skill.c 351 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include "../common/cbasetypes.h"
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/ers.h"
  13. #include "skill.h"
  14. #include "map.h"
  15. #include "clif.h"
  16. #include "pc.h"
  17. #include "status.h"
  18. #include "pet.h"
  19. #include "mercenary.h" //[orn]
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "party.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "intif.h"
  27. #include "log.h"
  28. #include "chrif.h"
  29. #include "guild.h"
  30. #include "date.h"
  31. #include "unit.h"
  32. #define SKILLUNITTIMER_INVERVAL 100
  33. //Guild Skills are shifted to these to make them stick into the skill array.
  34. #define GD_SKILLRANGEMIN 900
  35. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  36. #define HM_SKILLRANGEMIN 800
  37. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  38. int skill_names_id[MAX_SKILL_DB];
  39. const struct skill_name_db skill_names[] = {
  40. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  41. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  42. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  43. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  44. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  45. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  46. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  47. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  48. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  49. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  50. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  51. { AL_CURE, "AL_CURE", "Cure" } ,
  52. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  53. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  54. { AL_DP, "AL_DP", "Divine_Protection" } ,
  55. { AL_HEAL, "AL_HEAL", "Heal" } ,
  56. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  57. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  58. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  59. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  60. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  61. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  62. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  63. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  64. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  65. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  66. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  67. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  68. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  69. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  70. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  71. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  72. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  73. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  74. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  75. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  76. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  77. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  78. { AM_REST, "AM_REST", "Vaporize" } ,
  79. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  80. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  81. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  82. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  83. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  84. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  85. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  86. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  87. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  88. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  89. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  90. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  91. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  92. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  93. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  94. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  95. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  96. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  97. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  98. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  99. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  100. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  101. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  102. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  103. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  104. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  105. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  106. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  107. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  108. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  109. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  110. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  111. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  112. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  113. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  114. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  115. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  116. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  117. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  118. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  119. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  120. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  121. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  122. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  123. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  124. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  125. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  126. { BS_GREED, "BS_GREED", "Greed" } ,
  127. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  128. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  129. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  130. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  131. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  132. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  133. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  134. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  135. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  136. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  137. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  138. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  139. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  140. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  141. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  142. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  143. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  144. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  145. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  146. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  147. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  148. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  149. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  150. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  151. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  152. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  153. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  154. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  155. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  156. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  157. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  158. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  159. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  160. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  161. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  162. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  163. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  164. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  165. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  166. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  167. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  168. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  169. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  170. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  171. { CR_TRUST, "CR_TRUST", "Faith" } ,
  172. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  173. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  174. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  175. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  176. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  177. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  178. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  179. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  180. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  181. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  182. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  183. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  184. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  185. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  186. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  187. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  188. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  189. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  190. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  191. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  192. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  193. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  194. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  195. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  196. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  197. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  198. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  199. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  200. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  201. { GS_DUST, "GS_DUST", "Dust" } ,
  202. { GS_FLING, "GS_FLING", "Fling" } ,
  203. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  204. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  205. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  206. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  207. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  208. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  209. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  210. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  211. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  212. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  213. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  214. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  215. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  216. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  217. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  218. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  219. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  220. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  221. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  222. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  223. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  224. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  225. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  226. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  227. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  228. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  229. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  230. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  231. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  232. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  233. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  234. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  235. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  236. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  237. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  238. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  239. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  240. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  241. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  242. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  243. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  244. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  245. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  246. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  247. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  248. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  249. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  250. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  251. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  252. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  253. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  254. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  255. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  256. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  257. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  258. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  259. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  260. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  261. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  262. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  263. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  264. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  265. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  266. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  267. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  268. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  269. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  270. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  271. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  272. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  273. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  274. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  275. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  276. { MC_VENDING, "MC_VENDING", "Vending" } ,
  277. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  278. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  279. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  280. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  281. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  282. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  283. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  284. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  285. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  286. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  287. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  288. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  289. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  290. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  291. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  292. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  293. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  294. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  295. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  296. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  297. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  298. { MO_DODGE, "MO_DODGE", "Flee" } ,
  299. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  300. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  301. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  302. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  303. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  304. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  305. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  306. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  307. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  308. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  309. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  310. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  311. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  312. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  313. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  314. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  315. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  316. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  317. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  318. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  319. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  320. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  321. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  322. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  323. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  324. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  325. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  326. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  327. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  328. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  329. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  330. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  331. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  332. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  333. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  334. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  335. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  336. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  337. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  338. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  339. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  340. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  341. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  342. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  343. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  344. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  345. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  346. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  347. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  348. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  349. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  350. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  351. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  352. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  353. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  354. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  355. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  356. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  357. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  358. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  359. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  360. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  361. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  362. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  363. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  364. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  365. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  366. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  367. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  368. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  369. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  370. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  371. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  372. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  373. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  374. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  375. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  376. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  377. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  378. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  379. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  380. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  381. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  382. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  383. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  384. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  385. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  386. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  387. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  388. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  389. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  390. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  391. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  392. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  393. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  394. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  395. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  396. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  397. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  398. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  399. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  400. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  401. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  402. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  403. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  404. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  405. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  406. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  407. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  408. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  409. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  410. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  411. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  412. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  413. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  414. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  415. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  416. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  417. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  418. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  419. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  420. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  421. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  422. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  423. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  424. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  425. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  426. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  427. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  428. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  429. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  430. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  431. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  432. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  433. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  434. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  435. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  436. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  437. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  438. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  439. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  440. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  441. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  442. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  443. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  444. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  445. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  446. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  447. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  448. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  449. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  450. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  451. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  452. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  453. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  454. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  455. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  456. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  457. { SA_COMA, "SA_COMA", "Coma" } ,
  458. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  459. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  460. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  461. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  462. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  463. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  464. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  465. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  466. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  467. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  468. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  469. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  470. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  471. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  472. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  473. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  474. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  475. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  476. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  477. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  478. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  479. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  480. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  481. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  482. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  483. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  484. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  485. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  486. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  487. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  489. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  490. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  491. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  493. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  494. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  495. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  496. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  497. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  498. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  499. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  500. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  501. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  502. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  503. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  504. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  505. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  506. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  507. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  508. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  509. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  510. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  511. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  512. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  513. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  514. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  515. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  516. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  517. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  518. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  519. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  520. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  521. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  522. { SL_SKA, "SL_SKA", "Eska" } ,
  523. { SL_SKE, "SL_SKE", "Eske" } ,
  524. { SL_SMA, "SL_SMA", "Esma" } ,
  525. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  526. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  527. { SL_STIN, "SL_STIN", "Estin" } ,
  528. { SL_STUN, "SL_STUN", "Estun" } ,
  529. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  530. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  531. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  532. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  533. { SM_BASH, "SM_BASH", "Bash" } ,
  534. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  535. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  536. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  537. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  538. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  539. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  540. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  541. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  542. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  543. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  544. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  545. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  546. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  547. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  548. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  549. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  550. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  551. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  552. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  553. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  554. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  555. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  556. { TF_POISON, "TF_POISON", "Envenom" } ,
  557. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  558. { TF_STEAL, "TF_STEAL", "Steal" } ,
  559. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  560. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  561. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  562. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  563. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  564. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  565. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  566. { TK_MISSION, "TK_MISSION", "Mission" } ,
  567. { TK_POWER, "TK_POWER", "Kihop" } ,
  568. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  569. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  570. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  571. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  572. { TK_RUN, "TK_RUN", "Sprint" } ,
  573. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  574. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  575. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  576. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  577. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  578. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  579. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  580. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  581. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  582. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  583. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  584. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  585. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  586. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  587. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  588. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  589. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  590. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  591. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  592. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  593. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  594. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  595. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  596. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  597. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  598. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  599. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  600. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  601. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  602. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  603. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  604. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  605. //[blackhole89]
  606. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  607. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  608. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  609. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  610. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  611. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  612. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  613. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  614. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  615. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  616. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  617. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  618. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  619. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  620. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  621. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  622. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  623. };
  624. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  625. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  626. struct skill_db skill_db[MAX_SKILL_DB];
  627. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  628. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  629. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  630. // macros to check for out of bounds errors [celest]
  631. // i: Skill ID, l: Skill Level, var: Value to return after checking
  632. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  633. // for values that might need to use a different function just skill_chk would suffice.
  634. #define skill_chk(i, l) \
  635. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  636. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  637. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  638. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  639. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  640. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  641. #define skill_get(var, i, l) \
  642. { skill_chk(i, l); return var; }
  643. // Skill DB
  644. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  645. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  646. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  647. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  648. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  649. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  650. int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  651. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  652. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  653. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  654. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  655. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  656. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  657. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  658. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  659. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  660. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  661. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  662. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  663. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  664. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  665. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  666. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  667. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  668. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  669. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  670. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  671. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  672. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  673. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  674. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  675. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  676. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynoagi[lv-1], id, lv); }
  677. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  678. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  679. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  680. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  681. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  682. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  683. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  684. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  685. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  686. const char* skill_get_name( int id ){
  687. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  688. return "UNKNOWN_SKILL";
  689. if (id >= GD_SKILLBASE)
  690. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  691. if (id >= HM_SKILLBASE) //[orn]
  692. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  693. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  694. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  695. return skill_db[id].name;
  696. }
  697. int skill_tree_get_max(int id, int b_class){
  698. int i, skillid;
  699. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  700. if (id == skillid) return skill_tree[b_class][i].max;
  701. return skill_get_max (id);
  702. }
  703. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  704. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  705. int status_change_timer_sub(struct block_list *bl, va_list ap);
  706. int skill_attack_area(struct block_list *bl,va_list ap);
  707. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  708. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  709. int skill_greed(struct block_list *bl, va_list ap);
  710. int skill_cell_overlap(struct block_list *bl, va_list ap);
  711. int skill_ganbatein(struct block_list *bl, va_list ap);
  712. int skill_trap_splash(struct block_list *bl, va_list ap);
  713. int skill_count_target(struct block_list *bl, va_list ap);
  714. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  715. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  716. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  717. int skill_unit_effect(struct block_list *bl,va_list ap);
  718. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  719. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  720. int skill_get_casttype (int id)
  721. {
  722. int inf = skill_get_inf(id);
  723. if (inf&(INF_GROUND_SKILL))
  724. return CAST_GROUND;
  725. if (inf&INF_SUPPORT_SKILL)
  726. return CAST_NODAMAGE;
  727. if (inf&INF_SELF_SKILL) {
  728. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  729. return CAST_DAMAGE; //Combo skill.
  730. return CAST_NODAMAGE;
  731. }
  732. if (skill_get_nk(id)&NK_NO_DAMAGE)
  733. return CAST_NODAMAGE;
  734. return CAST_DAMAGE;
  735. };
  736. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  737. int skill_get_range2 (struct block_list *bl, int id, int lv)
  738. {
  739. int range = skill_get_range(id, lv);
  740. if(range < 0) {
  741. if (battle_config.use_weapon_skill_range&bl->type)
  742. return status_get_range(bl);
  743. range *=-1;
  744. }
  745. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  746. switch (id) {
  747. case AC_SHOWER:
  748. case AC_DOUBLE:
  749. case HT_BLITZBEAT:
  750. case AC_CHARGEARROW:
  751. case SN_FALCONASSAULT:
  752. case SN_SHARPSHOOTING:
  753. case HT_POWER:
  754. if (bl->type == BL_PC)
  755. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  756. else
  757. range += 10; //Assume level 10?
  758. break;
  759. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  760. case GS_RAPIDSHOWER:
  761. case GS_PIERCINGSHOT:
  762. case GS_FULLBUSTER:
  763. case GS_SPREADATTACK:
  764. case GS_GROUNDDRIFT:
  765. if (bl->type == BL_PC)
  766. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  767. else
  768. range += 10; //Assume level 10?
  769. break;
  770. case NJ_KIRIKAGE:
  771. if (bl->type == BL_PC)
  772. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  773. break;
  774. }
  775. if(!range && bl->type != BL_PC)
  776. return 9; // Enable non players to use self skills on others. [Skotlex]
  777. return range;
  778. }
  779. int skill_calc_heal (struct block_list *bl, int skill_lv)
  780. {
  781. int skill, heal;
  782. if (skill_lv >= battle_config.max_heal_lv)
  783. return battle_config.max_heal;
  784. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  785. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  786. heal += heal * skill * 2 / 100;
  787. if(bl->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)bl), HLIF_BRAIN)) > 0)
  788. heal += heal * skill * 2 / 100;
  789. return heal;
  790. }
  791. // Making plagiarize check its own function [Aru]
  792. int can_copy (struct map_session_data *sd, int skillid)
  793. {
  794. // Never copy NPC/Wedding Skills
  795. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  796. return 0;
  797. // High-class skills
  798. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  799. {
  800. if(battle_config.copyskill_restrict == 2)
  801. return 0;
  802. else if(battle_config.copyskill_restrict)
  803. return (sd->status.class_ == JOB_STALKER);
  804. }
  805. return 1;
  806. }
  807. // [MouseJstr] - skill ok to cast? and when?
  808. int skillnotok (int skillid, struct map_session_data *sd)
  809. {
  810. int i = skillid,m;
  811. nullpo_retr (1, sd);
  812. m = sd->bl.m;
  813. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  814. return 1;
  815. if (i >= GD_SKILLBASE)
  816. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  817. if (i >= HM_SKILLBASE) //[orn]
  818. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  819. if (i > MAX_SKILL || i < 0)
  820. return 1;
  821. if (sd->blockskill[i] > 0)
  822. return 1;
  823. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  824. return 0; // gm's can do anything damn thing they want
  825. if(sd->menuskill_id && skillid != sd->menuskill_id)
  826. return 1; //Can't use skills while a menu is open.
  827. // Check skill restrictions [Celest]
  828. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  829. return 1;
  830. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  831. return 1;
  832. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  833. return 1;
  834. if(agit_flag && skill_get_nocast (skillid) & 8)
  835. return 1;
  836. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  837. return 1;
  838. switch (skillid) {
  839. case AL_WARP:
  840. if(map[m].flag.nowarp) {
  841. clif_skill_teleportmessage(sd,0);
  842. return 1;
  843. }
  844. return 0;
  845. break;
  846. case AL_TELEPORT:
  847. //Flywing/ButterflyWing are checked elsewhere
  848. if(map[m].flag.noteleport && sd->skillitem != skillid) {
  849. clif_skill_teleportmessage(sd,0);
  850. return 1;
  851. }
  852. return 0;
  853. case WE_CALLPARTNER:
  854. case WE_CALLPARENT:
  855. case WE_CALLBABY:
  856. if (map[m].flag.nomemo) {
  857. clif_skill_teleportmessage(sd,1);
  858. return 1;
  859. }
  860. break;
  861. case MC_VENDING:
  862. case MC_IDENTIFY:
  863. return 0; // always allowed
  864. case WZ_ICEWALL:
  865. // noicewall flag [Valaris]
  866. if (map[m].flag.noicewall) {
  867. clif_skill_fail(sd,skillid,0,0);
  868. return 1;
  869. }
  870. break;
  871. case GD_EMERGENCYCALL:
  872. if ( //No use map_flag_gvg since config already takes that into account
  873. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  874. !(battle_config.emergency_call&
  875. (map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  876. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  877. ) {
  878. clif_skill_fail(sd,skillid,0,0);
  879. return 1;
  880. }
  881. break;
  882. }
  883. return (map[m].flag.noskill);
  884. }
  885. // [orn] - skill ok to cast? and when? //homunculus
  886. int skillnotok_hom (int skillid, struct homun_data *hd)
  887. {
  888. int i = skillid;
  889. nullpo_retr (1, hd);
  890. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  891. return 1;
  892. if (i >= GD_SKILLBASE)
  893. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  894. if (i >= HM_SKILLBASE) //[orn]
  895. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  896. if (i > MAX_SKILL || i < 0)
  897. return 1;
  898. if (hd->blockskill[i] > 0)
  899. return 1;
  900. //Use master's criteria.
  901. return skillnotok(skillid, hd->master);
  902. }
  903. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  904. int firewall_unit_pos;
  905. int icewall_unit_pos;
  906. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  907. {
  908. int pos = skill_get_unit_layout_type(skillid,skilllv);
  909. int dir;
  910. if (pos != -1)
  911. return &skill_unit_layout[pos];
  912. if (src->x == x && src->y == y)
  913. dir = 2;
  914. else
  915. dir = map_calc_dir(src,x,y);
  916. if (skillid == MG_FIREWALL)
  917. return &skill_unit_layout [firewall_unit_pos + dir];
  918. else if (skillid == WZ_ICEWALL)
  919. return &skill_unit_layout [icewall_unit_pos + dir];
  920. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  921. return &skill_unit_layout[0];
  922. }
  923. /*==========================================
  924. *
  925. *------------------------------------------
  926. */
  927. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  928. {
  929. struct map_session_data *sd=NULL, *dstsd=NULL;
  930. struct mob_data *md=NULL, *dstmd=NULL;
  931. struct status_data *sstatus, *tstatus;
  932. struct status_change *sc, *tsc;
  933. int skill;
  934. int rate;
  935. nullpo_retr(0, src);
  936. nullpo_retr(0, bl);
  937. if(skillid < 0)
  938. { // remove the debug print when this case is finished
  939. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  940. src, bl,skillid,skilllv,attack_type,tick);
  941. return 0;
  942. }
  943. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  944. switch (src->type) {
  945. case BL_PC:
  946. sd = (struct map_session_data *)src;
  947. break;
  948. case BL_MOB:
  949. md = (struct mob_data *)src;
  950. break;
  951. }
  952. switch (bl->type) {
  953. case BL_PC:
  954. dstsd=(struct map_session_data *)bl;
  955. break;
  956. case BL_MOB:
  957. dstmd=(struct mob_data *)bl;
  958. break;
  959. }
  960. sc = status_get_sc(src);
  961. tsc = status_get_sc(bl);
  962. sstatus = status_get_status_data(src);
  963. tstatus = status_get_status_data(bl);
  964. if (!tsc) //skill additional effect is about adding effects to the target...
  965. //So if the target can't be inflicted with statuses, this is pointless.
  966. return 0;
  967. switch(skillid){
  968. case 0: // Normal attacks (no skill used)
  969. {
  970. if(sd) {
  971. // Automatic trigger of Blitz Beat
  972. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  973. rand()%1000 <= sstatus->luk*10/3+1 ) {
  974. int lv=(sd->status.job_level+9)/10;
  975. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,SD_LEVEL);
  976. }
  977. // Gank
  978. if(dstmd && sd->status.weapon != W_BOW &&
  979. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  980. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  981. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  982. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  983. else
  984. clif_skill_fail(sd,RG_SNATCHER,0,0);
  985. }
  986. // Chance to trigger Taekwon kicks [Dralnu]
  987. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  988. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  989. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  990. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  991. ; //Stance triggered
  992. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  993. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  994. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  995. ; //Stance triggered
  996. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  997. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  998. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  999. ; //Stance triggered
  1000. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  1001. { //additional chance from SG_FRIEND [Komurka]
  1002. rate = 20;
  1003. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1004. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  1005. status_change_end(src,SC_SKILLRATE_UP,-1);
  1006. }
  1007. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1008. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1009. }
  1010. }
  1011. }
  1012. if (sc && sc->count) {
  1013. // Enchant Poison gives a chance to poison attacked enemies
  1014. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1015. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1016. sc->data[SC_ENCPOISON].val1,0,0,0,
  1017. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1018. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1019. if(sc->data[SC_EDP].timer != -1)
  1020. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1021. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1022. }
  1023. if (tsc->count) {
  1024. if (tsc->data[SC_SPLASHER].timer != -1)
  1025. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1026. tsc->data[SC_SPLASHER].val1,0,0,0,
  1027. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1028. }
  1029. }
  1030. break;
  1031. case SM_BASH:
  1032. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1033. //TODO: How much % per base level it actually is?
  1034. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1035. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1036. }
  1037. break;
  1038. case AS_VENOMKNIFE:
  1039. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1040. skilllv = pc_checkskill(sd, TF_POISON);
  1041. case TF_POISON:
  1042. case AS_SPLASHER:
  1043. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1044. && sd && skillid==TF_POISON
  1045. )
  1046. clif_skill_fail(sd,skillid,0,0);
  1047. break;
  1048. case AS_SONICBLOW:
  1049. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1050. break;
  1051. case AS_GRIMTOOTH:
  1052. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  1053. if (tsc->data[skill].timer == -1)
  1054. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  1055. break;
  1056. case MG_FROSTDIVER:
  1057. case WZ_FROSTNOVA:
  1058. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1059. break;
  1060. case WZ_STORMGUST:
  1061. if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1062. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1063. break;
  1064. case WZ_METEOR:
  1065. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1066. break;
  1067. case WZ_VERMILION:
  1068. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1069. break;
  1070. case HT_FREEZINGTRAP:
  1071. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1072. break;
  1073. case HT_FLASHER:
  1074. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1075. break;
  1076. case HT_LANDMINE:
  1077. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1078. break;
  1079. case HT_SHOCKWAVE:
  1080. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1081. break;
  1082. case HT_SANDMAN:
  1083. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1084. break;
  1085. case TF_SPRINKLESAND:
  1086. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1087. break;
  1088. case TF_THROWSTONE:
  1089. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1090. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1091. break;
  1092. case NPC_DARKCROSS:
  1093. case CR_HOLYCROSS:
  1094. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1095. break;
  1096. case CR_GRANDCROSS:
  1097. case NPC_GRANDDARKNESS:
  1098. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1099. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1100. break;
  1101. case AM_ACIDTERROR:
  1102. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1103. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1104. clif_emotion(bl,23);
  1105. break;
  1106. case AM_DEMONSTRATION:
  1107. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1108. break;
  1109. case CR_SHIELDCHARGE:
  1110. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1111. break;
  1112. case PA_PRESSURE:
  1113. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1114. break;
  1115. case RG_RAID:
  1116. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1117. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1118. break;
  1119. case BA_FROSTJOKE:
  1120. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1121. break;
  1122. case DC_SCREAM:
  1123. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1124. break;
  1125. case BD_LULLABY:
  1126. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1127. break;
  1128. case DC_UGLYDANCE:
  1129. rate = 5+5*skilllv;
  1130. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1131. rate += 5+skill;
  1132. status_zap(bl, 0, rate);
  1133. break;
  1134. case SL_STUN:
  1135. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1136. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1137. break;
  1138. case NPC_PETRIFYATTACK:
  1139. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  1140. skilllv,0,0,skill_get_time(skillid,skilllv),
  1141. skill_get_time2(skillid,skilllv));
  1142. break;
  1143. case NPC_CURSEATTACK:
  1144. case NPC_SLEEPATTACK:
  1145. case NPC_BLINDATTACK:
  1146. case NPC_POISON:
  1147. case NPC_SILENCEATTACK:
  1148. case NPC_STUNATTACK:
  1149. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1150. break;
  1151. case NPC_MENTALBREAKER:
  1152. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1153. //equal to Matk*skLevel.
  1154. rate = sstatus->matk_min;
  1155. if (rate < sstatus->matk_max)
  1156. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  1157. rate*=skilllv;
  1158. status_zap(bl, 0, rate);
  1159. break;
  1160. }
  1161. // Equipment breaking monster skills [Celest]
  1162. case NPC_BREAKWEAPON:
  1163. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1164. break;
  1165. case NPC_BREAKARMOR:
  1166. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1167. break;
  1168. case NPC_BREAKHELM:
  1169. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1170. break;
  1171. case NPC_BREAKSHIELD:
  1172. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1173. break;
  1174. case CH_TIGERFIST:
  1175. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1176. break;
  1177. case LK_SPIRALPIERCE:
  1178. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1179. break;
  1180. case ST_REJECTSWORD:
  1181. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1182. break;
  1183. case PF_FOGWALL:
  1184. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1185. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1186. break;
  1187. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1188. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1189. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1190. break;
  1191. case LK_JOINTBEAT:
  1192. skill = SkillStatusChangeTable(skillid);
  1193. if (tsc->data[skill].val4) {
  1194. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  1195. tsc->data[skill].val4 = 0;
  1196. }
  1197. break;
  1198. case ASC_METEORASSAULT:
  1199. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1200. switch(rand()%3) {
  1201. case 0:
  1202. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1203. break;
  1204. case 1:
  1205. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1206. break;
  1207. default:
  1208. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1209. }
  1210. break;
  1211. case HW_NAPALMVULCAN:
  1212. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1213. break;
  1214. case WS_CARTTERMINATION: // Cart termination
  1215. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1216. break;
  1217. case CR_ACIDDEMONSTRATION:
  1218. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1219. break;
  1220. case TK_DOWNKICK:
  1221. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1222. break;
  1223. case TK_JUMPKICK:
  1224. //Cancel out Soul Linker status of the target. [Skotlex]
  1225. if (tsc->count) {
  1226. //Remove NORMAL potions effect.
  1227. if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
  1228. status_change_end(bl, SC_ASPDPOTION0, -1);
  1229. if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
  1230. status_change_end(bl, SC_ASPDPOTION1, -1);
  1231. if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
  1232. status_change_end(bl, SC_ASPDPOTION2, -1);
  1233. if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
  1234. status_change_end(bl, SC_ASPDPOTION3, -1);
  1235. if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
  1236. status_change_end(bl, SC_SPEEDUP0, -1);
  1237. if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
  1238. status_change_end(bl, SC_SPEEDUP1, -1);
  1239. if (tsc->data[SC_SPIRIT].timer != -1)
  1240. status_change_end(bl, SC_SPIRIT, -1);
  1241. if (tsc->data[SC_ONEHAND].timer != -1)
  1242. status_change_end(bl, SC_ONEHAND, -1);
  1243. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1244. status_change_end(bl, SC_ADRENALINE2, -1);
  1245. }
  1246. break;
  1247. case TK_TURNKICK:
  1248. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1249. if(attack_type == BF_MISC) //70% base stun chance...
  1250. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1251. break;
  1252. case GS_BULLSEYE: //0.1% coma rate.
  1253. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1254. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1255. break;
  1256. case GS_PIERCINGSHOT:
  1257. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1258. break;
  1259. case NJ_HYOUSYOURAKU:
  1260. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1261. break;
  1262. case GS_FLING:
  1263. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1264. break;
  1265. case GS_DISARM:
  1266. rate = 3*skilllv;
  1267. if (sstatus->dex > tstatus->dex)
  1268. rate += (sstatus->dex - tstatus->dex)/5;
  1269. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  1270. break;
  1271. }
  1272. if(sd && attack_type&BF_WEAPON &&
  1273. skillid != MC_CARTREVOLUTION &&
  1274. skillid != AM_DEMONSTRATION &&
  1275. skillid != CR_REFLECTSHIELD
  1276. ){ //Trigger status effects
  1277. int i, type;
  1278. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1279. {
  1280. rate = sd->addeff[i].rate;
  1281. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1282. rate += sd->addeff[i].arrow_rate;
  1283. if (!rate) continue;
  1284. if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT))
  1285. { //Trigger has range consideration.
  1286. if ((sd->addeff[i].flag&ATF_LONG && !sd->state.arrow_atk) ||
  1287. (sd->addeff[i].flag&ATF_SHORT && sd->state.arrow_atk))
  1288. continue; //Range Failed.
  1289. }
  1290. type = sd->addeff[i].id;
  1291. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1292. if (sd->addeff[i].flag&ATF_TARGET)
  1293. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1294. if (sd->addeff[i].flag&ATF_SELF)
  1295. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1296. }
  1297. }
  1298. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1299. { //Pass heritage to Master for status causing effects. [Skotlex]
  1300. sd = map_id2sd(md->master_id);
  1301. src = sd?&sd->bl:src;
  1302. }
  1303. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1304. //But Gravity Patched this silently, and it now seems to trigger only on
  1305. //weapon attacks.
  1306. if(sd && !status_isdead(bl) && src != bl && attack_type&BF_WEAPON
  1307. // !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)
  1308. ) {
  1309. struct block_list *tbl;
  1310. struct unit_data *ud;
  1311. int i, skilllv;
  1312. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1313. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1314. if (skillnotok(skill, sd))
  1315. continue;
  1316. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1317. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1318. if (rand()%1000 > rate)
  1319. continue;
  1320. if (sd->autospell[i].id < 0)
  1321. tbl = src;
  1322. else
  1323. tbl = bl;
  1324. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1325. continue; //Autoskills DO check for target-src range. [Skotlex]
  1326. rate = skill_get_inf(skill);
  1327. switch (skill_get_casttype(skill)) {
  1328. case CAST_GROUND:
  1329. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1330. break;
  1331. case CAST_NODAMAGE:
  1332. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1333. break;
  1334. case CAST_DAMAGE:
  1335. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1336. break;
  1337. }
  1338. //Set canact delay. [Skotlex]
  1339. ud = unit_bl2ud(src);
  1340. if (ud) {
  1341. rate = skill_delayfix(src, skill, skilllv);
  1342. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1343. ud->canact_tick = tick+rate;
  1344. }
  1345. break; //Only one auto skill comes off at a time.
  1346. }
  1347. }
  1348. //Polymorph
  1349. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1350. dstmd && !(tstatus->mode&MD_BOSS) &&
  1351. (rand()%10000 < sd->classchange))
  1352. {
  1353. struct mob_db *mob;
  1354. int class_;
  1355. skill = 0;
  1356. do {
  1357. do {
  1358. class_ = rand() % MAX_MOB_DB;
  1359. } while (!mobdb_checkid(class_));
  1360. rate = rand() % 1000000;
  1361. mob = mob_db(class_);
  1362. } while (
  1363. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1364. (skill++) < 2000);
  1365. if (skill < 2000)
  1366. mob_class_change(dstmd,class_);
  1367. }
  1368. return 0;
  1369. }
  1370. /* Splitted off from skill_additional_effect, which is never called when the
  1371. * attack skill kills the enemy. Place in this function counter status effects
  1372. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1373. * from cards) that will take effect on the source, not the target. [Skotlex]
  1374. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1375. * type of skills, so not every instance of skill_additional_effect needs a call
  1376. * to this one.
  1377. */
  1378. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1379. {
  1380. int rate;
  1381. struct map_session_data *sd=NULL;
  1382. struct map_session_data *dstsd=NULL;
  1383. struct status_change *tsc;
  1384. nullpo_retr(0, src);
  1385. nullpo_retr(0, bl);
  1386. if(skillid < 0)
  1387. { // remove the debug print when this case is finished
  1388. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1389. src, bl,skillid,skilllv,attack_type,tick);
  1390. return 0;
  1391. }
  1392. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1393. tsc = status_get_sc(bl);
  1394. if (tsc && !tsc->count)
  1395. tsc = NULL;
  1396. BL_CAST(BL_PC, src, sd);
  1397. BL_CAST(BL_PC, bl, dstsd);
  1398. switch(skillid){
  1399. case 0: //Normal Attack
  1400. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1401. tsc->data[SC_KAAHI].val4 = add_timer(
  1402. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1403. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1404. break;
  1405. case MO_EXTREMITYFIST:
  1406. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1407. break;
  1408. case GS_FULLBUSTER:
  1409. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1410. break;
  1411. case HFLI_SBR44: //[orn]
  1412. case HVAN_EXPLOSION:
  1413. if(src->type == BL_HOM){
  1414. TBL_HOM *hd = (TBL_HOM*)src;
  1415. hd->homunculus.intimacy = 200;
  1416. if (hd->master)
  1417. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1418. }
  1419. break;
  1420. }
  1421. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1422. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1423. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1424. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1425. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1426. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1427. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1428. }
  1429. if(dstsd && attack_type&BF_WEAPON)
  1430. { //Counter effects.
  1431. int i, type, time;
  1432. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1433. {
  1434. rate = dstsd->addeff2[i].rate;
  1435. type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2);
  1436. if (type)
  1437. rate+=dstsd->addeff2[i].arrow_rate;
  1438. if (!rate) continue;
  1439. if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT))
  1440. { //Trigger has range consideration.
  1441. if ((dstsd->addeff2[i].flag&ATF_LONG && !type) ||
  1442. (dstsd->addeff2[i].flag&ATF_SHORT && type))
  1443. continue; //Range Failed.
  1444. }
  1445. type = dstsd->addeff2[i].id;
  1446. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1447. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1448. status_change_start(src,type,rate,7,0,0,0,time,0);
  1449. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1450. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1451. }
  1452. }
  1453. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1454. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1455. {
  1456. struct block_list *tbl;
  1457. struct unit_data *ud;
  1458. int i, skillid, skilllv, rate;
  1459. for (i = 0; i < MAX_PC_BONUS; i++) {
  1460. if (dstsd->autospell2[i].id == 0)
  1461. break;
  1462. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1463. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1464. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1465. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1466. if (skillnotok(skillid, dstsd))
  1467. continue;
  1468. if (rand()%1000 > rate)
  1469. continue;
  1470. if (dstsd->autospell2[i].id < 0)
  1471. tbl = bl;
  1472. else
  1473. tbl = src;
  1474. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1475. continue; //Autoskills DO check for target-src range. [Skotlex]
  1476. switch (skill_get_casttype(skillid)) {
  1477. case CAST_GROUND:
  1478. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1479. break;
  1480. case CAST_NODAMAGE:
  1481. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1482. break;
  1483. case CAST_DAMAGE:
  1484. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1485. break;
  1486. }
  1487. //Set canact delay. [Skotlex]
  1488. ud = unit_bl2ud(bl);
  1489. if (ud) {
  1490. rate = skill_delayfix(bl, skillid, skilllv);
  1491. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1492. ud->canact_tick = tick+rate;
  1493. }
  1494. break; //trigger only one auto-spell per hit.
