill_get_delay(skill_id, skill_lv);
  14267. struct map_session_data *sd;
  14268. struct status_change *sc = status_get_sc(bl);
  14269. nullpo_ret(bl);
  14270. sd = BL_CAST(BL_PC, bl);
  14271. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14272. return 0; //Will use picked skill's delay.
  14273. if (bl->type&battle_config.no_skill_delay)
  14274. return battle_config.min_skill_delay_limit;
  14275. if (time < 0)
  14276. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14277. // Delay reductions
  14278. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14279. case MO_TRIPLEATTACK:
  14280. case MO_CHAINCOMBO:
  14281. case MO_COMBOFINISH:
  14282. case CH_TIGERFIST:
  14283. case CH_CHAINCRUSH:
  14284. case SR_DRAGONCOMBO:
  14285. case SR_FALLENEMPIRE:
  14286. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  14287. break;
  14288. case HP_BASILICA:
  14289. if( sc && !sc->data[SC_BASILICA] )
  14290. time = 0; // There is no Delay on Basilica creation, only on cancel
  14291. break;
  14292. default:
  14293. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14294. { // if skill delay is allowed to be reduced by dex
  14295. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14296. if (scale > 0)
  14297. time = time * scale / battle_config.castrate_dex_scale;
  14298. else //To be capped later to minimum.
  14299. time = 0;
  14300. }
  14301. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14302. { // if skill delay is allowed to be reduced by agi
  14303. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14304. if (scale > 0)
  14305. time = time * scale / battle_config.castrate_dex_scale;
  14306. else //To be capped later to minimum.
  14307. time = 0;
  14308. }
  14309. }
  14310. if ( sc && sc->data[SC_SPIRIT] ) {
  14311. switch (skill_id) {
  14312. case CR_SHIELDBOOMERANG:
  14313. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14314. time /= 2;
  14315. break;
  14316. case AS_SONICBLOW:
  14317. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14318. time /= 2;
  14319. break;
  14320. }
  14321. }
  14322. if (!(delaynodex&2))
  14323. {
  14324. if (sc && sc->count) {
  14325. if (sc->data[SC_POEMBRAGI])
  14326. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14327. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14328. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14329. }
  14330. }
  14331. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14332. time = time * sd->delayrate / 100;
  14333. if (battle_config.delay_rate != 100)
  14334. time = time * battle_config.delay_rate / 100;
  14335. //min delay
  14336. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14337. time = max(time, battle_config.min_skill_delay_limit);
  14338. //ShowInfo("Delay delayfix = %d\n",time);
  14339. return time;
  14340. }
  14341. /*=========================================
  14342. *
  14343. *-----------------------------------------*/
  14344. struct square {
  14345. int val1[5];
  14346. int val2[5];
  14347. };
  14348. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14349. {
  14350. nullpo_retv(tc);
  14351. if(dir == 0){
  14352. tc->val1[0]=x-2;
  14353. tc->val1[1]=x-1;
  14354. tc->val1[2]=x;
  14355. tc->val1[3]=x+1;
  14356. tc->val1[4]=x+2;
  14357. tc->val2[0]=
  14358. tc->val2[1]=
  14359. tc->val2[2]=
  14360. tc->val2[3]=
  14361. tc->val2[4]=y-1;
  14362. }
  14363. else if(dir==2){
  14364. tc->val1[0]=
  14365. tc->val1[1]=
  14366. tc->val1[2]=
  14367. tc->val1[3]=
  14368. tc->val1[4]=x+1;
  14369. tc->val2[0]=y+2;
  14370. tc->val2[1]=y+1;
  14371. tc->val2[2]=y;
  14372. tc->val2[3]=y-1;
  14373. tc->val2[4]=y-2;
  14374. }
  14375. else if(dir==4){
  14376. tc->val1[0]=x-2;
  14377. tc->val1[1]=x-1;
  14378. tc->val1[2]=x;
  14379. tc->val1[3]=x+1;
  14380. tc->val1[4]=x+2;
  14381. tc->val2[0]=
  14382. tc->val2[1]=
  14383. tc->val2[2]=
  14384. tc->val2[3]=
  14385. tc->val2[4]=y+1;
  14386. }
  14387. else if(dir==6){
  14388. tc->val1[0]=
  14389. tc->val1[1]=
  14390. tc->val1[2]=
  14391. tc->val1[3]=
  14392. tc->val1[4]=x-1;
  14393. tc->val2[0]=y+2;
  14394. tc->val2[1]=y+1;
  14395. tc->val2[2]=y;
  14396. tc->val2[3]=y-1;
  14397. tc->val2[4]=y-2;
  14398. }
  14399. else if(dir==1){
  14400. tc->val1[0]=x-1;
  14401. tc->val1[1]=x;
  14402. tc->val1[2]=x+1;
  14403. tc->val1[3]=x+2;
  14404. tc->val1[4]=x+3;
  14405. tc->val2[0]=y-4;
  14406. tc->val2[1]=y-3;
  14407. tc->val2[2]=y-1;
  14408. tc->val2[3]=y;
  14409. tc->val2[4]=y+1;
  14410. }
  14411. else if(dir==3){
  14412. tc->val1[0]=x+3;
  14413. tc->val1[1]=x+2;
  14414. tc->val1[2]=x+1;
  14415. tc->val1[3]=x;
  14416. tc->val1[4]=x-1;
  14417. tc->val2[0]=y-1;
  14418. tc->val2[1]=y;
  14419. tc->val2[2]=y+1;
  14420. tc->val2[3]=y+2;
  14421. tc->val2[4]=y+3;
  14422. }
  14423. else if(dir==5){
  14424. tc->val1[0]=x+1;
  14425. tc->val1[1]=x;
  14426. tc->val1[2]=x-1;
  14427. tc->val1[3]=x-2;
  14428. tc->val1[4]=x-3;
  14429. tc->val2[0]=y+3;
  14430. tc->val2[1]=y+2;
  14431. tc->val2[2]=y+1;
  14432. tc->val2[3]=y;
  14433. tc->val2[4]=y-1;
  14434. }
  14435. else if(dir==7){
  14436. tc->val1[0]=x-3;
  14437. tc->val1[1]=x-2;
  14438. tc->val1[2]=x-1;
  14439. tc->val1[3]=x;
  14440. tc->val1[4]=x+1;
  14441. tc->val2[1]=y;
  14442. tc->val2[0]=y+1;
  14443. tc->val2[2]=y-1;
  14444. tc->val2[3]=y-2;
  14445. tc->val2[4]=y-3;
  14446. }
  14447. }
  14448. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14449. {
  14450. int c;
  14451. nullpo_retv(tc);
  14452. for( c = 0; c < 5; c++ ) {
  14453. switch( dir ) {
  14454. case 0: tc->val2[c]+=are; break;
  14455. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14456. case 2: tc->val1[c]-=are; break;
  14457. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14458. case 4: tc->val2[c]-=are; break;
  14459. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14460. case 6: tc->val1[c]+=are; break;
  14461. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14462. }
  14463. }
  14464. }
  14465. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14466. {
  14467. int c,n=4;
  14468. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14469. struct square tc;
  14470. int x=bl->x,y=bl->y;
  14471. skill_brandishspear_first(&tc,dir,x,y);
  14472. skill_brandishspear_dir(&tc,dir,4);
  14473. skill_area_temp[1] = bl->id;
  14474. if(skill_lv > 9){
  14475. for(c=1;c<4;c++){
  14476. map_foreachincell(skill_area_sub,
  14477. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14478. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14479. skill_castend_damage_id);
  14480. }
  14481. }
  14482. if(skill_lv > 6){
  14483. skill_brandishspear_dir(&tc,dir,-1);
  14484. n--;
  14485. }else{
  14486. skill_brandishspear_dir(&tc,dir,-2);
  14487. n-=2;
  14488. }
  14489. if(skill_lv > 3){
  14490. for(c=0;c<5;c++){
  14491. map_foreachincell(skill_area_sub,
  14492. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14493. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14494. skill_castend_damage_id);
  14495. if(skill_lv > 6 && n==3 && c==4){
  14496. skill_brandishspear_dir(&tc,dir,-1);
  14497. n--;c=-1;
  14498. }
  14499. }
  14500. }
  14501. for(c=0;c<10;c++){
  14502. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14503. map_foreachincell(skill_area_sub,
  14504. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14505. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14506. skill_castend_damage_id);
  14507. }
  14508. }
  14509. /*==========================================
  14510. * Weapon Repair [Celest/DracoRPG]
  14511. *------------------------------------------*/
  14512. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14513. int material;
  14514. int materials[4] = { 1002, 998, 999, 756 };
  14515. struct item *item;
  14516. struct map_session_data *target_sd;
  14517. nullpo_retv(sd);
  14518. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14519. return;
  14520. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14521. return;
  14522. if( idx < 0 || idx >= MAX_INVENTORY )
  14523. return; //Invalid index??
  14524. item = &target_sd->status.inventory[idx];
  14525. if( !item->nameid || !item->attribute )
  14526. return; //Again invalid item....
  14527. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14528. clif_item_repaireffect(sd,idx,1);
  14529. return;
  14530. }
  14531. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14532. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14533. else
  14534. material = materials [2]; // Armors consume 1 Steel
  14535. if ( pc_search_inventory(sd,material) < 0 ) {
  14536. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14537. return;
  14538. }
  14539. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14540. item->attribute = 0;/* clear broken state */
  14541. clif_equiplist(target_sd);
  14542. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14543. clif_item_repaireffect(sd,idx,0);
  14544. if( sd != target_sd )
  14545. clif_item_repaireffect(target_sd,idx,0);
  14546. }
  14547. /*==========================================
  14548. * Item Appraisal
  14549. *------------------------------------------*/
  14550. void skill_identify(struct map_session_data *sd, int idx)
  14551. {
  14552. int flag=1;
  14553. nullpo_retv(sd);
  14554. if(idx >= 0 && idx < MAX_INVENTORY) {
  14555. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14556. flag=0;
  14557. sd->status.inventory[idx].identify=1;
  14558. }
  14559. }
  14560. clif_item_identified(sd,idx,flag);
  14561. }
  14562. /*==========================================
  14563. * Weapon Refine [Celest]
  14564. *------------------------------------------*/
  14565. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14566. {
  14567. nullpo_retv(sd);
  14568. if (idx >= 0 && idx < MAX_INVENTORY)
  14569. {
  14570. struct item *item;
  14571. struct item_data *ditem = sd->inventory_data[idx];
  14572. item = &sd->status.inventory[idx];
  14573. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14574. int i = 0, per;
  14575. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14576. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14577. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14578. return;
  14579. }
  14580. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14581. clif_upgrademessage(sd->fd, 2, item->nameid);
  14582. return;
  14583. }
  14584. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14585. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14586. return;
  14587. }
  14588. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14589. if( sd->class_&JOBL_THIRD )
  14590. per += 10;
  14591. else
  14592. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14593. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14594. if (per > rnd() % 100) {
  14595. int ep=0;
  14596. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14597. item->refine++;
  14598. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14599. if(item->equip) {
  14600. ep = item->equip;
  14601. pc_unequipitem(sd,idx,3);
  14602. }
  14603. clif_delitem(sd,idx,1,3);
  14604. clif_upgrademessage(sd->fd, 0, item->nameid);
  14605. clif_inventorylist(sd);
  14606. clif_refine(sd->fd,0,idx,item->refine);
  14607. if (ep)
  14608. pc_equipitem(sd,idx,ep);
  14609. clif_misceffect(&sd->bl,3);
  14610. if(item->refine == 10 &&
  14611. item->card[0] == CARD0_FORGE &&
  14612. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14613. { // Fame point system [DracoRPG]
  14614. switch(ditem->wlv){
  14615. case 1:
  14616. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14617. break;
  14618. case 2:
  14619. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14620. break;
  14621. case 3:
  14622. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14623. break;
  14624. }
  14625. }
  14626. } else {
  14627. item->refine = 0;
  14628. if(item->equip)
  14629. pc_unequipitem(sd,idx,3);
  14630. clif_upgrademessage(sd->fd, 1, item->nameid);
  14631. clif_refine(sd->fd,1,idx,item->refine);
  14632. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14633. clif_misceffect(&sd->bl,2);
  14634. clif_emotion(&sd->bl, E_OMG);
  14635. }
  14636. }
  14637. }
  14638. }
  14639. /*==========================================
  14640. *
  14641. *------------------------------------------*/
  14642. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14643. {
  14644. uint16 skill_lv;
  14645. int maxlv=1,lv;
  14646. nullpo_ret(sd);
  14647. skill_lv = sd->menuskill_val;
  14648. lv=pc_checkskill(sd,skill_id);
  14649. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14650. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14651. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14652. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14653. maxlv =10; //Soul Linker bonus. [Skotlex]
  14654. else if(skill_lv==2) maxlv=1;
  14655. else if(skill_lv==3) maxlv=2;
  14656. else if(skill_lv>=4) maxlv=3;
  14657. }
  14658. else if(skill_id==MG_SOULSTRIKE){
  14659. if(skill_lv==5) maxlv=1;
  14660. else if(skill_lv==6) maxlv=2;
  14661. else if(skill_lv>=7) maxlv=3;
  14662. }
  14663. else if(skill_id==MG_FIREBALL){
  14664. if(skill_lv==8) maxlv=1;
  14665. else if(skill_lv>=9) maxlv=2;
  14666. }
  14667. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14668. else return 0;
  14669. if(maxlv > lv)
  14670. maxlv = lv;
  14671. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14672. skill_get_time(SA_AUTOSPELL,skill_lv));
  14673. return 0;
  14674. }
  14675. /*==========================================
  14676. * Sitting skills functions.
  14677. *------------------------------------------*/
  14678. static int skill_sit_count(struct block_list *bl, va_list ap)
  14679. {
  14680. struct map_session_data *sd;
  14681. int type =va_arg(ap,int);
  14682. sd=(struct map_session_data*)bl;
  14683. if(!pc_issit(sd))
  14684. return 0;
  14685. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14686. return 1;
  14687. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14688. return 1;
  14689. return 0;
  14690. }
  14691. static int skill_sit_in (struct block_list *bl, va_list ap)
  14692. {
  14693. struct map_session_data *sd;
  14694. int type = va_arg(ap,int);
  14695. sd = (struct map_session_data*)bl;
  14696. if(!pc_issit(sd))
  14697. return 0;
  14698. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14699. sd->state.gangsterparadise = 1;
  14700. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14701. sd->state.rest = 1;
  14702. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14703. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14704. }
  14705. return 0;
  14706. }
  14707. static int skill_sit_out (struct block_list *bl, va_list ap)
  14708. {
  14709. struct map_session_data *sd;
  14710. int type = va_arg(ap,int);
  14711. sd = (struct map_session_data*)bl;
  14712. if(sd->state.gangsterparadise && type&1)
  14713. sd->state.gangsterparadise = 0;
  14714. if(sd->state.rest && type&2) {
  14715. sd->state.rest = 0;
  14716. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14717. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14718. }
  14719. return 0;
  14720. }
  14721. int skill_sit (struct map_session_data *sd, int type)
  14722. {
  14723. int flag = 0;
  14724. int range = 0, lv;
  14725. nullpo_ret(sd);
  14726. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14727. flag |= 1;
  14728. range = skill_get_splash(RG_GANGSTER, lv);
  14729. }
  14730. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14731. flag |= 2;
  14732. range = skill_get_splash(TK_HPTIME, lv);
  14733. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14734. flag |= 2;
  14735. range = skill_get_splash(TK_SPTIME, lv);
  14736. }
  14737. if (type)
  14738. clif_status_load(&sd->bl, SI_SIT, 1);
  14739. else
  14740. clif_status_load(&sd->bl, SI_SIT, 0);
  14741. if (!flag) return 0;
  14742. if(type) {
  14743. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14744. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14745. } else {
  14746. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14747. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14748. }
  14749. return 0;
  14750. }
  14751. /*==========================================
  14752. * Do Forstjoke/Scream effect
  14753. *------------------------------------------*/
  14754. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  14755. {
  14756. struct block_list *src;
  14757. uint16 skill_id,skill_lv;
  14758. unsigned int tick;
  14759. nullpo_ret(bl);
  14760. nullpo_ret(src = va_arg(ap,struct block_list*));
  14761. skill_id = va_arg(ap,int);
  14762. skill_lv = va_arg(ap,int);
  14763. if(!skill_lv)
  14764. return 0;
  14765. tick = va_arg(ap,unsigned int);
  14766. if (src == bl || status_isdead(bl))
  14767. return 0;
  14768. if (bl->type == BL_PC) {
  14769. struct map_session_data *sd = (struct map_session_data *)bl;
  14770. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14771. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14772. }
  14773. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14774. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14775. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14776. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14777. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14778. return 0;
  14779. }
  14780. /**
  14781. * Set map cell flag as skill unit effect
  14782. * @param src Skill unit
  14783. * @param skill_id
  14784. * @param skill_lv
  14785. * @param cell Cell type cell_t
  14786. * @param flag 0/1
  14787. */
  14788. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14789. {
  14790. int range = skill_get_unit_range(skill_id,skill_lv);
  14791. int x, y;
  14792. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14793. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14794. map_setcell(src->bl.m, x, y, cell, flag);
  14795. }
  14796. /**
  14797. * Do skill attack area (such splash effect) around the 'first' target.
  14798. * First target will skip skill condition, always receive damage. But,
  14799. * around it, still need target/condition validation by
  14800. * battle_check_target and status_check_skilluse
  14801. * @param bl
  14802. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  14803. */
  14804. int skill_attack_area(struct block_list *bl, va_list ap)
  14805. {
  14806. struct block_list *src,*dsrc;
  14807. int atk_type,skill_id,skill_lv,flag,type;
  14808. unsigned int tick;
  14809. if(status_isdead(bl))
  14810. return 0;
  14811. atk_type = va_arg(ap,int);
  14812. src = va_arg(ap,struct block_list*);
  14813. dsrc = va_arg(ap,struct block_list*);
  14814. skill_id = va_arg(ap,int);
  14815. skill_lv = va_arg(ap,int);
  14816. tick = va_arg(ap,unsigned int);
  14817. flag = va_arg(ap,int);
  14818. type = va_arg(ap,int);
  14819. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14820. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14821. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14822. !status_check_skilluse(NULL, bl, skill_id, 2))
  14823. return 0;
  14824. switch (skill_id) {
  14825. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14826. case NPC_ACIDBREATH:
  14827. case NPC_DARKNESSBREATH:
  14828. case NPC_FIREBREATH:
  14829. case NPC_ICEBREATH:
  14830. case NPC_THUNDERBREATH:
  14831. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14832. default:
  14833. //Area-splash, disable skill animation.
  14834. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14835. }
  14836. }
  14837. /**
  14838. * Clear skill unit group
  14839. * @param bl
  14840. * @param flag &1
  14841. */
  14842. int skill_clear_group(struct block_list *bl, int flag)
  14843. {
  14844. struct unit_data *ud = NULL;
  14845. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14846. int i, count = 0;
  14847. nullpo_ret(bl);
  14848. if (!(ud = unit_bl2ud(bl)))
  14849. return 0;
  14850. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14851. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  14852. switch (ud->skillunit[i]->skill_id) {
  14853. case SA_DELUGE:
  14854. case SA_VOLCANO:
  14855. case SA_VIOLENTGALE:
  14856. case SA_LANDPROTECTOR:
  14857. case NJ_SUITON:
  14858. case NJ_KAENSIN:
  14859. if (flag&1)
  14860. group[count++] = ud->skillunit[i];
  14861. break;
  14862. case SO_CLOUD_KILL:
  14863. if( flag&4 )
  14864. group[count++] = ud->skillunit[i];
  14865. break;
  14866. case SO_WARMER:
  14867. if( flag&8 )
  14868. group[count++] = ud->skillunit[i];
  14869. break;
  14870. default:
  14871. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14872. group[count++] = ud->skillunit[i];
  14873. break;
  14874. }
  14875. }
  14876. for (i = 0; i < count; i++)
  14877. skill_delunitgroup(group[i]);
  14878. return count;
  14879. }
  14880. /**
  14881. * Returns the first element field found [Skotlex]
  14882. * @param bl
  14883. * @return skill_unit_group
  14884. */
  14885. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14886. {
  14887. struct unit_data *ud = NULL;
  14888. int i;
  14889. nullpo_ret(bl);
  14890. if (!(ud = unit_bl2ud(bl)))
  14891. return NULL;
  14892. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  14893. switch (ud->skillunit[i]->skill_id) {
  14894. case SA_DELUGE:
  14895. case SA_VOLCANO:
  14896. case SA_VIOLENTGALE:
  14897. case SA_LANDPROTECTOR:
  14898. case NJ_SUITON:
  14899. case SO_CLOUD_KILL:
  14900. case SO_WARMER:
  14901. return ud->skillunit[i];
  14902. }
  14903. }
  14904. return NULL;
  14905. }
  14906. /// Graffiti cleaner [Valaris]
  14907. int skill_graffitiremover(struct block_list *bl, va_list ap)
  14908. {
  14909. struct skill_unit *unit = NULL;
  14910. nullpo_ret(bl);
  14911. nullpo_ret(ap);
  14912. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  14913. return 0;
  14914. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  14915. skill_delunit(unit);
  14916. return 0;
  14917. }
  14918. /// Greed effect
  14919. int skill_greed(struct block_list *bl, va_list ap)
  14920. {
  14921. struct block_list *src;
  14922. struct map_session_data *sd = NULL;
  14923. struct flooritem_data *fitem = NULL;
  14924. nullpo_ret(bl);
  14925. nullpo_ret(src = va_arg(ap, struct block_list *));
  14926. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  14927. pc_takeitem(sd, fitem);
  14928. return 0;
  14929. }
  14930. /// Ranger's Detonator [Jobbie/3CeAM]
  14931. int skill_detonator(struct block_list *bl, va_list ap)
  14932. {
  14933. struct skill_unit *unit = NULL;
  14934. struct block_list *src;
  14935. int unit_id;
  14936. nullpo_ret(bl);
  14937. nullpo_ret(ap);
  14938. src = va_arg(ap,struct block_list *);
  14939. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  14940. return 0;
  14941. if( unit->group->src_id != src->id )
  14942. return 0;
  14943. unit_id = unit->group->unit_id;
  14944. switch( unit_id )
  14945. { //List of Hunter and Ranger Traps that can be detonate.
  14946. case UNT_BLASTMINE:
  14947. case UNT_SANDMAN:
  14948. case UNT_CLAYMORETRAP:
  14949. case UNT_TALKIEBOX:
  14950. case UNT_CLUSTERBOMB:
  14951. case UNT_FIRINGTRAP:
  14952. case UNT_ICEBOUNDTRAP:
  14953. switch(unit_id) {
  14954. case UNT_TALKIEBOX:
  14955. clif_talkiebox(bl,unit->group->valstr);
  14956. unit->group->val2 = -1;
  14957. break;
  14958. case UNT_CLAYMORETRAP:
  14959. case UNT_FIRINGTRAP:
  14960. case UNT_ICEBOUNDTRAP:
  14961. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  14962. break;
  14963. default:
  14964. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  14965. break;
  14966. }
  14967. clif_changetraplook(bl, UNT_USED_TRAPS);
  14968. unit->group->unit_id = UNT_USED_TRAPS;
  14969. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  14970. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  14971. break;
  14972. }
  14973. return 0;
  14974. }
  14975. /**
  14976. * Rebellion's Bind Trap explosion
  14977. * @author [Cydh]
  14978. **/
  14979. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  14980. struct skill_unit *su = NULL;
  14981. struct block_list *src = NULL;
  14982. nullpo_ret(bl);
  14983. nullpo_ret(ap);
  14984. src = va_arg(ap,struct block_list *);
  14985. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  14986. return 0;
  14987. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  14988. return 0;
  14989. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  14990. clif_changetraplook(bl, UNT_USED_TRAPS);
  14991. su->group->unit_id = UNT_USED_TRAPS;
  14992. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  14993. return 1;
  14994. }
  14995. /*==========================================
  14996. * Check new skill unit cell when overlapping in other skill unit cell.
  14997. * Catched skill in cell value pushed to *unit pointer.
  14998. * Set (*alive) to 0 will ends 'new unit' check
  14999. *------------------------------------------*/
  15000. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15001. {
  15002. uint16 skill_id;
  15003. int *alive;
  15004. struct skill_unit *unit;
  15005. skill_id = va_arg(ap,int);
  15006. alive = va_arg(ap,int *);
  15007. unit = (struct skill_unit *)bl;
  15008. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15009. return 0;
  15010. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15011. return 0;
  15012. switch (skill_id) {
  15013. case SA_LANDPROTECTOR:
  15014. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15015. (*alive) = 0;
  15016. skill_delunit(unit);
  15017. return 1;
  15018. }
  15019. //It deletes everything except traps and barriers
  15020. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  15021. skill_delunit(unit);
  15022. return 1;
  15023. }
  15024. break;
  15025. case HW_GANBANTEIN:
  15026. case LG_EARTHDRIVE:
  15027. // Officially songs/dances are removed
  15028. skill_delunit(unit);
  15029. return 1;
  15030. case SA_VOLCANO:
  15031. case SA_DELUGE:
  15032. case SA_VIOLENTGALE:
  15033. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15034. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15035. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15036. if (unit->range <= 0)
  15037. {
  15038. (*alive) = 0;
  15039. return 1;
  15040. }
  15041. /*
  15042. switch (unit->group->skill_id)
  15043. { //These cannot override each other.
  15044. case SA_VOLCANO:
  15045. case SA_DELUGE:
  15046. case SA_VIOLENTGALE:
  15047. (*alive) = 0;
  15048. return 1;
  15049. }
  15050. */
  15051. break;
  15052. case PF_FOGWALL:
  15053. switch(unit->group->skill_id) {
  15054. case SA_VOLCANO: //Can't be placed on top of these
  15055. case SA_VIOLENTGALE:
  15056. (*alive) = 0;
  15057. return 1;
  15058. case SA_DELUGE:
  15059. case NJ_SUITON:
  15060. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15061. (*alive) = 2;
  15062. break;
  15063. }
  15064. break;
  15065. case HP_BASILICA:
  15066. if (unit->group->skill_id == HP_BASILICA)
  15067. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  15068. (*alive) = 0;
  15069. return 1;
  15070. }
  15071. break;
  15072. case GN_CRAZYWEED_ATK:
  15073. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15074. break;
  15075. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15076. skill_delunit(unit);
  15077. return 1;
  15078. }
  15079. break;
  15080. case RL_FIRE_RAIN:
  15081. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15082. skill_delunit(unit);
  15083. return 1;
  15084. }
  15085. break;
  15086. }
  15087. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15088. (*alive) = 0;
  15089. return 1;
  15090. }
  15091. return 0;
  15092. }
  15093. /*==========================================
  15094. *
  15095. *------------------------------------------*/
  15096. int skill_changetarget(struct block_list *bl, va_list ap)
  15097. {
  15098. struct mob_data *md = (struct mob_data *)bl;
  15099. struct unit_data *ud = unit_bl2ud(bl);
  15100. struct block_list *from_bl = va_arg(ap,struct block_list *);
  15101. struct block_list *to_bl = va_arg(ap,struct block_list *);
  15102. if(ud && ud->target == from_bl->id)
  15103. ud->target = to_bl->id;
  15104. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  15105. md->target_id = to_bl->id;
  15106. return 0;
  15107. }
  15108. /*==========================================
  15109. * Splash effect for skill unit 'trap type'.
  15110. * Chance triggered when damaged, timeout, or char step on it.
  15111. *------------------------------------------*/
  15112. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15113. {
  15114. struct block_list *src = va_arg(ap,struct block_list *);
  15115. struct skill_unit *unit = NULL;
  15116. int tick = va_arg(ap,int);
  15117. struct skill_unit_group *sg;
  15118. struct block_list *ss; //Skill src bl
  15119. nullpo_ret(src);
  15120. unit = (struct skill_unit *)src;
  15121. if (!unit || !unit->alive || bl->prev == NULL)
  15122. return 0;
  15123. nullpo_ret(sg = unit->group);
  15124. nullpo_ret(ss = map_id2bl(sg->src_id));
  15125. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15126. return 0;
  15127. switch (sg->unit_id) {
  15128. case UNT_B_TRAP:
  15129. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15130. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15131. break;
  15132. case UNT_SHOCKWAVE:
  15133. case UNT_SANDMAN:
  15134. case UNT_FLASHER:
  15135. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15136. break;
  15137. case UNT_GROUNDDRIFT_WIND:
  15138. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15139. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15140. break;
  15141. case UNT_GROUNDDRIFT_DARK:
  15142. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15143. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15144. break;
  15145. case UNT_GROUNDDRIFT_POISON:
  15146. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15147. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15148. break;
  15149. case UNT_GROUNDDRIFT_WATER:
  15150. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15151. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15152. break;
  15153. case UNT_GROUNDDRIFT_FIRE:
  15154. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15155. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15156. break;
  15157. case UNT_ELECTRICSHOCKER:
  15158. if (bl->id != ss->id) {
  15159. if (status_get_mode(bl)&MD_BOSS)
  15160. break;
  15161. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  15162. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15163. clif_fixpos(bl);
  15164. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15165. }
  15166. }
  15167. break;
  15168. case UNT_MAGENTATRAP:
  15169. case UNT_COBALTTRAP:
  15170. case UNT_MAIZETRAP:
  15171. case UNT_VERDURETRAP:
  15172. if( bl->type != BL_PC && !is_boss(bl) )
  15173. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15174. break;
  15175. case UNT_REVERBERATION:
  15176. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  15177. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  15178. break;
  15179. case UNT_FIRINGTRAP:
  15180. case UNT_ICEBOUNDTRAP:
  15181. if( src->id == bl->id ) break;
  15182. if( bl->type == BL_SKILL ) {
  15183. struct skill_unit *su = (struct skill_unit *)bl;
  15184. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15185. break;
  15186. }
  15187. case UNT_CLUSTERBOMB:
  15188. if( ss != bl )
  15189. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15190. break;
  15191. case UNT_CLAYMORETRAP:
  15192. if( src->id == bl->id ) break;
  15193. if( bl->type == BL_SKILL ) {
  15194. struct skill_unit *su = (struct skill_unit *)bl;
  15195. if (!su)
  15196. return 0;
  15197. switch(su->group->unit_id) {
  15198. case UNT_CLAYMORETRAP:
  15199. case UNT_LANDMINE:
  15200. case UNT_BLASTMINE:
  15201. case UNT_SHOCKWAVE:
  15202. case UNT_SANDMAN:
  15203. case UNT_FLASHER:
  15204. case UNT_FREEZINGTRAP:
  15205. case UNT_FIRINGTRAP:
  15206. case UNT_ICEBOUNDTRAP:
  15207. clif_changetraplook(bl, UNT_USED_TRAPS);
  15208. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15209. su->group->unit_id = UNT_USED_TRAPS;
  15210. break;
  15211. }
  15212. }
  15213. default:
  15214. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15215. break;
  15216. }
  15217. return 1;
  15218. }
  15219. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15220. {
  15221. uint16 skill_id, skill_lv;
  15222. struct skill_unit *unit;
  15223. nullpo_ret(bl);
  15224. skill_id = va_arg(ap,int);
  15225. skill_lv = va_arg(ap,int);
  15226. unit = (struct skill_unit *)bl;
  15227. if( unit == NULL || unit->group == NULL )
  15228. return 0;
  15229. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15230. return 0;
  15231. if( unit->group->skill_id == SC_MAELSTROM ) {
  15232. struct block_list *src;
  15233. if( (src = map_id2bl(unit->group->src_id)) ){
  15234. int sp = unit->group->skill_lv * skill_lv;
  15235. if( src->type == BL_PC )
  15236. sp += ((TBL_PC*)src)->status.job_level / 5;
  15237. status_heal(src, 0, sp/2, 1);
  15238. }
  15239. }
  15240. return 0;
  15241. }
  15242. /**
  15243. * Remove current enchanted element for new element
  15244. * @param bl Char
  15245. * @param type New element
  15246. */
  15247. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15248. {
  15249. struct status_change *sc;
  15250. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15251. int i;
  15252. nullpo_retv(bl);
  15253. nullpo_retv(sc= status_get_sc(bl));
  15254. if (!sc->count)
  15255. return;
  15256. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15257. if (type != scs[i] && sc->data[scs[i]])
  15258. status_change_end(bl, scs[i], INVALID_TIMER);
  15259. }
  15260. /**
  15261. * Check camouflage condition
  15262. * @param bl
  15263. * @param sce
  15264. * @return True if near wall; False otherwise
  15265. */
  15266. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15267. {
  15268. bool wall = true;
  15269. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15270. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15271. { //Check for walls.