  1495. }
  1496. }
  1497. return 0;
  1498. }
  1499. /*=========================================================================
  1500. Breaks equipment. On-non players causes the corresponding strip effect.
  1501. - rate goes from 0 to 10000 (100.00%)
  1502. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1503. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1504. --------------------------------------------------------------------------*/
  1505. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1506. {
  1507. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1508. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1509. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1510. struct status_change *sc = status_get_sc(bl);
  1511. int i,j;
  1512. TBL_PC *sd;
  1513. BL_CAST(BL_PC, bl, sd);
  1514. if (sc && !sc->count)
  1515. sc = NULL;
  1516. if (sd) {
  1517. if (sd->unbreakable_equip)
  1518. where &= ~sd->unbreakable_equip;
  1519. if (sd->unbreakable)
  1520. rate -= rate*sd->unbreakable/100;
  1521. if (where&EQP_WEAPON) {
  1522. switch (sd->status.weapon) {
  1523. case W_FIST: //Bare fists should not break :P
  1524. case W_1HAXE:
  1525. case W_2HAXE:
  1526. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1527. case W_STAFF:
  1528. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1529. case W_HUUMA:
  1530. where &= ~EQP_WEAPON;
  1531. }
  1532. }
  1533. }
  1534. if (flag&BCT_ENEMY) {
  1535. if (battle_config.equip_skill_break_rate != 100)
  1536. rate = rate*battle_config.equip_skill_break_rate/100;
  1537. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1538. if (battle_config.equip_self_break_rate != 100)
  1539. rate = rate*battle_config.equip_self_break_rate/100;
  1540. }
  1541. for (i = 0; i < 4; i++) {
  1542. if (where&where_list[i]) {
  1543. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1544. where&=~where_list[i];
  1545. else if (rand()%10000 >= rate)
  1546. where&=~where_list[i];
  1547. else if (!sd) //Cause Strip effect.
  1548. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1549. }
  1550. }
  1551. if (!where) //Nothing to break.
  1552. return 0;
  1553. if (sd) {
  1554. for (i = 0; i < EQI_MAX; i++) {
  1555. j = sd->equip_index[i];
  1556. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1557. continue;
  1558. flag = 0;
  1559. switch(i) {
  1560. case EQI_HEAD_TOP: //Upper Head
  1561. flag = (where&EQP_HELM);
  1562. break;
  1563. case EQI_ARMOR: //Body
  1564. flag = (where&EQP_ARMOR);
  1565. break;
  1566. case EQI_HAND_R: //Left/Right hands
  1567. case EQI_HAND_L:
  1568. flag = (
  1569. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1570. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1571. break;
  1572. default:
  1573. continue;
  1574. }
  1575. if (flag) {
  1576. sd->status.inventory[j].attribute = 1;
  1577. pc_unequipitem(sd, j, 3);
  1578. }
  1579. }
  1580. clif_equiplist(sd);
  1581. }
  1582. return where; //Return list of pieces broken.
  1583. }
  1584. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1585. {
  1586. struct status_change *sc;
  1587. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1588. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1589. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1590. int i;
  1591. if (rand()%100 >= rate)
  1592. return 0;
  1593. sc = status_get_sc(bl);
  1594. if (!sc)
  1595. return 0;
  1596. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1597. if (where&pos[i] && sc->data[sc_def[i]].timer != -1)
  1598. where&=~pos[i];
  1599. }
  1600. if (!where) return 0;
  1601. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1602. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1603. where&=~pos[i];
  1604. }
  1605. return where?1:0;
  1606. }
  1607. /*=========================================================================
  1608. Used to knock back players, monsters, traps, etc
  1609. If count&0xf00000, the direction is send in the 6th byte.
  1610. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1611. If count&0x20000, position update packets must not be sent.
  1612. IF count&0X40000, direction is random.
  1613. --------------------------------------------------------------------------*/
  1614. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1615. {
  1616. int dx=0,dy=0,nx,ny;
  1617. int dir,ret;
  1618. struct skill_unit *su=NULL;
  1619. nullpo_retr(0, src);
  1620. if (src != target && map_flag_gvg(target->m))
  1621. return 0; //No knocking back in WoE
  1622. if (!count&0xffff)
  1623. return 0; //Actual knockback distance is 0.
  1624. switch (target->type) {
  1625. case BL_MOB:
  1626. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1627. return 0;
  1628. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1629. return 0;
  1630. break;
  1631. case BL_SKILL:
  1632. su=(struct skill_unit *)target;
  1633. break;
  1634. }
  1635. if (count&0xf00000)
  1636. dir = (count>>20)&0xf;
  1637. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1638. dir = unit_getdir(target);
  1639. else if (count&0x40000) //Flag for random pushing.
  1640. dir = rand()%8;
  1641. else
  1642. dir = map_calc_dir(target,src->x,src->y);
  1643. if (dir>=0 && dir<8){
  1644. dx = -dirx[dir];
  1645. dy = -diry[dir];
  1646. }
  1647. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count&0xffff);
  1648. nx=ret>>16;
  1649. ny=ret&0xffff;
  1650. if (!su)
  1651. unit_stop_walking(target,0);
  1652. dx = nx - target->x;
  1653. dy = ny - target->y;
  1654. if (!dx && !dy) //Could not knockback.
  1655. return 0;
  1656. map_foreachinmovearea(clif_outsight, target, AREA_SIZE,
  1657. dx, dy, target->type==BL_PC?BL_ALL:BL_PC, target);
  1658. if(su)
  1659. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1660. else
  1661. map_moveblock(target, nx, ny, gettick());
  1662. map_foreachinmovearea(clif_insight, target, AREA_SIZE,
  1663. -dx, -dy, target->type==BL_PC?BL_ALL:BL_PC, target);
  1664. if(!(count&0x20000))
  1665. clif_blown(target);
  1666. if(target->type == BL_PC &&
  1667. map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1668. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1669. return (count&0xFFFF); //Return amount of knocked back cells.
  1670. }
  1671. /*
  1672. * =========================================================================
  1673. * Does a skill attack with the given properties.
  1674. * src is the master behind the attack (player/mob/pet)
  1675. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1676. * bl is the target to be attacked.
  1677. * flag can hold a bunch of information:
  1678. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1679. * (usually holds number of targets, or just 1 for simple splash attacks)
  1680. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1681. * packet shouldn't display a skill animation)
  1682. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1683. * client (causes player characters to not scream skill name)
  1684. *-------------------------------------------------------------------------
  1685. */
  1686. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1687. {
  1688. struct Damage dmg;
  1689. struct status_data *sstatus, *tstatus;
  1690. struct status_change *sc;
  1691. struct map_session_data *sd, *tsd;
  1692. int type,damage,rdamage=0;
  1693. if(skillid > 0 && skilllv <= 0) return 0;
  1694. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1695. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1696. nullpo_retr(0, bl); //Target to be attacked.
  1697. if (src != dsrc) {
  1698. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1699. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1700. return 0;
  1701. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1702. //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]
  1703. if (!status_check_skilluse(src, bl, skillid, 2))
  1704. return 0;
  1705. }
  1706. BL_CAST(BL_PC, src, sd);
  1707. BL_CAST(BL_PC, bl, tsd);
  1708. sstatus = status_get_status_data(src);
  1709. tstatus = status_get_status_data(bl);
  1710. sc= status_get_sc(bl);
  1711. if (sc && !sc->count) sc = NULL; //Don't need it.
  1712. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1713. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1714. return 0;
  1715. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1716. if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
  1717. return 0;
  1718. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1719. //Skotlex: Adjusted to the new system
  1720. if(src->type==BL_PET)
  1721. { // [Valaris]
  1722. struct pet_data *pd = (TBL_PET*)src;
  1723. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1724. {
  1725. int element = skill_get_pl(skillid);
  1726. if (skillid == -1)
  1727. element = sstatus->rhw.ele;
  1728. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1729. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1730. else
  1731. dmg.damage= skilllv;
  1732. dmg.damage2=0;
  1733. dmg.div_= pd->a_skill->div_;
  1734. }
  1735. }
  1736. if (attack_type&BF_MAGIC) {
  1737. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1738. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
  1739. { //Works on players or mobs with level under 80.
  1740. clif_specialeffect(bl, 438, AREA);
  1741. if (--sc->data[SC_KAITE].val2 <= 0)
  1742. status_change_end(bl, SC_KAITE, -1);
  1743. clif_skill_nodamage(bl,src,skillid,skilllv,1);
  1744. bl = src; //Just make the skill attack yourself @.@
  1745. sc = status_get_sc(bl);
  1746. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1747. if (sc && !sc->count)
  1748. sc = NULL; //Don't need it.
  1749. //Spirit of Wizard blocks bounced back spells.
  1750. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD
  1751. && !(tsd && (type = pc_search_inventory (tsd, 7321)) < 0))
  1752. {
  1753. if (tsd) pc_delitem(tsd, type, 1, 0);
  1754. dmg.damage = dmg.damage2 = 0;
  1755. dmg.dmg_lv = ATK_FLEE;
  1756. }
  1757. }
  1758. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1759. int sp = skill_get_sp(skillid,skilllv);
  1760. dmg.damage = dmg.damage2 = 0;
  1761. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1762. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1763. if(skillid == WZ_WATERBALL && skilllv > 1)
  1764. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1765. status_heal(bl, 0, sp, 2);
  1766. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1767. }
  1768. }
  1769. damage = dmg.damage + dmg.damage2;
  1770. if (damage > 0 && src != bl && src == dsrc && skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1771. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1772. //Skill hit type
  1773. type=(skillid==0)?5:skill_get_hit(skillid);
  1774. if(damage < dmg.div_
  1775. //Only skills that knockback even when they miss. [Skotlex]
  1776. && skillid != CH_PALMSTRIKE)
  1777. dmg.blewcount = 0;
  1778. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1779. if(battle_config.gx_disptype) dsrc = src;
  1780. if(src == bl) type = 4;
  1781. else flag|=SD_ANIMATION;
  1782. }
  1783. if(skillid == NJ_TATAMIGAESHI) {
  1784. dsrc = src; //For correct knockback.
  1785. flag|=SD_ANIMATION;
  1786. }
  1787. if(sd) {
  1788. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1789. if (sd->sc.data[SC_COMBO].timer!=-1)
  1790. { //End combo state after skill is invoked. [Skotlex]
  1791. switch (skillid) {
  1792. case TK_TURNKICK:
  1793. case TK_STORMKICK:
  1794. case TK_DOWNKICK:
  1795. case TK_COUNTER:
  1796. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1797. { //Extend combo time.
  1798. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1799. sd->skilllv_old = skilllv;
  1800. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1801. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1802. sd->sc.data[SC_COMBO].timer = add_timer(
  1803. tick+sd->sc.data[SC_COMBO].val4,
  1804. status_change_timer, src->id, SC_COMBO);
  1805. break;
  1806. }
  1807. default:
  1808. status_change_end(src,SC_COMBO,-1);
  1809. }
  1810. }
  1811. switch(skillid)
  1812. {
  1813. case MO_TRIPLEATTACK:
  1814. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1815. flag=1;
  1816. break;
  1817. case MO_CHAINCOMBO:
  1818. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1819. flag=1;
  1820. break;
  1821. case MO_COMBOFINISH:
  1822. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1823. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1824. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1825. flag=1;
  1826. case CH_TIGERFIST:
  1827. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1828. flag=1;
  1829. case CH_CHAINCRUSH:
  1830. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1831. flag=1;
  1832. break;
  1833. case AC_DOUBLE:
  1834. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1835. pc_checkskill(sd, HT_POWER))
  1836. {
  1837. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1838. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1839. clif_combo_delay(src,2000);
  1840. }
  1841. break;
  1842. case TK_COUNTER:
  1843. { //bonus from SG_FRIEND [Komurka]
  1844. int level;
  1845. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1846. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1847. }
  1848. break;
  1849. case SL_STIN:
  1850. case SL_STUN:
  1851. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1852. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1853. break;
  1854. case GS_FULLBUSTER:
  1855. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1856. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1857. break;
  1858. } //Switch End
  1859. if (flag) { //Possible to chain
  1860. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1861. if (flag < 0) flag = 0;
  1862. flag += 300 * battle_config.combo_delay_rate/100;
  1863. sc_start(src,SC_COMBO,100,skillid,flag);
  1864. clif_combo_delay(src, flag);
  1865. }
  1866. }
  1867. //Display damage.
  1868. switch(skillid){
  1869. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1870. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1871. break;
  1872. //Skills that need be passed as a normal attack for the client to display correctly.
  1873. case HVAN_EXPLOSION:
  1874. case NPC_SELFDESTRUCTION:
  1875. if(src->type==BL_PC)
  1876. dmg.blewcount = 10;
  1877. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1878. case KN_AUTOCOUNTER:
  1879. case NPC_CRITICALSLASH:
  1880. case NPC_SPLASHATTACK:
  1881. case TF_DOUBLE:
  1882. case GS_CHAINACTION:
  1883. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1884. break;
  1885. default:
  1886. //Disabling skill animation doesn't works on multi-hit.
  1887. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1888. damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
  1889. (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
  1890. break;
  1891. }
  1892. map_freeblock_lock();
  1893. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1894. && pc_checkskill(tsd,RG_PLAGIARISM)
  1895. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1896. && damage < tsd->status.hp)
  1897. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1898. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1899. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1900. {
  1901. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1902. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1903. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1904. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1905. }
  1906. tsd->cloneskill_id = skillid;
  1907. tsd->status.skill[skillid].id = skillid;
  1908. tsd->status.skill[skillid].lv = skilllv;
  1909. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1910. tsd->status.skill[skillid].lv = type;
  1911. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1912. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1913. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1914. clif_skillinfoblock(tsd);
  1915. }
  1916. }
  1917. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1918. struct skill_unit* su = (struct skill_unit*)bl;
  1919. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1920. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1921. }
  1922. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1923. { //Skills with can't walk delay also stop normal attacking for that
  1924. //duration when the attack connects. [Skotlex]
  1925. struct unit_data *ud = unit_bl2ud(src);
  1926. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1927. ud->attackabletime = tick + type;
  1928. }
  1929. if (!dmg.amotion) {
  1930. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1931. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1932. if (!status_isdead(bl))
  1933. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1934. //Counter status effects [Skotlex]
  1935. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1936. }
  1937. }
  1938. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1939. if (dmg.blewcount > 0 && !status_isdead(bl))
  1940. skill_blown(dsrc,bl,dmg.blewcount);
  1941. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1942. if (dmg.amotion)
  1943. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1944. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1945. int rate = 50 + skilllv * 5;
  1946. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1947. if(rand()%100 < rate)
  1948. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1949. }
  1950. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1951. if (battle_config.left_cardfix_to_right)
  1952. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1953. else
  1954. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1955. }
  1956. if (rdamage>0) {
  1957. if (dmg.amotion)
  1958. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1959. else
  1960. status_fix_damage(bl,src,rdamage,0);
  1961. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1962. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1963. if (tsd && src != bl)
  1964. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1965. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1966. }
  1967. if (!(flag&2) &&
  1968. (
  1969. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1970. ) &&
  1971. (sc = status_get_sc(src)) &&
  1972. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1973. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1974. {
  1975. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1976. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1977. }
  1978. map_freeblock_unlock();
  1979. return damage;
  1980. }
  1981. /*==========================================
  1982. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1983. * flagについて?F16?i?を確認
  1984. * MSB <- 00fTffff ->LSB
  1985. * T =タ?ゲット選?用(BCT_*)
  1986. * ffff=自由に使用可能
  1987. * 0 =予約?B0に固定
  1988. *------------------------------------------
  1989. */
  1990. static int skill_area_temp[8];
  1991. static int skill_unit_temp[64]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1992. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1993. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1994. int skill_area_sub (struct block_list *bl, va_list ap)
  1995. {
  1996. struct block_list *src;
  1997. int skill_id,skill_lv,flag;
  1998. unsigned int tick;
  1999. SkillFunc func;
  2000. nullpo_retr(0, bl);
  2001. nullpo_retr(0, ap);
  2002. src=va_arg(ap,struct block_list *);
  2003. skill_id=va_arg(ap,int);
  2004. skill_lv=va_arg(ap,int);
  2005. tick=va_arg(ap,unsigned int);
  2006. flag=va_arg(ap,int);
  2007. func=va_arg(ap,SkillFunc);
  2008. if(battle_check_target(src,bl,flag) > 0)
  2009. func(src,bl,skill_id,skill_lv,tick,flag);
  2010. return 0;
  2011. }
  2012. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2013. {
  2014. struct skill_unit *unit;
  2015. int skillid,g_skillid;
  2016. unit = (struct skill_unit *)bl;
  2017. if(bl->prev == NULL || bl->type != BL_SKILL)
  2018. return 0;
  2019. if(!unit->alive)
  2020. return 0;
  2021. skillid = va_arg(ap,int);
  2022. g_skillid = unit->group->skill_id;
  2023. switch (skillid)
  2024. {
  2025. case MG_SAFETYWALL:
  2026. case AL_PNEUMA:
  2027. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2028. return 0;
  2029. break;
  2030. case AL_WARP:
  2031. case HT_SKIDTRAP:
  2032. case HT_LANDMINE:
  2033. case HT_ANKLESNARE:
  2034. case HT_SHOCKWAVE:
  2035. case HT_SANDMAN:
  2036. case HT_FLASHER:
  2037. case HT_FREEZINGTRAP:
  2038. case HT_BLASTMINE:
  2039. case HT_CLAYMORETRAP:
  2040. case HT_TALKIEBOX:
  2041. case HP_BASILICA:
  2042. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2043. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2044. return 0;
  2045. break;
  2046. default: //Avoid stacking with same kind of trap. [Skotlex]
  2047. if (g_skillid != skillid)
  2048. return 0;
  2049. break;
  2050. }
  2051. return 1;
  2052. }
  2053. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2054. {
  2055. //Non players do not check for the skill's splash-trigger area.
  2056. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2057. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2058. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2059. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2060. return 0;
  2061. }
  2062. range += layout_type;
  2063. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2064. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2065. }
  2066. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2067. {
  2068. int skillid;
  2069. if(bl->prev == NULL)
  2070. return 0;
  2071. if(status_isdead(bl))
  2072. return 0;
  2073. skillid = va_arg(ap,int);
  2074. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2075. return 0;
  2076. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2077. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2078. return 1;
  2079. }
  2080. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2081. {
  2082. int range, type;
  2083. switch (skillid) { // to be expanded later
  2084. case WZ_ICEWALL:
  2085. range = 2;
  2086. break;
  2087. default:
  2088. {
  2089. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2090. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2091. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2092. return 0;
  2093. }
  2094. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2095. }
  2096. break;
  2097. }
  2098. // if the caster is a monster/NPC, only check for players
  2099. // otherwise just check characters
  2100. if (bl->type == BL_PC)
  2101. type = BL_CHAR;
  2102. else
  2103. type = BL_PC;
  2104. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2105. x - range, y - range, x + range, y + range,
  2106. type, skillid);
  2107. }
  2108. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2109. {
  2110. struct map_session_data *sd;
  2111. int gid, id, strvit, agidex;
  2112. sd = (struct map_session_data *)bl;
  2113. id = va_arg(ap,int);
  2114. gid = va_arg(ap,int);
  2115. if (sd->status.guild_id != gid)
  2116. return 0;
  2117. if(id == sd->bl.id && battle_config.guild_aura&16)
  2118. return 0;
  2119. strvit = va_arg(ap,int);
  2120. agidex = va_arg(ap,int);
  2121. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2122. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2123. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2124. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2125. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2126. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2127. }
  2128. return 0;
  2129. }
  2130. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2131. return 1;
  2132. }
  2133. /*==========================================
  2134. * [orn]
  2135. * Checks that you have the requirements for casting a skill for homunculus.
  2136. * Flag:
  2137. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2138. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2139. *------------------------------------------
  2140. */
  2141. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2142. {
  2143. struct status_data *status;
  2144. struct status_change *sc;
  2145. TBL_PC * sd;
  2146. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2147. int index[10],itemid[10],amount[10];
  2148. int checkitem_flag = 1, delitem_flag = 1;
  2149. nullpo_retr(0, hd);
  2150. sd = hd->master;
  2151. if (lv <= 0) return 0;
  2152. status = &hd->battle_status;
  2153. sc = &hd->sc;
  2154. if (!sc->count)
  2155. sc = NULL;
  2156. // for the guild skills [celest]
  2157. if (skill >= HM_SKILLBASE) //[orn]
  2158. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2159. else
  2160. j = skill;
  2161. if (j < 0 || j >= MAX_SKILL_DB)
  2162. return 0;
  2163. //Code speedup, rather than using skill_get_* over and over again.
  2164. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2165. return 0;
  2166. for(i = 0; i < 10; i++) {
  2167. itemid[i] = skill_db[j].itemid[i];
  2168. amount[i] = skill_db[j].amount[i];
  2169. }
  2170. hp = skill_db[j].hp[lv-1];
  2171. sp = skill_db[j].sp[lv-1];
  2172. hp_rate = skill_db[j].hp_rate[lv-1];
  2173. sp_rate = skill_db[j].sp_rate[lv-1];
  2174. state = skill_db[j].state;
  2175. mhp = skill_db[j].mhp[lv-1];
  2176. if(mhp > 0)
  2177. hp += (status->max_hp * mhp)/100;
  2178. if(hp_rate > 0)
  2179. hp += (status->hp * hp_rate)/100;
  2180. else
  2181. hp += (status->max_hp * (-hp_rate))/100;
  2182. if(sp_rate > 0)
  2183. sp += (status->sp * sp_rate)/100;
  2184. else
  2185. sp += (status->max_sp * (-sp_rate))/100;
  2186. switch(skill) { // Check for cost reductions due to skills & SCs
  2187. case HFLI_SBR44:
  2188. if(hd->homunculus.intimacy <= 200)
  2189. return 0;
  2190. break;
  2191. case HVAN_EXPLOSION:
  2192. if(hd->homunculus.intimacy < battle_config.hvan_explosion_intimate)
  2193. return 0;
  2194. break;
  2195. }
  2196. if(!(type&2)){
  2197. if( hp>0 && status->hp <= (unsigned int)hp) {
  2198. clif_skill_fail(sd,skill,2,0);
  2199. return 0;
  2200. }
  2201. if( sp>0 && status->sp < (unsigned int)sp) {
  2202. clif_skill_fail(sd,skill,1,0);
  2203. return 0;
  2204. }
  2205. }
  2206. if (!type) //States are only checked on begin casting.
  2207. switch(state) {
  2208. case ST_MOVE_ENABLE:
  2209. if(!unit_can_move(&hd->bl)) {
  2210. clif_skill_fail(sd,skill,0,0);
  2211. return 0;
  2212. }
  2213. break;
  2214. }
  2215. if (checkitem_flag) {
  2216. for(i=0;i<10;i++) {
  2217. index[i] = -1;
  2218. if(itemid[i] <= 0)
  2219. continue;
  2220. index[i] = pc_search_inventory(sd,itemid[i]);
  2221. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2222. {
  2223. clif_skill_fail(sd,skill,0,0);
  2224. return 0;
  2225. }
  2226. }
  2227. }
  2228. if(!(type&1))
  2229. return 1;
  2230. if(delitem_flag) {
  2231. for(i=0;i<10;i++) {
  2232. if(index[i] >= 0)
  2233. pc_delitem(sd,index[i],amount[i],0);
  2234. }
  2235. }
  2236. if(type&2)
  2237. return 1;
  2238. if(sp || hp)
  2239. status_zap(&hd->bl, hp, sp);
  2240. return 1;
  2241. }
  2242. /*=========================================================================
  2243. *
  2244. */
  2245. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2246. {
  2247. if(skill_area_temp[0] < 0xffff)
  2248. skill_area_temp[0]++;
  2249. return 1;
  2250. }
  2251. int skill_count_water (struct block_list *src, int range)
  2252. {
  2253. int i,x,y,cnt = 0,size = range*2+1;
  2254. struct skill_unit *unit;
  2255. for (i=0;i<size*size;i++) {
  2256. x = src->x+(i%size-range);
  2257. y = src->y+(i/size-range);
  2258. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2259. cnt++;
  2260. continue;
  2261. }
  2262. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2263. if (!unit)
  2264. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2265. if (unit) {
  2266. cnt++;
  2267. skill_delunit(unit, 1);
  2268. }
  2269. }
  2270. return cnt;
  2271. }
  2272. /*==========================================
  2273. *
  2274. *------------------------------------------
  2275. */
  2276. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2277. {
  2278. struct block_list *src = map_id2bl(id),*target;
  2279. struct unit_data *ud = unit_bl2ud(src);
  2280. struct skill_timerskill *skl = NULL;
  2281. int range;
  2282. nullpo_retr(0, src);
  2283. nullpo_retr(0, ud);
  2284. skl = ud->skilltimerskill[data];
  2285. nullpo_retr(0, skl);
  2286. ud->skilltimerskill[data] = NULL;
  2287. do {
  2288. if(src->prev == NULL)
  2289. break;
  2290. if(skl->target_id) {
  2291. target = map_id2bl(skl->target_id);
  2292. if(!target && skl->skill_id == RG_INTIMIDATE)
  2293. target = src; //Required since it has to warp.
  2294. if(target == NULL)
  2295. break;
  2296. if(target->prev == NULL)
  2297. break;
  2298. if(src->m != target->m)
  2299. break;
  2300. if(status_isdead(src))
  2301. break;
  2302. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2303. break;
  2304. switch(skl->skill_id) {
  2305. case RG_INTIMIDATE:
  2306. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2307. short x,y;
  2308. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2309. if (target != src && !status_isdead(target))
  2310. unit_warp(target, -1, x, y, 3);
  2311. }
  2312. break;
  2313. case BA_FROSTJOKE:
  2314. case DC_SCREAM:
  2315. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2316. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2317. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2318. break;
  2319. case WZ_WATERBALL:
  2320. if (!status_isdead(target))
  2321. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2322. if (skl->type>1 && !status_isdead(target)) {
  2323. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2324. } else {
  2325. struct status_change *sc = status_get_sc(src);
  2326. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2327. status_change_end(src,SC_MAGICPOWER,-1);
  2328. }
  2329. break;
  2330. default:
  2331. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2332. break;
  2333. }
  2334. }
  2335. else {
  2336. if(src->m != skl->map)
  2337. break;
  2338. switch(skl->skill_id) {
  2339. case WZ_METEOR:
  2340. if(skl->type >= 0) {
  2341. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2342. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2343. }
  2344. else
  2345. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2346. break;
  2347. }
  2348. }
  2349. } while (0);
  2350. //Free skl now that it is no longer needed.
  2351. ers_free(skill_timer_ers, skl);
  2352. return 0;
  2353. }
  2354. /*==========================================
  2355. *
  2356. *------------------------------------------
  2357. */
  2358. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2359. {
  2360. int i;
  2361. struct unit_data *ud;
  2362. nullpo_retr(1, src);
  2363. ud = unit_bl2ud(src);
  2364. nullpo_retr(1, ud);
  2365. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2366. if (i==MAX_SKILLTIMERSKILL) return 1;
  2367. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2368. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2369. ud->skilltimerskill[i]->src_id = src->id;
  2370. ud->skilltimerskill[i]->target_id = target;
  2371. ud->skilltimerskill[i]->skill_id = skill_id;
  2372. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2373. ud->skilltimerskill[i]->map = src->m;
  2374. ud->skilltimerskill[i]->x = x;
  2375. ud->skilltimerskill[i]->y = y;
  2376. ud->skilltimerskill[i]->type = type;
  2377. ud->skilltimerskill[i]->flag = flag;
  2378. return 0;
  2379. }
  2380. /*==========================================
  2381. *
  2382. *------------------------------------------
  2383. */
  2384. int skill_cleartimerskill (struct block_list *src)
  2385. {
  2386. int i;
  2387. struct unit_data *ud;
  2388. nullpo_retr(0, src);
  2389. ud = unit_bl2ud(src);
  2390. nullpo_retr(0, ud);
  2391. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2392. if(ud->skilltimerskill[i]) {
  2393. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2394. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2395. ud->skilltimerskill[i]=NULL;
  2396. }
  2397. }
  2398. return 1;
  2399. }
  2400. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2401. {
  2402. TBL_SKILL *su = (TBL_SKILL*)bl;
  2403. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2404. { //Reveal trap.
  2405. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2406. //clif_changetraplook(bl, su->group->unit_id);
  2407. clif_skill_setunit(su);
  2408. return 1;
  2409. }
  2410. return 0;
  2411. }
  2412. /*==========================================
  2413. *
  2414. *
  2415. *------------------------------------------
  2416. */
  2417. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2418. {
  2419. struct map_session_data *sd = NULL, *tsd = NULL;
  2420. struct status_data *tstatus;
  2421. struct status_change *sc;
  2422. if (skillid > 0 && skilllv <= 0) return 0;
  2423. nullpo_retr(1, src);
  2424. nullpo_retr(1, bl);
  2425. if (src->m != bl->m)
  2426. return 1;
  2427. if (bl->prev == NULL)
  2428. return 1;
  2429. if (src->type == BL_PC)
  2430. sd = (struct map_session_data *)src;
  2431. if (bl->type == BL_PC)
  2432. tsd = (struct map_session_data *)bl;
  2433. if (status_isdead(bl))
  2434. return 1;
  2435. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2436. { //GTB makes all targetted magic fail silently.
  2437. if (sd) clif_skill_fail(sd,skillid,0,0);
  2438. return 1;
  2439. }
  2440. sc = status_get_sc(src);
  2441. if (sc && !sc->count)
  2442. sc = NULL; //Unneeded
  2443. tstatus = status_get_status_data(bl);
  2444. map_freeblock_lock();
  2445. switch(skillid)
  2446. {
  2447. case SM_BASH:
  2448. case MC_MAMMONITE:
  2449. case TF_DOUBLE:
  2450. case AC_DOUBLE:
  2451. case AS_SONICBLOW:
  2452. case KN_PIERCE:
  2453. case KN_SPEARBOOMERANG:
  2454. case TF_POISON:
  2455. case TF_SPRINKLESAND:
  2456. case AC_CHARGEARROW:
  2457. case RG_RAID:
  2458. case RG_INTIMIDATE:
  2459. case AM_ACIDTERROR:
  2460. case BA_MUSICALSTRIKE:
  2461. case DC_THROWARROW:
  2462. case BA_DISSONANCE:
  2463. case CR_HOLYCROSS:
  2464. case NPC_DARKCROSS:
  2465. case CR_SHIELDCHARGE:
  2466. case CR_SHIELDBOOMERANG:
  2467. case NPC_PIERCINGATT:
  2468. case NPC_MENTALBREAKER:
  2469. case NPC_RANGEATTACK:
  2470. case NPC_CRITICALSLASH:
  2471. case NPC_COMBOATTACK:
  2472. case NPC_GUIDEDATTACK:
  2473. case NPC_POISON:
  2474. case NPC_BLINDATTACK:
  2475. case NPC_SILENCEATTACK:
  2476. case NPC_STUNATTACK:
  2477. case NPC_PETRIFYATTACK:
  2478. case NPC_CURSEATTACK:
  2479. case NPC_SLEEPATTACK:
  2480. case NPC_RANDOMATTACK:
  2481. case NPC_WATERATTACK:
  2482. case NPC_GROUNDATTACK:
  2483. case NPC_FIREATTACK:
  2484. case NPC_WINDATTACK:
  2485. case NPC_POISONATTACK:
  2486. case NPC_HOLYATTACK:
  2487. case NPC_DARKNESSATTACK:
  2488. case NPC_TELEKINESISATTACK:
  2489. case NPC_UNDEADATTACK:
  2490. case NPC_BREAKARMOR:
  2491. case NPC_BREAKWEAPON:
  2492. case NPC_BREAKHELM:
  2493. case NPC_BREAKSHIELD:
  2494. case LK_AURABLADE:
  2495. case LK_SPIRALPIERCE:
  2496. case LK_HEADCRUSH:
  2497. case CG_ARROWVULCAN:
  2498. case HW_MAGICCRASHER:
  2499. case ITM_TOMAHAWK:
  2500. case MO_TRIPLEATTACK:
  2501. case CH_CHAINCRUSH:
  2502. case CH_TIGERFIST:
  2503. case PA_SHIELDCHAIN: // Shield Chain
  2504. case PA_SACRIFICE:
  2505. case WS_CARTTERMINATION: // Cart Termination
  2506. case AS_VENOMKNIFE:
  2507. case HT_PHANTASMIC:
  2508. case HT_POWER:
  2509. case TK_DOWNKICK:
  2510. case TK_COUNTER:
  2511. case GS_CHAINACTION:
  2512. case GS_TRIPLEACTION:
  2513. case GS_MAGICALBULLET:
  2514. case GS_TRACKING:
  2515. case GS_PIERCINGSHOT:
  2516. case GS_RAPIDSHOWER:
  2517. case GS_DUST:
  2518. case GS_DISARM: // Added disarm. [Reddozen]
  2519. case GS_FULLBUSTER:
  2520. case NJ_SYURIKEN:
  2521. case NJ_KUNAI:
  2522. case ASC_BREAKER:
  2523. case HFLI_MOON: //[orn]
  2524. case HFLI_SBR44: //[orn]
  2525. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2526. break;
  2527. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2528. switch( rand()%6 ){
  2529. case 0: flag |= BREAK_ANKLE; break;
  2530. case 1: flag |= BREAK_WRIST; break;
  2531. case 2: flag |= BREAK_KNEE; break;
  2532. case 3: flag |= BREAK_SHOULDER; break;
  2533. case 4: flag |= BREAK_WAIST; break;
  2534. case 5: flag |= BREAK_NECK; break;
  2535. }
  2536. //Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex]
  2537. //val3 holds the status that it should start when it connects.