  15272. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15273. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15274. int i;
  15275. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15276. if( i == 8 )
  15277. wall = false;
  15278. }
  15279. if( sce ) {
  15280. if( !wall ) {
  15281. if( sce->val1 < 3 ) //End cloaking.
  15282. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15283. else if( sce->val4&1 ) { //Remove wall bonus
  15284. sce->val4&=~1;
  15285. status_calc_bl(bl,SCB_SPEED);
  15286. }
  15287. } else {
  15288. if( !(sce->val4&1) ) { //Add wall speed bonus
  15289. sce->val4|=1;
  15290. status_calc_bl(bl,SCB_SPEED);
  15291. }
  15292. }
  15293. }
  15294. return wall;
  15295. }
  15296. /** Check Shadow Form on the target
  15297. * @param bl: Target
  15298. * @param damage: Damage amount
  15299. * @param hit
  15300. * @return true - in Shadow Form state; false - otherwise
  15301. */
  15302. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15303. {
  15304. struct status_change *sc;
  15305. nullpo_retr(false,bl);
  15306. if (!damage)
  15307. return false;
  15308. sc = status_get_sc(bl);
  15309. if( sc && sc->data[SC__SHADOWFORM] ) {
  15310. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15311. if( !src || src->m != bl->m ) {
  15312. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15313. return false;
  15314. }
  15315. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15316. if( src->type == BL_PC )
  15317. ((TBL_PC*)src)->shadowform_id = 0;
  15318. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15319. return false;
  15320. }
  15321. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15322. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15323. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15324. if( src->type == BL_PC )
  15325. ((TBL_PC*)src)->shadowform_id = 0;
  15326. }
  15327. return true;
  15328. }
  15329. return false;
  15330. }
  15331. /**
  15332. * Check camouflage condition
  15333. * @param bl
  15334. * @param sce
  15335. * @return True if near wall; False otherwise
  15336. * @TODO: Seems wrong
  15337. */
  15338. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15339. {
  15340. bool wall = true;
  15341. if( bl->type == BL_PC ) { //Check for walls.
  15342. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15343. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15344. int i;
  15345. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15346. if( i == 8 )
  15347. wall = false;
  15348. }
  15349. if( sce ) {
  15350. if( !wall ) {
  15351. if( sce->val1 == 1 ) //End camouflage.
  15352. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15353. }
  15354. status_calc_bl(bl,SCB_SPEED);
  15355. }
  15356. return wall;
  15357. }
  15358. /**
  15359. * Initialize new skill unit for skill unit group.
  15360. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15361. * @param group Skill unit group
  15362. * @param idx
  15363. * @param x
  15364. * @param y
  15365. * @param val1
  15366. * @param val2
  15367. */
  15368. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15369. {
  15370. struct skill_unit *unit;
  15371. nullpo_retr(NULL, group);
  15372. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15373. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15374. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15375. return unit;
  15376. if(!unit->alive)
  15377. group->alive_count++;
  15378. unit->bl.id = map_get_new_object_id();
  15379. unit->bl.type = BL_SKILL;
  15380. unit->bl.m = group->map;
  15381. unit->bl.x = x;
  15382. unit->bl.y = y;
  15383. unit->group = group;
  15384. unit->alive = 1;
  15385. unit->val1 = val1;
  15386. unit->val2 = val2;
  15387. // Stores new skill unit
  15388. idb_put(skillunit_db, unit->bl.id, unit);
  15389. map_addiddb(&unit->bl);
  15390. if(map_addblock(&unit->bl))
  15391. return NULL;
  15392. // Perform oninit actions
  15393. switch (group->skill_id) {
  15394. case WZ_ICEWALL:
  15395. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15396. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15397. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15398. break;
  15399. case SA_LANDPROTECTOR:
  15400. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15401. break;
  15402. case HP_BASILICA:
  15403. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15404. break;
  15405. case SC_MAELSTROM:
  15406. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15407. break;
  15408. default:
  15409. if (group->state.song_dance&0x1) //Check for dissonance.
  15410. skill_dance_overlap(unit, 1);
  15411. break;
  15412. }
  15413. clif_getareachar_skillunit(&unit->bl, unit, AREA);
  15414. return unit;
  15415. }
  15416. /**
  15417. * Remove unit
  15418. * @param unit
  15419. */
  15420. int skill_delunit(struct skill_unit* unit)
  15421. {
  15422. struct skill_unit_group *group;
  15423. nullpo_ret(unit);
  15424. if( !unit->alive )
  15425. return 0;
  15426. unit->alive = 0;
  15427. nullpo_ret(group = unit->group);
  15428. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15429. skill_dance_overlap(unit, 0);
  15430. // invoke onout event
  15431. if( !unit->range )
  15432. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15433. // perform ondelete actions
  15434. switch (group->skill_id) {
  15435. case HT_ANKLESNARE: {
  15436. struct block_list* target = map_id2bl(group->val2);
  15437. if( target )
  15438. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15439. }
  15440. break;
  15441. case WZ_ICEWALL:
  15442. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15443. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15444. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15445. break;
  15446. case SA_LANDPROTECTOR:
  15447. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15448. break;
  15449. case HP_BASILICA:
  15450. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15451. break;
  15452. case RA_ELECTRICSHOCKER: {
  15453. struct block_list* target = map_id2bl(group->val2);
  15454. if( target )
  15455. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15456. }
  15457. break;
  15458. case SC_MAELSTROM:
  15459. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15460. break;
  15461. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15462. if( group->val2 ) { // Someone Traped
  15463. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15464. if( tsc && tsc->data[SC__MANHOLE] )
  15465. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15466. }
  15467. break;
  15468. }
  15469. clif_skill_delunit(unit);
  15470. unit->group=NULL;
  15471. map_delblock(&unit->bl); // don't free yet
  15472. map_deliddb(&unit->bl);
  15473. idb_remove(skillunit_db, unit->bl.id);
  15474. if(--group->alive_count==0)
  15475. skill_delunitgroup(group);
  15476. return 0;
  15477. }
  15478. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15479. /// Returns the target skill_unit_group or NULL if not found.
  15480. struct skill_unit_group* skill_id2group(int group_id) {
  15481. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15482. }
  15483. static int skill_unit_group_newid = MAX_SKILL_DB; /// Skill Unit Group ID
  15484. /**
  15485. * Returns a new group_id that isn't being used in skillunit_group_db.
  15486. * Fatal error if nothing is available.
  15487. */
  15488. static int skill_get_new_group_id(void)
  15489. {
  15490. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  15491. return skill_unit_group_newid++;// available
  15492. {// find next id
  15493. int base_id = skill_unit_group_newid;
  15494. while( base_id != ++skill_unit_group_newid )
  15495. {
  15496. if( skill_unit_group_newid < MAX_SKILL_DB )
  15497. skill_unit_group_newid = MAX_SKILL_DB;
  15498. if( skill_id2group(skill_unit_group_newid) == NULL )
  15499. return skill_unit_group_newid++;// available
  15500. }
  15501. // full loop, nothing available
  15502. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15503. exit(1);
  15504. }
  15505. }
  15506. /**
  15507. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15508. * @param src Object that cast the skill
  15509. * @param count How many 'cells' used that needed. Related with skill layout
  15510. * @param skill_id ID of used skill
  15511. * @param skill_lv Skill level of used skill
  15512. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15513. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15514. * @param interval Time interval
  15515. * @return skill_unit_group
  15516. */
  15517. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  15518. {
  15519. struct unit_data* ud = unit_bl2ud( src );
  15520. struct skill_unit_group* group;
  15521. int i;
  15522. if(!(skill_id && skill_lv)) return 0;
  15523. nullpo_retr(NULL, src);
  15524. nullpo_retr(NULL, ud);
  15525. // Find a free spot to store the new unit group
  15526. // TODO: Make this flexible maybe by changing this fixed array?
  15527. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15528. if(i == MAX_SKILLUNITGROUP) {
  15529. // Array is full, make room by discarding oldest group
  15530. int j = 0;
  15531. unsigned maxdiff = 0, tick = gettick();
  15532. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15533. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15534. if(x > maxdiff){
  15535. maxdiff = x;
  15536. j = i;
  15537. }
  15538. }
  15539. skill_delunitgroup(ud->skillunit[j]);
  15540. // Since elements must have shifted, we use the last slot.
  15541. i = MAX_SKILLUNITGROUP-1;
  15542. }
  15543. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15544. group->src_id = src->id;
  15545. group->party_id = status_get_party_id(src);
  15546. group->guild_id = status_get_guild_id(src);
  15547. group->bg_id = bg_team_get_id(src);
  15548. group->group_id = skill_get_new_group_id();
  15549. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15550. group->unit_count = count;
  15551. group->alive_count = 0;
  15552. group->val1 = 0;
  15553. group->val2 = 0;
  15554. group->val3 = 0;
  15555. group->skill_id = skill_id;
  15556. group->skill_lv = skill_lv;
  15557. group->unit_id = unit_id;
  15558. group->map = src->m;
  15559. group->limit = limit;
  15560. group->interval = interval;
  15561. group->tick = gettick();
  15562. group->valstr = NULL;
  15563. ud->skillunit[i] = group;
  15564. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15565. group->tick += 1500;
  15566. // Stores this new group to DBMap
  15567. idb_put(skillunit_group_db, group->group_id, group);
  15568. return group;
  15569. }
  15570. /**
  15571. * Remove skill unit group
  15572. * @param group
  15573. * @param file
  15574. * @param line
  15575. * @param *func
  15576. */
  15577. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15578. {
  15579. struct block_list* src;
  15580. struct unit_data *ud;
  15581. short i, j;
  15582. if( group == NULL ) {
  15583. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15584. return 0;
  15585. }
  15586. src = map_id2bl(group->src_id);
  15587. ud = unit_bl2ud(src);
  15588. if (!src || !ud) {
  15589. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15590. return 0;
  15591. }
  15592. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15593. switch( group->skill_id ) {
  15594. case BA_DISSONANCE:
  15595. case BA_POEMBRAGI:
  15596. case BA_WHISTLE:
  15597. case BA_ASSASSINCROSS:
  15598. case BA_APPLEIDUN:
  15599. case DC_UGLYDANCE:
  15600. case DC_HUMMING:
  15601. case DC_DONTFORGETME:
  15602. case DC_FORTUNEKISS:
  15603. case DC_SERVICEFORYOU:
  15604. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15605. break;
  15606. }
  15607. }
  15608. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15609. struct status_change* sc = status_get_sc(src);
  15610. if (sc && sc->data[SC_DANCING]) {
  15611. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15612. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15613. }
  15614. }
  15615. // End SC from the master when the skill group is deleted
  15616. i = SC_NONE;
  15617. switch (group->unit_id) {
  15618. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15619. case UNT_BASILICA: i = SC_BASILICA; break;
  15620. }
  15621. if (i != SC_NONE) {
  15622. struct status_change *sc = status_get_sc(src);
  15623. if (sc && sc->data[i]) {
  15624. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15625. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15626. }
  15627. }
  15628. switch( group->skill_id ) {
  15629. case SG_SUN_WARM:
  15630. case SG_MOON_WARM:
  15631. case SG_STAR_WARM:
  15632. {
  15633. struct status_change *sc = NULL;
  15634. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15635. sc->data[SC_WARM]->val4 = 0;
  15636. status_change_end(src, SC_WARM, INVALID_TIMER);
  15637. }
  15638. }
  15639. break;
  15640. case NC_NEUTRALBARRIER:
  15641. {
  15642. struct status_change *sc = NULL;
  15643. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15644. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15645. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15646. }
  15647. }
  15648. break;
  15649. case NC_STEALTHFIELD:
  15650. {
  15651. struct status_change *sc = NULL;
  15652. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15653. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15654. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15655. }
  15656. }
  15657. break;
  15658. case LG_BANDING:
  15659. {
  15660. struct status_change *sc = NULL;
  15661. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15662. sc->data[SC_BANDING]->val4 = 0;
  15663. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15664. }
  15665. }
  15666. break;
  15667. }
  15668. if (src->type==BL_PC && group->state.ammo_consume)
  15669. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15670. group->alive_count=0;
  15671. // remove all unit cells
  15672. if(group->unit != NULL)
  15673. for( i = 0; i < group->unit_count; i++ )
  15674. skill_delunit(&group->unit[i]);
  15675. // clear Talkie-box string
  15676. if( group->valstr != NULL ) {
  15677. aFree(group->valstr);
  15678. group->valstr = NULL;
  15679. }
  15680. idb_remove(skillunit_group_db, group->group_id);
  15681. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15682. group->unit = NULL;
  15683. group->group_id = 0;
  15684. group->unit_count = 0;
  15685. // locate this group, swap with the last entry and delete it
  15686. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15687. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15688. j--;
  15689. if( i < MAX_SKILLUNITGROUP ) {
  15690. ud->skillunit[i] = ud->skillunit[j];
  15691. ud->skillunit[j] = NULL;
  15692. ers_free(skill_unit_ers, group);
  15693. } else
  15694. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15695. return 1;
  15696. }
  15697. /**
  15698. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  15699. * @param src
  15700. */
  15701. void skill_clear_unitgroup(struct block_list *src)
  15702. {
  15703. struct unit_data *ud;
  15704. nullpo_retv(src);
  15705. nullpo_retv((ud = unit_bl2ud(src)));
  15706. while (ud->skillunit[0])
  15707. skill_delunitgroup(ud->skillunit[0]);
  15708. }
  15709. /**
  15710. * Search tickset for skill unit in skill unit group
  15711. * @param bl Block List for skill_unit
  15712. * @param group Skill unit group
  15713. * @param tick
  15714. * @return skill_unit_group_tickset if found
  15715. */
  15716. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  15717. {
  15718. int i, j = -1, s, id;
  15719. struct unit_data *ud;
  15720. struct skill_unit_group_tickset *set;
  15721. nullpo_ret(bl);
  15722. if (group->interval == -1)
  15723. return NULL;
  15724. ud = unit_bl2ud(bl);
  15725. if (!ud)
  15726. return NULL;
  15727. set = ud->skillunittick;
  15728. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15729. id = s = group->skill_id;
  15730. else
  15731. id = s = group->group_id;
  15732. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15733. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15734. if (set[k].id == id)
  15735. return &set[k];
  15736. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15737. j=k;
  15738. }
  15739. if (j == -1) {
  15740. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15741. j = id % MAX_SKILLUNITGROUPTICKSET;
  15742. }
  15743. set[j].id = id;
  15744. set[j].tick = tick;
  15745. return &set[j];
  15746. }
  15747. /*==========================================
  15748. * Check for validity skill unit that triggered by skill_unit_timer_sub
  15749. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  15750. *------------------------------------------*/
  15751. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  15752. {
  15753. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15754. struct skill_unit_group* group = NULL;
  15755. unsigned int tick = va_arg(ap,unsigned int);
  15756. nullpo_ret(unit);
  15757. if( !unit->alive || bl->prev == NULL )
  15758. return 0;
  15759. nullpo_ret(group = unit->group);
  15760. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  15761. return 0; //AoE skills are ineffective. [Skotlex]
  15762. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15763. return 0;
  15764. skill_unit_onplace_timer(unit,bl,tick);
  15765. return 1;
  15766. }
  15767. /**
  15768. * @see DBApply
  15769. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  15770. */
  15771. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15772. {
  15773. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  15774. struct skill_unit_group* group = NULL;
  15775. unsigned int tick = va_arg(ap,unsigned int);
  15776. bool dissonance;
  15777. struct block_list* bl = &unit->bl;
  15778. nullpo_ret(unit);
  15779. if( !unit->alive )
  15780. return 0;
  15781. nullpo_ret(group = unit->group);
  15782. // Check for expiration
  15783. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15784. {// skill unit expired (inlined from skill_unit_onlimit())
  15785. switch( group->unit_id ) {
  15786. case UNT_BLASTMINE:
  15787. #ifdef RENEWAL
  15788. case UNT_CLAYMORETRAP:
  15789. #endif
  15790. case UNT_GROUNDDRIFT_WIND:
  15791. case UNT_GROUNDDRIFT_DARK:
  15792. case UNT_GROUNDDRIFT_POISON:
  15793. case UNT_GROUNDDRIFT_WATER:
  15794. case UNT_GROUNDDRIFT_FIRE:
  15795. group->unit_id = UNT_USED_TRAPS;
  15796. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15797. group->limit=DIFF_TICK(tick+1500,group->tick);
  15798. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15799. break;
  15800. case UNT_ANKLESNARE:
  15801. case UNT_ELECTRICSHOCKER:
  15802. if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { //Used Trap doesn't return back to item
  15803. skill_delunit(unit);
  15804. break;
  15805. }
  15806. case UNT_SKIDTRAP:
  15807. case UNT_LANDMINE:
  15808. case UNT_SHOCKWAVE:
  15809. case UNT_SANDMAN:
  15810. case UNT_FLASHER:
  15811. case UNT_FREEZINGTRAP:
  15812. #ifndef RENEWAL
  15813. case UNT_CLAYMORETRAP:
  15814. #endif
  15815. case UNT_TALKIEBOX:
  15816. case UNT_CLUSTERBOMB:
  15817. case UNT_MAGENTATRAP:
  15818. case UNT_COBALTTRAP:
  15819. case UNT_MAIZETRAP:
  15820. case UNT_VERDURETRAP:
  15821. case UNT_FIRINGTRAP:
  15822. case UNT_ICEBOUNDTRAP:
  15823. {
  15824. struct block_list* src;
  15825. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15826. { // revert unit back into a trap
  15827. struct item item_tmp;
  15828. memset(&item_tmp,0,sizeof(item_tmp));
  15829. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15830. item_tmp.identify = 1;
  15831. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15832. }
  15833. skill_delunit(unit);
  15834. }
  15835. break;
  15836. case UNT_WARP_ACTIVE:
  15837. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15838. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15839. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15840. // restart timers
  15841. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15842. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15843. // apply effect to all units standing on it
  15844. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15845. break;
  15846. case UNT_CALLFAMILY:
  15847. {
  15848. struct map_session_data *sd = NULL;
  15849. if(group->val1) {
  15850. sd = map_charid2sd(group->val1);
  15851. group->val1 = 0;
  15852. if (sd && !map[sd->bl.m].flag.nowarp)
  15853. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15854. }
  15855. if(group->val2) {
  15856. sd = map_charid2sd(group->val2);
  15857. group->val2 = 0;
  15858. if (sd && !map[sd->bl.m].flag.nowarp)
  15859. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15860. }
  15861. skill_delunit(unit);
  15862. }
  15863. break;
  15864. case UNT_REVERBERATION:
  15865. case UNT_NETHERWORLD:
  15866. if( unit->val1 <= 0 ) { // If it was deactivated.
  15867. skill_delunit(unit);
  15868. break;
  15869. }
  15870. clif_changetraplook(bl,UNT_USED_TRAPS);
  15871. if (group->unit_id == UNT_REVERBERATION)
  15872. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15873. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15874. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15875. group->unit_id = UNT_USED_TRAPS;
  15876. break;
  15877. case UNT_FEINTBOMB: {
  15878. struct block_list *src = map_id2bl(group->src_id);
  15879. struct status_change *sc;
  15880. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  15881. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  15882. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  15883. }
  15884. skill_delunit(unit);
  15885. }
  15886. break;
  15887. case UNT_BANDING:
  15888. {
  15889. struct block_list *src = map_id2bl(group->src_id);
  15890. struct status_change *sc;
  15891. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  15892. skill_delunit(unit);
  15893. break;
  15894. }
  15895. // This unit isn't removed while SC_BANDING is active.
  15896. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  15897. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  15898. }
  15899. break;
  15900. case UNT_B_TRAP:
  15901. {
  15902. struct block_list* src;
  15903. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  15904. struct item item_tmp;
  15905. memset(&item_tmp, 0, sizeof(item_tmp));
  15906. item_tmp.nameid = group->item_id;
  15907. item_tmp.identify = 1;
  15908. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4);
  15909. }
  15910. skill_delunit(unit);
  15911. }
  15912. break;
  15913. default:
  15914. skill_delunit(unit);
  15915. }
  15916. } else {// skill unit is still active
  15917. switch( group->unit_id ) {
  15918. case UNT_ICEWALL:
  15919. // icewall loses 50 hp every second
  15920. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  15921. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  15922. unit->limit = DIFF_TICK(tick+700,group->tick);
  15923. break;
  15924. case UNT_BLASTMINE:
  15925. case UNT_SKIDTRAP:
  15926. case UNT_LANDMINE:
  15927. case UNT_SHOCKWAVE:
  15928. case UNT_SANDMAN:
  15929. case UNT_FLASHER:
  15930. case UNT_CLAYMORETRAP:
  15931. case UNT_FREEZINGTRAP:
  15932. case UNT_TALKIEBOX:
  15933. case UNT_ANKLESNARE:
  15934. case UNT_B_TRAP:
  15935. if( unit->val1 <= 0 ) {
  15936. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  15937. skill_delunit(unit);
  15938. else {
  15939. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  15940. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15941. group->unit_id = UNT_USED_TRAPS;
  15942. }
  15943. }
  15944. break;
  15945. case UNT_REVERBERATION:
  15946. case UNT_NETHERWORLD:
  15947. if (unit->val1 <= 0) {
  15948. clif_changetraplook(bl,UNT_USED_TRAPS);
  15949. if (group->unit_id == UNT_REVERBERATION)
  15950. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15951. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15952. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15953. group->unit_id = UNT_USED_TRAPS;
  15954. }
  15955. break;
  15956. case UNT_WALLOFTHORN:
  15957. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  15958. skill_delunitgroup(group);
  15959. break;
  15960. }
  15961. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  15962. skill_delunit(unit);
  15963. break;
  15964. }
  15965. }
  15966. //Don't continue if unit or even group is expired and has been deleted.
  15967. if( !group || !unit->alive )
  15968. return 0;
  15969. dissonance = skill_dance_switch(unit, 0);
  15970. if( unit->range >= 0 && group->interval != -1 )
  15971. {
  15972. if( battle_config.skill_wall_check )
  15973. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15974. else
  15975. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15976. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  15977. group->unit_id = UNT_USED_TRAPS;
  15978. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  15979. unit->range = -1; //Disable processed cell.
  15980. if (--group->val1 <= 0) { // number of live cells
  15981. //All tiles were processed, disable skill.
  15982. group->target_flag=BCT_NOONE;
  15983. group->bl_flag= BL_NUL;
  15984. }
  15985. }
  15986. }
  15987. if( dissonance )
  15988. skill_dance_switch(unit, 1);
  15989. return 0;
  15990. }
  15991. /*==========================================
  15992. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  15993. *------------------------------------------*/
  15994. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  15995. {
  15996. map_freeblock_lock();
  15997. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  15998. map_freeblock_unlock();
  15999. return 0;
  16000. }
  16001. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16002. /*==========================================
  16003. * flag :
  16004. * 1 : store that skill_unit in array
  16005. * 2 : clear that skill_unit
  16006. * 4 : call_on_left
  16007. *------------------------------------------*/
  16008. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16009. {
  16010. struct skill_unit* unit = (struct skill_unit *)bl;
  16011. struct skill_unit_group* group = NULL;
  16012. struct block_list* target = va_arg(ap,struct block_list*);
  16013. unsigned int tick = va_arg(ap,unsigned int);
  16014. int flag = va_arg(ap,int);
  16015. bool dissonance;
  16016. uint16 skill_id;
  16017. int i;
  16018. nullpo_ret(unit);
  16019. nullpo_ret(target);
  16020. if( !unit->alive || target->prev == NULL )
  16021. return 0;
  16022. nullpo_ret(group = unit->group);
  16023. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  16024. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16025. dissonance = skill_dance_switch(unit, 0);
  16026. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16027. skill_id = unit->group->skill_id;
  16028. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16029. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16030. if( dissonance ) {
  16031. skill_dance_switch(unit, 1);
  16032. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16033. }
  16034. return 0;
  16035. }
  16036. //Target-type check.
  16037. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16038. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16039. if( flag&1 ) {
  16040. if( flag&2 ) { //Clear this skill id.
  16041. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16042. if( i < ARRAYLENGTH(skill_unit_temp) )
  16043. skill_unit_temp[i] = 0;
  16044. }
  16045. } else {
  16046. if( flag&2 ) { //Store this skill id.
  16047. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16048. if( i < ARRAYLENGTH(skill_unit_temp) )
  16049. skill_unit_temp[i] = skill_id;
  16050. else
  16051. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  16052. }
  16053. }
  16054. if( flag&4 )
  16055. skill_unit_onleft(skill_id,target,tick);
  16056. }
  16057. if( dissonance )
  16058. skill_dance_switch(unit, 1);
  16059. return 0;
  16060. } else {
  16061. if( flag&1 ) {
  16062. int result = skill_unit_onplace(unit,target,tick);
  16063. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16064. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16065. if( i < ARRAYLENGTH(skill_unit_temp) )
  16066. skill_unit_temp[i] = 0;
  16067. }
  16068. } else {
  16069. int result = skill_unit_onout(unit,target,tick);
  16070. if( flag&2 && result ) { //Store this unit id.
  16071. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16072. if( i < ARRAYLENGTH(skill_unit_temp) )
  16073. skill_unit_temp[i] = skill_id;
  16074. else
  16075. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  16076. }
  16077. }
  16078. //TODO: Normally, this is dangerous since the unit and group could be freed
  16079. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16080. //cells do not get deleted within them. [Skotlex]
  16081. if( dissonance )
  16082. skill_dance_switch(unit, 1);
  16083. if( flag&4 )
  16084. skill_unit_onleft(skill_id,target,tick);
  16085. return 1;
  16086. }
  16087. }
  16088. /*==========================================
  16089. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16090. * Flag values:
  16091. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16092. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16093. * units to figure out when they have left a group.
  16094. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16095. *------------------------------------------*/
  16096. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16097. {
  16098. nullpo_ret(bl);
  16099. if( bl->prev == NULL )
  16100. return 0;
  16101. if( flag&2 && !(flag&1) ) //Onout, clear data
  16102. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16103. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16104. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16105. int i;
  16106. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16107. if( skill_unit_temp[i] )
  16108. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16109. }
  16110. return 0;
  16111. }
  16112. /*==========================================
  16113. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16114. * @param bl Skill unit
  16115. * @param m Map
  16116. * @param dx
  16117. * @param dy
  16118. *------------------------------------------*/
  16119. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16120. unsigned int tick = gettick();
  16121. struct skill_unit *su;
  16122. if (bl->type != BL_SKILL)
  16123. return;
  16124. if (!(su = (struct skill_unit *)bl))
  16125. return;
  16126. if (!su->alive)
  16127. return;
  16128. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16129. return; //Ensembles may not be moved around.
  16130. if (!bl->prev) {
  16131. bl->x = dx;
  16132. bl->y = dy;
  16133. return;
  16134. }
  16135. map_moveblock(bl, dx, dy, tick);
  16136. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16137. clif_getareachar_skillunit(bl, su, AREA);
  16138. return;
  16139. }
  16140. /**
  16141. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16142. * @param group Skill Group
  16143. * @param m Map
  16144. * @param dx
  16145. * @param dy
  16146. */
  16147. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16148. {
  16149. int i, j;
  16150. unsigned int tick = gettick();
  16151. int *m_flag;
  16152. struct skill_unit *unit1;
  16153. struct skill_unit *unit2;
  16154. if (group == NULL)
  16155. return;
  16156. if (group->unit_count <= 0)
  16157. return;
  16158. if (group->unit == NULL)
  16159. return;
  16160. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16161. return; //Ensembles may not be moved around.
  16162. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16163. // m_flag
  16164. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16165. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16166. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16167. // 3: Both 1+2.
  16168. for(i = 0; i < group->unit_count; i++) {
  16169. unit1 =& group->unit[i];
  16170. if (!unit1->alive || unit1->bl.m != m)
  16171. continue;
  16172. for(j = 0; j < group->unit_count; j++) {
  16173. unit2 = &group->unit[j];
  16174. if (!unit2->alive)
  16175. continue;
  16176. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16177. m_flag[i] |= 0x1;
  16178. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16179. m_flag[i] |= 0x2;
  16180. }
  16181. }
  16182. j = 0;
  16183. for (i = 0; i < group->unit_count; i++) {
  16184. unit1 = &group->unit[i];
  16185. if (!unit1->alive)
  16186. continue;
  16187. if (!(m_flag[i]&0x2)) {
  16188. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16189. skill_dance_overlap(unit1, 0);
  16190. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16191. }
  16192. //Move Cell using "smart" criteria (avoid useless moving around)
  16193. switch(m_flag[i]) {
  16194. case 0:
  16195. //Cell moves independently, safely move it.
  16196. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16197. break;
  16198. case 1:
  16199. //Cell moves unto another cell, look for a replacement cell that won't collide
  16200. //and has no cell moving into it (flag == 2)
  16201. for(; j < group->unit_count; j++) {
  16202. if(m_flag[j] != 2 || !group->unit[j].alive)
  16203. continue;
  16204. //Move to where this cell would had moved.
  16205. unit2 = &group->unit[j];
  16206. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16207. j++; //Skip this cell as we have used it.
  16208. break;
  16209. }
  16210. break;
  16211. case 2:
  16212. case 3:
  16213. break; //Don't move the cell as a cell will end on this tile anyway.
  16214. }
  16215. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16216. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16217. skill_dance_overlap(unit1, 1);
  16218. clif_getareachar_skillunit(&unit1->bl, unit1, AREA);
  16219. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16220. }
  16221. }
  16222. aFree(m_flag);
  16223. }
  16224. /**
  16225. * Checking product requirement in player's inventory.
  16226. * Checking if player has the item or not, the amount, and the weight limit.
  16227. * @param sd Player
  16228. * @param nameid Product requested
  16229. * @param trigger Trigger criteria to match will 'ItemLv'
  16230. * @param qty Amount of item will be created
  16231. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16232. */
  16233. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16234. {
  16235. short i, j;
  16236. nullpo_ret(sd);
  16237. if (!nameid || !itemdb_exists(nameid))
  16238. return 0;
  16239. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16240. if (skill_produce_db[i].nameid == nameid) {
  16241. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16242. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16243. continue; // must iterate again to check other skills that produce it. [malufett]
  16244. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16245. continue; // special case
  16246. break;
  16247. }
  16248. }
  16249. if (i >= MAX_SKILL_PRODUCE_DB)
  16250. return 0;
  16251. // Cannot carry the produced stuff
  16252. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16253. return 0;
  16254. // Matching the requested produce list
  16255. if (trigger >= 0) {
  16256. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16257. if (skill_produce_db[i].itemlv != trigger)
  16258. return 0;
  16259. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16260. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16261. return 0;
  16262. } else { // Weapon (itemlv must be higher or equal)
  16263. if (skill_produce_db[i].itemlv > trigger)
  16264. return 0;
  16265. }
  16266. }
  16267. // Check on player's inventory
  16268. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16269. unsigned short nameid_produce;
  16270. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16271. continue;
  16272. if (skill_produce_db[i].mat_amount[j] == 0) {
  16273. if (pc_search_inventory(sd,nameid_produce) < 0)
  16274. return 0;
  16275. } else {
  16276. unsigned short idx, amt;
  16277. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16278. if (sd->status.inventory[idx].nameid == nameid_produce)
  16279. amt += sd->status.inventory[idx].amount;
  16280. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16281. return 0;
  16282. }
  16283. }
  16284. return i + 1;
  16285. }
  16286. /**
  16287. * Attempt to produce an item
  16288. * @param sd Player
  16289. * @param skill_id Skill used
  16290. * @param nameid Requested product
  16291. * @param slot1
  16292. * @param slot2
  16293. * @param slot3
  16294. * @param qty Amount of requested item
  16295. * @return True is success, False if failed
  16296. */
  16297. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty)
  16298. {
  16299. int slot[3];
  16300. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16301. int num = -1; // exclude the recipe
  16302. struct status_data *status;
  16303. struct item_data* data;
  16304. nullpo_ret(sd);
  16305. status = status_get_status_data(&sd->bl);
  16306. if( sd->skill_id_old == skill_id )
  16307. skill_lv = sd->skill_lv_old;
  16308. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16309. return false;
  16310. idx--;
  16311. if (qty < 1)
  16312. qty = 1;
  16313. if (!skill_id) //A skill can be specified for some override cases.