  2538. sc = status_get_sc(bl);
  2539. if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag;
  2540. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2541. break;
  2542. case MO_COMBOFINISH:
  2543. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2544. { //Becomes a splash attack when Soul Linked.
  2545. map_foreachinrange(skill_area_sub, bl,
  2546. skill_get_splash(skillid, skilllv),BL_CHAR,
  2547. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2548. skill_castend_damage_id);
  2549. } else
  2550. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2551. break;
  2552. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2553. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2554. skill_area_temp[1] = 0;
  2555. map_foreachinrange(skill_attack_area, src,
  2556. skill_get_splash(skillid, skilllv), BL_CHAR,
  2557. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2558. break;
  2559. case KN_CHARGEATK:
  2560. flag = distance_bl(src, bl);
  2561. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2562. if (unit_movepos(src, bl->x, bl->y, 1, 1))
  2563. clif_slide(src,bl->x,bl->y);
  2564. break;
  2565. case TK_JUMPKICK:
  2566. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2567. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2568. clif_slide(src,bl->x,bl->y);
  2569. break;
  2570. case SN_SHARPSHOOTING:
  2571. case NJ_KAMAITACHI:
  2572. //It won't shoot through walls since on castend there has to be a direct
  2573. //line of sight between caster and target.
  2574. skill_area_temp[1] = bl->id;
  2575. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2576. skill_get_splash(skillid, skilllv),BL_CHAR,
  2577. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2578. break;
  2579. case MO_INVESTIGATE:
  2580. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2581. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2582. status_change_end(src,SC_BLADESTOP,-1);
  2583. break;
  2584. case RG_BACKSTAP:
  2585. {
  2586. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2587. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2588. if (sc && sc->data[SC_HIDING].timer != -1)
  2589. status_change_end(src, SC_HIDING, -1);
  2590. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2591. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2592. unit_setdir(bl,dir);
  2593. }
  2594. else if (sd)
  2595. clif_skill_fail(sd,skillid,0,0);
  2596. }
  2597. break;
  2598. case MO_FINGEROFFENSIVE:
  2599. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2600. if (battle_config.finger_offensive_type && sd) {
  2601. int i;
  2602. for (i = 1; i < sd->spiritball_old; i++)
  2603. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2604. }
  2605. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2606. status_change_end(src,SC_BLADESTOP,-1);
  2607. break;
  2608. case MO_CHAINCOMBO:
  2609. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2610. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2611. status_change_end(src,SC_BLADESTOP,-1);
  2612. break;
  2613. case NJ_ISSEN:
  2614. if (sc) {
  2615. if (sc->data[SC_NEN].timer != -1)
  2616. status_change_end(src,SC_NEN,-1);
  2617. if (sc->data[SC_HIDING].timer != -1)
  2618. status_change_end(src,SC_HIDING,-1);
  2619. }
  2620. case MO_EXTREMITYFIST:
  2621. if (sc && skillid == MO_EXTREMITYFIST)
  2622. {
  2623. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2624. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2625. if (sc->data[SC_BLADESTOP].timer != -1)
  2626. status_change_end(src,SC_BLADESTOP,-1);
  2627. }
  2628. //Client expects you to move to target regardless of distance
  2629. {
  2630. struct unit_data *ud = unit_bl2ud(src);
  2631. short dx,dy;
  2632. int i,speed;
  2633. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2634. dx = bl->x - src->x;
  2635. dy = bl->y - src->y;
  2636. if (dx < 0) dx-=i;
  2637. else if (dx > 0) dx+=i;
  2638. if (dy < 0) dy-=i;
  2639. else if (dy > 0) dy+=i;
  2640. if (!dx && !dy) dy++;
  2641. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2642. {
  2643. dx = bl->x;
  2644. dy = bl->y;
  2645. } else {
  2646. dx = src->x + dx;
  2647. dy = src->y + dy;
  2648. }
  2649. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2650. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2651. //Increase can't walk delay to not alter your walk path
  2652. ud->canmove_tick = tick;
  2653. speed = status_get_speed(src);
  2654. for (i = 0; i < ud->walkpath.path_len; i ++)
  2655. {
  2656. if(ud->walkpath.path[i]&1)
  2657. ud->canmove_tick+=7*speed/5;
  2658. else
  2659. ud->canmove_tick+=speed;
  2660. }
  2661. }
  2662. }
  2663. break;
  2664. //Splash attack skills.
  2665. case AS_SPLASHER:
  2666. case AS_GRIMTOOTH:
  2667. case SM_MAGNUM:
  2668. case HT_BLITZBEAT:
  2669. case MC_CARTREVOLUTION:
  2670. case NPC_SPLASHATTACK:
  2671. case AC_SHOWER:
  2672. case MG_NAPALMBEAT:
  2673. case MG_FIREBALL:
  2674. case HW_NAPALMVULCAN:
  2675. case NJ_HUUMA:
  2676. case NJ_BAKUENRYU:
  2677. case ASC_METEORASSAULT:
  2678. case GS_DESPERADO:
  2679. case GS_SPREADATTACK:
  2680. if (flag&1)
  2681. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2682. if (skill_area_temp[1] != bl->id)
  2683. skill_attack(skill_get_type(skillid), src, src, bl,
  2684. skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION);
  2685. break;
  2686. }
  2687. if ( skillid == NJ_BAKUENRYU )
  2688. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2689. skill_area_temp[0] = 0;
  2690. skill_area_temp[1] = bl->id;
  2691. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
  2692. if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2693. map_foreachinrange(skill_area_sub, bl,
  2694. skill_get_splash(skillid, skilllv), BL_CHAR,
  2695. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2696. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2697. skill_area_temp[0] = 2;
  2698. map_foreachinrange(skill_area_sub, bl,
  2699. skill_get_splash(skillid, skilllv), BL_CHAR,
  2700. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2701. skill_castend_damage_id);
  2702. //Splasher Should do 100% damage on targetted character.
  2703. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
  2704. tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
  2705. if (skillid == SM_MAGNUM) {
  2706. //Initiate 10% of your damage becomes fire element.
  2707. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2708. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2709. }
  2710. break;
  2711. case KN_BRANDISHSPEAR:
  2712. //Coded apart for it needs the flag passed to the damage calculation.
  2713. if (skill_area_temp[1] != bl->id)
  2714. skill_attack(skill_get_type(skillid), src, src, bl,
  2715. skillid, skilllv, tick, flag|SD_ANIMATION);
  2716. else
  2717. skill_attack(skill_get_type(skillid), src, src, bl,
  2718. skillid, skilllv, tick, flag);
  2719. break;
  2720. case KN_BOWLINGBASH:
  2721. if(flag&1){
  2722. if(bl->id==skill_area_temp[1])
  2723. break;
  2724. //two hits for 500%
  2725. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2726. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2727. } else {
  2728. int i,c;
  2729. c = skill_get_blewcount(skillid,skilllv);
  2730. for(i=0;i<c;i++){
  2731. if (!skill_blown(src,bl,0x20000|1))
  2732. break; //Can't knockback
  2733. skill_area_temp[0]=0;
  2734. map_foreachinrange(skill_area_sub,bl,
  2735. skill_get_splash(skillid, skilllv),BL_CHAR,
  2736. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2737. skill_area_sub_count);
  2738. if(skill_area_temp[0]>1) break;
  2739. }
  2740. clif_blown(bl); //Update target pos.
  2741. if (i!=c) { //Splash
  2742. skill_area_temp[1]=bl->id;
  2743. map_foreachinrange(skill_area_sub,bl,
  2744. skill_get_splash(skillid, skilllv),BL_CHAR,
  2745. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2746. skill_castend_damage_id);
  2747. }
  2748. //Weirdo dual-hit property, two attacks for 500%
  2749. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2750. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2751. }
  2752. break;
  2753. case KN_SPEARSTAB:
  2754. if(flag&1){
  2755. if (bl->id==skill_area_temp[1])
  2756. break;
  2757. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2758. skill_blown(src,bl,skill_area_temp[2]);
  2759. } else {
  2760. int x=bl->x,y=bl->y,i,dir;
  2761. dir = map_calc_dir(bl,src->x,src->y);
  2762. skill_area_temp[1] = bl->id;
  2763. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2764. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2765. skill_blown(src,bl,skill_area_temp[2]);
  2766. for (i=0;i<4;i++) {
  2767. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2768. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2769. skill_castend_damage_id);
  2770. x += dirx[dir];
  2771. y += diry[dir];
  2772. }
  2773. }
  2774. break;
  2775. case TK_TURNKICK:
  2776. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2777. {
  2778. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2779. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2780. map_foreachinrange(skill_area_sub,bl,
  2781. skill_get_splash(skillid, skilllv),BL_CHAR,
  2782. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2783. skill_castend_nodamage_id);
  2784. }
  2785. break;
  2786. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2787. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2788. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2789. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2790. break;
  2791. case PR_TURNUNDEAD:
  2792. case ALL_RESURRECTION:
  2793. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2794. break;
  2795. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2796. break;
  2797. case MG_SOULSTRIKE:
  2798. case NPC_DARKSTRIKE:
  2799. case MG_COLDBOLT:
  2800. case MG_FIREBOLT:
  2801. case MG_LIGHTNINGBOLT:
  2802. case WZ_EARTHSPIKE:
  2803. case AL_HEAL:
  2804. case AL_HOLYLIGHT:
  2805. case WZ_JUPITEL:
  2806. case NPC_DARKTHUNDER:
  2807. case NPC_MAGICALATTACK:
  2808. case PR_ASPERSIO:
  2809. case MG_FROSTDIVER:
  2810. case WZ_SIGHTBLASTER:
  2811. case WZ_SIGHTRASHER:
  2812. case NJ_KOUENKA:
  2813. case NJ_HYOUSENSOU:
  2814. case NJ_HUUJIN:
  2815. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2816. break;
  2817. case HVAN_CAPRICE: //[blackhole89]
  2818. {
  2819. int ran=rand()%4;
  2820. int sid = 0;
  2821. switch(ran)
  2822. {
  2823. case 0: sid=MG_COLDBOLT; break;
  2824. case 1: sid=MG_FIREBOLT; break;
  2825. case 2: sid=MG_LIGHTNINGBOLT; break;
  2826. case 3: sid=WZ_EARTHSPIKE; break;
  2827. }
  2828. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2829. }
  2830. break;
  2831. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2832. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2833. if (skilllv>1) {
  2834. int range = skilllv/2;
  2835. int cnt;
  2836. if (sd)
  2837. cnt = skill_count_water(src,range);
  2838. else {
  2839. range = 2*range+1;
  2840. cnt = range*range;
  2841. }
  2842. cnt--;
  2843. if (cnt > 0)
  2844. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2845. skillid,skilllv,cnt,flag);
  2846. } else if (sd) //Eat up deluge tiles.
  2847. skill_count_water(src,0);
  2848. break;
  2849. case PR_BENEDICTIO:
  2850. //Should attack undead and demons. [Skotlex]
  2851. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2852. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2853. break;
  2854. case SL_SMA:
  2855. if (sc && sc->data[SC_SMA].timer != -1)
  2856. status_change_end(src,SC_SMA,-1);
  2857. case SL_STIN:
  2858. case SL_STUN:
  2859. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2860. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2861. clif_skill_fail(sd,skillid,0,0);
  2862. break;
  2863. }
  2864. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2865. break;
  2866. case NPC_DARKBREATH:
  2867. clif_emotion(src,7);
  2868. case SN_FALCONASSAULT:
  2869. case PA_PRESSURE:
  2870. case CR_ACIDDEMONSTRATION:
  2871. case TF_THROWSTONE:
  2872. case NPC_SMOKING:
  2873. case GS_FLING:
  2874. case NJ_ZENYNAGE:
  2875. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2876. break;
  2877. case HVAN_EXPLOSION:
  2878. case NPC_SELFDESTRUCTION:
  2879. if (src != bl)
  2880. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2881. break;
  2882. // Celest
  2883. case PF_SOULBURN:
  2884. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2885. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2886. if (skilllv == 5)
  2887. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2888. status_percent_damage(src, bl, 0, 100);
  2889. } else {
  2890. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2891. if (skilllv == 5)
  2892. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2893. status_percent_damage(src, src, 0, 100);
  2894. }
  2895. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2896. break;
  2897. case NPC_BLOODDRAIN:
  2898. case NPC_ENERGYDRAIN:
  2899. {
  2900. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2901. src, src, bl, skillid, skilllv, tick, flag);
  2902. if (heal > 0){
  2903. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2904. status_heal(src, heal, 0, 0);
  2905. }
  2906. }
  2907. break;
  2908. case GS_BULLSEYE:
  2909. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2910. break;
  2911. case NJ_KASUMIKIRI:
  2912. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2913. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2914. break;
  2915. case NJ_KIRIKAGE:
  2916. if (!map_flag_gvg(src->m))
  2917. { //You don't move on GVG grounds.
  2918. short x, y;
  2919. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2920. if (unit_movepos(src, x, y, 0, 0))
  2921. clif_slide(src,src->x,src->y);
  2922. }
  2923. if (sc && sc->data[SC_HIDING].timer != -1)
  2924. status_change_end(src, SC_HIDING, -1);
  2925. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2926. break;
  2927. case 0:
  2928. if(sd) {
  2929. if (flag & 3){
  2930. if (bl->id != skill_area_temp[1])
  2931. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  2932. } else {
  2933. skill_area_temp[1] = bl->id;
  2934. map_foreachinrange(skill_area_sub, bl,
  2935. sd->splash_range, BL_CHAR,
  2936. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2937. skill_castend_damage_id);
  2938. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2939. }
  2940. }
  2941. break;
  2942. default:
  2943. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2944. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2945. 0, abs(skill_get_num(skillid, skilllv)),
  2946. skillid, skilllv, skill_get_hit(skillid));
  2947. map_freeblock_unlock();
  2948. return 1;
  2949. }
  2950. map_freeblock_unlock();
  2951. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2952. battle_consume_ammo(sd, skillid, skilllv);
  2953. return 0;
  2954. }
  2955. /*==========================================
  2956. *
  2957. *------------------------------------------
  2958. */
  2959. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2960. {
  2961. struct map_session_data *sd = NULL;
  2962. struct homun_data *hd = NULL;
  2963. struct map_session_data *dstsd = NULL;
  2964. struct status_data *sstatus, *tstatus;
  2965. struct status_change *tsc;
  2966. struct mob_data *md = NULL;
  2967. struct mob_data *dstmd = NULL;
  2968. int i,type=-1;
  2969. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2970. nullpo_retr(1, src);
  2971. nullpo_retr(1, bl);
  2972. if (src->m != bl->m)
  2973. return 1;
  2974. if (src->type == BL_PC) {
  2975. sd = (struct map_session_data *)src;
  2976. } else if (src->type == BL_HOM) { //[orn]
  2977. hd = (struct homun_data *)src;
  2978. } else if (src->type == BL_MOB) {
  2979. md = (struct mob_data *)src;
  2980. }
  2981. if (bl->type == BL_PC){
  2982. dstsd = (struct map_session_data *)bl;
  2983. } else if (bl->type == BL_MOB){
  2984. dstmd = (struct mob_data *)bl;
  2985. }
  2986. if(bl->prev == NULL)
  2987. return 1;
  2988. if(status_isdead(src))
  2989. return 1;
  2990. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2991. return 1;
  2992. tstatus = status_get_status_data(bl);
  2993. sstatus = status_get_status_data(src);
  2994. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2995. switch (skillid) {
  2996. case HLIF_HEAL: //[orn]
  2997. if (bl->type != BL_HOM) {
  2998. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2999. break ;
  3000. }
  3001. case AL_HEAL:
  3002. case ALL_RESURRECTION:
  3003. case PR_ASPERSIO:
  3004. //Apparently only player casted skills can be offensive like this.
  3005. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3006. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3007. //Offensive heal does not works on non-enemies. [Skotlex]
  3008. clif_skill_fail(sd,skillid,0,0);
  3009. return 0;
  3010. }
  3011. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3012. }
  3013. break;
  3014. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3015. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3016. default:
  3017. //Skill is actually ground placed.
  3018. if (src == bl && skill_get_unit_id(skillid,0))
  3019. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3020. }
  3021. if (skillid > 0)
  3022. type = SkillStatusChangeTable(skillid);
  3023. tsc = status_get_sc(bl);
  3024. map_freeblock_lock();
  3025. switch(skillid)
  3026. {
  3027. case HLIF_HEAL: //[orn]
  3028. case AL_HEAL:
  3029. {
  3030. int heal = skill_calc_heal(src, skilllv);
  3031. int heal_get_jobexp;
  3032. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3033. heal=0;
  3034. if (sd) {
  3035. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3036. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3037. heal = heal*2;
  3038. }
  3039. if (tsc && tsc->count)
  3040. {
  3041. if (tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS)
  3042. ) { //Bounce back heal
  3043. if (--tsc->data[SC_KAITE].val2 <= 0)
  3044. status_change_end(bl, SC_KAITE, -1);
  3045. if (src == bl)
  3046. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3047. else {
  3048. bl = src;
  3049. dstsd = sd;
  3050. }
  3051. } else
  3052. if (tsc->data[SC_BERSERK].timer != -1)
  3053. heal = 0; //Needed so that it actually displays 0 when healing.
  3054. }
  3055. heal_get_jobexp = status_heal(bl,heal,0,0);
  3056. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3057. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3058. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3059. if (heal_get_jobexp <= 0)
  3060. heal_get_jobexp = 1;
  3061. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3062. }
  3063. }
  3064. break;
  3065. case PR_REDEMPTIO:
  3066. if (sd && !(flag&1)) {
  3067. if (sd->status.party_id == 0) {
  3068. clif_skill_fail(sd,skillid,0,0);
  3069. break;
  3070. }
  3071. skill_area_temp[0] = 0;
  3072. party_foreachsamemap(skill_area_sub,
  3073. sd,skill_get_splash(skillid, skilllv),
  3074. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3075. skill_castend_nodamage_id);
  3076. if (skill_area_temp[0] == 0) {
  3077. clif_skill_fail(sd,skillid,0,0);
  3078. break;
  3079. }
  3080. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3081. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3082. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3083. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3084. clif_updatestatus(sd,SP_BASEEXP);
  3085. clif_updatestatus(sd,SP_JOBEXP);
  3086. }
  3087. status_set_hp(src, 1, 0);
  3088. status_set_sp(src, 0, 0);
  3089. break;
  3090. } else if (status_isdead(bl) && flag&1) { //Revive
  3091. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3092. skilllv = 3; //Resurrection level 3 is used
  3093. } else //Invalid target, skip resurrection.
  3094. break;
  3095. case ALL_RESURRECTION:
  3096. if(sd && map_flag_gvg(bl->m))
  3097. { //No reviving in WoE grounds!
  3098. clif_skill_fail(sd,skillid,0,0);
  3099. break;
  3100. }
  3101. if (!status_isdead(bl))
  3102. break;
  3103. {
  3104. int per = 0, sper = 0;
  3105. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3106. break;
  3107. switch(skilllv){
  3108. case 1: per=10; break;
  3109. case 2: per=30; break;
  3110. case 3: per=50; break;
  3111. case 4: per=80; break;
  3112. }
  3113. if(dstsd && dstsd->special_state.restart_full_recover)
  3114. per = sper = 100;
  3115. if (status_revive(bl, per, sper))
  3116. {
  3117. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3118. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3119. {
  3120. int exp = 0,jexp = 0;
  3121. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3122. if(lv > 0) {
  3123. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3124. if (exp < 1) exp = 1;
  3125. }
  3126. if(jlv > 0) {
  3127. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3128. if (jexp < 1) jexp = 1;
  3129. }
  3130. if(exp > 0 || jexp > 0)
  3131. pc_gainexp (sd, bl, exp, jexp);
  3132. }
  3133. }
  3134. }
  3135. break;
  3136. case AL_DECAGI:
  3137. clif_skill_nodamage (src, bl, skillid, skilllv,
  3138. sc_start(bl, type,
  3139. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3140. skilllv, skill_get_time(skillid,skilllv)));
  3141. break;
  3142. case AL_CRUCIS:
  3143. if (flag & 1) {
  3144. if (battle_check_target (src, bl, BCT_ENEMY))
  3145. sc_start(bl,type,
  3146. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3147. skilllv,60000);
  3148. } else {
  3149. map_foreachinrange(skill_area_sub, src,
  3150. skill_get_splash(skillid, skilllv), BL_CHAR,
  3151. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3152. skill_castend_nodamage_id);
  3153. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3154. }
  3155. break;
  3156. case PR_LEXDIVINA:
  3157. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3158. status_change_end(bl,type, -1);
  3159. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3160. } else
  3161. clif_skill_nodamage (src, bl, skillid, skilllv,
  3162. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3163. break;
  3164. case SA_ABRACADABRA:
  3165. {
  3166. int abra_skillid = 0, abra_skilllv;
  3167. do {
  3168. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3169. if (
  3170. //Unneeded check, use the "per" field to know if the skill is valid.
  3171. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3172. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3173. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3174. rand()%10000 >= skill_abra_db[abra_skillid].per
  3175. )
  3176. abra_skillid = 0; // reset to get a new id
  3177. } while (abra_skillid == 0);
  3178. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3179. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3180. if (sd)
  3181. { //Crash-protection against Abracadabra casting pets
  3182. sd->skillitem = abra_skillid;
  3183. sd->skillitemlv = abra_skilllv;
  3184. sd->state.abra_flag = 1;
  3185. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3186. } else
  3187. { // [Skotlex]
  3188. struct unit_data *ud = unit_bl2ud(src);
  3189. int inf = skill_get_inf(abra_skillid);
  3190. int target_id = 0;
  3191. if (!ud) break;
  3192. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3193. if (src->type == BL_PET)
  3194. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3195. if (!bl) bl = src;
  3196. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3197. } else { //Assume offensive skills
  3198. if (ud->target)
  3199. target_id = ud->target;
  3200. else switch (src->type) {
  3201. case BL_MOB:
  3202. target_id = ((TBL_MOB*)src)->target_id;
  3203. break;
  3204. case BL_PET:
  3205. target_id = ((TBL_PET*)src)->target_id;
  3206. break;
  3207. }
  3208. if (!target_id)
  3209. break;
  3210. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3211. bl = map_id2bl(target_id);
  3212. if (!bl) bl = src;
  3213. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3214. } else
  3215. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3216. }
  3217. }
  3218. }
  3219. break;
  3220. case SA_COMA:
  3221. clif_skill_nodamage(src,bl,skillid,skilllv,
  3222. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3223. break;
  3224. case SA_FULLRECOVERY:
  3225. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3226. if (status_isimmune(bl))
  3227. break;
  3228. status_percent_heal(bl, 100, 100);
  3229. break;
  3230. case SA_SUMMONMONSTER:
  3231. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3232. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3233. break;
  3234. case SA_LEVELUP:
  3235. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3236. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3237. break;
  3238. case SA_INSTANTDEATH:
  3239. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3240. status_set_hp(bl,1,0);
  3241. break;
  3242. case SA_QUESTION:
  3243. case SA_GRAVITY:
  3244. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3245. break;
  3246. case SA_CLASSCHANGE:
  3247. {
  3248. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3249. ,1157,1159,1190,1272,1312,1373,1492};
  3250. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3251. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3252. if(dstmd) mob_class_change(dstmd,class_);
  3253. }
  3254. break;
  3255. case SA_MONOCELL:
  3256. {
  3257. static int poringclass[]={1002};
  3258. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3259. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3260. if(dstmd) mob_class_change(dstmd,class_);
  3261. }
  3262. break;
  3263. case SA_DEATH:
  3264. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3265. status_kill(bl);
  3266. break;
  3267. case SA_REVERSEORCISH:
  3268. clif_skill_nodamage(src,bl,skillid,skilllv,
  3269. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3270. break;
  3271. case SA_FORTUNE:
  3272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3273. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3274. break;
  3275. case SA_TAMINGMONSTER:
  3276. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3277. if (sd && dstmd) {
  3278. for (i = 0; i < MAX_PET_DB; i++) {
  3279. if (dstmd->class_ == pet_db[i].class_) {
  3280. pet_catch_process1 (sd, dstmd->class_);
  3281. break;
  3282. }
  3283. }
  3284. }
  3285. break;
  3286. case CR_PROVIDENCE:
  3287. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3288. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3289. clif_skill_fail(sd,skillid,0,0);
  3290. map_freeblock_unlock();
  3291. return 1;
  3292. }
  3293. }
  3294. clif_skill_nodamage(src,bl,skillid,skilllv,
  3295. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3296. break;
  3297. case CG_MARIONETTE:
  3298. {
  3299. struct status_change *sc= status_get_sc(src);
  3300. int type2 = SC_MARIONETTE2;
  3301. if(sc && tsc){
  3302. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3303. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3304. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3305. clif_marionette(src, bl);
  3306. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3307. }
  3308. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3309. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3310. status_change_end(src, type, -1);
  3311. status_change_end(bl, type2, -1);
  3312. }
  3313. else {
  3314. if (sd) clif_skill_fail(sd,skillid,0,0);
  3315. map_freeblock_unlock();
  3316. return 1;
  3317. }
  3318. }
  3319. }
  3320. break;
  3321. case RG_CLOSECONFINE:
  3322. clif_skill_nodamage(src,bl,skillid,skilllv,
  3323. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3324. break;
  3325. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3326. case SA_FROSTWEAPON:
  3327. case SA_LIGHTNINGLOADER:
  3328. case SA_SEISMICWEAPON:
  3329. if (dstsd) {
  3330. if(dstsd->status.weapon == W_FIST ||
  3331. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3332. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3333. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3334. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3335. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3336. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3337. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3338. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3339. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3340. ))
  3341. ) {
  3342. if (sd) clif_skill_fail(sd,skillid,0,0);
  3343. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3344. break;
  3345. }
  3346. }
  3347. if (sd) {
  3348. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3349. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3350. clif_skill_fail(sd,skillid,0,0);
  3351. break;
  3352. }
  3353. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3354. }
  3355. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3356. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3357. if (sd)
  3358. clif_skill_fail(sd,skillid,0,0);
  3359. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3360. clif_displaymessage(sd->fd,"You broke target's weapon");
  3361. }
  3362. break;
  3363. case PR_ASPERSIO:
  3364. if (sd && dstmd) {
  3365. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3366. break;
  3367. }
  3368. clif_skill_nodamage(src,bl,skillid,skilllv,
  3369. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3370. break;
  3371. case TK_SEVENWIND:
  3372. switch(skilllv){
  3373. case 1:
  3374. type=SC_EARTHWEAPON;
  3375. break;
  3376. case 2:
  3377. type=SC_WINDWEAPON;
  3378. break;
  3379. case 3:
  3380. type=SC_WATERWEAPON;
  3381. break;
  3382. case 4:
  3383. type=SC_FIREWEAPON;
  3384. break;
  3385. case 5:
  3386. type=SC_GHOSTWEAPON;
  3387. break;
  3388. case 6:
  3389. type=SC_SHADOWWEAPON;
  3390. break;
  3391. case 7:
  3392. type=SC_ASPERSIO;
  3393. break;
  3394. }
  3395. clif_skill_nodamage(src,bl,skillid,skilllv,
  3396. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3397. break;
  3398. case PR_KYRIE:
  3399. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3400. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3401. break;
  3402. //Passive Magnum, should had been casted on yourself.
  3403. case SM_MAGNUM:
  3404. skill_area_temp[1] = 0;
  3405. map_foreachinrange(skill_area_sub, src,
  3406. skill_get_splash(skillid, skilllv),BL_CHAR,
  3407. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3408. skill_castend_damage_id);
  3409. //Initiate 10% of your damage becomes fire element.
  3410. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3411. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3412. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3413. break;
  3414. case AL_INCAGI:
  3415. case AL_BLESSING:
  3416. case PR_SLOWPOISON:
  3417. case PR_IMPOSITIO:
  3418. case PR_LEXAETERNA:
  3419. case PR_SUFFRAGIUM:
  3420. case PR_BENEDICTIO:
  3421. case LK_BERSERK:
  3422. case KN_AUTOCOUNTER:
  3423. case KN_TWOHANDQUICKEN:
  3424. case KN_ONEHAND:
  3425. case CR_SPEARQUICKEN:
  3426. case CR_REFLECTSHIELD:
  3427. case AS_POISONREACT:
  3428. case MC_LOUD:
  3429. case MG_ENERGYCOAT:
  3430. case MG_SIGHT:
  3431. case AL_RUWACH:
  3432. case MO_EXPLOSIONSPIRITS:
  3433. case MO_STEELBODY:
  3434. case MO_BLADESTOP:
  3435. case LK_AURABLADE:
  3436. case LK_PARRYING:
  3437. case LK_CONCENTRATION:
  3438. case WS_CARTBOOST:
  3439. case SN_SIGHT:
  3440. case WS_MELTDOWN:
  3441. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3442. case ST_REJECTSWORD:
  3443. case HW_MAGICPOWER:
  3444. case PF_MEMORIZE:
  3445. case PA_SACRIFICE:
  3446. case ASC_EDP: // [Celest]
  3447. case NPC_STOP:
  3448. case WZ_SIGHTBLASTER:
  3449. case PF_DOUBLECASTING:
  3450. case SG_SUN_COMFORT:
  3451. case SG_MOON_COMFORT:
  3452. case SG_STAR_COMFORT:
  3453. case NPC_HALLUCINATION:
  3454. case HP_ASSUMPTIO:
  3455. case GS_MADNESSCANCEL:
  3456. case GS_ADJUSTMENT:
  3457. case GS_INCREASING:
  3458. case NJ_KASUMIKIRI:
  3459. case NJ_UTSUSEMI:
  3460. case NJ_NEN:
  3461. case NPC_DEFENDER:
  3462. clif_skill_nodamage(src,bl,skillid,skilllv,
  3463. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3464. break;
  3465. case HLIF_AVOID:
  3466. if (hd)
  3467. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3468. case HAMI_DEFENCE:
  3469. i = skill_get_time(skillid,skilllv);
  3470. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3471. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3472. break;
  3473. case NJ_BUNSINJYUTSU:
  3474. clif_skill_nodamage(src,bl,skillid,skilllv,
  3475. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3476. if (tsc && tsc->data[SC_NEN].timer != -1)
  3477. status_change_end(bl,SC_NEN,-1);
  3478. break;
  3479. /* Was modified to only affect targetted char. [Skotlex]
  3480. case HP_ASSUMPTIO:
  3481. if (flag&1)
  3482. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3483. else
  3484. {
  3485. map_foreachinrange(skill_area_sub, bl,
  3486. skill_get_splash(skillid, skilllv), BL_PC,
  3487. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3488. skill_castend_nodamage_id);
  3489. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3490. }
  3491. break;
  3492. */
  3493. case SM_ENDURE:
  3494. clif_skill_nodamage(src,bl,skillid,skilllv,
  3495. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3496. if (sd)
  3497. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3498. break;
  3499. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3500. if (sd && dstsd && dstsd->sc.count) {
  3501. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3502. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3503. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3504. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3505. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3506. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3507. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3508. ) {
  3509. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3510. clif_skill_fail(sd,skillid,0,0);
  3511. break;
  3512. }
  3513. }
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,
  3515. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3516. break;
  3517. case LK_TENSIONRELAX:
  3518. clif_skill_nodamage(src,bl,skillid,skilllv,
  3519. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3520. skill_get_time(skillid,skilllv)));
  3521. break;
  3522. case MC_CHANGECART:
  3523. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3524. break;
  3525. case TK_MISSION:
  3526. if (sd) {
  3527. int id;
  3528. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3529. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3530. clif_skill_fail(sd,skillid,0,0);
  3531. break;
  3532. }
  3533. id = mob_get_random_id(0,0xC, sd->status.base_level);
  3534. if (!id) {
  3535. clif_skill_fail(sd,skillid,0,0);
  3536. break;
  3537. }
  3538. sd->mission_mobid = id;
  3539. sd->mission_count = 0;
  3540. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3541. clif_mission_info(sd, id, 0);
  3542. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3543. }
  3544. break;
  3545. case AC_CONCENTRATION:
  3546. {
  3547. clif_skill_nodamage(src,bl,skillid,skilllv,
  3548. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3549. map_foreachinrange( status_change_timer_sub, src,
  3550. skill_get_splash(skillid, skilllv), BL_CHAR,
  3551. src,status_get_sc(src),type,tick);
  3552. }
  3553. break;
  3554. case SM_PROVOKE:
  3555. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3556. map_freeblock_unlock();
  3557. return 1;
  3558. }
  3559. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3560. clif_skill_nodamage(src,bl,skillid,skilllv,
  3561. (i=sc_start(bl,type,
  3562. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3563. skilllv,skill_get_time(skillid,skilllv))));
  3564. if (!i)
  3565. {
  3566. if (sd)
  3567. clif_skill_fail(sd,skillid,0,0);
  3568. map_freeblock_unlock();
  3569. return 0;
  3570. }
  3571. unit_skillcastcancel(bl, 2);
  3572. if(tsc && tsc->count){
  3573. if(tsc->data[SC_FREEZE].timer!=-1)
  3574. status_change_end(bl,SC_FREEZE,-1);
  3575. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3576. status_change_end(bl,SC_STONE,-1);
  3577. if(tsc->data[SC_SLEEP].timer!=-1)
  3578. status_change_end(bl,SC_SLEEP,-1);
  3579. }
  3580. if(dstmd) {
  3581. dstmd->state.provoke_flag = src->id;
  3582. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3583. }
  3584. break;
  3585. case CR_DEVOTION:
  3586. if(sd && dstsd)
  3587. {
  3588. int lv = sd->status.base_level - dstsd->status.base_level;
  3589. if (lv < 0) lv = -lv;
  3590. if (lv > battle_config.devotion_level_difference ||
  3591. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3592. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3593. clif_skill_fail(sd,skillid,0,0);
  3594. map_freeblock_unlock();
  3595. return 1;
  3596. }
  3597. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3598. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3599. if (i == skilllv)
  3600. {
  3601. clif_skill_fail(sd,skillid,0,0);
  3602. map_freeblock_unlock();
  3603. return 1;
  3604. }
  3605. sd->devotion[i] = bl->id;
  3606. clif_skill_nodamage(src,bl,skillid,skilllv,
  3607. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3608. clif_devotion(sd);
  3609. }
  3610. else
  3611. if (sd)
  3612. clif_skill_fail(sd,skillid,0,0);
  3613. break;
  3614. case MO_CALLSPIRITS:
  3615. if(sd) {
  3616. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3617. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3618. }
  3619. break;
  3620. case CH_SOULCOLLECT:
  3621. if(sd) {
  3622. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3623. for (i = 0; i < 5; i++)
  3624. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3625. }
  3626. break;
  3627. case MO_KITRANSLATION:
  3628. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3629. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3630. }
  3631. break;
  3632. case TK_TURNKICK:
  3633. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3634. if (skill_area_temp[1] != bl->id) {
  3635. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3636. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3637. }
  3638. break;
  3639. case MO_ABSORBSPIRITS:
  3640. i = 0;
  3641. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3642. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3643. i = dstsd->spiritball * 10;
  3644. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3645. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3646. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3647. i = 2 * dstmd->level;
  3648. mob_target(dstmd,src,0);
  3649. }
  3650. if (i) status_heal(src, 0, i, 3);
  3651. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3652. break;
  3653. case AC_MAKINGARROW:
  3654. if(sd) {
  3655. clif_arrow_create_list(sd);
  3656. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3657. }
  3658. break;
  3659. case AM_PHARMACY:
  3660. if(sd) {
  3661. clif_skill_produce_mix_list(sd,22);
  3662. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3663. }
  3664. break;
  3665. case SA_CREATECON:
  3666. if(sd) {
  3667. clif_skill_produce_mix_list(sd,23);
  3668. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3669. }
  3670. break;
  3671. case BS_HAMMERFALL:
  3672. clif_skill_nodamage(src,bl,skillid,skilllv,
  3673. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3674. break;
  3675. case RG_RAID:
  3676. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3677. map_foreachinrange(skill_area_sub, bl,
  3678. skill_get_splash(skillid, skilllv), BL_CHAR,
  3679. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3680. skill_castend_damage_id);
  3681. status_change_end(src, SC_HIDING, -1);
  3682. break;
  3683. case ASC_METEORASSAULT:
  3684. case GS_SPREADATTACK:
  3685. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3686. skill_area_temp[1] = bl->id;
  3687. map_foreachinrange(skill_area_sub, bl,
  3688. skill_get_splash(skillid, skilllv), BL_CHAR,
  3689. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3690. skill_castend_damage_id);
  3691. break;
  3692. case KN_BRANDISHSPEAR:
  3693. {
  3694. int c,n=4;
  3695. int dir = map_calc_dir(src,bl->x,bl->y);
  3696. struct square tc;
  3697. int x=bl->x,y=bl->y;
  3698. skill_brandishspear_first(&tc,dir,x,y);
  3699. skill_brandishspear_dir(&tc,dir,4);
  3700. skill_area_temp[1] = bl->id;
  3701. if(skilllv > 9){
  3702. for(c=1;c<4;c++){
  3703. map_foreachincell(skill_area_sub,
  3704. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3705. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3706. skill_castend_damage_id);
  3707. }
  3708. }
  3709. if(skilllv > 6){
  3710. skill_brandishspear_dir(&tc,dir,-1);
  3711. n--;
  3712. }else{
  3713. skill_brandishspear_dir(&tc,dir,-2);
  3714. n-=2;
  3715. }
  3716. if(skilllv > 3){
  3717. for(c=0;c<5;c++){
  3718. map_foreachincell(skill_area_sub,
  3719. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3720. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3721. skill_castend_damage_id);
  3722. if(skilllv > 6 && n==3 && c==4){
  3723. skill_brandishspear_dir(&tc,dir,-1);
  3724. n--;c=-1;
  3725. }
  3726. }
  3727. }
  3728. for(c=0;c<10;c++){
  3729. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3730. map_foreachincell(skill_area_sub,
  3731. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3732. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3733. skill_castend_damage_id);
  3734. }
  3735. }
  3736. break;
  3737. case WZ_SIGHTRASHER:
  3738. //Passive side of the attack.
  3739. status_change_end(src,SC_SIGHT,-1);
  3740. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3741. map_foreachinrange(skill_area_sub,src,
  3742. skill_get_splash(skillid, skilllv),BL_CHAR,
  3743. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3744. skill_castend_damage_id);
  3745. break;
  3746. case NJ_HYOUSYOURAKU:
  3747. case NJ_RAIGEKISAI:
  3748. case WZ_FROSTNOVA:
  3749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3750. skill_area_temp[1] = 0;
  3751. map_foreachinrange(skill_attack_area, src,
  3752. skill_get_splash(skillid, skilllv), BL_CHAR,
  3753. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3754. break;
  3755. case HVAN_EXPLOSION: //[orn]
  3756. case NPC_SELFDESTRUCTION:
  3757. //Self Destruction hits everyone in range (allies+enemies)
  3758. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3759. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3760. BCT_ENEMY:BCT_ALL;
  3761. clif_skill_nodamage(src, src, skillid, -1, 1);
  3762. map_foreachinrange(skill_area_sub, bl,
  3763. skill_get_splash(skillid, skilllv), BL_CHAR,
  3764. src, skillid, skilllv, tick, flag|i,
  3765. skill_castend_damage_id);
  3766. status_damage(src, src, sstatus->max_hp,0,0,1);
  3767. break;
  3768. case AL_ANGELUS:
  3769. case PR_MAGNIFICAT:
  3770. case PR_GLORIA:
  3771. case SN_WINDWALK:
  3772. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3773. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3774. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3775. } else if (sd) {
  3776. party_foreachsamemap (skill_area_sub,
  3777. sd,skill_get_splash(skillid, skilllv),
  3778. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3779. skill_castend_nodamage_id);
  3780. }
  3781. break;
  3782. case BS_ADRENALINE:
  3783. case BS_ADRENALINE2:
  3784. case BS_WEAPONPERFECT:
  3785. case BS_OVERTHRUST:
  3786. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3787. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3788. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3789. } else if (sd) {
  3790. party_foreachsamemap(skill_area_sub,
  3791. sd,skill_get_splash(skillid, skilllv),
  3792. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3793. skill_castend_nodamage_id);
  3794. }
  3795. break;
  3796. case BS_MAXIMIZE:
  3797. case NV_TRICKDEAD:
  3798. case CR_DEFENDER:
  3799. case CR_AUTOGUARD:
  3800. case TK_READYSTORM:
  3801. case TK_READYDOWN:
  3802. case TK_READYTURN:
  3803. case TK_READYCOUNTER:
  3804. case TK_DODGE:
  3805. case CR_SHRINK:
  3806. case ST_PRESERVE:
  3807. case SG_FUSION:
  3808. case GS_GATLINGFEVER:
  3809. if (tsc && tsc->data[type].timer != -1)
  3810. i = status_change_end(bl, type, -1);
  3811. else
  3812. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3813. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3814. break;
  3815. case SL_KAITE:
  3816. case SL_KAAHI:
  3817. case SL_KAIZEL:
  3818. case SL_KAUPE:
  3819. if (sd) {
  3820. if (!dstsd || !(
  3821. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3822. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3823. dstsd->status.char_id == sd->status.char_id ||
  3824. dstsd->status.char_id == sd->status.partner_id ||
  3825. dstsd->status.char_id == sd->status.child
  3826. )) {
  3827. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3828. clif_skill_fail(sd,skillid,0,0);
  3829. break;
  3830. }
  3831. }
  3832. clif_skill_nodamage(src,bl,skillid,skilllv,
  3833. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3834. break;
  3835. case SM_AUTOBERSERK: // Celest
  3836. if (tsc && tsc->data[type].timer != -1)
  3837. i = status_change_end(bl, type, -1);
  3838. else
  3839. i = sc_start(bl,type,100,skilllv,60000);
  3840. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3841. break;
  3842. case TF_HIDING:
  3843. case ST_CHASEWALK:
  3844. if (tsc && tsc->data[type].timer != -1)
  3845. i = status_change_end(bl, type, -1);
  3846. else
  3847. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3848. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3849. break;
  3850. case TK_RUN:
  3851. if (tsc && tsc->data[type].timer != -1)
  3852. clif_skill_nodamage(src,bl,skillid,skilllv,
  3853. status_change_end(bl, type, -1));
  3854. else {
  3855. clif_skill_nodamage(src,bl,skillid,skilllv,
  3856. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3857. // If the client receives a skill-use packet inmediately before
  3858. // a walkok packet, it will discard the walk packet! [Skotlex]
  3859. // So aegis has to resend the walk ok.
  3860. if (sd) clif_walkok(sd);
  3861. }
  3862. break;
  3863. case AS_CLOAKING:
  3864. if(tsc && tsc->data[type].timer!=-1 )
  3865. i = status_change_end(bl, type, -1);
  3866. else
  3867. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3868. clif_skill_nodamage(src,bl,skillid,-1,i);
  3869. if (!i && sd)
  3870. clif_skill_fail(sd,skillid,0,0);
  3871. break;
  3872. case BD_ADAPTATION:
  3873. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3874. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3875. skill_stop_dancing(bl);
  3876. }
  3877. break;
  3878. case BA_FROSTJOKE:
  3879. case DC_SCREAM:
  3880. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3881. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3882. if (md) {
  3883. char temp[128];
  3884. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3885. break; //Message won't fit on buffer. [Skotlex]
  3886. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3887. clif_message(&md->bl,temp);
  3888. }
  3889. break;
  3890. case BA_PANGVOICE:
  3891. clif_skill_nodamage(src,bl,skillid,skilllv,
  3892. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3893. break;
  3894. case DC_WINKCHARM:
  3895. if(dstsd){
  3896. clif_skill_nodamage(src,bl,skillid,skilllv,
  3897. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3898. }else if(dstmd)
  3899. {
  3900. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3901. clif_skill_nodamage(src,bl,skillid,skilllv,
  3902. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3903. } else{
  3904. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3905. if(sd) clif_skill_fail(sd,skillid,0,0);
  3906. }
  3907. }
  3908. break;
  3909. case TF_STEAL:
  3910. if(sd) {
  3911. if(pc_steal_item(sd,bl,skilllv))
  3912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3913. else
  3914. clif_skill_fail(sd,skillid,0x0a,0);
  3915. }
  3916. break;
  3917. case RG_STEALCOIN:
  3918. if(sd) {
  3919. if(pc_steal_coin(sd,bl))
  3920. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3921. else
  3922. clif_skill_fail(sd,skillid,0,0);
  3923. }
  3924. break;
  3925. case MG_STONECURSE:
  3926. {
  3927. if (tstatus->mode&MD_BOSS) {
  3928. if (sd) clif_skill_fail(sd,skillid,0,0);
  3929. break;
  3930. }
  3931. if(status_isimmune(bl) || !tsc)
  3932. break;
  3933. if (dstmd)
  3934. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3935. if (tsc->data[SC_STONE].timer != -1) {
  3936. status_change_end(bl,SC_STONE,-1);
  3937. if (sd) clif_skill_fail(sd,skillid,0,0);
  3938. break;
  3939. }
  3940. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3941. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3942. skill_get_time2(skillid,skilllv)))
  3943. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3944. else if(sd) {
  3945. clif_skill_fail(sd,skillid,0,0);
  3946. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3947. if (skilllv > 5) break;
  3948. }
  3949. if (sd) {
  3950. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3951. break; //Do not delete the gemstone.
  3952. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3953. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3954. }
  3955. }
  3956. break;
  3957. case NV_FIRSTAID:
  3958. clif_skill_nodamage(src,bl,skillid,5,1);
  3959. status_heal(bl,5,0,0);
  3960. break;
  3961. case AL_CURE:
  3962. if(status_isimmune(bl)) {
  3963. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3964. break;
  3965. }
  3966. status_change_end(bl, SC_SILENCE , -1 );
  3967. status_change_end(bl, SC_BLIND , -1 );
  3968. status_change_end(bl, SC_CONFUSION, -1 );
  3969. //Confusion on undead won't trigger on undead players.
  3970. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  3971. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3972. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3973. break;
  3974. case TF_DETOXIFY:
  3975. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3976. status_change_end(bl, SC_POISON , -1 );
  3977. status_change_end(bl, SC_DPOISON , -1 );
  3978. break;
  3979. case PR_STRECOVERY:
  3980. if(status_isimmune(bl)) {
  3981. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3982. break;
  3983. }
  3984. if (tsc && tsc->opt1) {
  3985. status_change_end(bl, SC_FREEZE, -1 );
  3986. status_change_end(bl, SC_STONE, -1 );
  3987. status_change_end(bl, SC_SLEEP, -1 );
  3988. status_change_end(bl, SC_STUN, -1 );
  3989. }
  3990. //Is this equation really right? It looks so... special.
  3991. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3992. {
  3993. status_change_start(bl, SC_BLIND,
  3994. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3995. 1,0,0,0,
  3996. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3997. }
  3998. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3999. if(dstmd)
  4000. mob_unlocktarget(dstmd,tick);
  4001. break;
  4002. case WZ_ESTIMATION:
  4003. if(sd) {
  4004. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4005. clif_skill_estimation((struct map_session_data *)src,bl);
  4006. }
  4007. break;
  4008. case BS_REPAIRWEAPON:
  4009. if(sd && dstsd)
  4010. clif_item_repair_list(sd,dstsd);
  4011. break;
  4012. case MC_IDENTIFY:
  4013. if(sd)
  4014. clif_item_identify_list(sd);
  4015. break;
  4016. // Weapon Refining [Celest]
  4017. case WS_WEAPONREFINE:
  4018. if(sd)
  4019. clif_item_refine_list(sd);
  4020. break;
  4021. case MC_VENDING:
  4022. if(sd)
  4023. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4024. if ( pc_can_give_items(pc_isGM(sd)) )
  4025. clif_skill_fail(sd,skillid,0,0);
  4026. else
  4027. clif_openvendingreq(sd,2+skilllv);
  4028. }
  4029. break;
  4030. case AL_TELEPORT:
  4031. //Should fail when used on top of Land Protector [Skotlex]
  4032. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4033. break;
  4034. if(sd) {
  4035. if (map[bl->m].flag.noteleport) {
  4036. clif_skill_teleportmessage(sd,0);
  4037. break;
  4038. }
  4039. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4040. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4041. break;
  4042. }
  4043. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4044. if(skilllv == 1) {
  4045. // possibility to skip menu [LuzZza]
  4046. if(!battle_config.skip_teleport_lv1_menu &&
  4047. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  4048. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  4049. else
  4050. pc_randomwarp(sd,3);
  4051. } else {
  4052. if (sd->skillitem != AL_TELEPORT)
  4053. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4054. mapindex_id2name(sd->status.save_point.map),"","");
  4055. else //Autocasted Teleport level 2??
  4056. pc_setpos(sd,sd->status.save_point.map,
  4057. sd->status.save_point.x,sd->status.save_point.y,3);
  4058. }
  4059. } else
  4060. unit_warp(bl,-1,-1,-1,3);
  4061. break;
  4062. case AL_HOLYWATER:
  4063. if(sd) {
  4064. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4065. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4066. else
  4067. clif_skill_fail(sd,skillid,0,0);
  4068. }
  4069. break;
  4070. case TF_PICKSTONE:
  4071. if(sd) {
  4072. int eflag;
  4073. struct item item_tmp;
  4074. struct block_list tbl;
  4075. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4076. memset(&item_tmp,0,sizeof(item_tmp));
  4077. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4078. item_tmp.nameid = 7049;
  4079. item_tmp.identify = 1;
  4080. tbl.id = 0;
  4081. clif_takeitem(&sd->bl,&tbl);
  4082. eflag = pc_additem(sd,&item_tmp,1);
  4083. if(eflag) {
  4084. clif_additem(sd,0,0,eflag);
  4085. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4086. }
  4087. }
  4088. break;
  4089. case ASC_CDP:
  4090. if(sd) {
  4091. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4092. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4093. }
  4094. break;
  4095. case RG_STRIPWEAPON:
  4096. case RG_STRIPSHIELD:
  4097. case RG_STRIPARMOR:
  4098. case RG_STRIPHELM:
  4099. case ST_FULLSTRIP:
  4100. i = 5+2*skilllv;
  4101. if (sstatus->dex > tstatus->dex)
  4102. i += (sstatus->dex - tstatus->dex)/5;
  4103. switch (skillid) {
  4104. case RG_STRIPWEAPON:
  4105. type = EQP_WEAPON;
  4106. break;
  4107. case RG_STRIPSHIELD:
  4108. type = EQP_SHIELD;
  4109. break;
  4110. case RG_STRIPARMOR:
  4111. type = EQP_ARMOR;
  4112. break;
  4113. case RG_STRIPHELM:
  4114. type = EQP_HELM;
  4115. break;
  4116. case ST_FULLSTRIP:
  4117. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4118. break;
  4119. }
  4120. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4121. skill_strip_equip(bl, type, i, skilllv, skill_get_time(skillid,skilllv)))
  4122. && sd)
  4123. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4124. break;
  4125. /* PotionPitcher */
  4126. case AM_BERSERKPITCHER:
  4127. case AM_POTIONPITCHER:
  4128. {
  4129. int i,x,hp = 0,sp = 0,bonus=100;
  4130. if(sd) {
  4131. x = skilllv%11 - 1;
  4132. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4133. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4134. clif_skill_fail(sd,skillid,0,0);
  4135. map_freeblock_unlock();
  4136. return 1;
  4137. }
  4138. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4139. clif_skill_fail(sd,skillid,0,0);
  4140. map_freeblock_unlock();
  4141. return 1;
  4142. }
  4143. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4144. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4145. clif_skill_fail(sd,skillid,0,0);
  4146. map_freeblock_unlock();
  4147. return 1;
  4148. }
  4149. }
  4150. potion_flag = 1;
  4151. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4152. potion_target = bl->id;
  4153. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4154. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4155. potion_flag = potion_target = 0;
  4156. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4157. bonus += sd->status.base_level;
  4158. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4159. hp = tstatus->max_hp * potion_per_hp / 100;
  4160. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4161. if(dstsd) {
  4162. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4163. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4164. }
  4165. }
  4166. else {
  4167. if(potion_hp > 0) {
  4168. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4169. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4170. if(dstsd)
  4171. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4172. }
  4173. if(potion_sp > 0) {
  4174. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4175. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4176. if(dstsd)
  4177. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4178. }
  4179. }
  4180. }
  4181. else {
  4182. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4183. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4184. if(dstsd)
  4185. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4186. }
  4187. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4188. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4189. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4190. if(sp > 0)
  4191. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4192. status_heal(bl,hp,sp,0);
  4193. }
  4194. break;
  4195. case AM_CP_WEAPON:
  4196. case AM_CP_SHIELD:
  4197. case AM_CP_ARMOR:
  4198. case AM_CP_HELM:
  4199. {
  4200. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4201. if(tsc && tsc->data[scid].timer != -1)
  4202. status_change_end(bl, scid, -1 );
  4203. clif_skill_nodamage(src,bl,skillid,skilllv,
  4204. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4205. }
  4206. break;
  4207. case AM_TWILIGHT1:
  4208. if (sd) {
  4209. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4210. //Prepare 200 White Potions.
  4211. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4212. clif_skill_fail(sd,skillid,0,0);
  4213. }
  4214. break;
  4215. case AM_TWILIGHT2:
  4216. if (sd) {
  4217. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4218. //Prepare 200 Slim White Potions.
  4219. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4220. clif_skill_fail(sd,skillid,0,0);
  4221. }
  4222. break;
  4223. case AM_TWILIGHT3:
  4224. if (sd) {
  4225. //check if you can produce all three, if not, then fail:
  4226. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4227. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4228. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4229. ) {
  4230. clif_skill_fail(sd,skillid,0,0);
  4231. break;
  4232. }
  4233. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4234. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4235. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4236. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4237. }
  4238. break;
  4239. case SA_DISPELL:
  4240. {
  4241. int i;
  4242. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4243. i = status_get_sc_def_mdef(bl);
  4244. if (i >= 10000 ||
  4245. (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
  4246. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4247. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4248. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4249. {
  4250. if (sd)
  4251. clif_skill_fail(sd,skillid,0,0);
  4252. break;
  4253. }
  4254. if(status_isimmune(bl) || !tsc->count)
  4255. break;
  4256. for(i=0;i<SC_MAX;i++){
  4257. if (tsc->data[i].timer == -1)
  4258. continue;
  4259. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4260. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4261. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4262. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4263. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN
  4264. || i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
  4265. || i==SC_NOCHAT
  4266. )
  4267. continue;
  4268. 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.
  4269. status_change_end(bl,i,-1);
  4270. }
  4271. }
  4272. break;
  4273. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4274. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4275. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4276. break;
  4277. case TK_HIGHJUMP:
  4278. {
  4279. int x,y, dir = unit_getdir(src);
  4280. //Fails on noteleport maps, except for vs maps [Skotlex]
  4281. if(map[src->m].flag.noteleport && !map_flag_vs(src->m)) {
  4282. x = src->x;
  4283. y = src->y;
  4284. } else {
  4285. x = src->x + dirx[dir]*skilllv*2;
  4286. y = src->y + diry[dir]*skilllv*2;
  4287. }
  4288. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4289. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4290. clif_slide(src,x,y);
  4291. unit_movepos(src, x, y, 1, 0);
  4292. }
  4293. }
  4294. break;
  4295. case SA_CASTCANCEL:
  4296. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4297. unit_skillcastcancel(src,1);
  4298. if(sd) {
  4299. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4300. sp = sp * (90 - (skilllv-1)*20) / 100;
  4301. if(sp < 0) sp = 0;
  4302. status_zap(src, 0, sp);
  4303. }
  4304. break;
  4305. case SA_SPELLBREAKER:
  4306. {
  4307. int sp;
  4308. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4309. sp = skill_get_sp(skillid,skilllv);
  4310. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4311. if(sp < 1) sp = 1;
  4312. status_heal(bl,0,sp,2);
  4313. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4314. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4315. } else {
  4316. struct unit_data *ud = unit_bl2ud(bl);
  4317. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4318. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4319. bl_skillid = ud->skillid;
  4320. bl_skilllv = ud->skilllv;
  4321. if (tstatus->mode & MD_BOSS)
  4322. { //Only 10% success chance against bosses. [Skotlex]
  4323. if (rand()%100 < 90)
  4324. {
  4325. if (sd) clif_skill_fail(sd,skillid,0,0);
  4326. break;
  4327. }
  4328. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4329. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4330. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4331. unit_skillcastcancel(bl,0);
  4332. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4333. status_zap(bl, hp, sp);
  4334. if (hp && skilllv >= 5)
  4335. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4336. else
  4337. hp = 0;
  4338. if (skilllv > 1 && sp) //Recover some of the SP used
  4339. sp = sp*(25*(skilllv-1))/100;
  4340. else
  4341. sp = 0;
  4342. if(hp || sp)
  4343. status_heal(src, hp, sp, 2);
  4344. }
  4345. }
  4346. break;
  4347. case SA_MAGICROD:
  4348. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4349. break;
  4350. case SA_AUTOSPELL:
  4351. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4352. if(sd)
  4353. clif_autospell(sd,skilllv);
  4354. else {
  4355. int maxlv=1,spellid=0;
  4356. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4357. if(skilllv >= 10) {
  4358. spellid = MG_FROSTDIVER;
  4359. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4360. // maxlv = 10;
  4361. // else
  4362. maxlv = skilllv - 9;
  4363. }
  4364. else if(skilllv >=8) {
  4365. spellid = MG_FIREBALL;
  4366. maxlv = skilllv - 7;
  4367. }
  4368. else if(skilllv >=5) {
  4369. spellid = MG_SOULSTRIKE;
  4370. maxlv = skilllv - 4;
  4371. }
  4372. else if(skilllv >=2) {
  4373. int i = rand()%3;
  4374. spellid = spellarray[i];
  4375. maxlv = skilllv - 1;
  4376. }
  4377. else if(skilllv > 0) {
  4378. spellid = MG_NAPALMBEAT;
  4379. maxlv = 3;
  4380. }
  4381. if(spellid > 0)
  4382. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4383. skill_get_time(SA_AUTOSPELL,skilllv));
  4384. }
  4385. break;
  4386. case BS_GREED:
  4387. if(sd){
  4388. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4389. map_foreachinrange(skill_greed,bl,
  4390. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4391. }
  4392. break;
  4393. case SA_ELEMENTWATER:
  4394. case SA_ELEMENTFIRE:
  4395. case SA_ELEMENTGROUND:
  4396. case SA_ELEMENTWIND:
  4397. if(sd && !dstmd) //Only works on monsters.
  4398. break;
  4399. if(tstatus->mode&MD_BOSS)
  4400. break;
  4401. case NPC_ATTRICHANGE:
  4402. case NPC_CHANGEWATER:
  4403. case NPC_CHANGEGROUND:
  4404. case NPC_CHANGEFIRE:
  4405. case NPC_CHANGEWIND:
  4406. case NPC_CHANGEPOISON:
  4407. case NPC_CHANGEHOLY:
  4408. case NPC_CHANGEDARKNESS:
  4409. case NPC_CHANGETELEKINESIS:
  4410. case NPC_CHANGEUNDEAD:
  4411. clif_skill_nodamage(src,bl,skillid,skilllv,
  4412. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4413. skill_get_time(skillid, skilllv)));
  4414. break;
  4415. case NPC_PROVOCATION:
  4416. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4417. if(md && md->skillidx >= 0)
  4418. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4419. break;
  4420. case NPC_KEEPING:
  4421. case NPC_BARRIER:
  4422. {
  4423. int skill_time = skill_get_time(skillid,skilllv);
  4424. struct unit_data *ud = unit_bl2ud(bl);
  4425. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4426. sc_start(bl,type,100,skilllv,skill_time))
  4427. && ud) { //Disable attacking/acting/moving for skill's duration.
  4428. ud->attackabletime =
  4429. ud->canact_tick =
  4430. ud->canmove_tick = tick + skill_time;
  4431. }
  4432. }
  4433. break;
  4434. case NPC_REBIRTH:
  4435. //New rebirth System uses Kaizel [Skotlex]
  4436. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  4437. break;
  4438. case NPC_DARKBLESSING:
  4439. clif_skill_nodamage(src,bl,skillid,skilllv,
  4440. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4441. break;
  4442. case NPC_LICK:
  4443. status_zap(bl, 0, 100);
  4444. clif_skill_nodamage(src,bl,skillid,skilllv,
  4445. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4446. break;
  4447. case NPC_SUICIDE:
  4448. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4449. status_kill(src); //When suiciding, neither exp nor drops is given.
  4450. break;
  4451. case NPC_SUMMONSLAVE:
  4452. case NPC_SUMMONMONSTER:
  4453. if(md && md->skillidx >= 0)
  4454. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4455. break;
  4456. case NPC_CALLSLAVE:
  4457. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4458. break;
  4459. case NPC_RANDOMMOVE:
  4460. if (md) {
  4461. md->next_walktime = tick - 1;
  4462. mob_randomwalk(md,tick);
  4463. }
  4464. break;
  4465. case NPC_SPEEDUP:
  4466. {
  4467. // or does it increase casting rate? just a guess xD
  4468. int i = SC_ASPDPOTION0 + skilllv - 1;
  4469. if (i > SC_ASPDPOTION3)
  4470. i = SC_ASPDPOTION3;
  4471. clif_skill_nodamage(src,bl,skillid,skilllv,
  4472. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4473. }
  4474. break;
  4475. case NPC_REVENGE:
  4476. // not really needed... but adding here anyway ^^
  4477. if (md && md->master_id > 0) {
  4478. struct block_list *mbl, *tbl;
  4479. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4480. (tbl = battle_gettargeted(mbl)) == NULL)
  4481. break;
  4482. md->state.provoke_flag = tbl->id;
  4483. mob_target(md, tbl, sstatus->rhw.range);
  4484. }
  4485. break;
  4486. case NPC_RUN:
  4487. {
  4488. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4489. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4490. unit_stop_attack(src);
  4491. //Run skillv tiles overriding the can-move check.
  4492. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4493. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4494. }
  4495. break;
  4496. case NPC_TRANSFORMATION:
  4497. case NPC_METAMORPHOSIS:
  4498. if(md && md->skillidx >= 0) {
  4499. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4500. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4501. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4502. if (class_) mob_class_change(md, class_);
  4503. }
  4504. break;
  4505. case NPC_EMOTION_ON:
  4506. case NPC_EMOTION:
  4507. //va[0] is the emotion to use.
  4508. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4509. //val[1] 'sets' the mode
  4510. //val[2] adds to the current mode
  4511. //val[3] removes from the current mode
  4512. //val[4] if set, asks to delete the previous mode change.
  4513. if(md && md->skillidx >= 0 && tsc)
  4514. {
  4515. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4516. if(md->db->skill[md->skillidx].val[4] && tsc->data[type].timer != -1)
  4517. status_change_end(bl, type, -1);
  4518. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4519. sc_start4(src, type, 100, skilllv,
  4520. md->db->skill[md->skillidx].val[1],
  4521. md->db->skill[md->skillidx].val[2],
  4522. md->db->skill[md->skillidx].val[3],
  4523. skill_get_time(skillid, skilllv));
  4524. }
  4525. break;
  4526. case NPC_POWERUP:
  4527. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4528. clif_skill_nodamage(src,bl,skillid,skilllv,
  4529. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4530. break;
  4531. case NPC_AGIUP:
  4532. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4533. clif_skill_nodamage(src,bl,skillid,skilllv,
  4534. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4535. break;
  4536. case NPC_INVISIBLE:
  4537. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4538. clif_skill_nodamage(src,bl,skillid,skilllv,
  4539. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4540. break;
  4541. case NPC_SIEGEMODE:
  4542. // not sure what it does
  4543. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4544. break;
  4545. case WE_MALE:
  4546. {
  4547. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4548. 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]
  4549. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4550. }
  4551. break;
  4552. case WE_FEMALE:
  4553. {
  4554. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4555. 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]
  4556. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4557. }
  4558. break;
  4559. // parent-baby skills
  4560. case WE_BABY:
  4561. if(sd){
  4562. struct map_session_data *f_sd = pc_get_father(sd);
  4563. struct map_session_data *m_sd = pc_get_mother(sd);
  4564. // if neither was found
  4565. if(!f_sd && !m_sd){
  4566. clif_skill_fail(sd,skillid,0,0);
  4567. map_freeblock_unlock();
  4568. return 0;
  4569. }
  4570. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4571. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4572. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4573. }
  4574. break;
  4575. case PF_HPCONVERSION:
  4576. {
  4577. int hp, sp;
  4578. hp = sstatus->max_hp/10;
  4579. sp = hp * 10 * skilllv / 100;
  4580. if (!status_charge(src,hp,0)) {
  4581. if (sd) clif_skill_fail(sd,skillid,0,0);
  4582. break;
  4583. }
  4584. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4585. status_heal(bl,0,sp,2);
  4586. }
  4587. break;
  4588. case HT_REMOVETRAP:
  4589. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4590. {
  4591. struct skill_unit *su=NULL;
  4592. struct item item_tmp;
  4593. int flag;
  4594. if((bl->type==BL_SKILL) &&
  4595. (su=(struct skill_unit *)bl) &&
  4596. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4597. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4598. {
  4599. if(sd && !su->group->state.into_abyss)
  4600. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4601. if(battle_config.skill_removetrap_type){
  4602. for(i=0;i<10;i++) {
  4603. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4604. memset(&item_tmp,0,sizeof(item_tmp));
  4605. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4606. item_tmp.identify = 1;
  4607. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4608. clif_additem(sd,0,0,flag);
  4609. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4610. }
  4611. }
  4612. }
  4613. }else{
  4614. memset(&item_tmp,0,sizeof(item_tmp));
  4615. item_tmp.nameid = 1065;
  4616. item_tmp.identify = 1;
  4617. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4618. clif_additem(sd,0,0,flag);
  4619. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4620. }
  4621. }
  4622. }
  4623. skill_delunit(su, 1);
  4624. }
  4625. }
  4626. break;
  4627. case HT_SPRINGTRAP:
  4628. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4629. {
  4630. struct skill_unit *su=NULL;
  4631. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4632. switch(su->group->unit_id){
  4633. case UNT_ANKLESNARE: // ankle snare
  4634. if (su->group->val2 != 0)
  4635. // if it is already trapping something don't spring it,
  4636. // remove trap should be used instead
  4637. break;
  4638. // otherwise fallthrough to below
  4639. case UNT_BLASTMINE:
  4640. case UNT_SKIDTRAP:
  4641. case UNT_LANDMINE:
  4642. case UNT_SHOCKWAVE:
  4643. case UNT_SANDMAN:
  4644. case UNT_FLASHER:
  4645. case UNT_FREEZINGTRAP:
  4646. case UNT_CLAYMORETRAP:
  4647. case UNT_TALKIEBOX:
  4648. su->group->unit_id = UNT_USED_TRAPS;
  4649. clif_changetraplook(bl, UNT_USED_TRAPS);
  4650. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4651. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4652. }
  4653. }
  4654. }
  4655. break;
  4656. case BD_ENCORE:
  4657. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4658. if(sd)
  4659. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4660. break;
  4661. case AS_SPLASHER:
  4662. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4663. map_freeblock_unlock();
  4664. return 1;
  4665. }
  4666. clif_skill_nodamage(src,bl,skillid,skilllv,
  4667. sc_start4(bl,type,100,
  4668. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4669. break;
  4670. case PF_MINDBREAKER:
  4671. {
  4672. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4673. {
  4674. map_freeblock_unlock();
  4675. return 1;
  4676. }
  4677. if (tsc && tsc->data[type].timer != -1)
  4678. { //HelloKitty2 (?) explained that this silently fails when target is
  4679. //already inflicted. [Skotlex]
  4680. map_freeblock_unlock();
  4681. return 1;
  4682. }
  4683. //Has a 55% + skilllv*5% success chance.