  16314. skill_id = skill_produce_db[idx].req_skill;
  16315. if( skill_id == GC_RESEARCHNEWPOISON )
  16316. skill_id = GC_CREATENEWPOISON;
  16317. slot[0] = slot1;
  16318. slot[1] = slot2;
  16319. slot[2] = slot3;
  16320. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16321. short j;
  16322. if (slot[i] <= 0)
  16323. continue;
  16324. j = pc_search_inventory(sd,slot[i]);
  16325. if (j < 0)
  16326. continue;
  16327. if (slot[i] == ITEMID_STAR_CRUMB) {
  16328. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16329. sc++;
  16330. }
  16331. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16332. static const int ele_table[4] = { 3, 1, 4, 2 };
  16333. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16334. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16335. }
  16336. }
  16337. if (skill_id == RK_RUNEMASTERY) {
  16338. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16339. data = itemdb_search(nameid);
  16340. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16341. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16342. else temp_qty = 1;
  16343. if (data->stack.inventory) {
  16344. for (i = 0; i < MAX_INVENTORY; i++) {
  16345. if (sd->status.inventory[i].nameid == nameid) {
  16346. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16347. clif_msgtable(sd->fd,RUNE_CANT_CREATE);
  16348. return 0;
  16349. } else {
  16350. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16351. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16352. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16353. }
  16354. break;
  16355. }
  16356. }
  16357. }
  16358. qty = temp_qty;
  16359. }
  16360. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16361. short id, x, j;
  16362. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16363. continue;
  16364. num++;
  16365. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16366. do {
  16367. int y = 0;
  16368. j = pc_search_inventory(sd,id);
  16369. if (j >= 0) {
  16370. y = sd->status.inventory[j].amount;
  16371. if (y > x)
  16372. y = x;
  16373. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16374. } else {
  16375. ShowError("skill_produce_mix: material item error\n");
  16376. return false;
  16377. }
  16378. x -= y;
  16379. } while( j >= 0 && x > 0 );
  16380. }
  16381. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16382. wlv = itemdb_wlv(nameid);
  16383. if (!equip) {
  16384. switch (skill_id) {
  16385. case BS_IRON:
  16386. case BS_STEEL:
  16387. case BS_ENCHANTEDSTONE:
  16388. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16389. i = pc_checkskill(sd,skill_id);
  16390. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16391. switch (nameid) {
  16392. case ITEMID_IRON:
  16393. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16394. break;
  16395. case ITEMID_STEEL:
  16396. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16397. break;
  16398. case ITEMID_STAR_CRUMB:
  16399. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16400. break;
  16401. default: // Enchanted Stones
  16402. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16403. break;
  16404. }
  16405. break;
  16406. case ASC_CDP:
  16407. make_per = (2000 + 40*status->dex + 20*status->luk);
  16408. break;
  16409. case AL_HOLYWATER:
  16410. case AB_ANCILLA:
  16411. make_per = 100000; //100% success
  16412. break;
  16413. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16414. case AM_TWILIGHT1:
  16415. case AM_TWILIGHT2:
  16416. case AM_TWILIGHT3:
  16417. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16418. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16419. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16420. if (hom_is_active(sd->hd)) {//Player got a homun
  16421. int skill;
  16422. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16423. make_per += skill*100; //+1% bonus per level
  16424. }
  16425. switch(nameid){
  16426. case ITEMID_RED_POTION:
  16427. case ITEMID_YELLOW_POTION:
  16428. case ITEMID_WHITE_POTION:
  16429. make_per += (1+rnd()%100)*10 + 2000;
  16430. break;
  16431. case ITEMID_ALCOHOL:
  16432. make_per += (1+rnd()%100)*10 + 1000;
  16433. break;
  16434. case ITEMID_FIRE_BOTTLE:
  16435. case ITEMID_ACID_BOTTLE:
  16436. case ITEMID_MAN_EATER_BOTTLE:
  16437. case ITEMID_MINI_BOTTLE:
  16438. make_per += (1+rnd()%100)*10;
  16439. break;
  16440. case ITEMID_YELLOW_SLIM_POTION:
  16441. make_per -= (1+rnd()%50)*10;
  16442. break;
  16443. case ITEMID_WHITE_SLIM_POTION:
  16444. case ITEMID_COATING_BOTTLE:
  16445. make_per -= (1+rnd()%100)*10;
  16446. break;
  16447. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16448. case ITEMID_BLUE_POTION:
  16449. case ITEMID_RED_SLIM_POTION:
  16450. case ITEMID_ANODYNE:
  16451. case ITEMID_ALOEBERA:
  16452. default:
  16453. break;
  16454. }
  16455. if (battle_config.pp_rate != 100)
  16456. make_per = make_per * battle_config.pp_rate / 100;
  16457. break;
  16458. case SA_CREATECON: // Elemental Converter Creation
  16459. make_per = 100000; // should be 100% success rate
  16460. break;
  16461. case RK_RUNEMASTERY: {
  16462. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16463. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16464. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16465. int D = 0;
  16466. switch (nameid) { //rune rank it_diff 9 craftable rune
  16467. case ITEMID_BERKANA:
  16468. D = -2000;
  16469. break; //Rank S
  16470. case ITEMID_NAUTHIZ:
  16471. case ITEMID_URUZ:
  16472. D = -1500;
  16473. break; //Rank A
  16474. case ITEMID_ISA:
  16475. case ITEMID_WYRD:
  16476. D = -1000;
  16477. break; //Rank B
  16478. case ITEMID_RAIDO:
  16479. case ITEMID_THURISAZ:
  16480. case ITEMID_HAGALAZ:
  16481. case ITEMID_OTHILA:
  16482. D = -500;
  16483. break; //Rank C
  16484. default:
  16485. D = -1500;
  16486. break; //not specified =-15%
  16487. }
  16488. make_per = A + B + C + D;
  16489. }
  16490. break;
  16491. case GC_CREATENEWPOISON:
  16492. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16493. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16494. break;
  16495. case GN_CHANGEMATERIAL:
  16496. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16497. if (skill_changematerial_db[i].nameid == nameid) {
  16498. make_per = skill_changematerial_db[i].rate * 10;
  16499. break;
  16500. }
  16501. }
  16502. break;
  16503. case GN_S_PHARMACY:
  16504. {
  16505. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16506. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  16507. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  16508. switch(nameid){// difficulty factor
  16509. case ITEMID_HP_INCREASE_POTION_SMALL:
  16510. case ITEMID_SP_INCREASE_POTION_SMALL:
  16511. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16512. difficulty += 10;
  16513. break;
  16514. case ITEMID_BOMB_MUSHROOM_SPORE:
  16515. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16516. difficulty += 15;
  16517. break;
  16518. case ITEMID_BANANA_BOMB:
  16519. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16520. case ITEMID_SP_INCREASE_POTION_LARGE:
  16521. case ITEMID_VITATA500:
  16522. difficulty += 20;
  16523. break;
  16524. case ITEMID_SEED_OF_HORNY_PLANT:
  16525. case ITEMID_BLOODSUCK_PLANT_SEED:
  16526. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16527. difficulty += 30;
  16528. break;
  16529. case ITEMID_HP_INCREASE_POTION_LARGE:
  16530. case ITEMID_CURE_FREE:
  16531. difficulty += 40;
  16532. break;
  16533. }
  16534. if( make_per >= 400 && make_per > difficulty)
  16535. qty = 10;
  16536. else if( make_per >= 300 && make_per > difficulty)
  16537. qty = 7;
  16538. else if( make_per >= 100 && make_per > difficulty)
  16539. qty = 6;
  16540. else if( make_per >= 1 && make_per > difficulty)
  16541. qty = 5;
  16542. else
  16543. qty = 4;
  16544. make_per = 10000;
  16545. }
  16546. break;
  16547. case GN_MAKEBOMB:
  16548. case GN_MIX_COOKING:
  16549. {
  16550. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16551. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  16552. qty = ~(5 + rnd()%5) + 1;
  16553. switch(nameid){// difficulty factor
  16554. case ITEMID_APPLE_BOMB:
  16555. difficulty += 5;
  16556. break;
  16557. case ITEMID_COCONUT_BOMB:
  16558. case ITEMID_MELON_BOMB:
  16559. difficulty += 10;
  16560. break;
  16561. case ITEMID_SAVAGE_FULL_ROAST:
  16562. case ITEMID_COCKTAIL_WARG_BLOOD:
  16563. case ITEMID_MINOR_STEW:
  16564. case ITEMID_SIROMA_ICED_TEA:
  16565. case ITEMID_DROSERA_HERB_SALAD:
  16566. case ITEMID_PETITE_TAIL_NOODLES:
  16567. case ITEMID_PINEAPPLE_BOMB:
  16568. difficulty += 15;
  16569. break;
  16570. case ITEMID_BANANA_BOMB:
  16571. difficulty += 20;
  16572. break;
  16573. }
  16574. if( make_per >= 30 && make_per > difficulty)
  16575. qty = 10 + rnd()%2;
  16576. else if( make_per >= 10 && make_per > difficulty)
  16577. qty = 10;
  16578. else if( make_per == 10 && make_per > difficulty)
  16579. qty = 8;
  16580. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16581. ;// Food/Bomb creation fails.
  16582. else if( make_per >= 30 && make_per < difficulty)
  16583. qty = 5;
  16584. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16585. qty = ~qty + 1;
  16586. make_per = 0;
  16587. }
  16588. else
  16589. make_per = 10000;
  16590. qty = (skill_lv > 1 ? qty : 1);
  16591. }
  16592. break;
  16593. default:
  16594. if (sd->menuskill_id == AM_PHARMACY &&
  16595. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16596. { //Assume Cooking Dish
  16597. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16598. make_per = 10000; //100% Success
  16599. else
  16600. make_per = 1200 * (sd->menuskill_val - 10)
  16601. + 20 * (sd->status.base_level + 1)
  16602. + 20 * (status->dex + 1)
  16603. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16604. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16605. - 10 * (100 - status->luk + 1)
  16606. - 500 * (num - 1)
  16607. - 100 * (rnd()%4 + 1);
  16608. break;
  16609. }
  16610. make_per = 5000;
  16611. break;
  16612. }
  16613. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16614. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16615. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16616. 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
  16617. 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
  16618. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16619. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16620. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16621. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16622. if (battle_config.wp_rate != 100)
  16623. make_per = make_per * battle_config.wp_rate / 100;
  16624. }
  16625. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16626. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16627. if (make_per < 1) make_per = 1;
  16628. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  16629. struct item tmp_item;
  16630. memset(&tmp_item,0,sizeof(tmp_item));
  16631. tmp_item.nameid = nameid;
  16632. tmp_item.amount = 1;
  16633. tmp_item.identify = 1;
  16634. if (equip) {
  16635. tmp_item.card[0] = CARD0_FORGE;
  16636. tmp_item.card[1] = ((sc*5)<<8)+ele;
  16637. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16638. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16639. } else {
  16640. //Flag is only used on the end, so it can be used here. [Skotlex]
  16641. switch (skill_id) {
  16642. case BS_DAGGER:
  16643. case BS_SWORD:
  16644. case BS_TWOHANDSWORD:
  16645. case BS_AXE:
  16646. case BS_MACE:
  16647. case BS_KNUCKLE:
  16648. case BS_SPEAR:
  16649. flag = battle_config.produce_item_name_input&0x1;
  16650. break;
  16651. case AM_PHARMACY:
  16652. case AM_TWILIGHT1:
  16653. case AM_TWILIGHT2:
  16654. case AM_TWILIGHT3:
  16655. flag = battle_config.produce_item_name_input&0x2;
  16656. break;
  16657. case AL_HOLYWATER:
  16658. case AB_ANCILLA:
  16659. flag = battle_config.produce_item_name_input&0x8;
  16660. break;
  16661. case ASC_CDP:
  16662. flag = battle_config.produce_item_name_input&0x10;
  16663. break;
  16664. default:
  16665. flag = battle_config.produce_item_name_input&0x80;
  16666. break;
  16667. }
  16668. if (flag) {
  16669. tmp_item.card[0] = CARD0_CREATE;
  16670. tmp_item.card[1] = 0;
  16671. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16672. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16673. }
  16674. }
  16675. // if(log_config.produce > 0)
  16676. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16677. //TODO update PICKLOG
  16678. if (equip) {
  16679. clif_produceeffect(sd,0,nameid);
  16680. clif_misceffect(&sd->bl,3);
  16681. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16682. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16683. } else {
  16684. int fame = 0;
  16685. tmp_item.amount = 0;
  16686. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  16687. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  16688. tmp_item.amount = qty;
  16689. break;
  16690. }
  16691. if (qty == 1 || rnd()%10000 < make_per) { //Success
  16692. tmp_item.amount++;
  16693. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16694. continue;
  16695. if (skill_id != AM_PHARMACY &&
  16696. skill_id != AM_TWILIGHT1 &&
  16697. skill_id != AM_TWILIGHT2 &&
  16698. skill_id != AM_TWILIGHT3)
  16699. continue;
  16700. //Add fame as needed.
  16701. switch(++sd->potion_success_counter) {
  16702. case 3:
  16703. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  16704. break;
  16705. case 5:
  16706. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  16707. break;
  16708. case 7:
  16709. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  16710. break;
  16711. case 10:
  16712. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  16713. sd->potion_success_counter = 0;
  16714. break;
  16715. }
  16716. } else //Failure
  16717. sd->potion_success_counter = 0;
  16718. }
  16719. if (fame)
  16720. pc_addfame(sd,fame);
  16721. //Visual effects and the like.
  16722. switch (skill_id) {
  16723. case AM_PHARMACY:
  16724. case AM_TWILIGHT1:
  16725. case AM_TWILIGHT2:
  16726. case AM_TWILIGHT3:
  16727. case ASC_CDP:
  16728. clif_produceeffect(sd,2,nameid);
  16729. clif_misceffect(&sd->bl,5);
  16730. break;
  16731. case BS_IRON:
  16732. case BS_STEEL:
  16733. case BS_ENCHANTEDSTONE:
  16734. clif_produceeffect(sd,0,nameid);
  16735. clif_misceffect(&sd->bl,3);
  16736. break;
  16737. case RK_RUNEMASTERY:
  16738. case GC_CREATENEWPOISON:
  16739. clif_produceeffect(sd,2,nameid);
  16740. clif_misceffect(&sd->bl,5);
  16741. break;
  16742. default: //Those that don't require a skill?