  4684. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4685. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4686. {
  4687. if (sd) clif_skill_fail(sd,skillid,0,0);
  4688. map_freeblock_unlock();
  4689. return 0;
  4690. }
  4691. unit_skillcastcancel(bl,0);
  4692. if(tsc && tsc->count){
  4693. if(tsc->data[SC_FREEZE].timer!=-1)
  4694. status_change_end(bl,SC_FREEZE,-1);
  4695. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4696. status_change_end(bl,SC_STONE,-1);
  4697. if(tsc->data[SC_SLEEP].timer!=-1)
  4698. status_change_end(bl,SC_SLEEP,-1);
  4699. }
  4700. if(dstmd)
  4701. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4702. }
  4703. break;
  4704. case PF_SOULCHANGE:
  4705. {
  4706. unsigned int sp1 = 0, sp2 = 0;
  4707. if (dstmd) {
  4708. if (dstmd->state.soul_change_flag) {
  4709. if(sd) clif_skill_fail(sd,skillid,0,0);
  4710. break;
  4711. }
  4712. dstmd->state.soul_change_flag = 1;
  4713. sp2 = sstatus->max_sp * 3 /100;
  4714. status_heal(src, 0, sp2, 2);
  4715. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4716. break;
  4717. }
  4718. sp1 = sstatus->sp;
  4719. sp2 = tstatus->sp;
  4720. status_set_sp(src, sp2, 3);
  4721. status_set_sp(bl, sp1, 3);
  4722. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4723. }
  4724. break;
  4725. // Slim Pitcher
  4726. case CR_SLIMPITCHER:
  4727. if (potion_hp || potion_sp) {
  4728. int hp = potion_hp, sp = potion_sp;
  4729. hp = hp * (100 + (tstatus->vit<<1))/100;
  4730. sp = sp * (100 + (tstatus->int_<<1))/100;
  4731. if (dstsd) {
  4732. if (hp)
  4733. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4734. if (sp)
  4735. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4736. }
  4737. if(hp > 0)
  4738. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4739. if(sp > 0)
  4740. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4741. status_heal(bl,hp,sp,0);
  4742. }
  4743. break;
  4744. // Full Chemical Protection
  4745. case CR_FULLPROTECTION:
  4746. {
  4747. int i, skilltime;
  4748. skilltime = skill_get_time(skillid,skilllv);
  4749. if (!tsc) {
  4750. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4751. break;
  4752. }
  4753. for (i=0; i<4; i++) {
  4754. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4755. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4756. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4757. }
  4758. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4759. }
  4760. break;
  4761. case RG_CLEANER: //AppleGirl
  4762. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4763. break;
  4764. case CG_LONGINGFREEDOM:
  4765. {
  4766. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4767. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4768. {
  4769. clif_skill_nodamage(src,bl,skillid,skilllv,
  4770. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4771. }
  4772. }
  4773. break;
  4774. case CG_TAROTCARD:
  4775. {
  4776. int eff, count = -1;
  4777. if (rand() % 100 > skilllv * 8) {
  4778. if (sd) clif_skill_fail(sd,skillid,0,0);
  4779. map_freeblock_unlock();
  4780. return 0;
  4781. }
  4782. do {
  4783. eff = rand() % 14;
  4784. clif_specialeffect(bl, 523 + eff, AREA);
  4785. switch (eff)
  4786. {
  4787. case 0: // heals SP to 0
  4788. status_percent_damage(src, bl, 0, 100);
  4789. break;
  4790. case 1: // matk halved
  4791. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4792. break;
  4793. case 2: // all buffs removed
  4794. status_change_clear_buffs(bl,1);
  4795. break;
  4796. case 3: // 1000 damage, random armor destroyed
  4797. {
  4798. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4799. status_fix_damage(src, bl, 1000, 0);
  4800. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4801. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4802. }
  4803. break;
  4804. case 4: // atk halved
  4805. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4806. break;
  4807. case 5: // 2000HP heal, random teleported
  4808. status_heal(src, 2000, 0, 0);
  4809. unit_warp(src, -1,-1,-1, 3);
  4810. break;
  4811. case 6: // random 2 other effects
  4812. if (count == -1)
  4813. count = 3;
  4814. else
  4815. count++; //Should not retrigger this one.
  4816. break;
  4817. case 7: // stop freeze or stoned
  4818. {
  4819. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4820. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4821. }
  4822. break;
  4823. case 8: // curse coma and poison
  4824. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4825. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4826. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4827. break;
  4828. case 9: // confusion
  4829. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4830. break;
  4831. case 10: // 6666 damage, atk matk halved, cursed
  4832. status_fix_damage(src, bl, 6666, 0);
  4833. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4834. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4835. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4836. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4837. break;
  4838. case 11: // 4444 damage
  4839. status_fix_damage(src, bl, 4444, 0);
  4840. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4841. break;
  4842. case 12: // stun
  4843. sc_start(bl,SC_STUN,100,skilllv,5000);
  4844. break;
  4845. case 13: // atk,matk,hit,flee,def reduced
  4846. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4847. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4848. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4849. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4850. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4851. break;
  4852. default:
  4853. break;
  4854. }
  4855. } while ((--count) > 0);
  4856. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4857. }
  4858. break;
  4859. case SL_ALCHEMIST:
  4860. case SL_ASSASIN:
  4861. case SL_BARDDANCER:
  4862. case SL_BLACKSMITH:
  4863. case SL_CRUSADER:
  4864. case SL_HUNTER:
  4865. case SL_KNIGHT:
  4866. case SL_MONK:
  4867. case SL_PRIEST:
  4868. case SL_ROGUE:
  4869. case SL_SAGE:
  4870. case SL_SOULLINKER:
  4871. case SL_STAR:
  4872. case SL_SUPERNOVICE:
  4873. case SL_WIZARD:
  4874. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4875. clif_skill_fail(sd,skillid,0,0);
  4876. break;
  4877. }
  4878. clif_skill_nodamage(src,bl,skillid,skilllv,
  4879. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4880. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4881. break;
  4882. case SL_HIGH:
  4883. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4884. clif_skill_fail(sd,skillid,0,0);
  4885. break;
  4886. }
  4887. clif_skill_nodamage(src,bl,skillid,skilllv,
  4888. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4889. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4890. break;
  4891. case SL_SWOO:
  4892. if (tsc && tsc->data[type].timer != -1) {
  4893. sc_start(src,SC_STUN,100,skilllv,10000);
  4894. break;
  4895. }
  4896. case SL_SKA: // [marquis007]
  4897. case SL_SKE:
  4898. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4899. clif_skill_fail(sd,skillid,0,0);
  4900. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4901. } else
  4902. clif_skill_nodamage(src,bl,skillid,skilllv,
  4903. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4904. if (skillid == SL_SKE)
  4905. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4906. break;
  4907. // New guild skills [Celest]
  4908. case GD_BATTLEORDER:
  4909. if(flag&1) {
  4910. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4911. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4912. } else if (status_get_guild_id(src)) {
  4913. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4914. map_foreachinrange(skill_area_sub, src,
  4915. skill_get_splash(skillid, skilllv), BL_CHAR,
  4916. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4917. skill_castend_nodamage_id);
  4918. if (sd)
  4919. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4920. }
  4921. break;
  4922. case GD_REGENERATION:
  4923. if(flag&1) {
  4924. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4925. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4926. } else if (status_get_guild_id(src)) {
  4927. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4928. map_foreachinrange(skill_area_sub, src,
  4929. skill_get_splash(skillid, skilllv), BL_CHAR,
  4930. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4931. skill_castend_nodamage_id);
  4932. if (sd)
  4933. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4934. }
  4935. break;
  4936. case GD_RESTORE:
  4937. if(flag&1) {
  4938. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4939. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4940. } else if (status_get_guild_id(src)) {
  4941. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4942. map_foreachinrange(skill_area_sub, src,
  4943. skill_get_splash(skillid, skilllv), BL_CHAR,
  4944. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4945. skill_castend_nodamage_id);
  4946. if (sd)
  4947. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4948. }
  4949. break;
  4950. case GD_EMERGENCYCALL:
  4951. {
  4952. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4953. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4954. int j = 0;
  4955. struct guild *g = NULL;
  4956. // i don't know if it actually summons in a circle, but oh well. ;P
  4957. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4958. if (!g)
  4959. break;
  4960. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4961. for(i = 0; i < g->max_member; i++, j++) {
  4962. if (j>8) j=0;
  4963. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4964. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4965. continue;
  4966. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4967. dx[j] = dy[j] = 0;
  4968. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  4969. }
  4970. }
  4971. if (sd)
  4972. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4973. }
  4974. break;
  4975. case SG_FEEL:
  4976. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4977. if (sd) {
  4978. if(!sd->feel_map[skilllv-1].index)
  4979. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4980. else
  4981. clif_feel_info(sd, skilllv-1, 1);
  4982. }
  4983. break;
  4984. case SG_HATE:
  4985. if (sd) {
  4986. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4987. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4988. clif_skill_fail(sd,skillid,0,0);
  4989. }
  4990. break;
  4991. case GS_GLITTERING:
  4992. if(sd) {
  4993. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4994. if(rand()%100 < (20+10*skilllv))
  4995. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4996. else if(sd->spiritball > 0)
  4997. pc_delspiritball(sd,1,0);
  4998. }
  4999. break;
  5000. case GS_CRACKER:
  5001. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5002. {
  5003. i =65 -5*distance_bl(src,bl); //Base rate
  5004. if (i < 30) i = 30;
  5005. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5006. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5007. }
  5008. else if (sd)
  5009. clif_skill_fail(sd,skillid,0,0);
  5010. break;
  5011. case AM_CALLHOMUN: //[orn]
  5012. if (sd && !merc_call_homunculus(sd))
  5013. clif_skill_fail(sd,skillid,0,0);
  5014. break;
  5015. case AM_REST:
  5016. if (sd)
  5017. {
  5018. if (merc_hom_vaporize(sd,1))
  5019. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5020. else
  5021. clif_skill_fail(sd,skillid,0,0);
  5022. }
  5023. break;
  5024. case HAMI_CASTLE: //[orn]
  5025. if(rand()%100 < 20*skilllv && src != bl)
  5026. {
  5027. int x,y;
  5028. x = src->x;
  5029. y = src->y;
  5030. if (hd)
  5031. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5032. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5033. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5034. clif_slide(src,bl->x,bl->y) ;
  5035. if (unit_movepos(bl,x,y,0,0))
  5036. {
  5037. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5038. clif_slide(bl,x,y) ;
  5039. }
  5040. //TODO: Shouldn't also players and the like switch targets?
  5041. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5042. AREA_SIZE, BL_MOB, bl, src);
  5043. }
  5044. }
  5045. // Failed
  5046. else if (hd && hd->master)
  5047. clif_skill_fail(hd->master, skillid, 0, 0);
  5048. else if (sd)
  5049. clif_skill_fail(sd, skillid, 0, 0);
  5050. break;
  5051. case HVAN_CHAOTIC: //[orn]
  5052. {
  5053. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5054. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5055. int rnd = rand()%100;
  5056. if(rnd<per[skilllv-1][0]) //Self
  5057. bl = src;
  5058. else if(rnd<per[skilllv-1][1]) //Master
  5059. bl = battle_get_master(src);
  5060. else //Enemy
  5061. bl = map_id2bl(battle_gettarget(src));
  5062. if (!bl) bl = src;
  5063. i = skill_calc_heal( src, 1+rand()%skilllv);
  5064. //Eh? why double skill packet?
  5065. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5066. clif_skill_nodamage(src,bl,skillid,i,1);
  5067. status_heal(bl, i, 0, 0);
  5068. if (hd)
  5069. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5070. }
  5071. break;
  5072. //Homun single-target support skills [orn]
  5073. case HAMI_BLOODLUST:
  5074. case HFLI_FLEET:
  5075. case HFLI_SPEED:
  5076. case HLIF_CHANGE:
  5077. clif_skill_nodamage(src,bl,skillid,skilllv,
  5078. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5079. if (hd)
  5080. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5081. break;
  5082. default:
  5083. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5084. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5085. map_freeblock_unlock();
  5086. return 1;
  5087. }
  5088. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5089. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5090. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5091. battle_consume_ammo(sd, skillid, skilllv);
  5092. map_freeblock_unlock();
  5093. return 0;
  5094. }
  5095. /*==========================================
  5096. *
  5097. *------------------------------------------
  5098. */
  5099. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5100. {
  5101. struct block_list *target, *src = map_id2bl(id);
  5102. struct map_session_data* sd = NULL;
  5103. struct homun_data* hd = NULL; //[orn]
  5104. struct mob_data* md = NULL;
  5105. struct unit_data* ud = unit_bl2ud(src);
  5106. struct status_change *sc = NULL;
  5107. int inf,inf2;
  5108. nullpo_retr(0, ud);
  5109. BL_CAST( BL_PC, src, sd);
  5110. BL_CAST( BL_HOM, src, hd); //[orn]
  5111. BL_CAST( BL_MOB, src, md);
  5112. if( src->prev == NULL ) {
  5113. ud->skilltimer = -1;
  5114. return 0;
  5115. }
  5116. switch (ud->skillid) {
  5117. //These should become skill_castend_pos
  5118. case WE_CALLPARTNER:
  5119. case WE_CALLPARENT:
  5120. case WE_CALLBABY:
  5121. case AM_RESURRECTHOMUN:
  5122. case PF_SPIDERWEB:
  5123. //Find a random spot to place the skill. [Skotlex]
  5124. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5125. ud->skillx = src->x + inf2;
  5126. ud->skilly = src->y + inf2;
  5127. if (inf2 && !map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5128. ud->skillx = src->x;
  5129. ud->skilly = src->y;
  5130. }
  5131. return skill_castend_pos(tid,tick,id,data);
  5132. }
  5133. if(ud->skillid != SA_CASTCANCEL ) {
  5134. if( ud->skilltimer != tid ) {
  5135. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5136. ud->skilltimer = -1;
  5137. return 0;
  5138. }
  5139. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5140. status_freecast_switch(sd);
  5141. ud->skilltimer=-1;
  5142. }
  5143. if (ud->skilltarget == id)
  5144. target = src;
  5145. else
  5146. target = map_id2bl(ud->skilltarget);
  5147. // Use a do so that you can break out of it when the skill fails.
  5148. do {
  5149. if(!target || target->prev==NULL) break;
  5150. if(src->m != target->m || status_isdead(src)) break;
  5151. if(ud->skillid == RG_BACKSTAP) {
  5152. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5153. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5154. break;
  5155. }
  5156. }
  5157. if (ud->skillid == PR_LEXDIVINA)
  5158. {
  5159. sc = status_get_sc(target);
  5160. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5161. (!sc || sc->data[SC_SILENCE].timer == -1))
  5162. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5163. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5164. break;
  5165. }
  5166. } else {
  5167. //Check target validity.
  5168. inf = skill_get_inf(ud->skillid);
  5169. inf2 = skill_get_inf2(ud->skillid);
  5170. if(inf&INF_ATTACK_SKILL ||
  5171. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5172. inf = BCT_ENEMY; //Offensive skill.
  5173. else
  5174. inf = 0;
  5175. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5176. inf |=
  5177. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5178. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0)|
  5179. (inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0);
  5180. if (inf && battle_check_target(src, target, inf) <= 0)
  5181. break;
  5182. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5183. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5184. rand()%100 < 75)
  5185. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5186. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5187. break;
  5188. }
  5189. }
  5190. //Avoid doing double checks for instant-cast skills.
  5191. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5192. break;
  5193. if(md) {
  5194. if(tid != -1) //Set afterskill delay.
  5195. md->last_thinktime=tick +md->status.amotion;
  5196. else
  5197. md->last_thinktime=tick +md->status.adelay;
  5198. if(battle_config.mob_ai&0x200) { //pass on delay to same skill.
  5199. int i;
  5200. for (i = 0; i < md->db->maxskill; i++)
  5201. if (md->db->skill[i].skill_id == ud->skillid)
  5202. md->skilldelay[i]=tick;
  5203. } else
  5204. if(md->skillidx >= 0) {
  5205. md->skilldelay[md->skillidx]=tick;
  5206. if (md->db->skill[md->skillidx].emotion >= 0)
  5207. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5208. }
  5209. }
  5210. if(src != target && battle_config.skill_add_range &&
  5211. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5212. {
  5213. if (sd) {
  5214. clif_skill_fail(sd,ud->skillid,0,0);
  5215. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5216. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5217. }
  5218. break;
  5219. }
  5220. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5221. break;
  5222. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5223. break;
  5224. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5225. unit_stop_walking(src,1);
  5226. if (ud->skillid == SA_MAGICROD)
  5227. ud->canact_tick = tick;
  5228. else
  5229. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5230. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5231. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5232. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5233. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5234. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5235. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5236. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5237. else
  5238. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5239. if (sd && sd->skillitem == ud->skillid) //Clear item skill data.
  5240. sd->skillitem = sd->skillitemlv = 0;
  5241. sc = status_get_sc(src);
  5242. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5243. status_change_end(src,SC_MAGICPOWER,-1);
  5244. if (ud->skilltimer == -1) {
  5245. if(md) md->skillidx = -1;
  5246. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5247. ud->skilllv = ud->skilltarget = 0;
  5248. }
  5249. return 1;
  5250. } while(0);
  5251. //Skill failed.
  5252. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5253. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5254. { //When Asura fails... (except when it fails from Fog of Wall)
  5255. //Consume SP/spheres
  5256. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5257. status_set_sp(src, 0, 0);
  5258. sc = &sd->sc;
  5259. if (sc->count)
  5260. { //End states
  5261. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5262. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5263. if (sc->data[SC_BLADESTOP].timer != -1)
  5264. status_change_end(src,SC_BLADESTOP,-1);
  5265. }
  5266. if (target && target->m == src->m)
  5267. { //Move character to target anyway.
  5268. int dx,dy;
  5269. dx = target->x - src->x;
  5270. dy = target->y - src->y;
  5271. if(dx > 0) dx++;
  5272. else if(dx < 0) dx--;
  5273. if (dy > 0) dy++;
  5274. else if(dy < 0) dy--;
  5275. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5276. { //Display movement + animation.
  5277. clif_slide(src,src->x,src->y);
  5278. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5279. }
  5280. clif_skill_fail(sd,ud->skillid,0,0);
  5281. }
  5282. }
  5283. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5284. ud->canact_tick = tick;
  5285. //You can't place a skill failed packet here because it would be
  5286. //sent in ALL cases, even cases where skill_check_condition fails
  5287. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5288. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5289. else
  5290. if(md) md->skillidx = -1;
  5291. return 0;
  5292. }
  5293. /*==========================================
  5294. *
  5295. *------------------------------------------
  5296. */
  5297. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5298. {
  5299. struct block_list* src = map_id2bl(id);
  5300. int maxcount;
  5301. struct map_session_data *sd = NULL;
  5302. struct homun_data *hd = NULL; //[orn]
  5303. struct unit_data *ud = unit_bl2ud(src);
  5304. struct mob_data *md = NULL;
  5305. nullpo_retr(0, ud);
  5306. BL_CAST( BL_PC , src, sd);
  5307. BL_CAST( BL_HOM, src, hd); //[orn]
  5308. BL_CAST( BL_MOB, src, md);
  5309. if( src->prev == NULL ) {
  5310. ud->skilltimer = -1;
  5311. return 0;
  5312. }
  5313. if( ud->skilltimer != tid )
  5314. {
  5315. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5316. ud->skilltimer = -1;
  5317. return 0;
  5318. }
  5319. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5320. status_freecast_switch(sd);
  5321. ud->skilltimer=-1;
  5322. do {
  5323. if(status_isdead(src)) break;
  5324. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5325. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5326. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5327. )
  5328. break;
  5329. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5330. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5331. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5332. )
  5333. break;
  5334. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5335. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5336. ) {
  5337. int i;
  5338. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5339. if(ud->skillunit[i]->skill_id == ud->skillid)
  5340. maxcount--;
  5341. }
  5342. if(!maxcount)
  5343. break;
  5344. }
  5345. if(tid != -1)
  5346. { //Avoid double checks on instant cast skills. [Skotlex]
  5347. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5348. break;
  5349. if(battle_config.skill_add_range &&
  5350. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5351. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5352. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5353. break;
  5354. }
  5355. }
  5356. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5357. break;
  5358. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5359. break;
  5360. if(md) {
  5361. if (tid != -1)
  5362. md->last_thinktime=tick +md->status.amotion;
  5363. else
  5364. md->last_thinktime=tick +md->status.adelay;
  5365. if(battle_config.mob_ai&0x200) { //pass on delay to same skill.
  5366. int i;
  5367. for (i = 0; i < md->db->maxskill; i++)
  5368. if (md->db->skill[i].skill_id == ud->skillid)
  5369. md->skilldelay[i]=tick;
  5370. } else
  5371. if(md->skillidx >= 0) {
  5372. md->skilldelay[md->skillidx]=tick;
  5373. if (md->db->skill[md->skillidx].emotion >= 0)
  5374. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5375. }
  5376. }
  5377. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5378. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5379. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5380. unit_stop_walking(src,1);
  5381. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5382. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5383. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5384. if (sd && sd->skillitem == ud->skillid) //Clear item skill data.
  5385. sd->skillitem = sd->skillitemlv = 0;
  5386. if (ud->skilltimer == -1) {
  5387. if (md) md->skillidx = -1;
  5388. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5389. ud->skilllv = ud->skillx = ud->skilly = 0;
  5390. }
  5391. return 1;
  5392. } while(0);
  5393. ud->canact_tick = tick;
  5394. ud->skillid = ud->skilllv = 0;
  5395. if(sd) {
  5396. clif_skill_fail(sd,ud->skillid,0,0);
  5397. sd->skillitem = sd->skillitemlv = 0;
  5398. }
  5399. else if (hd && hd->master)
  5400. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5401. else if(md)
  5402. md->skillidx = -1;
  5403. return 0;
  5404. }
  5405. /*==========================================
  5406. *
  5407. *------------------------------------------
  5408. */
  5409. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5410. {
  5411. struct map_session_data *sd=NULL;
  5412. struct status_change *sc;
  5413. struct skill_unit_group *sg;
  5414. int i,type;
  5415. //if(skilllv <= 0) return 0;
  5416. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5417. nullpo_retr(0, src);
  5418. if(status_isdead(src))
  5419. return 0;
  5420. if(src->type==BL_PC)
  5421. sd=(struct map_session_data *)src;
  5422. sc = status_get_sc(src);
  5423. if (sc && !sc->count)
  5424. sc = NULL; //Unneeded.
  5425. type = SkillStatusChangeTable(skillid);
  5426. switch (skillid) { //Skill effect.
  5427. case WZ_METEOR:
  5428. case MO_BODYRELOCATION:
  5429. case CR_CULTIVATION:
  5430. case HW_GANBANTEIN:
  5431. break; //Effect is displayed on respective switch case.
  5432. default:
  5433. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5434. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5435. else
  5436. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5437. }
  5438. switch(skillid)
  5439. {
  5440. case PR_BENEDICTIO:
  5441. skill_area_temp[1] = src->id;
  5442. i = skill_get_splash(skillid, skilllv);
  5443. map_foreachinarea(skill_area_sub,
  5444. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5445. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5446. skill_castend_nodamage_id);
  5447. map_foreachinarea(skill_area_sub,
  5448. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5449. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5450. skill_castend_damage_id);
  5451. break;
  5452. case BS_HAMMERFALL:
  5453. i = skill_get_splash(skillid, skilllv);
  5454. map_foreachinarea (skill_area_sub,
  5455. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5456. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5457. skill_castend_nodamage_id);
  5458. break;
  5459. case HT_DETECTING:
  5460. i = skill_get_splash(skillid, skilllv);
  5461. map_foreachinarea( status_change_timer_sub,
  5462. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5463. src,status_get_sc(src),SC_SIGHT,tick);
  5464. if(battle_config.traps_setting&1)
  5465. map_foreachinarea( skill_reveal_trap,
  5466. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5467. break;
  5468. case MG_SAFETYWALL:
  5469. case MG_FIREWALL:
  5470. case MG_THUNDERSTORM:
  5471. case AL_PNEUMA:
  5472. case WZ_ICEWALL:
  5473. case WZ_FIREPILLAR:
  5474. case WZ_QUAGMIRE:
  5475. case WZ_VERMILION:
  5476. case WZ_STORMGUST:
  5477. case WZ_HEAVENDRIVE:
  5478. case PR_SANCTUARY:
  5479. case PR_MAGNUS:
  5480. case CR_GRANDCROSS:
  5481. case NPC_GRANDDARKNESS:
  5482. case HT_SKIDTRAP:
  5483. case HT_LANDMINE:
  5484. case HT_ANKLESNARE:
  5485. case HT_SHOCKWAVE:
  5486. case HT_SANDMAN:
  5487. case HT_FLASHER:
  5488. case HT_FREEZINGTRAP:
  5489. case HT_BLASTMINE:
  5490. case HT_CLAYMORETRAP:
  5491. case AS_VENOMDUST:
  5492. case AM_DEMONSTRATION:
  5493. case PF_FOGWALL:
  5494. case PF_SPIDERWEB:
  5495. case HT_TALKIEBOX:
  5496. case WE_CALLPARTNER:
  5497. case WE_CALLPARENT:
  5498. case WE_CALLBABY:
  5499. case AC_SHOWER: //Ground-placed skill implementation.
  5500. case SA_VOLCANO:
  5501. case SA_DELUGE:
  5502. case SA_VIOLENTGALE:
  5503. case SA_LANDPROTECTOR:
  5504. case BD_LULLABY:
  5505. case BD_RICHMANKIM:
  5506. case BD_ETERNALCHAOS:
  5507. case BD_DRUMBATTLEFIELD:
  5508. case BD_RINGNIBELUNGEN:
  5509. case BD_ROKISWEIL:
  5510. case BD_INTOABYSS:
  5511. case BD_SIEGFRIED:
  5512. case BA_DISSONANCE:
  5513. case BA_POEMBRAGI:
  5514. case BA_WHISTLE:
  5515. case BA_ASSASSINCROSS:
  5516. case BA_APPLEIDUN:
  5517. case DC_UGLYDANCE:
  5518. case DC_HUMMING:
  5519. case DC_DONTFORGETME:
  5520. case DC_FORTUNEKISS:
  5521. case DC_SERVICEFORYOU:
  5522. case CG_MOONLIT:
  5523. case GS_DESPERADO:
  5524. case NJ_KAENSIN:
  5525. case NJ_BAKUENRYU:
  5526. case NJ_SUITON:
  5527. case NJ_HYOUSYOURAKU:
  5528. case NJ_RAIGEKISAI:
  5529. case NJ_KAMAITACHI:
  5530. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5531. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5532. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5533. break;
  5534. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5535. skill_clear_unitgroup(src);
  5536. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5537. flag|=1;
  5538. break;
  5539. case HP_BASILICA:
  5540. skill_clear_unitgroup(src);
  5541. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5542. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5543. flag|=1;
  5544. break;
  5545. case CG_HERMODE:
  5546. skill_clear_unitgroup(src);
  5547. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5548. sc_start4(src,SC_DANCING,100,
  5549. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5550. flag|=1;
  5551. break;
  5552. case RG_CLEANER: // [Valaris]
  5553. i = skill_get_splash(skillid, skilllv);
  5554. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5555. break;
  5556. case WZ_METEOR:
  5557. {
  5558. int flag=0, area = skill_get_splash(skillid, skilllv);
  5559. short tmpx, tmpy, x1 = 0, y1 = 0;
  5560. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5561. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5562. for(i=0;i<2+(skilllv>>1);i++) {
  5563. tmpx = x;
  5564. tmpy = y;
  5565. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5566. continue;
  5567. if(!(flag&1)){
  5568. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5569. flag=flag|1;
  5570. }
  5571. if(i > 0)
  5572. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5573. x1 = tmpx;
  5574. y1 = tmpy;
  5575. }
  5576. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5577. }
  5578. break;
  5579. case AL_WARP:
  5580. if(sd) {
  5581. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5582. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5583. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5584. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5585. }
  5586. break;
  5587. case MO_BODYRELOCATION:
  5588. if (unit_movepos(src, x, y, 1, 1)) {
  5589. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5590. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5591. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5592. }
  5593. break;
  5594. case NJ_SHADOWJUMP:
  5595. {
  5596. if (!map_flag_gvg(src->m))
  5597. { //You don't move on GVG grounds.
  5598. unit_movepos(src, x, y, 1, 0);
  5599. clif_slide(src,x,y);
  5600. }
  5601. if (sc && sc->data[SC_HIDING].timer != -1)
  5602. status_change_end(src, SC_HIDING, -1);
  5603. }
  5604. break;
  5605. case AM_SPHEREMINE:
  5606. case AM_CANNIBALIZE:
  5607. {
  5608. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5609. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5610. struct mob_data *md;
  5611. // Correct info, don't change any of this! [celest]
  5612. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5613. if (md) {
  5614. md->master_id = src->id;
  5615. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5616. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5617. mob_spawn (md); //Now it is ready for spawning.
  5618. }
  5619. }
  5620. break;
  5621. // Slim Pitcher [Celest]
  5622. case CR_SLIMPITCHER:
  5623. if (sd) {
  5624. int i = skilllv%11 - 1;
  5625. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5626. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5627. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5628. clif_skill_fail(sd,skillid,0,0);
  5629. return 1;
  5630. }
  5631. potion_flag = 1;
  5632. potion_hp = 0;
  5633. potion_sp = 0;
  5634. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5635. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5636. potion_flag = 0;
  5637. //Apply skill bonuses
  5638. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5639. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5640. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5641. potion_hp = potion_hp * (100+i)/100;
  5642. potion_sp = potion_sp * (100+i)/100;
  5643. if(potion_hp > 0 || potion_sp > 0) {
  5644. i = skill_get_splash(skillid, skilllv);
  5645. map_foreachinarea(skill_area_sub,
  5646. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5647. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5648. skill_castend_nodamage_id);
  5649. }
  5650. } else {
  5651. int i = skilllv%11 - 1;
  5652. struct item_data *item = itemdb_search(i);
  5653. i = skill_db[skillid].itemid[i];
  5654. item = itemdb_search(i);
  5655. potion_flag = 1;
  5656. potion_hp = 0;
  5657. potion_sp = 0;
  5658. run_script(item->script,0,src->id,0);
  5659. potion_flag = 0;
  5660. i = skill_get_max(CR_SLIMPITCHER)*10;
  5661. potion_hp = potion_hp * (100+i)/100;
  5662. potion_sp = potion_sp * (100+i)/100;
  5663. if(potion_hp > 0 || potion_sp > 0) {
  5664. i = skill_get_splash(skillid, skilllv);
  5665. map_foreachinarea(skill_area_sub,
  5666. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5667. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5668. skill_castend_nodamage_id);
  5669. }
  5670. }
  5671. break;
  5672. case HW_GANBANTEIN:
  5673. if (rand()%100 < 80) {
  5674. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5675. i = skill_get_splash(skillid, skilllv);
  5676. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5677. } else {
  5678. if (sd) clif_skill_fail(sd,skillid,0,0);
  5679. return 1;
  5680. }
  5681. break;
  5682. case HW_GRAVITATION:
  5683. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5684. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5685. flag|=1;
  5686. break;
  5687. // Plant Cultivation [Celest]
  5688. case CR_CULTIVATION:
  5689. if (sd) {
  5690. int i = skilllv - 1;
  5691. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5692. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5693. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5694. clif_skill_fail(sd,skillid,0,0);
  5695. return 1;
  5696. }
  5697. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5698. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5699. if (rand()%100 < 50)
  5700. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5701. else
  5702. clif_skill_fail(sd,skillid,0,0);
  5703. }
  5704. break;
  5705. case SG_SUN_WARM:
  5706. case SG_MOON_WARM:
  5707. case SG_STAR_WARM:
  5708. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5709. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5710. flag|=1;
  5711. break;
  5712. case PA_GOSPEL:
  5713. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5714. status_change_end(src,SC_GOSPEL,-1);
  5715. else
  5716. {
  5717. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5718. if (!sg) break;
  5719. if (sc && sc->data[type].timer != -1)
  5720. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5721. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5722. }
  5723. break;
  5724. case NJ_TATAMIGAESHI:
  5725. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5726. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5727. break;
  5728. case AM_RESURRECTHOMUN: //[orn]
  5729. if (sd)
  5730. {
  5731. if (map_flag_gvg(src->m) || //No reviving in WoE grounds!