  16743. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  16744. clif_specialeffect(&sd->bl, 608, AREA);
  16745. if (sd->cook_mastery < 1999)
  16746. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16747. }
  16748. break;
  16749. }
  16750. }
  16751. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16752. int j, k = 0;
  16753. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++)
  16754. if (skill_changematerial_db[i].nameid == nameid){
  16755. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  16756. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  16757. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16758. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16759. clif_additem(sd,0,0,flag);
  16760. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16761. }
  16762. k++;
  16763. }
  16764. }
  16765. break;
  16766. }
  16767. if (k) {
  16768. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16769. return true;
  16770. }
  16771. } else if (tmp_item.amount) { //Success
  16772. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16773. clif_additem(sd,0,0,flag);
  16774. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16775. }
  16776. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY)
  16777. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16778. return true;
  16779. }
  16780. }
  16781. //Failure
  16782. // if(log_config.produce)
  16783. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  16784. //TODO update PICKLOG
  16785. if (equip) {
  16786. clif_produceeffect(sd,1,nameid);
  16787. clif_misceffect(&sd->bl,2);
  16788. } else {
  16789. switch (skill_id) {
  16790. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  16791. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  16792. case AM_PHARMACY:
  16793. case AM_TWILIGHT1:
  16794. case AM_TWILIGHT2:
  16795. case AM_TWILIGHT3:
  16796. clif_produceeffect(sd,3,nameid);
  16797. clif_misceffect(&sd->bl,6);
  16798. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16799. break;
  16800. case BS_IRON:
  16801. case BS_STEEL:
  16802. case BS_ENCHANTEDSTONE:
  16803. clif_produceeffect(sd,1,nameid);
  16804. clif_misceffect(&sd->bl,2);
  16805. break;
  16806. case RK_RUNEMASTERY:
  16807. case GC_CREATENEWPOISON:
  16808. clif_produceeffect(sd,3,nameid);
  16809. clif_misceffect(&sd->bl,6);
  16810. break;
  16811. case GN_MIX_COOKING:
  16812. {
  16813. struct item tmp_item;
  16814. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16815. int rate = rnd()%500;
  16816. memset(&tmp_item,0,sizeof(tmp_item));
  16817. if (rate < 50) i = 4;
  16818. else if (rate < 100) i = 2+rnd()%1;
  16819. else if (rate < 250) i = 1;
  16820. else if (rate < 500) i = 0;
  16821. tmp_item.nameid = compensation[i];
  16822. tmp_item.amount = qty;
  16823. tmp_item.identify = 1;
  16824. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16825. clif_additem(sd,0,0,flag);
  16826. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16827. }
  16828. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  16829. }
  16830. break;
  16831. case GN_MAKEBOMB:
  16832. case GN_S_PHARMACY:
  16833. case GN_CHANGEMATERIAL:
  16834. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  16835. break;
  16836. default:
  16837. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  16838. clif_specialeffect(&sd->bl, 609, AREA);
  16839. if (sd->cook_mastery > 0)
  16840. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  16841. }
  16842. break;
  16843. }
  16844. }
  16845. return false;
  16846. }
  16847. /**
  16848. * Attempt to create arrow by specified material
  16849. * @param sd Player
  16850. * @param nameid Item ID of material
  16851. * @return True if created, False is failed
  16852. */
  16853. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  16854. {
  16855. short i, j, idx = -1;
  16856. struct item tmp_item;
  16857. nullpo_ret(sd);
  16858. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  16859. return false;
  16860. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  16861. if (nameid == skill_arrow_db[i].nameid) {
  16862. idx = i;
  16863. break;
  16864. }
  16865. }
  16866. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  16867. return false;
  16868. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  16869. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  16870. char flag = 0;
  16871. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  16872. continue;
  16873. memset(&tmp_item,0,sizeof(tmp_item));
  16874. tmp_item.identify = 1;
  16875. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  16876. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  16877. if (battle_config.produce_item_name_input&0x4) {
  16878. tmp_item.card[0] = CARD0_CREATE;
  16879. tmp_item.card[1] = 0;
  16880. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16881. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16882. }
  16883. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16884. clif_additem(sd,0,0,flag);
  16885. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16886. }
  16887. }
  16888. return true;
  16889. }
  16890. /**
  16891. * Enchant weapon with poison
  16892. * @param sd Player
  16893. * @nameid Item ID of poison type
  16894. */
  16895. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  16896. {
  16897. sc_type type;
  16898. int chance, i;
  16899. //uint16 msg = 1443; //Official is using msgstringtable.txt
  16900. char output[CHAT_SIZE_MAX];
  16901. const char *msg;
  16902. nullpo_ret(sd);
  16903. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16904. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16905. return 0;
  16906. }
  16907. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  16908. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  16909. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  16910. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  16911. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  16912. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  16913. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  16914. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  16915. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  16916. default:
  16917. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16918. return 0;
  16919. }
  16920. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  16921. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  16922. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  16923. sprintf(output, msg_txt(sd,721), msg);
  16924. clif_colormes(sd,color_table[COLOR_WHITE],output);
  16925. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  16926. clif_msg(sd,msg);
  16927. #endif*/
  16928. return 0;
  16929. }
  16930. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  16931. {
  16932. struct status_change *sc = status_get_sc(bl);
  16933. // non-offensive and non-magic skills do not affect the status
  16934. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  16935. return;
  16936. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  16937. if (sc->data[SC_MAGICPOWER]->val4) {
  16938. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  16939. } else {
  16940. sc->data[SC_MAGICPOWER]->val4 = 1;
  16941. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  16942. #ifndef RENEWAL
  16943. if(bl->type == BL_PC){// update current display.
  16944. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  16945. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  16946. }
  16947. #endif
  16948. }
  16949. }
  16950. }
  16951. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  16952. int x, y, i, class_, skill;
  16953. struct mob_data *md;
  16954. nullpo_ret(sd);
  16955. skill = sd->menuskill_val;
  16956. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16957. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16958. return 0;
  16959. }
  16960. // Spawn Position
  16961. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  16962. x = sd->sc.comet_x;
  16963. y = sd->sc.comet_y;
  16964. sd->sc.comet_x = sd->sc.comet_y = 0;
  16965. sd->menuskill_val = 0;
  16966. // Item picked decides the mob class
  16967. switch(nameid) {
  16968. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  16969. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  16970. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  16971. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  16972. default:
  16973. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16974. return 0;
  16975. }
  16976. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  16977. if( md ) {
  16978. struct unit_data *ud = unit_bl2ud(&md->bl);
  16979. md->master_id = sd->bl.id;
  16980. md->special_state.ai = AI_FAW;
  16981. if(ud) {
  16982. ud->skill_id = NC_MAGICDECOY;
  16983. ud->skill_lv = skill;
  16984. }
  16985. if( md->deletetimer != INVALID_TIMER )
  16986. delete_timer(md->deletetimer, mob_timer_delete);
  16987. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  16988. mob_spawn(md);
  16989. }
  16990. return 0;
  16991. }
  16992. // Warlock Spellbooks. [LimitLine/3CeAM]
  16993. void skill_spellbook (struct map_session_data *sd, unsigned short nameid) {
  16994. int i, max_preserve, skill_id, point;
  16995. struct status_change *sc;
  16996. nullpo_retv(sd);
  16997. sc = status_get_sc(&sd->bl);
  16998. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  16999. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17000. if( sc && !sc->data[i] )
  17001. break;
  17002. }
  17003. if( i > SC_MAXSPELLBOOK ) {
  17004. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17005. return;
  17006. }
  17007. if (!skill_spellbook_count)
  17008. return;
  17009. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17010. if( i == MAX_SKILL_SPELLBOOK_DB )
  17011. return;
  17012. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17013. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17014. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17015. return;
  17016. }
  17017. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17018. point = skill_spellbook_db[i].point;
  17019. if( sc && sc->data[SC_READING_SB] ) {
  17020. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  17021. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17022. return;
  17023. }
  17024. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17025. if( !sc->data[i] ){
  17026. sc->data[SC_READING_SB]->val2 += point; // increase points
  17027. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17028. break;
  17029. }
  17030. }
  17031. } else {
  17032. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  17033. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17034. }
  17035. // Reading Spell Book SP cost same as the sealed spell.
  17036. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17037. }
  17038. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17039. int id, lv, prob, aslvl = 0;
  17040. nullpo_ret(sd);
  17041. if (sd->sc.data[SC_STOP]) {
  17042. aslvl = sd->sc.data[SC_STOP]->val1;
  17043. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17044. }
  17045. if( !(skill_get_inf2(sd->status.skill[skill_id].id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  17046. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  17047. return 0;
  17048. }
  17049. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17050. lv = min(lv,sd->status.skill[skill_id].lv);
  17051. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17052. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17053. return 0;
  17054. }
  17055. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17056. int i;
  17057. nullpo_ret(sd);
  17058. nullpo_ret(item_list);
  17059. if( n <= 0 )
  17060. return 1;
  17061. for( i = 0; i < n; i++ ) {
  17062. unsigned short nameid;
  17063. int add_amount, del_amount, idx, product;
  17064. struct item tmp_item;
  17065. idx = item_list[i*2+0]-2;
  17066. del_amount = item_list[i*2+1];
  17067. if( skill_lv == 2 )
  17068. del_amount -= (del_amount % 10);
  17069. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17070. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17071. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17072. return 1;
  17073. }
  17074. switch( nameid ) {
  17075. // Level 1
  17076. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17077. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17078. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17079. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17080. // Level 2
  17081. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17082. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17083. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17084. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17085. default:
  17086. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17087. return 1;
  17088. }
  17089. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17090. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17091. return 1;
  17092. }
  17093. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17094. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17095. return 1;
  17096. }
  17097. memset(&tmp_item,0,sizeof(tmp_item));
  17098. tmp_item.nameid = product;
  17099. tmp_item.amount = add_amount;
  17100. tmp_item.identify = 1;
  17101. if( tmp_item.amount ) {
  17102. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17103. if( flag != 0 ) {
  17104. clif_additem(sd,0,0,flag);
  17105. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17106. }
  17107. }
  17108. }
  17109. return 0;
  17110. }
  17111. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17112. int i, j, k, c, p = 0, amount;
  17113. unsigned short nameid;
  17114. nullpo_ret(sd);
  17115. nullpo_ret(item_list);
  17116. // Search for objects that can be created.
  17117. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17118. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17119. p = 0;
  17120. do {
  17121. c = 0;
  17122. // Verification of overlap between the objects required and the list submitted.
  17123. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17124. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17125. for( k = 0; k < n; k++ ) {
  17126. int idx = item_list[k*2+0]-2;
  17127. nameid = sd->status.inventory[idx].nameid;
  17128. amount = item_list[k*2+1];
  17129. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17130. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17131. return 0;
  17132. }
  17133. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  17134. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17135. c++; // match
  17136. }
  17137. }
  17138. else
  17139. break; // No more items required
  17140. }
  17141. p++;
  17142. } while(n == j && c == n);
  17143. p--;
  17144. if ( p > 0 ) {
  17145. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  17146. return 1;
  17147. }
  17148. }
  17149. }
  17150. if( p == 0)
  17151. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17152. return 0;
  17153. }
  17154. /**
  17155. * For Royal Guard's LG_TRAMPLE
  17156. */
  17157. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17158. {
  17159. struct skill_unit *su = (struct skill_unit *)bl;
  17160. struct skill_unit_group *sg = NULL;
  17161. unsigned int tick;
  17162. nullpo_ret(su);
  17163. tick = va_arg(ap, unsigned int);
  17164. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17165. switch( sg->unit_id ) {
  17166. case UNT_CLAYMORETRAP:
  17167. case UNT_FIRINGTRAP:
  17168. case UNT_ICEBOUNDTRAP:
  17169. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  17170. break;
  17171. case UNT_LANDMINE:
  17172. case UNT_BLASTMINE:
  17173. case UNT_SHOCKWAVE:
  17174. case UNT_SANDMAN:
  17175. case UNT_FLASHER:
  17176. case UNT_FREEZINGTRAP:
  17177. case UNT_CLUSTERBOMB:
  17178. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17179. break;
  17180. }
  17181. // Traps aren't recovered.
  17182. skill_delunit(su);
  17183. }
  17184. return 0;
  17185. }
  17186. /*==========================================
  17187. *
  17188. *------------------------------------------*/
  17189. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17190. int i;
  17191. nullpo_retr(-1, sd);
  17192. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17193. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17194. }
  17195. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17196. struct map_session_data *sd = map_id2sd(id);
  17197. int i = (int)data;
  17198. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17199. return 0;
  17200. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17201. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17202. return 0;
  17203. }
  17204. aFree(sd->scd[i]);
  17205. sd->scd[i] = NULL;
  17206. return 1;
  17207. }
  17208. /**
  17209. * Flags a singular skill as being blocked from persistent usage.
  17210. * @param sd the player the skill delay affects
  17211. * @param skill_id the skill which should be delayed
  17212. * @param tick the length of time the delay should last
  17213. * @param load whether this assignment is being loaded upon player login
  17214. * @return 0 if successful, -1 otherwise
  17215. */
  17216. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17217. int i;
  17218. nullpo_retr(-1, sd);
  17219. if (!skill_id || tick < 1)
  17220. return -1;
  17221. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17222. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17223. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17224. aFree(sd->scd[i]);
  17225. sd->scd[i] = NULL;
  17226. }
  17227. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17228. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17229. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17230. sd->scd[i]->skill_id = skill_id;
  17231. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17232. if (battle_config.display_status_timers && tick > 0)
  17233. clif_skill_cooldown(sd, skill_id, tick);
  17234. return 1;
  17235. } else {
  17236. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17237. return 0;
  17238. }
  17239. }
  17240. int skill_blockpc_clear(struct map_session_data *sd) {
  17241. int i;
  17242. nullpo_ret(sd);
  17243. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17244. if (!sd->scd[i])
  17245. continue;
  17246. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17247. aFree(sd->scd[i]);
  17248. sd->scd[i] = NULL;
  17249. }
  17250. return 1;
  17251. }
  17252. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17253. {
  17254. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17255. if (data <= 0 || data >= MAX_SKILL)
  17256. return 0;
  17257. if (hd)
  17258. hd->blockskill[data] = 0;
  17259. return 1;
  17260. }
  17261. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17262. {
  17263. uint16 idx = skill_get_index(skill_id);
  17264. nullpo_retr(-1, hd);
  17265. if (!idx)
  17266. return -1;
  17267. if (tick < 1) {
  17268. hd->blockskill[idx] = 0;
  17269. return -1;
  17270. }
  17271. hd->blockskill[idx] = 1;
  17272. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17273. }
  17274. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17275. {
  17276. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17277. if( data <= 0 || data >= MAX_SKILL )
  17278. return 0;
  17279. if( md )
  17280. md->blockskill[data] = 0;
  17281. return 1;
  17282. }
  17283. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17284. {
  17285. uint16 idx = skill_get_index(skill_id);
  17286. nullpo_retr(-1, md);
  17287. if( !idx )
  17288. return -1;
  17289. if( tick < 1 ) {
  17290. md->blockskill[idx] = 0;
  17291. return -1;
  17292. }
  17293. md->blockskill[idx] = 1;
  17294. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17295. }
  17296. /**
  17297. * Adds a new skill unit entry for this player to recast after map load
  17298. */
  17299. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  17300. struct skill_usave * sus = NULL;
  17301. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  17302. idb_remove(skillusave_db,sd->status.char_id);
  17303. }
  17304. CREATE(sus, struct skill_usave, 1);
  17305. idb_put(skillusave_db, sd->status.char_id, sus);
  17306. sus->skill_id = skill_id;
  17307. sus->skill_lv = skill_lv;
  17308. return;
  17309. }
  17310. void skill_usave_trigger(struct map_session_data *sd) {
  17311. struct skill_usave * sus = NULL;
  17312. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) )
  17313. return;
  17314. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  17315. idb_remove(skillusave_db,sd->status.char_id);
  17316. return;
  17317. }
  17318. /*
  17319. *
  17320. */
  17321. int skill_split_str (char *str, char **val, int num)
  17322. {
  17323. int i;
  17324. for( i = 0; i < num && str; i++ ) {
  17325. val[i] = str;
  17326. str = strchr(str,',');
  17327. if( str )
  17328. *str++ = 0;
  17329. }
  17330. return i;
  17331. }
  17332. /**
  17333. * Split the string with ':' as separator and put each value for a skilllv
  17334. * if no more value found put the latest to fill the array
  17335. * @param str : string to split
  17336. * @param val : array of MAX_SKILL_LEVEL to put value into
  17337. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17338. */
  17339. int skill_split_atoi (char *str, int *val)
  17340. {
  17341. int i, j, step = 1;
  17342. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17343. if (!str) break;
  17344. val[i] = atoi(str);
  17345. str = strchr(str,':');
  17346. if (str)
  17347. *str++=0;
  17348. }
  17349. if(i==0) //No data found.
  17350. return 0;
  17351. if(i==1) { //Single value, have the whole range have the same value.
  17352. for (; i < MAX_SKILL_LEVEL; i++)
  17353. val[i] = val[i-1];
  17354. return i;
  17355. }
  17356. //Check for linear change with increasing steps until we reach half of the data acquired.
  17357. for (step = 1; step <= i/2; step++) {
  17358. int diff = val[i-1] - val[i-step-1];
  17359. for(j = i-1; j >= step; j--)
  17360. if ((val[j]-val[j-step]) != diff)
  17361. break;
  17362. if (j>=step) //No match, try next step.