  5732. !merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5733. {
  5734. clif_skill_fail(sd,skillid,0,0);
  5735. break;
  5736. }
  5737. }
  5738. break;
  5739. default:
  5740. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5741. return 1;
  5742. }
  5743. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5744. status_change_end(src,SC_MAGICPOWER,-1);
  5745. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5746. battle_consume_ammo(sd, skillid, skilllv);
  5747. return 0;
  5748. }
  5749. /*==========================================
  5750. *
  5751. *------------------------------------------
  5752. */
  5753. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5754. {
  5755. int x=0,y=0;
  5756. nullpo_retr(0, sd);
  5757. //Simplify skill_failed code.
  5758. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5759. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5760. return 0;
  5761. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5762. skill_failed(sd);
  5763. return 0;
  5764. }
  5765. if(sd->sc.count && (
  5766. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5767. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5768. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5769. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5770. sd->sc.data[SC_DANCING].timer!=-1 ||
  5771. sd->sc.data[SC_BERSERK].timer != -1 ||
  5772. sd->sc.data[SC_MARIONETTE].timer != -1
  5773. ))
  5774. return 0;
  5775. if( skill_num != sd->menuskill_id)
  5776. return 0;
  5777. if (strlen(map) > MAP_NAME_LENGTH-1)
  5778. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5779. if (battle_config.error_log)
  5780. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5781. skill_failed(sd);
  5782. return 0;
  5783. }
  5784. pc_stop_attack(sd);
  5785. pc_stop_walking(sd,0);
  5786. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5787. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5788. if(strcmp(map,"cancel")==0) {
  5789. skill_failed(sd);
  5790. return 0;
  5791. }
  5792. switch(skill_num){
  5793. case AL_TELEPORT:
  5794. if(strcmp(map,"Random")==0)
  5795. pc_randomwarp(sd,3);
  5796. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5797. pc_setpos(sd,sd->status.save_point.map,
  5798. sd->status.save_point.x,sd->status.save_point.y,3);
  5799. break;
  5800. case AL_WARP:
  5801. {
  5802. const struct point *p[4];
  5803. struct skill_unit_group *group;
  5804. int i, lv, wx, wy;
  5805. int maxcount=0;
  5806. unsigned short mapindex;
  5807. mapindex = mapindex_name2id((char*)map);
  5808. if(!mapindex) { //Given map not found?
  5809. clif_skill_fail(sd,skill_num,0,0);
  5810. skill_failed(sd);
  5811. return 0;
  5812. }
  5813. p[0] = &sd->status.save_point;
  5814. p[1] = &sd->status.memo_point[0];
  5815. p[2] = &sd->status.memo_point[1];
  5816. p[3] = &sd->status.memo_point[2];
  5817. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5818. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5819. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5820. maxcount--;
  5821. }
  5822. if(!maxcount) {
  5823. clif_skill_fail(sd,skill_num,0,0);
  5824. skill_failed(sd);
  5825. return 0;
  5826. }
  5827. }
  5828. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5829. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5830. wx = sd->menuskill_lv>>16;
  5831. wy = sd->menuskill_lv&0xffff;
  5832. if(lv <= 0) return 0;
  5833. for(i=0;i<lv;i++){
  5834. if(mapindex == p[i]->map){
  5835. x=p[i]->x;
  5836. y=p[i]->y;
  5837. break;
  5838. }
  5839. }
  5840. if(x==0 || y==0) {
  5841. skill_failed(sd);
  5842. return 0;
  5843. }
  5844. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5845. {
  5846. skill_failed(sd);
  5847. return 0;
  5848. }
  5849. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5850. clif_skill_fail(sd,0,0,0);
  5851. skill_failed(sd);
  5852. return 0;
  5853. }
  5854. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5855. skill_failed(sd);
  5856. return 0;
  5857. }
  5858. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5859. group->val2=(x<<16)|y;
  5860. group->val3 = mapindex;
  5861. }
  5862. break;
  5863. }
  5864. sd->menuskill_id = sd->menuskill_lv = 0;
  5865. return 0;
  5866. #undef skill_failed
  5867. }
  5868. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  5869. {
  5870. struct skill_unit *target = (struct skill_unit*)bl,
  5871. *src = va_arg(ap, struct skill_unit*);
  5872. int flag = va_arg(ap, int);
  5873. if (src == target)
  5874. return 0;
  5875. if (!target->group || !(target->group->state.song_dance&0x1))
  5876. return 0;
  5877. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5878. return 0;
  5879. if (flag) //Set dissonance
  5880. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5881. else //Remove dissonance
  5882. target->val2 &= ~UF_ENSEMBLE;
  5883. clif_skill_setunit(target); //Update look of affected cell.
  5884. return 1;
  5885. }
  5886. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5887. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5888. //When 1, this unit has been positioned, so start the cancel effect.
  5889. int skill_dance_overlap(struct skill_unit *unit, int flag)
  5890. {
  5891. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5892. return 0;
  5893. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5894. return 0; //Nothing to remove, this unit is not overlapped.
  5895. if (unit->val1 != unit->group->skill_id)
  5896. { //Reset state
  5897. unit->val1 = unit->group->skill_id;
  5898. unit->val2 &= ~UF_ENSEMBLE;
  5899. }
  5900. return map_foreachincell(skill_dance_overlap_sub,
  5901. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  5902. }
  5903. /*==========================================
  5904. * Converts this group information so that it is handled
  5905. * as a Dissonance or Ugly Dance cell.
  5906. * Flag: 0 - Convert, 1 - Revert, 2 - Initialize.
  5907. *------------------------------------------
  5908. */
  5909. #define skill_dance_switch(unit, group, flag) ((group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
  5910. static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag)
  5911. {
  5912. static struct skill_unit_group original, dissonance, uglydance, *group2;
  5913. if (flag&2) { //initialize
  5914. memset(&dissonance, 0, sizeof(dissonance));
  5915. memset(&uglydance, 0, sizeof(uglydance));
  5916. group2 = &dissonance;
  5917. group2->skill_id = BA_DISSONANCE;
  5918. group2->skill_lv = 1;
  5919. group2->unit_id = skill_get_unit_id(group2->skill_id,0);
  5920. group2->target_flag = skill_get_unit_target(group2->skill_id);
  5921. group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
  5922. group2->interval = skill_get_unit_interval(group2->skill_id);
  5923. group2 = &uglydance;
  5924. group2->skill_id = DC_UGLYDANCE;
  5925. group2->skill_lv = 1;
  5926. group2->unit_id = skill_get_unit_id(group2->skill_id,0);
  5927. group2->target_flag = skill_get_unit_target(group2->skill_id);
  5928. group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
  5929. group2->interval = skill_get_unit_interval(group2->skill_id);
  5930. return 0;
  5931. }
  5932. if (!flag)
  5933. { //Transform
  5934. memcpy(&original, group, sizeof(struct skill_unit_group)); //Backup
  5935. group2 = unit->val2&UF_SONG?&dissonance:&uglydance;
  5936. group->skill_id = group2->skill_id;
  5937. group->skill_lv = group2->skill_lv;
  5938. group->unit_id = group2->unit_id;
  5939. group->target_flag = group2->target_flag;
  5940. group->bl_flag= group2->bl_flag;
  5941. group->interval = group2->interval;
  5942. } else { //Restore only relevant values (should the backup be 5 ints rather than the whole structure?)
  5943. group->skill_id = original.skill_id;
  5944. group->skill_lv = original.skill_lv;
  5945. group->unit_id = original.unit_id;
  5946. group->target_flag = original.target_flag;
  5947. group->bl_flag = original.bl_flag;
  5948. group->interval = original.interval;
  5949. }
  5950. return 1;
  5951. }
  5952. /*==========================================
  5953. * Initializes and sets a ground skill.
  5954. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5955. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5956. *------------------------------------------
  5957. */
  5958. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  5959. {
  5960. struct skill_unit_group *group;
  5961. int i,limit,val1=0,val2=0,val3=0;
  5962. int count=0;
  5963. int target,interval,range,unit_flag;
  5964. struct skill_unit_layout *layout;
  5965. struct map_session_data *sd;
  5966. struct status_data *status;
  5967. struct status_change *sc;
  5968. int active_flag=1;
  5969. int subunt=0;
  5970. nullpo_retr(0, src);
  5971. limit = skill_get_time(skillid,skilllv);
  5972. range = skill_get_unit_range(skillid,skilllv);
  5973. interval = skill_get_unit_interval(skillid);
  5974. target = skill_get_unit_target(skillid);
  5975. unit_flag = skill_get_unit_flag(skillid);
  5976. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5977. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  5978. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5979. group= ((TBL_SKILL*)src)->group;
  5980. src = map_id2bl(group->src_id);
  5981. if (!src) return NULL;
  5982. val2=group->val2; //Copy the (x,y) position you warp to
  5983. val3=group->val3; //as well as the mapindex to warp to.
  5984. }
  5985. BL_CAST(BL_PC, src, sd);
  5986. status = status_get_status_data(src);
  5987. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5988. if (sc && !sc->count)
  5989. sc = NULL;
  5990. switch(skillid){
  5991. case MG_SAFETYWALL:
  5992. val2=skilllv+1;
  5993. break;
  5994. case MG_FIREWALL:
  5995. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5996. limit = limit*3/2;
  5997. val2=4+skilllv;
  5998. break;
  5999. case AL_WARP:
  6000. val1=skilllv+6;
  6001. if(!(flag&1))
  6002. limit=2000;
  6003. break;
  6004. case PR_SANCTUARY:
  6005. val1=(skilllv+3)*2;
  6006. val2=(skilllv>6)?777:skilllv*100;
  6007. break;
  6008. case WZ_FIREPILLAR:
  6009. if((flag&1)!=0)
  6010. limit=1000;
  6011. val1=skilllv+2;
  6012. break;
  6013. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6014. case AM_DEMONSTRATION:
  6015. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6016. && (src->type&battle_config.vs_traps_bctall))
  6017. target = BCT_ALL;
  6018. break;
  6019. case NJ_SUITON:
  6020. skill_clear_group(src,1);
  6021. break;
  6022. case HT_SHOCKWAVE:
  6023. val1=skilllv*15+10;
  6024. case HT_SANDMAN:
  6025. case HT_CLAYMORETRAP:
  6026. case HT_SKIDTRAP:
  6027. case HT_LANDMINE:
  6028. case HT_ANKLESNARE:
  6029. case HT_FLASHER:
  6030. case HT_FREEZINGTRAP:
  6031. case HT_BLASTMINE:
  6032. if (map_flag_gvg(src->m))
  6033. limit *= 4; // longer trap times in WOE [celest]
  6034. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6035. && (src->type&battle_config.vs_traps_bctall))
  6036. target = BCT_ALL;
  6037. break;
  6038. case SA_LANDPROTECTOR:
  6039. {
  6040. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6041. val1=skilllv*15+10;
  6042. aoe_diameter=skilllv+skilllv%2+5;
  6043. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6044. }
  6045. //No break because we also have to check if we use gemstones. [Skotlex]
  6046. case SA_VOLCANO:
  6047. case SA_DELUGE:
  6048. case SA_VIOLENTGALE:
  6049. {
  6050. struct skill_unit_group *old_sg;
  6051. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6052. { //HelloKitty confirmed that these are interchangeable,
  6053. //so you can change element and not consume gemstones.
  6054. if ((
  6055. old_sg->skill_id == SA_VOLCANO ||
  6056. old_sg->skill_id == SA_DELUGE ||
  6057. old_sg->skill_id == SA_VIOLENTGALE
  6058. ) && old_sg->limit > 0)
  6059. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6060. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6061. if (limit < 0) //This can happen...
  6062. limit = skill_get_time(skillid,skilllv);
  6063. }
  6064. skill_clear_group(src,1);
  6065. }
  6066. break;
  6067. }
  6068. case BA_DISSONANCE:
  6069. case DC_UGLYDANCE:
  6070. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6071. break;
  6072. case BA_WHISTLE:
  6073. val1 = skilllv +status->agi/10; // Flee increase
  6074. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6075. if(sd){
  6076. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6077. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6078. }
  6079. break;
  6080. case DC_HUMMING:
  6081. val1 = 2*skilllv+status->dex/10; // Hit increase
  6082. if(sd)
  6083. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6084. break;
  6085. case BA_POEMBRAGI:
  6086. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6087. //For some reason at level 10 the base delay reduction is 50%.
  6088. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6089. if(sd){
  6090. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6091. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6092. }
  6093. break;
  6094. case DC_DONTFORGETME:
  6095. val1 = 30*skilllv+status->dex; // ASPD decrease
  6096. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6097. if(sd){
  6098. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6099. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6100. }
  6101. if (val2 < 1) val2 = 1;
  6102. break;
  6103. case BA_APPLEIDUN:
  6104. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6105. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6106. if(sd){
  6107. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6108. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6109. }
  6110. break;
  6111. case DC_SERVICEFORYOU:
  6112. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6113. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6114. if(sd){
  6115. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6116. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6117. }
  6118. break;
  6119. case BA_ASSASSINCROSS:
  6120. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6121. if(sd)
  6122. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6123. break;
  6124. case DC_FORTUNEKISS:
  6125. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6126. if(sd)
  6127. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6128. val1*=10; //Because every 10 crit is an actual cri point.
  6129. break;
  6130. case BD_DRUMBATTLEFIELD:
  6131. val1 = (skilllv+1)*25; //Watk increase
  6132. val2 = (skilllv+1)*2; //Def increase
  6133. break;
  6134. case BD_RINGNIBELUNGEN:
  6135. val1 = (skilllv+2)*25; //Watk increase
  6136. break;
  6137. case BD_RICHMANKIM:
  6138. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6139. break;
  6140. case BD_SIEGFRIED:
  6141. val1 = 55 + skilllv*5; //Elemental Resistance
  6142. val2 = skilllv*10; //Status ailment resistance
  6143. break;
  6144. case RG_GRAFFITI: /* Graffiti */
  6145. count=1; // Leave this at 1 [Valaris]
  6146. break;
  6147. case WE_CALLPARTNER:
  6148. if (sd) val1 = sd->status.partner_id;
  6149. break;
  6150. case WE_CALLPARENT:
  6151. if (sd) {
  6152. val1 = sd->status.father;
  6153. val2 = sd->status.mother;
  6154. }
  6155. break;
  6156. case WE_CALLBABY:
  6157. if (sd) val1 = sd->status.child;
  6158. break;
  6159. case NJ_KAENSIN:
  6160. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6161. val2 = (skilllv+1)/2 + 4;
  6162. break;
  6163. case GS_GROUNDDRIFT:
  6164. {
  6165. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6166. if (sd)
  6167. val1=sd->arrow_ele;
  6168. else
  6169. val1=element[rand()%5];
  6170. switch (val1)
  6171. {
  6172. case ELE_FIRE:
  6173. subunt++;
  6174. case ELE_WATER:
  6175. subunt++;
  6176. case ELE_POISON:
  6177. subunt++;
  6178. case ELE_DARK:
  6179. subunt++;
  6180. case ELE_WIND:
  6181. break;
  6182. default:
  6183. subunt=rand()%5;
  6184. break;
  6185. }
  6186. break;
  6187. }
  6188. }
  6189. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6190. skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6191. group->val1=val1;
  6192. group->val2=val2;
  6193. group->val3=val3;
  6194. group->target_flag=target;
  6195. group->bl_flag= skill_get_unit_bl_target(skillid);
  6196. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6197. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6198. //Store if this skill needs to consume ammo.
  6199. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT);
  6200. 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
  6201. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6202. if (DIFF_TICK(group->tick, gettick()) > 100)
  6203. active_flag = 0;
  6204. if(skillid==HT_TALKIEBOX ||
  6205. skillid==RG_GRAFFITI){
  6206. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  6207. if(group->valstr==NULL){
  6208. ShowFatalError("skill_castend_map: out of memory !\n");
  6209. exit(1);
  6210. }
  6211. if (sd)
  6212. memcpy(group->valstr,sd->message,MESSAGE_SIZE);
  6213. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6214. strcpy(group->valstr, "Boo!");
  6215. }
  6216. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6217. val1=skilllv;
  6218. val2=0;
  6219. limit=group->limit;
  6220. count=group->unit_count;
  6221. for(i=0;i<count;i++){
  6222. struct skill_unit *unit;
  6223. int ux,uy,alive=1;
  6224. ux = x + layout->dx[i];
  6225. uy = y + layout->dy[i];
  6226. switch (skillid) {
  6227. case MG_FIREWALL:
  6228. case NJ_KAENSIN:
  6229. val2=group->val2;
  6230. break;
  6231. case WZ_ICEWALL:
  6232. if(skilllv <= 1)
  6233. val1 = 500;
  6234. else
  6235. val1 = 200 + 200*skilllv;
  6236. break;
  6237. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6238. ux+=(i%5-2);
  6239. uy+=(i/5-2);
  6240. break;
  6241. case GS_DESPERADO:
  6242. val1 = abs(layout->dx[i]);
  6243. val2 = abs(layout->dy[i]);
  6244. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6245. if (val2 > val1) val1 = val2;
  6246. if (val1) val1--;
  6247. val1 = 36 -12*val1;
  6248. } else //Diagonal edges
  6249. val1 = 28 -4*val1 -4*val2;
  6250. if (val1 < 1) val1 = 1;
  6251. val2 = 0;
  6252. break;
  6253. default:
  6254. if (group->state.song_dance&0x1)
  6255. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6256. break;
  6257. }
  6258. if(range<=0)
  6259. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6260. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6261. alive = 0;
  6262. if (alive && battle_config.skill_wall_check) {
  6263. //Check if there's a path between cell and center of casting.
  6264. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6265. alive = 0;
  6266. }
  6267. if(alive && skillid == WZ_ICEWALL) {
  6268. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6269. alive=0;
  6270. else {
  6271. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6272. if(val2==5 || val2==1)
  6273. alive=0;
  6274. else
  6275. clif_changemapcell(src->m,ux,uy,5,0);
  6276. }
  6277. }
  6278. if(alive){
  6279. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6280. unit->limit=limit;
  6281. unit->range=range;
  6282. if (skillid == PF_FOGWALL && alive == 2)
  6283. { //Double duration of cells on top of Deluge/Suiton
  6284. unit->limit *= 2;
  6285. group->limit = unit->limit;
  6286. }
  6287. if (range==0 && active_flag)
  6288. map_foreachincell(skill_unit_effect,unit->bl.m,
  6289. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6290. }
  6291. }
  6292. if (!group->alive_count)
  6293. { //No cells? Something that was blocked completely by Land Protector?
  6294. skill_delunitgroup(src, group, 0);
  6295. return NULL;
  6296. }
  6297. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6298. group->val1 = group->alive_count;
  6299. return group;
  6300. }
  6301. /*==========================================
  6302. *
  6303. *------------------------------------------
  6304. */
  6305. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6306. {
  6307. struct skill_unit_group *sg;
  6308. struct block_list *ss;
  6309. struct status_change *sc;
  6310. int type,skillid;
  6311. nullpo_retr(0, src);
  6312. nullpo_retr(0, bl);
  6313. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6314. return 0;
  6315. nullpo_retr(0, sg=src->group);
  6316. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6317. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6318. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6319. return 0; //AoE skills are ineffective. [Skotlex]
  6320. sc = status_get_sc(bl);
  6321. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6322. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6323. type = SkillStatusChangeTable(sg->skill_id);
  6324. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6325. switch (sg->unit_id) {
  6326. case UNT_SAFETYWALL:
  6327. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6328. if (sc && sc->data[type].timer == -1)
  6329. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6330. break;
  6331. case UNT_WARP_WAITING:
  6332. if(bl->type==BL_PC){
  6333. struct map_session_data *sd = (struct map_session_data *)bl;
  6334. if((!sd->chatID || battle_config.chat_warpportal)
  6335. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6336. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6337. if (--sg->val1<=0)
  6338. skill_delunitgroup(NULL, sg, 0);
  6339. }
  6340. }
  6341. } else
  6342. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6343. {
  6344. int m = map_mapindex2mapid(sg->val3);
  6345. if (m < 0) break; //Map not available on this map-server.
  6346. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6347. }
  6348. break;
  6349. case UNT_QUAGMIRE:
  6350. if(sc && sc->data[type].timer==-1)
  6351. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6352. break;
  6353. case UNT_VOLCANO:
  6354. case UNT_DELUGE:
  6355. case UNT_VIOLENTGALE:
  6356. if(sc && sc->data[type].timer==-1)
  6357. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6358. break;
  6359. case UNT_SUITON:
  6360. if(sc && sc->data[type].timer==-1)
  6361. sc_start4(bl,type,100,sg->skill_lv,
  6362. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6363. 0,0,sg->limit);
  6364. break;
  6365. case UNT_RICHMANKIM:
  6366. case UNT_ETERNALCHAOS:
  6367. case UNT_DRUMBATTLEFIELD:
  6368. case UNT_RINGNIBELUNGEN:
  6369. case UNT_ROKISWEIL:
  6370. case UNT_INTOABYSS:
  6371. case UNT_SIEGFRIED:
  6372. case UNT_HERMODE:
  6373. //Needed to check when a dancer/bard leaves their ensemble area.
  6374. if (sg->src_id==bl->id &&
  6375. !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6376. return skillid;
  6377. if (sc && sc->data[type].timer==-1)
  6378. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6379. break;
  6380. case UNT_WHISTLE:
  6381. case UNT_ASSASSINCROSS:
  6382. case UNT_POEMBRAGI:
  6383. case UNT_APPLEIDUN:
  6384. case UNT_HUMMING:
  6385. case UNT_DONTFORGETME:
  6386. case UNT_FORTUNEKISS:
  6387. case UNT_SERVICEFORYOU:
  6388. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6389. return 0;
  6390. if (!sc) return 0;
  6391. if (sc->data[type].timer==-1)
  6392. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6393. else if (sc->data[type].val4 == 1) {
  6394. //Readjust timers since the effect will not last long.
  6395. sc->data[type].val4 = 0;
  6396. delete_timer(sc->data[type].timer, status_change_timer);
  6397. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6398. }
  6399. break;
  6400. case UNT_FOGWALL:
  6401. if (sc && sc->data[type].timer==-1)
  6402. {
  6403. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6404. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6405. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6406. }
  6407. break;
  6408. case UNT_GRAVITATION:
  6409. if (sc && sc->data[type].timer==-1)
  6410. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6411. break;
  6412. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6413. src->val1 = 0;
  6414. if(src->limit + sg->tick > tick + 700)
  6415. src->limit = DIFF_TICK(tick+700,sg->tick);
  6416. break;
  6417. case UNT_MOONLIT:
  6418. //Knockback out of area if affected char isn't in Moonlit effect
  6419. if (!sc || sc->data[SC_DANCING].timer==-1 || (sc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT)
  6420. skill_blown(ss, bl, skill_get_blewcount(sg->skill_id,sg->skill_lv));
  6421. break;
  6422. }
  6423. return skillid;
  6424. }
  6425. /*==========================================
  6426. *
  6427. *------------------------------------------
  6428. */
  6429. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6430. {
  6431. struct skill_unit_group *sg;
  6432. struct block_list *ss;
  6433. TBL_PC* sd;
  6434. TBL_PC* tsd;
  6435. struct status_data *tstatus, *sstatus;
  6436. struct status_change *tsc, *sc;
  6437. struct skill_unit_group_tickset *ts;
  6438. int matk_min = 0, matk_max = 0; //For Magic power...
  6439. int type, skillid;
  6440. int diff=0;
  6441. nullpo_retr(0, src);
  6442. nullpo_retr(0, bl);
  6443. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6444. return 0;
  6445. nullpo_retr(0, sg=src->group);
  6446. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6447. BL_CAST(BL_PC, ss, sd);
  6448. BL_CAST(BL_PC, bl, tsd);
  6449. tsc = status_get_sc(bl);
  6450. tstatus = status_get_status_data(bl);
  6451. if (sg->state.magic_power) //For magic power.
  6452. {
  6453. sc = status_get_sc(ss);
  6454. sstatus = status_get_status_data(ss);
  6455. } else {
  6456. sc = NULL;
  6457. sstatus = NULL;
  6458. }
  6459. type = SkillStatusChangeTable(sg->skill_id);
  6460. skillid = sg->skill_id;
  6461. if (sg->interval == -1) {
  6462. switch (sg->unit_id) {
  6463. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6464. case UNT_SPIDERWEB:
  6465. case UNT_FIREPILLAR_ACTIVE:
  6466. return 0;
  6467. default:
  6468. if (battle_config.error_log)
  6469. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6470. return 0;
  6471. }
  6472. }
  6473. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6474. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6475. diff = DIFF_TICK(tick,ts->tick);
  6476. if (diff < 0)
  6477. return 0;
  6478. ts->tick = tick+sg->interval;
  6479. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6480. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6481. }
  6482. //Temporarily set magic power to have it take effect. [Skotlex]
  6483. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6484. { //Store previous values.
  6485. matk_min = sstatus->matk_min;
  6486. matk_max = sstatus->matk_max;
  6487. //Note to NOT return from the function until this is unset!
  6488. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6489. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6490. }
  6491. switch (sg->unit_id)
  6492. {
  6493. case UNT_FIREWALL:
  6494. {
  6495. int count=0;
  6496. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6497. //This is the best Aegis approximation we can do without
  6498. //changing the minimum skill unit interval. [Skotlex]
  6499. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6500. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6501. } else {
  6502. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6503. src->val2--;
  6504. }
  6505. if (src->val2<=0)
  6506. skill_delunit(src, 0);
  6507. break;
  6508. }
  6509. case UNT_SANCTUARY:
  6510. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6511. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6512. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6513. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6514. // reduce healing count if this was meant for damaging [hekate]
  6515. sg->val1 -= 2;
  6516. } else {
  6517. int heal = sg->val2;
  6518. if (tstatus->hp >= tstatus->max_hp)
  6519. break;
  6520. if (status_isimmune(bl))
  6521. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6522. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6523. status_heal(bl, heal, 0, 0);
  6524. if (diff >= 500)
  6525. sg->val1--;
  6526. }
  6527. if (sg->val1 <= 0)
  6528. skill_delunitgroup(NULL,sg, 0);
  6529. break;
  6530. case UNT_MAGNUS:
  6531. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6532. break;
  6533. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6534. break;
  6535. case UNT_ATTACK_SKILLS:
  6536. switch (sg->skill_id)
  6537. {
  6538. case SG_SUN_WARM: //SG skills [Komurka]
  6539. case SG_MOON_WARM:
  6540. case SG_STAR_WARM:
  6541. if(bl->type==BL_PC)
  6542. //Only damage SP [Skotlex]
  6543. status_zap(bl, 0, 60);
  6544. else if(status_charge(ss, 0, 2))
  6545. //Otherwise, Knockback attack.
  6546. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6547. break;
  6548. case WZ_STORMGUST:
  6549. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
  6550. && tsc)
  6551. { //Increase freeze counter if attack connects.
  6552. if (tsc->data[SC_FREEZE].val4 == sg->group_id)
  6553. tsc->data[SC_FREEZE].val3++; //SG hit counter.
  6554. else { //New SG
  6555. tsc->data[SC_FREEZE].val4 = sg->group_id;
  6556. tsc->data[SC_FREEZE].val3 = 1;
  6557. }
  6558. }
  6559. break;
  6560. default:
  6561. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6562. }
  6563. break;
  6564. case UNT_FIREPILLAR_WAITING:
  6565. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6566. skill_delunit(src, 0);
  6567. break;
  6568. case UNT_FIREPILLAR_ACTIVE:
  6569. skill_area_temp[1] = 0;
  6570. map_foreachinrange(skill_attack_area,bl,
  6571. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6572. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6573. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6574. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6575. break;
  6576. case UNT_SKIDTRAP:
  6577. {
  6578. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6579. sg->unit_id = UNT_USED_TRAPS;
  6580. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6581. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6582. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6583. }
  6584. break;
  6585. case UNT_SPIDERWEB:
  6586. case UNT_ANKLESNARE:
  6587. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6588. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6589. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6590. {
  6591. struct TimerData* td = get_timer(tsc->data[type].timer);
  6592. if (td) sec = DIFF_TICK(td->tick, tick);
  6593. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6594. clif_fixpos(bl);
  6595. sg->val2=bl->id;
  6596. } else
  6597. sec = 3000; //Couldn't trap it?
  6598. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6599. // 01AC: long ID
  6600. // Indicates that an object is trapped, but ID is not a
  6601. // valid monster or player ID.
  6602. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6603. sg->interval = -1;
  6604. src->range = 0;
  6605. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6606. }
  6607. break;
  6608. case UNT_VENOMDUST:
  6609. if(tsc && tsc->data[type].timer==-1 )
  6610. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6611. break;
  6612. case UNT_LANDMINE:
  6613. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6614. sg->unit_id = UNT_USED_TRAPS;
  6615. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6616. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6617. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6618. break;
  6619. case UNT_CLAYMORETRAP:
  6620. case UNT_BLASTMINE:
  6621. //Hold number of targets (required for damage calculation)
  6622. type = map_foreachinrange(skill_count_target,&src->bl,
  6623. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6624. case UNT_SHOCKWAVE:
  6625. case UNT_SANDMAN:
  6626. case UNT_FLASHER:
  6627. case UNT_FREEZINGTRAP:
  6628. map_foreachinrange(skill_trap_splash,&src->bl,
  6629. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6630. &src->bl,tick,type);
  6631. sg->unit_id = UNT_USED_TRAPS;
  6632. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6633. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6634. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6635. break;
  6636. case UNT_TALKIEBOX:
  6637. if (sg->src_id == bl->id)
  6638. break;
  6639. if (sg->val2 == 0){
  6640. clif_talkiebox(&src->bl, sg->valstr);
  6641. sg->unit_id = UNT_USED_TRAPS;
  6642. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6643. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6644. sg->val2 = -1;
  6645. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6646. }
  6647. break;
  6648. case UNT_LULLABY:
  6649. if (ss->id == bl->id)
  6650. break;
  6651. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6652. break;
  6653. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6654. if (ss->id != bl->id)
  6655. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6656. break;
  6657. case UNT_DISSONANCE:
  6658. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6659. break;
  6660. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6661. {
  6662. int heal;
  6663. if (sg->src_id == bl->id)
  6664. break;
  6665. heal = sg->val2;
  6666. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6667. status_heal(bl, heal, 0, 0);
  6668. break;
  6669. }
  6670. case UNT_TATAMIGAESHI:
  6671. case UNT_DEMONSTRATION:
  6672. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6673. break;
  6674. case UNT_GOSPEL:
  6675. if (rand()%100 > sg->skill_lv*10)
  6676. break;
  6677. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6678. int i = rand()%13; // Positive buff count
  6679. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6680. switch (i)
  6681. {
  6682. case 0: // Heal 1~9999 HP
  6683. type = rand() %9999+1;
  6684. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6685. status_heal(bl,type,0,0);
  6686. break;
  6687. case 1: // End all negative status
  6688. status_change_clear_buffs(bl,2);
  6689. if (tsd) clif_gospel_info(tsd, 0x15);
  6690. break;
  6691. case 2: // Immunity to all status
  6692. sc_start(bl,SC_SCRESIST,100,100,type);
  6693. if (tsd) clif_gospel_info(tsd, 0x16);
  6694. break;
  6695. case 3: // MaxHP +100%
  6696. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6697. if (tsd) clif_gospel_info(tsd, 0x17);
  6698. break;
  6699. case 4: // MaxSP +100%
  6700. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6701. if (tsd) clif_gospel_info(tsd, 0x18);
  6702. break;
  6703. case 5: // All stats +20
  6704. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6705. if (tsd) clif_gospel_info(tsd, 0x19);
  6706. break;
  6707. case 6: // Level 10 Blessing
  6708. sc_start(bl,SC_BLESSING,100,10,type);
  6709. break;
  6710. case 7: // Level 10 Increase AGI
  6711. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6712. break;
  6713. case 8: // Enchant weapon with Holy element
  6714. sc_start(bl,SC_ASPERSIO,100,1,type);
  6715. if (tsd) clif_gospel_info(tsd, 0x1c);
  6716. break;
  6717. case 9: // Enchant armor with Holy element
  6718. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6719. if (tsd) clif_gospel_info(tsd, 0x1d);
  6720. break;
  6721. case 10: // DEF +25%
  6722. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6723. if (tsd) clif_gospel_info(tsd, 0x1e);
  6724. break;
  6725. case 11: // ATK +100%
  6726. sc_start(bl,SC_INCATKRATE,100,100,type);
  6727. if (tsd) clif_gospel_info(tsd, 0x1f);
  6728. break;
  6729. case 12: // HIT/Flee +50
  6730. sc_start(bl,SC_INCHIT,100,50,type);
  6731. sc_start(bl,SC_INCFLEE,100,50,type);
  6732. if (tsd) clif_gospel_info(tsd, 0x20);
  6733. break;
  6734. }
  6735. }
  6736. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6737. int i = rand()%9; // Negative buff count
  6738. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6739. switch (i)
  6740. {
  6741. case 0: // Deal 1~9999 damage
  6742. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6743. break;
  6744. case 1: // Curse
  6745. sc_start(bl,SC_CURSE,100,1,type);
  6746. break;
  6747. case 2: // Blind
  6748. sc_start(bl,SC_BLIND,100,1,type);
  6749. break;
  6750. case 3: // Poison
  6751. sc_start(bl,SC_POISON,100,1,type);
  6752. break;
  6753. case 4: // Level 10 Provoke
  6754. sc_start(bl,SC_PROVOKE,100,10,type);
  6755. break;
  6756. case 5: // DEF -100%
  6757. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6758. break;
  6759. case 6: // ATK -100%
  6760. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6761. break;
  6762. case 7: // Flee -100%
  6763. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6764. break;
  6765. case 8: // Speed/ASPD -25%
  6766. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6767. break;
  6768. }
  6769. }
  6770. break;
  6771. case UNT_GRAVITATION:
  6772. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6773. break;
  6774. case UNT_DESPERADO:
  6775. if (rand()%100 < src->val1)
  6776. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6777. break;
  6778. case UNT_GROUNDDRIFT_WIND:
  6779. case UNT_GROUNDDRIFT_DARK:
  6780. case UNT_GROUNDDRIFT_POISON:
  6781. case UNT_GROUNDDRIFT_WATER:
  6782. case UNT_GROUNDDRIFT_FIRE:
  6783. map_foreachinrange(skill_trap_splash,&src->bl,
  6784. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6785. &src->bl,tick,0);
  6786. sg->unit_id = UNT_USED_TRAPS;
  6787. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6788. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6789. sg->state.into_abyss = 1;
  6790. break;
  6791. case UNT_KAENSIN:
  6792. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6793. if (--src->val2 <= 0)
  6794. skill_delunit(src, 0);
  6795. break;
  6796. }
  6797. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6798. { //Unset magic power.