  17363. continue;
  17364. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17365. val[i] = val[i-step]+diff;
  17366. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17367. { val[i] = 1; diff = 0; step = 1; }
  17368. }
  17369. return i;
  17370. }
  17371. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17372. for (;i<MAX_SKILL_LEVEL; i++)
  17373. val[i] = val[i-1];
  17374. return i;
  17375. }
  17376. /*
  17377. *
  17378. */
  17379. void skill_init_unit_layout (void) {
  17380. int i,j,pos = 0;
  17381. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17382. // standard square layouts go first
  17383. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17384. int size = i*2+1;
  17385. skill_unit_layout[i].count = size*size;
  17386. for (j=0; j<size*size; j++) {
  17387. skill_unit_layout[i].dx[j] = (j%size-i);
  17388. skill_unit_layout[i].dy[j] = (j/size-i);
  17389. }
  17390. }
  17391. // afterwards add special ones
  17392. pos = i;
  17393. for (i=0;i<MAX_SKILL_DB;i++) {
  17394. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  17395. continue;
  17396. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17397. int skill = i;
  17398. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17399. skill -= EL_SKILLRANGEMIN;
  17400. skill += EL_SKILLBASE;
  17401. }
  17402. if( skill == EL_FIRE_MANTLE ) {
  17403. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17404. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17405. skill_unit_layout[pos].count = 8;
  17406. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17407. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17408. }
  17409. } else {
  17410. switch (i) {
  17411. case MG_FIREWALL:
  17412. case WZ_ICEWALL:
  17413. case WL_EARTHSTRAIN:
  17414. case RL_FIRE_RAIN:
  17415. // these will be handled later
  17416. break;
  17417. case PR_SANCTUARY:
  17418. case NPC_EVILLAND: {
  17419. static const int dx[] = {
  17420. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17421. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17422. static const int dy[]={
  17423. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17424. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17425. skill_unit_layout[pos].count = 21;
  17426. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17427. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17428. }
  17429. break;
  17430. case PR_MAGNUS: {
  17431. static const int dx[] = {
  17432. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17433. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17434. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17435. static const int dy[] = {
  17436. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17437. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17438. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17439. skill_unit_layout[pos].count = 33;
  17440. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17441. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17442. }
  17443. break;
  17444. case AS_VENOMDUST: {
  17445. static const int dx[] = {-1, 0, 0, 0, 1};
  17446. static const int dy[] = { 0,-1, 0, 1, 0};
  17447. skill_unit_layout[pos].count = 5;
  17448. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17449. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17450. }
  17451. break;
  17452. case CR_GRANDCROSS:
  17453. case NPC_GRANDDARKNESS: {
  17454. static const int dx[] = {
  17455. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17456. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17457. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17458. static const int dy[] = {
  17459. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17460. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17461. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17462. skill_unit_layout[pos].count = 29;
  17463. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17464. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17465. }
  17466. break;
  17467. case PF_FOGWALL: {
  17468. static const int dx[] = {
  17469. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17470. static const int dy[] = {
  17471. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17472. skill_unit_layout[pos].count = 15;
  17473. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17474. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17475. }
  17476. break;
  17477. case PA_GOSPEL: {
  17478. static const int dx[] = {
  17479. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17480. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17481. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17482. -1, 0, 1};
  17483. static const int dy[] = {
  17484. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17485. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17486. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17487. 3, 3, 3};
  17488. skill_unit_layout[pos].count = 33;
  17489. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17490. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17491. }
  17492. break;
  17493. case NJ_KAENSIN: {
  17494. 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};
  17495. 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};
  17496. skill_unit_layout[pos].count = 24;
  17497. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17498. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17499. }
  17500. break;
  17501. case NJ_TATAMIGAESHI: {
  17502. //Level 1 (count 4, cross of 3x3)
  17503. static const int dx1[] = {-1, 1, 0, 0};
  17504. static const int dy1[] = { 0, 0,-1, 1};
  17505. //Level 2-3 (count 8, cross of 5x5)
  17506. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17507. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17508. //Level 4-5 (count 12, cross of 7x7
  17509. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17510. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17511. //lv1
  17512. j = 0;
  17513. skill_unit_layout[pos].count = 4;
  17514. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17515. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17516. skill_db[i].unit_layout_type[j] = pos;
  17517. //lv2/3
  17518. j++;
  17519. pos++;
  17520. skill_unit_layout[pos].count = 8;
  17521. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17522. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17523. skill_db[i].unit_layout_type[j] = pos;
  17524. skill_db[i].unit_layout_type[++j] = pos;
  17525. //lv4/5
  17526. j++;
  17527. pos++;
  17528. skill_unit_layout[pos].count = 12;
  17529. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17530. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17531. skill_db[i].unit_layout_type[j] = pos;
  17532. skill_db[i].unit_layout_type[++j] = pos;
  17533. //Fill in the rest using lv 5.
  17534. for (;j<MAX_SKILL_LEVEL;j++)
  17535. skill_db[i].unit_layout_type[j] = pos;
  17536. //Skip, this way the check below will fail and continue to the next skill.
  17537. pos++;
  17538. }
  17539. break;
  17540. case GN_WALLOFTHORN: {
  17541. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17542. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17543. skill_unit_layout[pos].count = 16;
  17544. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17545. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17546. }
  17547. break;
  17548. default:
  17549. ShowError("unknown unit layout at skill %d\n",i);
  17550. break;
  17551. }
  17552. }
  17553. if (!skill_unit_layout[pos].count)
  17554. continue;
  17555. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17556. skill_db[i].unit_layout_type[j] = pos;
  17557. pos++;
  17558. }
  17559. // firewall and icewall have 8 layouts (direction-dependent)
  17560. firewall_unit_pos = pos;
  17561. for (i=0;i<8;i++) {
  17562. if (i&1) {
  17563. skill_unit_layout[pos].count = 5;
  17564. if (i&0x2) {
  17565. int dx[] = {-1,-1, 0, 0, 1};
  17566. int dy[] = { 1, 0, 0,-1,-1};
  17567. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17568. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17569. } else {
  17570. int dx[] = { 1, 1 ,0, 0,-1};
  17571. int dy[] = { 1, 0, 0,-1,-1};
  17572. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17573. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17574. }
  17575. } else {
  17576. skill_unit_layout[pos].count = 3;
  17577. if (i%4==0) {
  17578. int dx[] = {-1, 0, 1};
  17579. int dy[] = { 0, 0, 0};
  17580. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17581. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17582. } else {
  17583. int dx[] = { 0, 0, 0};
  17584. int dy[] = {-1, 0, 1};
  17585. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17586. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17587. }
  17588. }
  17589. pos++;
  17590. }
  17591. icewall_unit_pos = pos;
  17592. for (i=0;i<8;i++) {
  17593. skill_unit_layout[pos].count = 5;
  17594. if (i&1) {
  17595. if (i&0x2) {
  17596. int dx[] = {-2,-1, 0, 1, 2};
  17597. int dy[] = { 2, 1, 0,-1,-2};
  17598. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17599. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17600. } else {
  17601. int dx[] = { 2, 1 ,0,-1,-2};
  17602. int dy[] = { 2, 1, 0,-1,-2};
  17603. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17604. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17605. }
  17606. } else {
  17607. if (i%4==0) {
  17608. int dx[] = {-2,-1, 0, 1, 2};
  17609. int dy[] = { 0, 0, 0, 0, 0};
  17610. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17611. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17612. } else {
  17613. int dx[] = { 0, 0, 0, 0, 0};
  17614. int dy[] = {-2,-1, 0, 1, 2};
  17615. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17616. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17617. }
  17618. }
  17619. pos++;
  17620. }
  17621. earthstrain_unit_pos = pos;
  17622. for( i = 0; i < 8; i++ )
  17623. { // For each Direction
  17624. skill_unit_layout[pos].count = 15;
  17625. switch( i )
  17626. {
  17627. case 0: case 1: case 3: case 4: case 5: case 7:
  17628. {
  17629. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17630. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17631. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17632. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17633. }
  17634. break;
  17635. case 2:
  17636. case 6:
  17637. {
  17638. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17639. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17640. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17641. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17642. }
  17643. break;
  17644. }
  17645. pos++;
  17646. }
  17647. firerain_unit_pos = pos;
  17648. for( i = 0; i < 8; i++ ) {
  17649. skill_unit_layout[pos].count = 3;
  17650. switch( i ) {
  17651. case 0: case 1: case 3: case 4: case 5: case 7:
  17652. {
  17653. static const int dx[] = {-1, 0, 1};
  17654. static const int dy[] = { 0, 0, 0};
  17655. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17656. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17657. }
  17658. break;
  17659. case 2:
  17660. case 6:
  17661. {
  17662. static const int dx[] = { 0, 0, 0};
  17663. static const int dy[] = {-1, 0, 1};
  17664. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17665. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17666. }
  17667. break;
  17668. }
  17669. pos++;
  17670. }
  17671. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17672. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17673. }
  17674. void skill_init_nounit_layout (void) {
  17675. int i, pos = 0;
  17676. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17677. overbrand_nounit_pos = pos;
  17678. for( i = 0; i < 8; i++ ) {
  17679. if( i&1 ) {
  17680. skill_nounit_layout[pos].count = 33;
  17681. if( i&2 ) {
  17682. if( i&4 ) { // 7
  17683. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17684. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17685. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17686. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17687. } else { // 3
  17688. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17689. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17690. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17691. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17692. }
  17693. } else {
  17694. if( i&4 ) { // 5
  17695. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17696. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17697. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17698. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17699. } else { // 1
  17700. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17701. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17702. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17703. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17704. }
  17705. }
  17706. } else {
  17707. skill_nounit_layout[pos].count = 21;
  17708. if( i&2 ) {
  17709. if( i&4 ) { // 6
  17710. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17711. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17712. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17713. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17714. } else { // 2
  17715. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17716. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17717. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17718. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17719. }
  17720. } else {
  17721. if( i&4 ) { // 4
  17722. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17723. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17724. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17725. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17726. } else { // 0
  17727. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17728. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17729. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17730. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17731. }
  17732. }
  17733. }
  17734. pos++;
  17735. }
  17736. overbrand_brandish_nounit_pos = pos;
  17737. for( i = 0; i < 8; i++ ) {
  17738. if( i&1 ) {
  17739. skill_nounit_layout[pos].count = 74;
  17740. if( i&2 ) {
  17741. if( i&4 ) { // 7
  17742. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17743. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17744. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17745. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17746. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17747. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17748. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17749. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17750. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17751. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17752. } else { // 3
  17753. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17754. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17755. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17756. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17757. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17758. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17759. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17760. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17761. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17762. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17763. }
  17764. } else {
  17765. if( i&4 ) { // 5
  17766. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17767. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17768. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17769. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17770. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17771. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17772. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17773. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17774. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17775. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17776. } else { // 1
  17777. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17778. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17779. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17780. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17781. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17782. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  17783. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  17784. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17785. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17786. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17787. }
  17788. }
  17789. } else {
  17790. skill_nounit_layout[pos].count = 44;
  17791. if( i&2 ) {
  17792. if( i&4 ) { // 6
  17793. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  17794. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  17795. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17796. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17797. } else { // 2
  17798. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  17799. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  17800. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17801. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17802. }
  17803. } else {
  17804. if( i&4 ) { // 4
  17805. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17806. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17807. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17808. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17809. } else { // 0
  17810. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17811. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17812. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17813. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17814. }
  17815. }
  17816. }
  17817. pos++;
  17818. }
  17819. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  17820. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17821. }
  17822. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  17823. int inf = 0;
  17824. int inf3 = 0;
  17825. struct status_change *sc = status_get_sc(bl);
  17826. if( !sc || !bl || !skill_id )
  17827. return 0; // Can do it
  17828. inf3 = skill_get_inf3(skill_id);
  17829. switch (type) {
  17830. case SC_ANKLE:
  17831. if (skill_id == AL_TELEPORT)
  17832. return 1;
  17833. break;
  17834. case SC_STASIS:
  17835. inf = skill_get_inf2(skill_id);
  17836. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  17837. return 1; // Can't do it.
  17838. if( inf3&INF3_STATIS_BL)
  17839. return 1;
  17840. break;
  17841. case SC_KAGEHUMI:
  17842. if( inf3&INF3_KAGEHUMI_BL)
  17843. return 1;
  17844. break;
  17845. }
  17846. return 0;
  17847. }
  17848. /* Determines whether a skill is currently active or not
  17849. * Used for purposes of cancelling SP usage when disabling a skill
  17850. */
  17851. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  17852. {
  17853. switch( skill_id ) { //HP & SP Consumption Check
  17854. case BS_MAXIMIZE:
  17855. case NV_TRICKDEAD:
  17856. case TF_HIDING:
  17857. case AS_CLOAKING:
  17858. case GC_CLOAKINGEXCEED:
  17859. case ST_CHASEWALK:
  17860. case CR_DEFENDER:
  17861. case CR_SHRINK:
  17862. case CR_AUTOGUARD:
  17863. case ML_DEFENDER:
  17864. case ML_AUTOGUARD:
  17865. case PA_GOSPEL:
  17866. case GS_GATLINGFEVER:
  17867. case TK_READYCOUNTER:
  17868. case TK_READYDOWN:
  17869. case TK_READYSTORM:
  17870. case TK_READYTURN:
  17871. case TK_RUN:
  17872. case SG_FUSION:
  17873. case KO_YAMIKUMO:
  17874. case RA_WUGDASH:
  17875. case RA_CAMOUFLAGE:
  17876. if( sc->data[status_skill2sc(skill_id)] )
  17877. return 1;
  17878. break;
  17879. // These 2 skills contain a master and are not correctly pulled using skill2sc
  17880. case NC_NEUTRALBARRIER:
  17881. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17882. return 1;
  17883. break;
  17884. case NC_STEALTHFIELD:
  17885. if( sc->data[SC_STEALTHFIELD_MASTER] )
  17886. return 1;
  17887. break;
  17888. }
  17889. return 0;
  17890. }
  17891. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  17892. int type = 0;
  17893. switch( skill_id ) {
  17894. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  17895. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  17896. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  17897. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  17898. }
  17899. type += skill_lv - 1;
  17900. return type;
  17901. }
  17902. /*==========================================
  17903. * sub-function of DB reading.
  17904. * skill_db.txt
  17905. *------------------------------------------*/
  17906. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  17907. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  17908. uint16 skill_id = atoi(split[0]);
  17909. uint16 idx;
  17910. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  17911. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  17912. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  17913. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  17914. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  17915. return false;
  17916. }
  17917. idx = skill_get_index(skill_id);
  17918. if( !idx ) // invalid skill id
  17919. return false;
  17920. skill_split_atoi(split[1],skill_db[idx].range);
  17921. skill_db[idx].hit = atoi(split[2]);
  17922. skill_db[idx].inf = atoi(split[3]);
  17923. skill_split_atoi(split[4],skill_db[idx].element);
  17924. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  17925. skill_split_atoi(split[6],skill_db[idx].splash);
  17926. skill_db[idx].max = atoi(split[7]);
  17927. skill_split_atoi(split[8],skill_db[idx].num);
  17928. if( strcmpi(split[9],"yes") == 0 )
  17929. skill_db[idx].castcancel = 1;
  17930. else
  17931. skill_db[idx].castcancel = 0;
  17932. skill_db[idx].cast_def_rate = atoi(split[10]);
  17933. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  17934. skill_split_atoi(split[12],skill_db[idx].maxcount);
  17935. if( strcmpi(split[13],"weapon") == 0 )
  17936. skill_db[idx].skill_type = BF_WEAPON;
  17937. else if( strcmpi(split[13],"magic") == 0 )
  17938. skill_db[idx].skill_type = BF_MAGIC;
  17939. else if( strcmpi(split[13],"misc") == 0 )
  17940. skill_db[idx].skill_type = BF_MISC;
  17941. else
  17942. skill_db[idx].skill_type = 0;
  17943. skill_split_atoi(split[14],skill_db[idx].blewcount);
  17944. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  17945. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  17946. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  17947. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  17948. return true;
  17949. }
  17950. /**
  17951. * Split string to int by constanta value (const.txt) or atoi()
  17952. * @param *str: String input
  17953. * @param *val: Temporary storage
  17954. * @param *delim: Delimiter (for multiple value support)
  17955. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  17956. * @param max: Maximum number that can be allocated
  17957. * @return count: Number of success
  17958. */
  17959. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  17960. uint8 i = 0;
  17961. char *p = strtok(str, delim);
  17962. while (p != NULL) {
  17963. int n = min_value;
  17964. trim(p);
  17965. if (ISDIGIT(p[0])) // If using numeric
  17966. n = atoi(p);
  17967. else if (!script_get_constant(p, &n)) { // If using constant value
  17968. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  17969. p = strtok(NULL, delim);
  17970. continue;
  17971. }
  17972. if (n > min_value) {
  17973. val[i] = n;
  17974. i++;
  17975. if (i >= max)
  17976. break;
  17977. }
  17978. p = strtok(NULL, delim);
  17979. }
  17980. return i;
  17981. }
  17982. /// Clear status data from skill requirement
  17983. static void skill_destroy_requirement(void) {
  17984. uint16 i;
  17985. for (i = 0; i < MAX_SKILL; i++) {
  17986. if (skill_db[i].require.status_count)
  17987. aFree(skill_db[i].require.status);
  17988. skill_db[i].require.status_count = 0;
  17989. if (skill_db[i].require.eqItem_count)
  17990. aFree(skill_db[i].require.eqItem);
  17991. skill_db[i].require.eqItem_count = 0;
  17992. }
  17993. }
  17994. /**
  17995. * Read skill requirement from skill_require_db.txt
  17996. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  17997. */
  17998. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  17999. {
  18000. char* p;
  18001. uint16 skill_id = atoi(split[0]), idx, i;
  18002. if (!(idx = skill_get_index(skill_id))) // invalid skill id
  18003. return false;
  18004. skill_split_atoi(split[1],skill_db[idx].require.hp);
  18005. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  18006. skill_split_atoi(split[3],skill_db[idx].require.sp);
  18007. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  18008. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  18009. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  18010. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18011. p = split[7];
  18012. while (p) {
  18013. int l = atoi(p);
  18014. if( l == 99 ) { // Any weapon
  18015. skill_db[idx].require.weapon = 0;
  18016. break;
  18017. } else
  18018. skill_db[idx].require.weapon |= 1<<l;
  18019. p = strchr(p,':');
  18020. if(!p)
  18021. break;
  18022. p++;
  18023. }
  18024. //Ammo type that required, see doc/item_db for ammo types (View column)
  18025. p = split[8];
  18026. while (p) {
  18027. int l = atoi(p);
  18028. if( l == 99 ) { // Any ammo type
  18029. skill_db[idx].require.ammo = 0xFFFFFFFF;
  18030. break;
  18031. } else if( l ) // 0 stands for no requirement
  18032. skill_db[idx].require.ammo |= 1<<l;
  18033. p = strchr(p,':');
  18034. if( !p )
  18035. break;
  18036. p++;
  18037. }
  18038. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  18039. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  18040. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  18041. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  18042. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  18043. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  18044. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  18045. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  18046. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  18047. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  18048. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  18049. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  18050. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  18051. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  18052. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  18053. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  18054. //Status requirements
  18055. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18056. trim(split[11]);
  18057. if (split[11][0] != '\0' || atoi(split[11])) {
  18058. int require[MAX_SKILL_STATUS_REQUIRE];
  18059. if ((skill_db[idx].require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18060. CREATE(skill_db[idx].require.status, enum sc_type, skill_db[idx].require.status_count);
  18061. for (i = 0; i < skill_db[idx].require.status_count; i++)
  18062. skill_db[idx].require.status[i] = (sc_type)require[i];
  18063. }
  18064. }
  18065. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  18066. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18067. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  18068. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  18069. }
  18070. //Equipped Item requirements.