  6799. sstatus->matk_min = matk_min;
  6800. sstatus->matk_max = matk_max;
  6801. }
  6802. if (bl->type == BL_MOB && ss != bl)
  6803. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6804. return skillid;
  6805. }
  6806. /*==========================================
  6807. *
  6808. *------------------------------------------
  6809. */
  6810. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6811. {
  6812. struct skill_unit_group *sg;
  6813. struct status_change *sc;
  6814. int type;
  6815. nullpo_retr(0, src);
  6816. nullpo_retr(0, bl);
  6817. nullpo_retr(0, sg=src->group);
  6818. sc = status_get_sc(bl);
  6819. if (sc && !sc->count)
  6820. sc = NULL;
  6821. type = SkillStatusChangeTable(sg->skill_id);
  6822. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6823. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6824. return 0;
  6825. switch(sg->unit_id){
  6826. case UNT_SAFETYWALL:
  6827. if (sc && sc->data[type].timer!=-1)
  6828. status_change_end(bl,type,-1);
  6829. break;
  6830. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6831. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6832. status_change_end(bl,type,-1);
  6833. break;
  6834. case UNT_SPIDERWEB:
  6835. {
  6836. struct block_list *target = map_id2bl(sg->val2);
  6837. if (target && target==bl)
  6838. {
  6839. status_change_end(bl,SC_SPIDERWEB,-1);
  6840. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6841. }
  6842. break;
  6843. }
  6844. }
  6845. return sg->skill_id;
  6846. }
  6847. /*==========================================
  6848. * Triggered when a char steps out of a skill group [Skotlex]
  6849. *------------------------------------------
  6850. */
  6851. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6852. {
  6853. struct status_change *sc;
  6854. int type;
  6855. sc = status_get_sc(bl);
  6856. if (sc && !sc->count)
  6857. sc = NULL;
  6858. type = SkillStatusChangeTable(skill_id);
  6859. switch (skill_id)
  6860. {
  6861. case WZ_QUAGMIRE:
  6862. if (bl->type==BL_MOB)
  6863. break;
  6864. if (sc && sc->data[type].timer != -1)
  6865. status_change_end(bl, type, -1);
  6866. break;
  6867. case BD_LULLABY:
  6868. case BD_RICHMANKIM:
  6869. case BD_ETERNALCHAOS:
  6870. case BD_DRUMBATTLEFIELD:
  6871. case BD_RINGNIBELUNGEN:
  6872. case BD_ROKISWEIL:
  6873. case BD_INTOABYSS:
  6874. case BD_SIEGFRIED:
  6875. if(sc && sc->data[SC_DANCING].timer != -1 &&
  6876. (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  6877. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6878. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6879. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6880. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6881. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6882. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6883. skill_stop_dancing(bl);
  6884. }
  6885. case MG_SAFETYWALL:
  6886. case AL_PNEUMA:
  6887. case SA_VOLCANO:
  6888. case SA_DELUGE:
  6889. case SA_VIOLENTGALE:
  6890. case CG_HERMODE:
  6891. case HW_GRAVITATION:
  6892. case NJ_SUITON:
  6893. if (sc && sc->data[type].timer != -1)
  6894. status_change_end(bl, type, -1);
  6895. break;
  6896. case BA_POEMBRAGI:
  6897. case BA_WHISTLE:
  6898. case BA_ASSASSINCROSS:
  6899. case BA_APPLEIDUN:
  6900. case DC_HUMMING:
  6901. case DC_DONTFORGETME:
  6902. case DC_FORTUNEKISS:
  6903. case DC_SERVICEFORYOU:
  6904. if (sc && sc->data[type].timer != -1)
  6905. {
  6906. delete_timer(sc->data[type].timer, status_change_timer);
  6907. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6908. //not possible on our current implementation.
  6909. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6910. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6911. }
  6912. break;
  6913. case PF_FOGWALL:
  6914. if (sc && sc->data[type].timer != -1)
  6915. {
  6916. status_change_end(bl,type,-1);
  6917. if (sc->data[SC_BLIND].timer!=-1)
  6918. {
  6919. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6920. status_change_end(bl, SC_BLIND, -1);
  6921. else {
  6922. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6923. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6924. }
  6925. }
  6926. }
  6927. break;
  6928. case UNT_GOSPEL:
  6929. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6930. status_change_end(bl, type, -1);
  6931. break;
  6932. }
  6933. return skill_id;
  6934. }
  6935. /*==========================================
  6936. * Invoked when a unit cell has been placed/removed/deleted.
  6937. * flag values:
  6938. * flag&1: Invoke onplace function (otherwise invoke onout)
  6939. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6940. *------------------------------------------
  6941. */
  6942. int skill_unit_effect (struct block_list *bl, va_list ap)
  6943. {
  6944. struct skill_unit *unit;
  6945. struct skill_unit_group *group;
  6946. int flag,skill_id;
  6947. unsigned int tick;
  6948. unit=va_arg(ap,struct skill_unit*);
  6949. tick = va_arg(ap,unsigned int);
  6950. flag = va_arg(ap,unsigned int);
  6951. if (!unit->alive || bl->prev==NULL)
  6952. return 0;
  6953. nullpo_retr(0, group=unit->group);
  6954. if (skill_dance_switch(unit, group, 0))
  6955. flag|=64; //Converted cell, remember to restore it.
  6956. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6957. skill_id = group->skill_id;
  6958. //Target-type check.
  6959. if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
  6960. {
  6961. if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
  6962. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6963. if (flag&64)
  6964. skill_dance_switch(unit, group, 1);
  6965. return 0;
  6966. }
  6967. if (flag&1)
  6968. skill_unit_onplace(unit,bl,tick);
  6969. else
  6970. skill_unit_onout(unit,bl,tick);
  6971. if (flag&4)
  6972. skill_unit_onleft(skill_id, bl, tick);
  6973. if (flag&64)
  6974. skill_dance_switch(unit, group, 1);
  6975. return 0;
  6976. }
  6977. /*==========================================
  6978. * If flag, this is a forced delete, otherwise, it's natural expiration.
  6979. *------------------------------------------
  6980. */
  6981. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick, int flag)
  6982. {
  6983. struct skill_unit_group *sg;
  6984. nullpo_retr(0, src);
  6985. nullpo_retr(0, sg=src->group);
  6986. switch(sg->unit_id){
  6987. case UNT_WARP_ACTIVE:
  6988. if (!flag)
  6989. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6990. break;
  6991. case UNT_ICEWALL:
  6992. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6993. break;
  6994. case UNT_CALLFAMILY:
  6995. if (!flag)
  6996. {
  6997. struct map_session_data *sd = NULL;
  6998. if(sg->val1) {
  6999. sd = map_charid2sd(sg->val1);
  7000. sg->val1 = 0;
  7001. if (sd && !map[sd->bl.m].flag.nowarp)
  7002. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  7003. }
  7004. if(sg->val2) {
  7005. sd = map_charid2sd(sg->val2);
  7006. sg->val2 = 0;
  7007. if (sd && !map[sd->bl.m].flag.nowarp)
  7008. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  7009. }
  7010. }
  7011. break;
  7012. case UNT_ANKLESNARE:
  7013. {
  7014. struct block_list *target = map_id2bl(sg->val2);
  7015. if(target)
  7016. status_change_end(target,SC_ANKLE,-1);
  7017. }
  7018. break;
  7019. }
  7020. return 0;
  7021. }
  7022. /*==========================================
  7023. *
  7024. *------------------------------------------
  7025. */
  7026. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7027. {
  7028. struct skill_unit_group *sg;
  7029. nullpo_retr(0, src);
  7030. nullpo_retr(0, sg=src->group);
  7031. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  7032. skill_delunitgroup(NULL,sg, 1);
  7033. else
  7034. switch(sg->unit_id){
  7035. case UNT_ICEWALL:
  7036. src->val1-=damage;
  7037. break;
  7038. default:
  7039. damage = 0;
  7040. break;
  7041. }
  7042. return damage;
  7043. }
  7044. /*==========================================
  7045. *
  7046. *------------------------------------------
  7047. */
  7048. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7049. {
  7050. int *c, skillid;
  7051. struct block_list *src;
  7052. struct map_session_data *sd;
  7053. struct map_session_data *tsd;
  7054. int *p_sd; //Contains the list of characters found.
  7055. nullpo_retr(0, bl);
  7056. nullpo_retr(0, ap);
  7057. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7058. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7059. nullpo_retr(0, sd=(struct map_session_data*)src);
  7060. c=va_arg(ap,int *);
  7061. p_sd = va_arg(ap, int *);
  7062. skillid = va_arg(ap,int);
  7063. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7064. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7065. if (bl == src)
  7066. return 0;
  7067. if(pc_isdead(tsd))
  7068. return 0;
  7069. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7070. return 0;
  7071. switch(skillid)
  7072. {
  7073. case PR_BENEDICTIO:
  7074. {
  7075. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7076. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7077. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7078. && sd->status.sp >= 10)
  7079. p_sd[(*c)++]=tsd->bl.id;
  7080. return 1;
  7081. }
  7082. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7083. {
  7084. int skilllv;
  7085. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7086. return 0;
  7087. if (sd->status.sex != tsd->status.sex &&
  7088. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7089. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7090. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7091. sd->status.party_id && tsd->status.party_id &&
  7092. sd->status.party_id == tsd->status.party_id &&
  7093. tsd->sc.data[SC_DANCING].timer == -1)
  7094. {
  7095. p_sd[(*c)++]=tsd->bl.id;
  7096. return skilllv;
  7097. } else {
  7098. return 0;
  7099. }
  7100. }
  7101. break;
  7102. }
  7103. return 0;
  7104. }
  7105. /*==========================================
  7106. * Checks and stores partners for ensemble skills [Skotlex]
  7107. *------------------------------------------
  7108. */
  7109. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7110. {
  7111. static int c=0;
  7112. static int p_sd[2] = { 0, 0 };
  7113. int i;
  7114. if (cast_flag)
  7115. { //Execute the skill on the partners.
  7116. struct map_session_data* tsd;
  7117. switch (skill_id)
  7118. {
  7119. case PR_BENEDICTIO:
  7120. for (i = 0; i < c; i++)
  7121. {
  7122. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7123. status_charge(&tsd->bl, 0, 10);
  7124. }
  7125. return c;
  7126. default: //Warning: Assuming Ensemble skills here (for speed)
  7127. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7128. {
  7129. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7130. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7131. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7132. tsd->skillid_dance = skill_id;
  7133. tsd->skilllv_dance = *skill_lv;
  7134. }
  7135. return c;
  7136. }
  7137. }
  7138. //Else: new search for partners.
  7139. c = 0;
  7140. memset (p_sd, 0, sizeof(p_sd));
  7141. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7142. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7143. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7144. *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.
  7145. return c;
  7146. }
  7147. /*==========================================
  7148. *
  7149. *------------------------------------------
  7150. */
  7151. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7152. {
  7153. int *c,src_id,mob_class,skill;
  7154. struct mob_data *md;
  7155. md=(struct mob_data*)bl;
  7156. src_id=va_arg(ap,int);
  7157. mob_class=va_arg(ap,int);
  7158. skill=va_arg(ap,int);
  7159. c=va_arg(ap,int *);
  7160. if(md->master_id != src_id ||
  7161. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7162. return 0; //Non alchemist summoned mobs have nothing to do here.
  7163. if(md->class_==mob_class)
  7164. (*c)++;
  7165. return 1;
  7166. }
  7167. /*==========================================
  7168. * Determines if a given skill should be made to consume ammo
  7169. * when used by the player. [Skotlex]
  7170. *------------------------------------------
  7171. */
  7172. int skill_isammotype (TBL_PC *sd, int skill)
  7173. {
  7174. return (
  7175. battle_config.arrow_decrement==2 &&
  7176. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7177. skill != HT_PHANTASMIC &&
  7178. skill_get_type(skill) == BF_WEAPON &&
  7179. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7180. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7181. );
  7182. }
  7183. /*==========================================
  7184. * Checks that you have the requirements for casting a skill.
  7185. * Flag:
  7186. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7187. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7188. *------------------------------------------
  7189. */
  7190. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7191. {
  7192. struct status_data *status;
  7193. struct status_change *sc;
  7194. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7195. int index[10],itemid[10],amount[10];
  7196. int delitem_flag = 1, checkitem_flag = 1;
  7197. nullpo_retr(0, sd);
  7198. if (lv <= 0) return 0;
  7199. if( battle_config.gm_skilluncond &&
  7200. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7201. sd->skillitem != skill)
  7202. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7203. sd->skillitem = sd->skillitemlv = 0;
  7204. //Need to do arrow state check.
  7205. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7206. //Need to do Spiritball check.
  7207. sd->spiritball_old = sd->spiritball;
  7208. return 1;
  7209. }
  7210. status = &sd->battle_status;
  7211. sc = &sd->sc;
  7212. if (!sc->count)
  7213. sc = NULL;
  7214. if(pc_is90overweight(sd)) {
  7215. clif_skill_fail(sd,skill,9,0);
  7216. sd->skillitem = sd->skillitemlv = 0;
  7217. return 0;
  7218. }
  7219. if (sd->state.abra_flag)
  7220. {
  7221. if (sd->skillitem != skill)
  7222. { //Cancelled, using a different skill.
  7223. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7224. } else {
  7225. //Abracadabra skill, skip requisites!
  7226. if(type&1)
  7227. { //Clear out the data.
  7228. sd->skillitem = sd->skillitemlv = 0;
  7229. sd->state.abra_flag = 0;
  7230. }
  7231. return 1;
  7232. }
  7233. }
  7234. if (sd->menuskill_id == AM_PHARMACY &&
  7235. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7236. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7237. )) {
  7238. sd->skillitem = sd->skillitemlv = 0;
  7239. return 0;
  7240. }
  7241. if(sd->skillitem == skill) {
  7242. if(!type) //When a target was selected
  7243. { //Consume items that were skipped in pc_use_item [Skotlex]
  7244. if((i = sd->itemindex) == -1 ||
  7245. sd->status.inventory[i].nameid != sd->itemid ||
  7246. sd->inventory_data[i] == NULL ||
  7247. !sd->inventory_data[i]->flag.delay_consume ||
  7248. sd->status.inventory[i].amount < 1
  7249. )
  7250. { //Something went wrong, item exploit?
  7251. sd->itemid = sd->itemindex = -1;
  7252. return 0;
  7253. }
  7254. //Consume
  7255. sd->itemid = sd->itemindex = -1;
  7256. if(skill == WZ_EARTHSPIKE && sc &&
  7257. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7258. ; //Do not consume item.
  7259. else
  7260. pc_delitem(sd,i,1,0);
  7261. }
  7262. return 1;
  7263. }
  7264. // for the guild skills [celest]
  7265. if (skill >= GD_SKILLBASE)
  7266. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7267. else if (skill >= HM_SKILLBASE) //[orn]
  7268. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7269. else
  7270. j = skill;
  7271. if (j < 0 || j >= MAX_SKILL_DB)
  7272. return 0;
  7273. //Code speedup, rather than using skill_get_* over and over again.
  7274. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7275. return 0;
  7276. hp = skill_db[j].hp[lv-1];
  7277. sp = skill_db[j].sp[lv-1];
  7278. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7279. sp=sp/2;
  7280. hp_rate = skill_db[j].hp_rate[lv-1];
  7281. sp_rate = skill_db[j].sp_rate[lv-1];
  7282. zeny = skill_db[j].zeny[lv-1];
  7283. weapon = skill_db[j].weapon;
  7284. ammo = skill_db[j].ammo;
  7285. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7286. state = skill_db[j].state;
  7287. spiritball = skill_db[j].spiritball[lv-1];
  7288. mhp = skill_db[j].mhp[lv-1];
  7289. for(i = 0; i < 10; i++) {
  7290. itemid[i] = skill_db[j].itemid[i];
  7291. amount[i] = skill_db[j].amount[i];
  7292. }
  7293. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  7294. //mhp is the max-hp-requirement, that is,
  7295. //you must have this % or less of HP to cast it.
  7296. clif_skill_fail(sd,skill,2,0);
  7297. return 0;
  7298. }
  7299. if(hp_rate > 0)
  7300. hp += (status->hp * hp_rate)/100;
  7301. else
  7302. hp += (status->max_hp * (-hp_rate))/100;
  7303. if(sp_rate > 0)
  7304. sp += (status->sp * sp_rate)/100;
  7305. else
  7306. sp += (status->max_sp * (-sp_rate))/100;
  7307. if (!ammo && skill && skill_isammotype(sd, skill))
  7308. { //Assume this skill is using the weapon, therefore it requires arrows.
  7309. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7310. ammo_qty = skill_get_num(skill, lv);
  7311. if (ammo_qty < 0) ammo_qty *= -1;
  7312. }
  7313. switch(skill) { // Check for cost reductions due to skills & SCs
  7314. case MC_MAMMONITE:
  7315. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7316. zeny -= zeny*10/100;
  7317. break;
  7318. case AL_HOLYLIGHT:
  7319. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7320. sp *= 5;
  7321. break;
  7322. case SL_SMA:
  7323. case SL_STUN:
  7324. case SL_STIN:
  7325. {
  7326. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7327. if(kaina_lv==0 || sd->status.base_level<70)
  7328. break;
  7329. if(sd->status.base_level>=90)
  7330. sp -= sp*7*kaina_lv/100;
  7331. else if(sd->status.base_level>=80)
  7332. sp -= sp*5*kaina_lv/100;
  7333. else if(sd->status.base_level>=70)
  7334. sp -= sp*3*kaina_lv/100;
  7335. }
  7336. break;
  7337. case MO_TRIPLEATTACK:
  7338. case MO_CHAINCOMBO:
  7339. case MO_COMBOFINISH:
  7340. case CH_TIGERFIST:
  7341. case CH_CHAINCRUSH:
  7342. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7343. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7344. break;
  7345. }
  7346. if(sd->dsprate!=100)
  7347. sp=sp*sd->dsprate/100;
  7348. switch(skill) {
  7349. case SA_CASTCANCEL:
  7350. if(sd->ud.skilltimer == -1) {
  7351. clif_skill_fail(sd,skill,0,0);
  7352. return 0;
  7353. }
  7354. break;
  7355. case BS_MAXIMIZE:
  7356. case NV_TRICKDEAD:
  7357. case TF_HIDING:
  7358. case AS_CLOAKING:
  7359. case CR_AUTOGUARD:
  7360. case CR_DEFENDER:
  7361. case ST_CHASEWALK:
  7362. case PA_GOSPEL:
  7363. case CR_SHRINK:
  7364. case TK_RUN:
  7365. case GS_GATLINGFEVER:
  7366. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7367. return 1; //Allow turning off.
  7368. break;
  7369. case AL_WARP:
  7370. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7371. delitem_flag = 0;
  7372. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7373. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7374. return 0;
  7375. }
  7376. break;
  7377. case MO_CALLSPIRITS:
  7378. if(sd->spiritball >= lv) {
  7379. clif_skill_fail(sd,skill,0,0);
  7380. return 0;
  7381. }
  7382. break;
  7383. case CH_SOULCOLLECT:
  7384. if(sd->spiritball >= 5) {
  7385. clif_skill_fail(sd,skill,0,0);
  7386. return 0;
  7387. }
  7388. break;
  7389. case MO_FINGEROFFENSIVE: //謖�シセ
  7390. case GS_FLING:
  7391. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7392. spiritball = sd->spiritball;
  7393. sd->spiritball_old = sd->spiritball;
  7394. }
  7395. else sd->spiritball_old = spiritball;
  7396. break;
  7397. case MO_BODYRELOCATION:
  7398. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7399. spiritball = 0;
  7400. break;
  7401. case MO_CHAINCOMBO:
  7402. if(!sc)
  7403. return 0;
  7404. if(sc->data[SC_BLADESTOP].timer!=-1)
  7405. break;
  7406. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7407. break;
  7408. return 0;
  7409. case MO_COMBOFINISH: //迪幃セ肴教
  7410. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7411. return 0;
  7412. break;
  7413. case CH_TIGERFIST: //莨剰剋諡ウ
  7414. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7415. return 0;
  7416. break;
  7417. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7418. if(!sc || sc->data[SC_COMBO].timer == -1)
  7419. return 0;
  7420. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7421. return 0;
  7422. break;
  7423. case MO_EXTREMITYFIST:
  7424. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7425. // return 0;
  7426. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7427. spiritball--;
  7428. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7429. switch(sc->data[SC_COMBO].val1) {
  7430. case MO_COMBOFINISH:
  7431. spiritball = 4;
  7432. break;
  7433. case CH_TIGERFIST:
  7434. spiritball = 3;
  7435. break;
  7436. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7437. spiritball = sd->spiritball?sd->spiritball:1;
  7438. break;
  7439. default:
  7440. return 0;
  7441. }
  7442. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7443. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7444. clif_skill_fail(sd,skill,0,0);
  7445. return 0;
  7446. }
  7447. break;
  7448. case TK_MISSION: //Does not works on Non-Taekwon
  7449. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7450. clif_skill_fail(sd,skill,0,0);
  7451. return 0;
  7452. }
  7453. break;
  7454. case TK_READYCOUNTER:
  7455. case TK_READYDOWN:
  7456. case TK_READYSTORM:
  7457. case TK_READYTURN:
  7458. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7459. return 1; //Enable disabling them regardless of who you are.
  7460. case TK_JUMPKICK:
  7461. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7462. //They do not work on Soul Linkers.
  7463. clif_skill_fail(sd,skill,0,0);
  7464. return 0;
  7465. }
  7466. break;
  7467. case TK_TURNKICK:
  7468. case TK_STORMKICK:
  7469. case TK_DOWNKICK:
  7470. case TK_COUNTER:
  7471. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7472. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7473. if(!sc || sc->data[SC_COMBO].timer == -1)
  7474. return 0; //Combo needs to be ready
  7475. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7476. { //Unlimited Combo
  7477. if (skill == sd->skillid_old) {
  7478. status_change_end(&sd->bl, SC_COMBO, -1);
  7479. sd->skillid_old = sd->skilllv_old = 0;
  7480. return 0; //Can't repeat previous combo skill.
  7481. }
  7482. break;
  7483. } else
  7484. if(sc->data[SC_COMBO].val1 == skill)
  7485. break; //Combo ready.
  7486. //Cancel combo wait.
  7487. unit_cancel_combo(&sd->bl);
  7488. return 0;
  7489. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7490. {
  7491. int time;
  7492. if(!sc || sc->data[SC_DANCING].timer==-1)
  7493. {
  7494. clif_skill_fail(sd,skill,0,0);
  7495. return 0;
  7496. }
  7497. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7498. if (skill_get_time(
  7499. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7500. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7501. - time <= skill_get_time2(skill,lv))
  7502. {
  7503. clif_skill_fail(sd,skill,0,0);
  7504. return 0;
  7505. }
  7506. }
  7507. break;
  7508. case PR_BENEDICTIO:
  7509. {
  7510. if (!battle_config.player_skill_partner_check ||
  7511. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7512. )
  7513. break; //No need to do any partner checking [Skotlex]
  7514. if (!(type&1))
  7515. { //Started casting.
  7516. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7517. {
  7518. clif_skill_fail(sd,skill,0,0);
  7519. return 0;
  7520. }
  7521. }
  7522. else
  7523. { //Done casting
  7524. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7525. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7526. }
  7527. }
  7528. break;
  7529. case AM_CANNIBALIZE:
  7530. case AM_SPHEREMINE:
  7531. if(type&1){
  7532. int c=0;
  7533. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7534. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7535. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7536. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7537. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7538. if(c >= maxcount ||
  7539. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7540. { //Fails when: exceed max limit. There are other plant types already out.
  7541. clif_skill_fail(sd,skill,0,0);
  7542. return 0;
  7543. }
  7544. }
  7545. }
  7546. break;
  7547. case WZ_FIREPILLAR: // celest
  7548. if (lv <= 5) // no gems required at level 1-5
  7549. itemid[0] = 0;
  7550. break;
  7551. case SL_SMA:
  7552. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7553. if(!sc || sc->data[SC_SMA].timer == -1)
  7554. return 0;
  7555. break;
  7556. case HT_POWER:
  7557. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7558. return 0;
  7559. break;
  7560. case AM_BERSERKPITCHER:
  7561. case AM_POTIONPITCHER:
  7562. case CR_SLIMPITCHER:
  7563. case MG_STONECURSE:
  7564. case CR_CULTIVATION:
  7565. case SA_FLAMELAUNCHER:
  7566. case SA_FROSTWEAPON:
  7567. case SA_LIGHTNINGLOADER:
  7568. case SA_SEISMICWEAPON:
  7569. delitem_flag = 0;
  7570. break;
  7571. case SA_DELUGE:
  7572. case SA_VOLCANO:
  7573. case SA_VIOLENTGALE:
  7574. { //Does not consumes if the skill is already active. [Skotlex]
  7575. struct skill_unit_group *sg;
  7576. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7577. (
  7578. sg->skill_id == SA_VOLCANO ||
  7579. sg->skill_id == SA_DELUGE ||
  7580. sg->skill_id == SA_VIOLENTGALE
  7581. )) {
  7582. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7583. checkitem_flag = delitem_flag = 0;
  7584. else
  7585. sg->limit = 0; //Disable it.
  7586. }
  7587. break;
  7588. }
  7589. case CG_HERMODE:
  7590. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7591. {
  7592. clif_skill_fail(sd,skill,0,0);
  7593. return 0;
  7594. }
  7595. break;
  7596. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7597. {
  7598. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7599. int size = range*2+1;
  7600. for (i=0;i<size*size;i++) {
  7601. x = sd->bl.x+(i%size-range);
  7602. y = sd->bl.y+(i/size-range);
  7603. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7604. clif_skill_fail(sd,skill,0,0);
  7605. return 0;
  7606. }
  7607. }
  7608. }
  7609. break;
  7610. case PR_REDEMPTIO:
  7611. {
  7612. int exp;
  7613. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7614. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7615. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7616. return 0;
  7617. }
  7618. break;
  7619. }
  7620. case AM_TWILIGHT2:
  7621. case AM_TWILIGHT3:
  7622. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7623. {
  7624. clif_skill_fail(sd,skill,0,0);
  7625. return 0;
  7626. }
  7627. break;
  7628. //SHOULD BE OPTIMALIZED [Komurka]
  7629. //Optimized #1. optimize comfort later. [Vicious]
  7630. case SG_SUN_WARM:
  7631. case SG_MOON_WARM:
  7632. case SG_STAR_WARM:
  7633. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7634. break;
  7635. clif_skill_fail(sd,skill,0,0);
  7636. return 0;
  7637. break;
  7638. case SG_SUN_COMFORT:
  7639. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7640. break;
  7641. clif_skill_fail(sd,skill,0,0);
  7642. return 0;
  7643. case SG_MOON_COMFORT:
  7644. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7645. break;
  7646. clif_skill_fail(sd,skill,0,0);
  7647. return 0;
  7648. case SG_STAR_COMFORT:
  7649. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7650. break;
  7651. clif_skill_fail(sd,skill,0,0);
  7652. return 0;
  7653. case SG_FUSION:
  7654. if (sc && sc->data[SC_FUSION].timer!=-1)
  7655. return 1;
  7656. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7657. break;
  7658. return 0;
  7659. case GD_BATTLEORDER:
  7660. case GD_REGENERATION:
  7661. case GD_RESTORE:
  7662. //Emergency Recall is handled on skillnotok
  7663. if (!agit_flag) {
  7664. clif_skill_fail(sd,skill,0,0);
  7665. return 0;
  7666. }
  7667. case GD_EMERGENCYCALL:
  7668. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7669. return 0;
  7670. break;
  7671. case GS_GLITTERING:
  7672. if(sd->spiritball >= 10) {
  7673. clif_skill_fail(sd,skill,0,0);
  7674. return 0;
  7675. }
  7676. break;
  7677. case NJ_ISSEN:
  7678. if (status->hp < 2) {
  7679. clif_skill_fail(sd,skill,0,0);
  7680. return 0;
  7681. }
  7682. case NJ_BUNSINJYUTSU:
  7683. if (!sc || sc->data[SC_NEN].timer==-1) {
  7684. clif_skill_fail(sd,skill,0,0);
  7685. return 0;
  7686. }
  7687. break;
  7688. case NJ_ZENYNAGE:
  7689. if(sd->status.zeny < zeny) {
  7690. clif_skill_fail(sd,skill,5,0);
  7691. return 0;
  7692. }
  7693. zeny = 0; //Zeny is reduced on skill_attack.
  7694. break;
  7695. case PF_HPCONVERSION:
  7696. if (status->sp == status->max_sp)
  7697. return 0; //Unusable when at full SP.
  7698. break;
  7699. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7700. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7701. clif_skill_fail(sd,skill,0,0);
  7702. return 0;
  7703. }
  7704. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7705. checkitem_flag = delitem_flag = 0;
  7706. break;
  7707. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7708. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7709. {
  7710. clif_skill_fail(sd,skill,0,0);
  7711. return 0;
  7712. }
  7713. break;
  7714. case AM_RESURRECTHOMUN: // Can't resurrect homun if you don't have a dead homun
  7715. if (!sd->status.hom_id || !sd->hd || sd->hd->homunculus.hp)
  7716. {
  7717. clif_skill_fail(sd,skill,0,0);
  7718. return 0;
  7719. }
  7720. break;
  7721. }
  7722. if(!(type&2)){
  7723. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7724. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7725. return 0;
  7726. }
  7727. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7728. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7729. return 0;
  7730. }
  7731. if( zeny>0 && sd->status.zeny < zeny) {
  7732. clif_skill_fail(sd,skill,5,0);
  7733. return 0;
  7734. }
  7735. if(!pc_check_weapontype(sd,weapon)) {
  7736. clif_skill_fail(sd,skill,6,0);
  7737. return 0;
  7738. }
  7739. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7740. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7741. !sd->inventory_data[i] ||
  7742. sd->status.inventory[i].amount < ammo_qty
  7743. ) {
  7744. clif_arrow_fail(sd,0);
  7745. return 0;
  7746. }
  7747. if (!(ammo&1<<sd->inventory_data[i]->look))
  7748. { //Ammo type check. Send the "wrong weapon type" message
  7749. //which is the closest we have to wrong ammo type. [Skotlex]
  7750. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7751. //clif_skill_fail(sd,skill,6,0);
  7752. return 0;
  7753. }
  7754. }
  7755. if( spiritball > 0 && sd->spiritball < spiritball) {
  7756. clif_skill_fail(sd,skill,0,0);
  7757. return 0;
  7758. }
  7759. }
  7760. if(!type)//States are only checked on begin-casting. [Skotlex]
  7761. switch(state) {
  7762. case ST_HIDING:
  7763. if(!(sc && sc->option&OPTION_HIDE)) {
  7764. clif_skill_fail(sd,skill,0,0);
  7765. return 0;
  7766. }
  7767. break;
  7768. case ST_CLOAKING:
  7769. if(!pc_iscloaking(sd)) {
  7770. clif_skill_fail(sd,skill,0,0);
  7771. return 0;
  7772. }
  7773. break;
  7774. case ST_HIDDEN:
  7775. if(!pc_ishiding(sd)) {
  7776. clif_skill_fail(sd,skill,0,0);
  7777. return 0;
  7778. }
  7779. break;
  7780. case ST_RIDING:
  7781. if(!pc_isriding(sd)) {
  7782. clif_skill_fail(sd,skill,0,0);
  7783. return 0;
  7784. }
  7785. break;
  7786. case ST_FALCON:
  7787. if(!pc_isfalcon(sd)) {
  7788. clif_skill_fail(sd,skill,0,0);
  7789. return 0;
  7790. }
  7791. break;
  7792. case ST_CART:
  7793. if(!pc_iscarton(sd)) {
  7794. clif_skill_fail(sd,skill,0,0);
  7795. return 0;
  7796. }
  7797. break;
  7798. case ST_SHIELD:
  7799. if(sd->status.shield <= 0) {
  7800. clif_skill_fail(sd,skill,0,0);
  7801. return 0;
  7802. }
  7803. break;
  7804. case ST_SIGHT:
  7805. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7806. clif_skill_fail(sd,skill,0,0);
  7807. return 0;
  7808. }
  7809. break;
  7810. case ST_EXPLOSIONSPIRITS:
  7811. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7812. clif_skill_fail(sd,skill,0,0);
  7813. return 0;
  7814. }
  7815. break;
  7816. case ST_CARTBOOST:
  7817. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7818. clif_skill_fail(sd,skill,0,0);
  7819. return 0;
  7820. }
  7821. break;
  7822. case ST_RECOV_WEIGHT_RATE:
  7823. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7824. clif_skill_fail(sd,skill,0,0);
  7825. return 0;
  7826. }
  7827. break;
  7828. case ST_MOVE_ENABLE:
  7829. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7830. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7831. if (!unit_can_move(&sd->bl)) {
  7832. clif_skill_fail(sd,skill,0,0);
  7833. return 0;
  7834. }
  7835. break;
  7836. case ST_WATER:
  7837. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7838. break;
  7839. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7840. break;
  7841. clif_skill_fail(sd,skill,0,0);
  7842. return 0;
  7843. }
  7844. if (checkitem_flag) {
  7845. for(i=0;i<10;i++) {
  7846. int x = lv%11 - 1;
  7847. index[i] = -1;
  7848. if(itemid[i] <= 0)
  7849. continue;
  7850. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  7851. {
  7852. if (sd->special_state.no_gemstone)
  7853. { //Make it substract 1 gem rather than skipping the cost.