  18071. //NOTE: We don't check the item is exist or not here
  18072. trim(split[33]);
  18073. if (split[33][0] != '\0' || atoi(split[33])) {
  18074. int require[MAX_SKILL_EQUIP_REQUIRE];
  18075. if ((skill_db[idx].require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18076. CREATE(skill_db[idx].require.eqItem, uint16, skill_db[idx].require.eqItem_count);
  18077. for (i = 0; i < skill_db[idx].require.eqItem_count; i++)
  18078. skill_db[idx].require.eqItem[i] = require[i];
  18079. }
  18080. }
  18081. return true;
  18082. }
  18083. /** Reads skill cast db
  18084. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18085. */
  18086. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18087. {
  18088. uint16 idx = skill_get_index(atoi(split[0]));
  18089. if( !idx ) // invalid skill id
  18090. return false;
  18091. skill_split_atoi(split[1],skill_db[idx].cast);
  18092. skill_split_atoi(split[2],skill_db[idx].delay);
  18093. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  18094. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  18095. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  18096. skill_split_atoi(split[6],skill_db[idx].cooldown);
  18097. #ifdef RENEWAL_CAST
  18098. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  18099. #endif
  18100. return true;
  18101. }
  18102. /** Reads skill cast no dex db
  18103. * Structure: SkillID,Cast,Delay (optional)
  18104. */
  18105. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18106. {
  18107. uint16 idx = skill_get_index(atoi(split[0]));
  18108. if( !idx ) // invalid skill id
  18109. return false;
  18110. skill_split_atoi(split[1],skill_db[idx].castnodex);
  18111. if( split[2] ) // optional column
  18112. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  18113. return true;
  18114. }
  18115. /** Reads skill no cast db
  18116. * Structure: SkillID,Flag
  18117. */
  18118. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18119. {
  18120. uint16 idx = skill_get_index(atoi(split[0]));
  18121. if( !idx ) // invalid skill id
  18122. return false;
  18123. skill_db[idx].nocast |= atoi(split[1]);
  18124. return true;
  18125. }
  18126. /** Reads skill unit db
  18127. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18128. */
  18129. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18130. {
  18131. uint16 idx = skill_get_index(atoi(split[0]));
  18132. if( !idx ) // invalid skill id
  18133. return false;
  18134. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  18135. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  18136. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  18137. skill_split_atoi(split[4],skill_db[idx].unit_range);
  18138. skill_db[idx].unit_interval = atoi(split[5]);
  18139. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  18140. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  18141. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  18142. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  18143. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  18144. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  18145. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  18146. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  18147. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18148. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  18149. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  18150. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  18151. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18152. skill_db[idx].unit_target = BCT_NOENEMY;
  18153. //By default, target just characters.
  18154. skill_db[idx].unit_target |= BL_CHAR;
  18155. if (skill_db[idx].unit_flag&UF_NOPC)
  18156. skill_db[idx].unit_target &= ~BL_PC;
  18157. if (skill_db[idx].unit_flag&UF_NOMOB)
  18158. skill_db[idx].unit_target &= ~BL_MOB;
  18159. if (skill_db[idx].unit_flag&UF_SKILL)
  18160. skill_db[idx].unit_target |= BL_SKILL;
  18161. return true;
  18162. }
  18163. /** Reads Produce db
  18164. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18165. */
  18166. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18167. {
  18168. unsigned short x, y;
  18169. unsigned short id = atoi(split[0]);
  18170. unsigned short nameid = 0;
  18171. bool found = false;
  18172. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18173. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18174. return false;
  18175. }
  18176. // Clear previous data, for importing support
  18177. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18178. // Import just for clearing/disabling from original data
  18179. if (!(nameid = atoi(split[1]))) {
  18180. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18181. return true;
  18182. }
  18183. if (!itemdb_exists(nameid)) {
  18184. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18185. return false;
  18186. }
  18187. skill_produce_db[id].nameid = nameid;
  18188. skill_produce_db[id].itemlv = atoi(split[2]);
  18189. skill_produce_db[id].req_skill = atoi(split[3]);
  18190. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18191. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18192. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18193. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18194. }
  18195. if (!found)
  18196. skill_produce_count++;
  18197. return true;
  18198. }
  18199. /** Reads create arrow db
  18200. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18201. */
  18202. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18203. {
  18204. unsigned short x, y, i, material_id = atoi(split[0]);
  18205. if (!(itemdb_exists(material_id))) {
  18206. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18207. return false;
  18208. }
  18209. //search if we override something, (if not i=last idx)
  18210. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18211. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18212. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18213. return false;
  18214. }
  18215. // Import just for clearing/disabling from original data
  18216. if (atoi(split[1]) == 0) {
  18217. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18218. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18219. return true;
  18220. }
  18221. skill_arrow_db[i].nameid = material_id;
  18222. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18223. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18224. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18225. }
  18226. if (i == skill_arrow_count)
  18227. skill_arrow_count++;
  18228. return true;
  18229. }
  18230. /** Reads Spell book db
  18231. * Structure: SkillID,PreservePoints,RequiredBook
  18232. */
  18233. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18234. {
  18235. unsigned short i,
  18236. skill_id = atoi(split[0]),
  18237. points = atoi(split[1]),
  18238. nameid = atoi(split[2]);
  18239. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18240. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18241. if (!skill_get_inf(skill_id))
  18242. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18243. else {
  18244. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18245. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18246. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18247. return false;
  18248. }
  18249. // Import just for clearing/disabling from original data
  18250. if (points == 0) {
  18251. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18252. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18253. return true;
  18254. }
  18255. skill_spellbook_db[i].skill_id = skill_id;
  18256. skill_spellbook_db[i].point = points;
  18257. skill_spellbook_db[i].nameid = nameid;
  18258. if (i == skill_spellbook_count)
  18259. skill_spellbook_count++;
  18260. return true;
  18261. }
  18262. return false;
  18263. }
  18264. /** Reads improvise db
  18265. * Structure: SkillID,Rate
  18266. */
  18267. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18268. {
  18269. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18270. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18271. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18272. return false;
  18273. }
  18274. if ( !skill_get_inf(skill_id) ) {
  18275. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18276. return false;
  18277. }
  18278. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18279. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18280. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18281. return false;
  18282. }
  18283. // Import just for clearing/disabling from original data
  18284. if (per == 0) {
  18285. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18286. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18287. return true;
  18288. }
  18289. skill_improvise_db[i].skill_id = skill_id;
  18290. skill_improvise_db[i].per = per; // Still need confirm it.
  18291. if (i == skill_improvise_count)
  18292. skill_improvise_count++;
  18293. return true;
  18294. }
  18295. /** Reads Magic mushroom db
  18296. * Structure: SkillID
  18297. */
  18298. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18299. {
  18300. unsigned short i, skill_id = atoi(split[0]);
  18301. bool rem = (atoi(split[1]) == 1 ? true : false);
  18302. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18303. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18304. return false;
  18305. }
  18306. if (!skill_get_inf(skill_id)) {
  18307. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18308. return false;
  18309. }
  18310. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18311. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18312. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18313. return false;
  18314. }
  18315. // Import just for clearing/disabling from original data
  18316. if (rem) {
  18317. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18318. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18319. return true;
  18320. }
  18321. skill_magicmushroom_db[i].skill_id = skill_id;
  18322. if (i == skill_magicmushroom_count)
  18323. skill_magicmushroom_count++;
  18324. return true;
  18325. }
  18326. /** Reads db of copyable skill
  18327. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18328. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18329. */
  18330. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18331. {
  18332. int16 id = 0;
  18333. uint8 option = 0;
  18334. trim(split[0]);
  18335. if (ISDIGIT(split[0][0]))
  18336. id = atoi(split[0]);
  18337. else
  18338. id = skill_name2id(split[0]);
  18339. if ((id = skill_get_index(id)) == 0) {
  18340. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  18341. return false;
  18342. }
  18343. if ((option = atoi(split[1])) > 3) {
  18344. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18345. return false;
  18346. }
  18347. // Import just for clearing/disabling from original data
  18348. if (option == 0) {
  18349. memset(&skill_db[id].copyable, 0, sizeof(skill_db[id].copyable));
  18350. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18351. return true;
  18352. }
  18353. skill_db[id].copyable.option = option;
  18354. skill_db[id].copyable.joballowed = 63;
  18355. if (atoi(split[2]))
  18356. skill_db[id].copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18357. skill_db[id].copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18358. return true;
  18359. }
  18360. /** Reads additional range for distance checking from NPC [Cydh]
  18361. * Structure: SkillName,AdditionalRange{,NPC Type}
  18362. * SkillID,AdditionalRange{,NPC Type}
  18363. */
  18364. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18365. {
  18366. uint16 id = 0;
  18367. trim(split[0]);
  18368. if (ISDIGIT(split[0][0]))
  18369. id = atoi(split[0]);
  18370. else
  18371. id = skill_name2id(split[0]);
  18372. if ((id = skill_get_index(id)) == 0) { // invalid skill id
  18373. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  18374. return false;
  18375. }
  18376. skill_db[id].unit_nonearnpc_range = max(atoi(split[1]),0);
  18377. skill_db[id].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18378. return true;
  18379. }
  18380. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18381. * Structure: SkillID,DummyName,RatePerLvl
  18382. */
  18383. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18384. {
  18385. unsigned short i, skill_id = atoi(split[0]);
  18386. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18387. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18388. return false;
  18389. }
  18390. if (!skill_get_inf(skill_id)) {
  18391. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18392. return false;
  18393. }
  18394. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18395. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18396. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18397. return false;
  18398. }
  18399. // Import just for clearing/disabling from original data
  18400. if (strcmp(split[1],"clear") == 0) {
  18401. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18402. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18403. return true;
  18404. }
  18405. skill_abra_db[i].skill_id = skill_id;
  18406. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18407. skill_split_atoi(split[2],skill_abra_db[i].per);
  18408. if (i == skill_abra_count)
  18409. skill_abra_count++;
  18410. return true;
  18411. }
  18412. /** Reads change material db
  18413. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18414. */
  18415. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18416. {
  18417. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18418. short rate = atoi(split[2]);
  18419. bool found = false;
  18420. int x, y;
  18421. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18422. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18423. return false;
  18424. }
  18425. // Clear previous data, for importing support
  18426. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18427. found = true;
  18428. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18429. }
  18430. // Import just for clearing/disabling from original data
  18431. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18432. if (nameid == 0) {
  18433. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18434. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18435. return true;
  18436. }
  18437. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18438. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18439. if (skill_produce_db[x].nameid == nameid)
  18440. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18441. break;
  18442. }
  18443. if (x >= MAX_SKILL_PRODUCE_DB) {
  18444. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18445. return false;
  18446. }
  18447. skill_changematerial_db[id].nameid = nameid;
  18448. skill_changematerial_db[id].rate = rate;
  18449. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18450. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18451. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18452. }
  18453. if (!found)
  18454. skill_changematerial_count++;
  18455. return true;
  18456. }
  18457. /**
  18458. * Manage Skill Damage database [Lilith]
  18459. */
  18460. #ifdef ADJUST_SKILL_DAMAGE
  18461. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18462. {
  18463. uint16 skill_id = skill_name2id(split[0]), idx;
  18464. if ((idx = skill_get_index(skill_id)) == 0) { // invalid skill id
  18465. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  18466. return false;
  18467. }
  18468. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  18469. skill_db[idx].damage.caster |= atoi(split[1]);
  18470. skill_db[idx].damage.map |= atoi(split[2]);
  18471. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18472. if (split[3])
  18473. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18474. if (split[4])
  18475. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18476. if (split[5])
  18477. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18478. return true;
  18479. }
  18480. #endif
  18481. /*===============================
  18482. * DB reading.
  18483. * skill_db.txt
  18484. * skill_require_db.txt
  18485. * skill_cast_db.txt
  18486. * skill_castnodex_db.txt
  18487. * skill_nocast_db.txt
  18488. * skill_unit_db.txt
  18489. * produce_db.txt
  18490. * create_arrow_db.txt
  18491. * abra_db.txt
  18492. *------------------------------*/
  18493. static void skill_readdb(void)
  18494. {
  18495. int i;
  18496. const char* dbsubpath[] = {
  18497. "",
  18498. "/"DBIMPORT,
  18499. //add other path here
  18500. };
  18501. // init skill db structures
  18502. db_clear(skilldb_name2id);
  18503. memset(skill_db,0,sizeof(skill_db));
  18504. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18505. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18506. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18507. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18508. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18509. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18510. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18511. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18512. // load skill databases
  18513. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  18514. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  18515. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18516. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18517. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18518. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18519. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18520. if (i == 0) {
  18521. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18522. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18523. } else {
  18524. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18525. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18526. }
  18527. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb, i);
  18528. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);
  18529. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb, i);
  18530. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb, i);
  18531. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb, i);
  18532. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb, i);
  18533. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18534. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18535. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18536. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18537. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18538. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb, i);
  18539. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18540. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18541. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb, i);
  18542. #ifdef ADJUST_SKILL_DAMAGE
  18543. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage, i);
  18544. #endif
  18545. aFree(dbsubpath1);
  18546. aFree(dbsubpath2);
  18547. }
  18548. skill_init_unit_layout();
  18549. skill_init_nounit_layout();
  18550. }
  18551. void skill_reload (void) {
  18552. struct s_mapiterator *iter;
  18553. struct map_session_data *sd;
  18554. skill_destroy_requirement();
  18555. skill_readdb();
  18556. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18557. iter = mapit_getallusers();
  18558. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  18559. clif_skillinfoblock(sd);
  18560. mapit_free(iter);
  18561. }
  18562. /*==========================================
  18563. *
  18564. *------------------------------------------*/
  18565. void do_init_skill(void)
  18566. {
  18567. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18568. skill_readdb();
  18569. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  18570. skillunit_db = idb_alloc(DB_OPT_BASE);
  18571. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18572. bowling_db = idb_alloc(DB_OPT_BASE);
  18573. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18574. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18575. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18576. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18577. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18578. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18579. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18580. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18581. }
  18582. void do_final_skill(void)
  18583. {
  18584. skill_destroy_requirement();
  18585. db_destroy(skilldb_name2id);
  18586. db_destroy(skillunit_group_db);
  18587. db_destroy(skillunit_db);
  18588. db_destroy(skillusave_db);
  18589. db_destroy(bowling_db);
  18590. ers_destroy(skill_unit_ers);
  18591. ers_destroy(skill_timer_ers);
  18592. }