  7854. if (--amount[i] < 1)
  7855. continue;
  7856. }
  7857. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7858. continue;
  7859. } else
  7860. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  7861. continue;
  7862. if((skill == AM_POTIONPITCHER ||
  7863. skill == CR_SLIMPITCHER ||
  7864. skill == CR_CULTIVATION) && i != x)
  7865. continue;
  7866. index[i] = pc_search_inventory(sd,itemid[i]);
  7867. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7868. if(itemid[i] == 716 || itemid[i] == 717)
  7869. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7870. else
  7871. clif_skill_fail(sd,skill,0,0);
  7872. return 0;
  7873. }
  7874. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN &&
  7875. sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7876. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7877. }
  7878. }
  7879. if(!(type&1))
  7880. return 1;
  7881. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7882. if(delitem_flag) {
  7883. for(i=0;i<10;i++) {
  7884. if(index[i] >= 0)
  7885. pc_delitem(sd,index[i],amount[i],0);
  7886. }
  7887. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7888. // if (ammo && battle_config.arrow_decrement)
  7889. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7890. }
  7891. if(type&2)
  7892. return 1;
  7893. if(sp || hp)
  7894. status_zap(&sd->bl, hp, sp);
  7895. if(zeny > 0) // Zeny豸郁イサ
  7896. pc_payzeny(sd,zeny);
  7897. if(spiritball > 0)
  7898. pc_delspiritball(sd,spiritball,0);
  7899. return 1;
  7900. }
  7901. /*==========================================
  7902. *
  7903. *------------------------------------------
  7904. */
  7905. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7906. {
  7907. int time = skill_get_cast(skill_id, skill_lv);
  7908. struct map_session_data *sd;
  7909. nullpo_retr(0, bl);
  7910. BL_CAST(BL_PC, bl, sd);
  7911. // calculate base cast time (reduced by dex)
  7912. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7913. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7914. if (scale > 0) // not instant cast
  7915. time = time * scale / battle_config.castrate_dex_scale;
  7916. else return 0; // instant cast
  7917. }
  7918. // calculate cast time reduced by card bonuses
  7919. if (sd && sd->castrate != 100)
  7920. time = time * sd->castrate / 100;
  7921. // config cast time multiplier
  7922. if (battle_config.cast_rate != 100)
  7923. time = time * battle_config.cast_rate / 100;
  7924. // return final cast time
  7925. return (time > 0) ? time : 0;
  7926. }
  7927. /*==========================================
  7928. * Does cast-time reductions based on sc data.
  7929. *------------------------------------------
  7930. */
  7931. int skill_castfix_sc (struct block_list *bl, int time)
  7932. {
  7933. struct status_change *sc = status_get_sc(bl);
  7934. if (sc && sc->count) {
  7935. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7936. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7937. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7938. }
  7939. if (sc->data[SC_MEMORIZE].timer != -1) {
  7940. time>>=1;
  7941. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7942. status_change_end(bl, SC_MEMORIZE, -1);
  7943. }
  7944. if (sc->data[SC_POEMBRAGI].timer != -1)
  7945. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7946. }
  7947. return (time > 0) ? time : 0;
  7948. }
  7949. /*==========================================
  7950. *
  7951. *------------------------------------------
  7952. */
  7953. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7954. {
  7955. int delaynochange = skill_get_delaynodex(skill_id, skill_lv);
  7956. int time = skill_get_delay(skill_id, skill_lv);
  7957. nullpo_retr(0, bl);
  7958. if (bl->type&battle_config.no_skill_delay)
  7959. return battle_config.min_skill_delay_limit;
  7960. // instant cast attack skills depend on aspd as delay [celest]
  7961. if (time == 0) {
  7962. if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7963. time = status_get_adelay(bl); //Use attack delay as default delay.
  7964. else
  7965. time = battle_config.default_skill_delay;
  7966. } else if (time < 0)
  7967. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7968. else //Agi reduction should apply only to non-zero delay skills.
  7969. switch (skill_id)
  7970. { //Monk combo skills have their delay reduced by agi/dex.
  7971. case MO_TRIPLEATTACK:
  7972. case MO_CHAINCOMBO:
  7973. case MO_COMBOFINISH:
  7974. case CH_TIGERFIST:
  7975. case CH_CHAINCRUSH:
  7976. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7977. break;
  7978. default:
  7979. if (battle_config.delay_dependon_agi && !(delaynochange&1))
  7980. { // if skill casttime is allowed to be reduced by agi
  7981. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7982. if (scale > 0)
  7983. time = time * scale / battle_config.castrate_dex_scale;
  7984. else //To be capped later to minimum.
  7985. time = 0;
  7986. }
  7987. }
  7988. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7989. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7990. if (battle_config.delay_rate != 100)
  7991. time = time * battle_config.delay_rate / 100;
  7992. if (!(delaynochange&2))
  7993. {
  7994. struct status_change *sc;
  7995. sc= status_get_sc(bl);
  7996. if (sc && sc->count) {
  7997. if (sc->data[SC_POEMBRAGI].timer != -1)
  7998. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7999. if (sc->data[SC_SPIRIT].timer != -1)
  8000. switch (skill_id) {
  8001. case CR_SHIELDBOOMERANG:
  8002. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  8003. time /=2;
  8004. break;
  8005. case AS_SONICBLOW:
  8006. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  8007. time /= 2;
  8008. break;
  8009. }
  8010. }
  8011. }
  8012. return (time < battle_config.min_skill_delay_limit)?
  8013. battle_config.min_skill_delay_limit:time;
  8014. }
  8015. /*=========================================
  8016. *
  8017. *----------------------------------------
  8018. */
  8019. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8020. {
  8021. nullpo_retv(tc);
  8022. if(dir == 0){
  8023. tc->val1[0]=x-2;
  8024. tc->val1[1]=x-1;
  8025. tc->val1[2]=x;
  8026. tc->val1[3]=x+1;
  8027. tc->val1[4]=x+2;
  8028. tc->val2[0]=
  8029. tc->val2[1]=
  8030. tc->val2[2]=
  8031. tc->val2[3]=
  8032. tc->val2[4]=y-1;
  8033. }
  8034. else if(dir==2){
  8035. tc->val1[0]=
  8036. tc->val1[1]=
  8037. tc->val1[2]=
  8038. tc->val1[3]=
  8039. tc->val1[4]=x+1;
  8040. tc->val2[0]=y+2;
  8041. tc->val2[1]=y+1;
  8042. tc->val2[2]=y;
  8043. tc->val2[3]=y-1;
  8044. tc->val2[4]=y-2;
  8045. }
  8046. else if(dir==4){
  8047. tc->val1[0]=x-2;
  8048. tc->val1[1]=x-1;
  8049. tc->val1[2]=x;
  8050. tc->val1[3]=x+1;
  8051. tc->val1[4]=x+2;
  8052. tc->val2[0]=
  8053. tc->val2[1]=
  8054. tc->val2[2]=
  8055. tc->val2[3]=
  8056. tc->val2[4]=y+1;
  8057. }
  8058. else if(dir==6){
  8059. tc->val1[0]=
  8060. tc->val1[1]=
  8061. tc->val1[2]=
  8062. tc->val1[3]=
  8063. tc->val1[4]=x-1;
  8064. tc->val2[0]=y+2;
  8065. tc->val2[1]=y+1;
  8066. tc->val2[2]=y;
  8067. tc->val2[3]=y-1;
  8068. tc->val2[4]=y-2;
  8069. }
  8070. else if(dir==1){
  8071. tc->val1[0]=x-1;
  8072. tc->val1[1]=x;
  8073. tc->val1[2]=x+1;
  8074. tc->val1[3]=x+2;
  8075. tc->val1[4]=x+3;
  8076. tc->val2[0]=y-4;
  8077. tc->val2[1]=y-3;
  8078. tc->val2[2]=y-1;
  8079. tc->val2[3]=y;
  8080. tc->val2[4]=y+1;
  8081. }
  8082. else if(dir==3){
  8083. tc->val1[0]=x+3;
  8084. tc->val1[1]=x+2;
  8085. tc->val1[2]=x+1;
  8086. tc->val1[3]=x;
  8087. tc->val1[4]=x-1;
  8088. tc->val2[0]=y-1;
  8089. tc->val2[1]=y;
  8090. tc->val2[2]=y+1;
  8091. tc->val2[3]=y+2;
  8092. tc->val2[4]=y+3;
  8093. }
  8094. else if(dir==5){
  8095. tc->val1[0]=x+1;
  8096. tc->val1[1]=x;
  8097. tc->val1[2]=x-1;
  8098. tc->val1[3]=x-2;
  8099. tc->val1[4]=x-3;
  8100. tc->val2[0]=y+3;
  8101. tc->val2[1]=y+2;
  8102. tc->val2[2]=y+1;
  8103. tc->val2[3]=y;
  8104. tc->val2[4]=y-1;
  8105. }
  8106. else if(dir==7){
  8107. tc->val1[0]=x-3;
  8108. tc->val1[1]=x-2;
  8109. tc->val1[2]=x-1;
  8110. tc->val1[3]=x;
  8111. tc->val1[4]=x+1;
  8112. tc->val2[1]=y;
  8113. tc->val2[0]=y+1;
  8114. tc->val2[2]=y-1;
  8115. tc->val2[3]=y-2;
  8116. tc->val2[4]=y-3;
  8117. }
  8118. }
  8119. /*=========================================
  8120. *
  8121. *-----------------------------------------
  8122. */
  8123. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8124. {
  8125. int c;
  8126. nullpo_retv(tc);
  8127. for(c=0;c<5;c++){
  8128. if(dir==0){
  8129. tc->val2[c]+=are;
  8130. }else if(dir==1){
  8131. tc->val1[c]-=are; tc->val2[c]+=are;
  8132. }else if(dir==2){
  8133. tc->val1[c]-=are;
  8134. }else if(dir==3){
  8135. tc->val1[c]-=are; tc->val2[c]-=are;
  8136. }else if(dir==4){
  8137. tc->val2[c]-=are;
  8138. }else if(dir==5){
  8139. tc->val1[c]+=are; tc->val2[c]-=are;
  8140. }else if(dir==6){
  8141. tc->val1[c]+=are;
  8142. }else if(dir==7){
  8143. tc->val1[c]+=are; tc->val2[c]+=are;
  8144. }
  8145. }
  8146. }
  8147. /*==========================================
  8148. * Weapon Repair [Celest/DracoRPG]
  8149. *------------------------------------------
  8150. */
  8151. void skill_repairweapon (struct map_session_data *sd, int idx)
  8152. {
  8153. int material;
  8154. int materials[4] = { 1002, 998, 999, 756 };
  8155. struct item *item;
  8156. struct map_session_data *target_sd;
  8157. nullpo_retv(sd);
  8158. target_sd = map_id2sd(sd->menuskill_lv);
  8159. if (!target_sd) //Failed....
  8160. return;
  8161. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8162. return;
  8163. if(idx < 0 || idx >= MAX_INVENTORY)
  8164. return; //Invalid index??
  8165. item = &target_sd->status.inventory[idx];
  8166. if(item->nameid <= 0 || item->attribute == 0)
  8167. return; //Again invalid item....
  8168. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  8169. clif_item_repaireffect(sd,item->nameid,1);
  8170. return;
  8171. }
  8172. if (itemdb_type(item->nameid)==4)
  8173. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8174. else
  8175. material = materials [2]; // Armors consume 1 Steel
  8176. if (pc_search_inventory(sd,material) < 0 ) {
  8177. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8178. return;
  8179. }
  8180. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8181. item->attribute=0;
  8182. clif_equiplist(target_sd);
  8183. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8184. clif_item_repaireffect(sd,item->nameid,0);
  8185. if(sd!=target_sd)
  8186. clif_item_repaireffect(target_sd,item->nameid,0);
  8187. }
  8188. /*==========================================
  8189. * Item Appraisal
  8190. *------------------------------------------
  8191. */
  8192. void skill_identify (struct map_session_data *sd, int idx)
  8193. {
  8194. int flag=1;
  8195. nullpo_retv(sd);
  8196. if(idx >= 0 && idx < MAX_INVENTORY) {
  8197. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8198. flag=0;
  8199. sd->status.inventory[idx].identify=1;
  8200. }
  8201. }
  8202. clif_item_identified(sd,idx,flag);
  8203. }
  8204. /*==========================================
  8205. * Weapon Refine [Celest]
  8206. *------------------------------------------
  8207. */
  8208. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8209. {
  8210. int i = 0, ep = 0, per;
  8211. int material[5] = { 0, 1010, 1011, 984, 984 };
  8212. struct item *item;
  8213. nullpo_retv(sd);
  8214. if (idx >= 0 && idx < MAX_INVENTORY) {
  8215. struct item_data *ditem = sd->inventory_data[idx];
  8216. item = &sd->status.inventory[idx];
  8217. if(item->nameid > 0 && ditem->type == 4) {
  8218. if (item->refine >= sd->menuskill_lv ||
  8219. item->refine >= MAX_REFINE || // if it's no longer refineable
  8220. ditem->flag.no_refine || // if the item isn't refinable
  8221. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8222. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8223. return;
  8224. }
  8225. per = percentrefinery [ditem->wlv][(int)item->refine];
  8226. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8227. pc_delitem(sd, i, 1, 0);
  8228. if (per > rand() % 100) {
  8229. item->refine++;
  8230. if(item->equip) {
  8231. ep = item->equip;
  8232. pc_unequipitem(sd,idx,3);
  8233. }
  8234. clif_refine(sd->fd,sd,0,idx,item->refine);
  8235. clif_delitem(sd,idx,1);
  8236. clif_additem(sd,idx,1,0);
  8237. if (ep)
  8238. pc_equipitem(sd,idx,ep);
  8239. clif_misceffect(&sd->bl,3);
  8240. if(item->refine == MAX_REFINE &&
  8241. item->card[0] == CARD0_FORGE &&
  8242. MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8243. { // Fame point system [DracoRPG]
  8244. switch(ditem->wlv){
  8245. case 1:
  8246. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8247. break;
  8248. case 2:
  8249. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8250. break;
  8251. case 3:
  8252. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8253. break;
  8254. }
  8255. }
  8256. } else {
  8257. item->refine = 0;
  8258. if(item->equip)
  8259. pc_unequipitem(sd,idx,3);
  8260. clif_refine(sd->fd,sd,1,idx,item->refine);
  8261. pc_delitem(sd,idx,1,0);
  8262. clif_misceffect(&sd->bl,2);
  8263. clif_emotion(&sd->bl, 23);
  8264. }
  8265. }
  8266. }
  8267. }
  8268. /*==========================================
  8269. *
  8270. *------------------------------------------
  8271. */
  8272. int skill_autospell (struct map_session_data *sd, int skillid)
  8273. {
  8274. int skilllv;
  8275. int maxlv=1,lv;
  8276. nullpo_retr(0, sd);
  8277. skilllv = sd->menuskill_lv;
  8278. lv=pc_checkskill(sd,skillid);
  8279. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8280. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8281. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8282. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8283. maxlv =10; //Soul Linker bonus. [Skotlex]
  8284. else if(skilllv==2) maxlv=1;
  8285. else if(skilllv==3) maxlv=2;
  8286. else if(skilllv>=4) maxlv=3;
  8287. }
  8288. else if(skillid==MG_SOULSTRIKE){
  8289. if(skilllv==5) maxlv=1;
  8290. else if(skilllv==6) maxlv=2;
  8291. else if(skilllv>=7) maxlv=3;
  8292. }
  8293. else if(skillid==MG_FIREBALL){
  8294. if(skilllv==8) maxlv=1;
  8295. else if(skilllv>=9) maxlv=2;
  8296. }
  8297. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8298. else return 0;
  8299. if(maxlv > lv)
  8300. maxlv = lv;
  8301. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8302. skill_get_time(SA_AUTOSPELL,skilllv));
  8303. return 0;
  8304. }
  8305. /*==========================================
  8306. * Sitting skills functions.
  8307. *------------------------------------------
  8308. */
  8309. static int skill_sit_count (struct block_list *bl, va_list ap)
  8310. {
  8311. struct map_session_data *sd;
  8312. int type =va_arg(ap,int);
  8313. sd=(struct map_session_data*)bl;
  8314. if(!pc_issit(sd))
  8315. return 0;
  8316. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8317. return 1;
  8318. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8319. return 1;
  8320. return 0;
  8321. }
  8322. static int skill_sit_in (struct block_list *bl, va_list ap)
  8323. {
  8324. struct map_session_data *sd;
  8325. int type =va_arg(ap,int);
  8326. sd=(struct map_session_data*)bl;
  8327. if(!pc_issit(sd))
  8328. return 0;
  8329. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8330. sd->state.gangsterparadise=1;
  8331. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8332. {
  8333. sd->state.rest=1;
  8334. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8335. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8336. }
  8337. return 0;
  8338. }
  8339. static int skill_sit_out (struct block_list *bl, va_list ap)
  8340. {
  8341. struct map_session_data *sd;
  8342. int type =va_arg(ap,int);
  8343. sd=(struct map_session_data*)bl;
  8344. if(sd->state.gangsterparadise && type&1)
  8345. sd->state.gangsterparadise=0;
  8346. if(sd->state.rest && type&2) {
  8347. sd->state.rest=0;
  8348. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8349. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8350. }
  8351. return 0;
  8352. }
  8353. int skill_sit (struct map_session_data *sd, int type)
  8354. {
  8355. int flag = 0;
  8356. int range = 0, lv;
  8357. nullpo_retr(0, sd);
  8358. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8359. flag|=1;
  8360. range = skill_get_splash(RG_GANGSTER, lv);
  8361. }
  8362. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8363. flag|=2;
  8364. range = skill_get_splash(TK_HPTIME, lv);
  8365. }
  8366. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8367. flag|=2;
  8368. range = skill_get_splash(TK_SPTIME, lv);
  8369. }
  8370. if (!flag) return 0;
  8371. if(type) {
  8372. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8373. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8374. return 0;
  8375. } else {
  8376. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8377. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8378. return 0;
  8379. }
  8380. return 0;
  8381. }
  8382. /*==========================================
  8383. *
  8384. *------------------------------------------
  8385. */
  8386. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8387. {
  8388. struct block_list *src;
  8389. int skillnum,skilllv;
  8390. unsigned int tick;
  8391. nullpo_retr(0, bl);
  8392. nullpo_retr(0, ap);
  8393. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8394. skillnum=va_arg(ap,int);
  8395. skilllv=va_arg(ap,int);
  8396. if(skilllv <= 0) return 0;
  8397. tick=va_arg(ap,unsigned int);
  8398. if (src == bl || status_isdead(bl))
  8399. return 0;
  8400. if (bl->type == BL_PC) {
  8401. struct map_session_data *sd = (struct map_session_data *)bl;
  8402. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8403. return 0;
  8404. }
  8405. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8406. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8407. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8408. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8409. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8410. return 0;
  8411. }
  8412. /*==========================================
  8413. *
  8414. *------------------------------------------
  8415. */
  8416. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8417. {
  8418. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8419. int size = range*2+1;
  8420. for (i=0;i<size*size;i++) {
  8421. x = src->bl.x+(i%size-range);
  8422. y = src->bl.y+(i/size-range);
  8423. map_setcell(src->bl.m,x,y,flag);
  8424. }
  8425. }
  8426. /*==========================================
  8427. * Sets a map cell around the caster, according to the skill's splash range.
  8428. *------------------------------------------
  8429. */
  8430. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8431. {
  8432. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8433. int size = range*2+1;
  8434. for (i=0;i<size*size;i++) {
  8435. x = src->x+(i%size-range);
  8436. y = src->y+(i/size-range);
  8437. map_setcell(src->m,x,y,flag);
  8438. }
  8439. }
  8440. /*==========================================
  8441. *
  8442. *------------------------------------------
  8443. */
  8444. int skill_attack_area (struct block_list *bl, va_list ap)
  8445. {
  8446. struct block_list *src,*dsrc;
  8447. int atk_type,skillid,skilllv,flag,type;
  8448. unsigned int tick;
  8449. if(status_isdead(bl))
  8450. return 0;
  8451. atk_type = va_arg(ap,int);
  8452. src=va_arg(ap,struct block_list*);
  8453. dsrc=va_arg(ap,struct block_list*);
  8454. skillid=va_arg(ap,int);
  8455. skilllv=va_arg(ap,int);
  8456. tick=va_arg(ap,unsigned int);
  8457. flag=va_arg(ap,int);
  8458. type=va_arg(ap,int);
  8459. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8460. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8461. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8462. !status_check_skilluse(NULL, bl, skillid, 2))
  8463. return 0;
  8464. if (skillid == WZ_FROSTNOVA) //Only skill that doesn't requires the animation to be removed :X
  8465. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8466. //Area-splash, disable skill animation.
  8467. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8468. }
  8469. /*==========================================
  8470. *
  8471. *------------------------------------------
  8472. */
  8473. int skill_clear_group (struct block_list *bl, int flag)
  8474. {
  8475. struct unit_data *ud = unit_bl2ud(bl);
  8476. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8477. int i, count=0;
  8478. nullpo_retr(0, bl);
  8479. if (!ud) return 0;
  8480. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8481. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8482. {
  8483. switch (ud->skillunit[i]->skill_id) {
  8484. case SA_DELUGE:
  8485. case SA_VOLCANO:
  8486. case SA_VIOLENTGALE:
  8487. case SA_LANDPROTECTOR:
  8488. case NJ_SUITON:
  8489. case NJ_KAENSIN:
  8490. if (flag&1)
  8491. group[count++]= ud->skillunit[i];
  8492. break;
  8493. default:
  8494. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8495. group[count++]= ud->skillunit[i];
  8496. break;
  8497. }
  8498. }
  8499. for (i=0;i<count;i++)
  8500. skill_delunitgroup(bl, group[i], 1);
  8501. return count;
  8502. }
  8503. /*==========================================
  8504. * Returns the first element field found [Skotlex]
  8505. *------------------------------------------
  8506. */
  8507. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8508. {
  8509. struct unit_data *ud = unit_bl2ud(bl);
  8510. int i;
  8511. nullpo_retr(0, bl);
  8512. if (!ud) return NULL;
  8513. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8514. switch (ud->skillunit[i]->skill_id) {
  8515. case SA_DELUGE:
  8516. case SA_VOLCANO:
  8517. case SA_VIOLENTGALE:
  8518. case SA_LANDPROTECTOR:
  8519. case NJ_SUITON:
  8520. return ud->skillunit[i];
  8521. }
  8522. }
  8523. return NULL;
  8524. }
  8525. // for graffiti cleaner [Valaris]
  8526. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8527. {
  8528. struct skill_unit *unit=NULL;
  8529. nullpo_retr(0, bl);
  8530. nullpo_retr(0, ap);
  8531. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8532. return 0;
  8533. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8534. skill_delunit(unit, 1);
  8535. return 0;
  8536. }
  8537. int skill_greed (struct block_list *bl, va_list ap)
  8538. {
  8539. struct block_list *src;
  8540. struct map_session_data *sd=NULL;
  8541. struct flooritem_data *fitem=NULL;
  8542. nullpo_retr(0, bl);
  8543. nullpo_retr(0, ap);
  8544. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8545. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8546. pc_takeitem(sd, fitem);
  8547. return 0;
  8548. }
  8549. /*==========================================
  8550. *
  8551. *------------------------------------------
  8552. */
  8553. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8554. {
  8555. int skillid;
  8556. int *alive;
  8557. struct skill_unit *unit;
  8558. struct block_list *src;
  8559. skillid = va_arg(ap,int);
  8560. alive = va_arg(ap,int *);
  8561. src = va_arg(ap,struct block_list *);
  8562. unit = (struct skill_unit *)bl;
  8563. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8564. return 0;
  8565. switch (skillid)
  8566. {
  8567. case SA_LANDPROTECTOR:
  8568. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8569. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8570. { //Check for offensive Land Protector to delete both. [Skotlex]
  8571. (*alive) = 0;
  8572. skill_delunit(unit, 1);
  8573. return 1;
  8574. }
  8575. //Delete the rest of types.
  8576. case HW_GANBANTEIN:
  8577. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8578. { //It deletes everything except songs/dances
  8579. skill_delunit(unit, 1);
  8580. return 1;
  8581. }
  8582. break;
  8583. case SA_VOLCANO:
  8584. case SA_DELUGE:
  8585. case SA_VIOLENTGALE:
  8586. // Suiton/Kaensin CAN super-impose on each another.
  8587. // case NJ_SUITON:
  8588. // case NJ_KAENSIN:
  8589. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8590. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8591. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8592. if (unit->range <= 0)
  8593. {
  8594. (*alive) = 0;
  8595. return 1;
  8596. }
  8597. /*
  8598. switch (unit->group->skill_id)
  8599. { //These cannot override each other.
  8600. case SA_VOLCANO:
  8601. case SA_DELUGE:
  8602. case SA_VIOLENTGALE:
  8603. // case NJ_SUITON:
  8604. // case NJ_KAENSIN:
  8605. (*alive) = 0;
  8606. return 1;
  8607. }
  8608. */
  8609. break;
  8610. case PF_FOGWALL:
  8611. switch(unit->group->skill_id)
  8612. {
  8613. case SA_VOLCANO: //Can't be placed on top of these
  8614. case SA_VIOLENTGALE:
  8615. (*alive) = 0;
  8616. return 1;
  8617. case SA_DELUGE:
  8618. case NJ_SUITON:
  8619. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8620. (*alive) = 2;
  8621. break;
  8622. }
  8623. break;
  8624. case HP_BASILICA:
  8625. if (unit->group->skill_id == HP_BASILICA)
  8626. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8627. (*alive) = 0;
  8628. return 1;
  8629. }
  8630. break;
  8631. }
  8632. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8633. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8634. { //It deletes everything except songs/dances/traps
  8635. (*alive) = 0;
  8636. return 1;
  8637. }
  8638. return 0;
  8639. }
  8640. /*==========================================
  8641. * variation of skill_cell_overlap
  8642. *------------------------------------------
  8643. */
  8644. int skill_ganbatein (struct block_list *bl, va_list ap)
  8645. {
  8646. struct skill_unit *unit;
  8647. nullpo_retr(0, bl);
  8648. nullpo_retr(0, ap);
  8649. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8650. return 0;
  8651. if (unit->group->state.song_dance&0x1)
  8652. return 0; //Don't touch song/dance.
  8653. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8654. skill_delunit(unit, 1);
  8655. else skill_delunitgroup(NULL, unit->group, 1);
  8656. return 1;
  8657. }
  8658. /*==========================================
  8659. *
  8660. *------------------------------------------
  8661. */
  8662. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8663. {
  8664. struct mob_data* md;
  8665. struct unit_data*ud = unit_bl2ud(bl);
  8666. struct block_list *from_bl;
  8667. struct block_list *to_bl;
  8668. md = (struct mob_data*)bl;
  8669. from_bl = va_arg(ap,struct block_list *);
  8670. to_bl = va_arg(ap,struct block_list *);
  8671. if(ud && ud->target == from_bl->id)
  8672. ud->target = to_bl->id;
  8673. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8674. md->target_id = to_bl->id;
  8675. return 0;
  8676. }
  8677. /*==========================================
  8678. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8679. *------------------------------------------
  8680. */
  8681. int skill_count_target (struct block_list *bl, va_list ap)
  8682. {
  8683. struct block_list *src = va_arg(ap,struct block_list *);
  8684. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8685. return 1;
  8686. return 0;
  8687. }
  8688. /*==========================================
  8689. *
  8690. *------------------------------------------
  8691. */
  8692. int skill_trap_splash (struct block_list *bl, va_list ap)
  8693. {
  8694. struct block_list *src;
  8695. int tick;
  8696. struct skill_unit *unit;
  8697. struct skill_unit_group *sg;
  8698. struct block_list *ss;
  8699. int i,count;
  8700. src = va_arg(ap,struct block_list *);
  8701. unit = (struct skill_unit *)src;
  8702. tick = va_arg(ap,int);
  8703. count = va_arg(ap,int);
  8704. nullpo_retr(0, sg = unit->group);
  8705. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8706. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8707. return 0;
  8708. switch(sg->unit_id){
  8709. case UNT_SHOCKWAVE:
  8710. case UNT_SANDMAN:
  8711. case UNT_FLASHER:
  8712. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8713. break;
  8714. case UNT_BLASTMINE:
  8715. case UNT_CLAYMORETRAP:
  8716. //Special property: Each target is hit N times (N = number of targets on splash area)
  8717. if (!count) count = 1;
  8718. for(i=0;i<count;i++)
  8719. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8720. break;
  8721. case UNT_FREEZINGTRAP:
  8722. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8723. break;
  8724. case UNT_GROUNDDRIFT_WIND:
  8725. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8726. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8727. break;
  8728. case UNT_GROUNDDRIFT_DARK:
  8729. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8730. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8731. break;
  8732. case UNT_GROUNDDRIFT_POISON:
  8733. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8734. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8735. break;
  8736. case UNT_GROUNDDRIFT_WATER:
  8737. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8738. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8739. break;
  8740. case UNT_GROUNDDRIFT_FIRE:
  8741. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8742. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv));
  8743. break;
  8744. default:
  8745. return 0;
  8746. }
  8747. return 1;
  8748. }
  8749. /*==========================================
  8750. *
  8751. *------------------------------------------
  8752. */
  8753. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8754. {
  8755. struct status_change *sc;
  8756. nullpo_retr(0, bl);
  8757. nullpo_retr(0, sc= status_get_sc(bl));
  8758. if (!sc->count) return 0;
  8759. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8760. status_change_end(bl, SC_ENCPOISON, -1);
  8761. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8762. status_change_end(bl, SC_ASPERSIO, -1);
  8763. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8764. status_change_end(bl, SC_FIREWEAPON, -1);
  8765. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8766. status_change_end(bl, SC_WATERWEAPON, -1);
  8767. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8768. status_change_end(bl, SC_WINDWEAPON, -1);
  8769. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8770. status_change_end(bl, SC_EARTHWEAPON, -1);
  8771. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8772. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8773. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8774. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8775. return 0;
  8776. }
  8777. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8778. {
  8779. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8780. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8781. int end = 1,i;
  8782. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8783. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8784. { //Check for walls.
  8785. for (i = 0; i < 8; i++)
  8786. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8787. {
  8788. end = 0;
  8789. break;
  8790. }
  8791. } else
  8792. end = 0; //No wall check.
  8793. if(end){
  8794. if (sc->data[SC_CLOAKING].timer != -1) {
  8795. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8796. status_change_end(bl, SC_CLOAKING, -1);
  8797. else if(sc->data[SC_CLOAKING].val4&1)
  8798. { //Remove wall bonus
  8799. sc->data[SC_CLOAKING].val4&=~1;
  8800. status_calc_bl(bl,SCB_SPEED);
  8801. }
  8802. }
  8803. }
  8804. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8805. { //Add wall speed bonus
  8806. sc->data[SC_CLOAKING].val4|=1;
  8807. status_calc_bl(bl,SCB_SPEED);
  8808. }
  8809. return end;
  8810. }
  8811. /*
  8812. *----------------------------------------------------------------------------
  8813. *
  8814. *----------------------------------------------------------------------------
  8815. */
  8816. /*==========================================
  8817. *
  8818. *
  8819. *------------------------------------------
  8820. */
  8821. void skill_stop_dancing (struct block_list *src)
  8822. {
  8823. struct status_change* sc;
  8824. struct skill_unit_group* group;
  8825. struct map_session_data* dsd = NULL;
  8826. nullpo_retv(src);
  8827. nullpo_retv(sc = status_get_sc(src));
  8828. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8829. return;
  8830. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8831. sc->data[SC_DANCING].val2 = 0;
  8832. if (sc->data[SC_DANCING].val4)
  8833. {
  8834. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8835. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8836. sc->data[SC_DANCING].val4 = 0;
  8837. }
  8838. status_change_end(src, SC_DANCING, -1);
  8839. if (dsd)
  8840. {
  8841. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8842. status_change_end(&dsd->bl, SC_DANCING, -1);
  8843. }
  8844. if (group)
  8845. skill_delunitgroup(NULL, group, 0);
  8846. }
  8847. /*==========================================
  8848. *
  8849. *------------------------------------------
  8850. */
  8851. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8852. {
  8853. struct skill_unit *unit;
  8854. nullpo_retr(NULL, group);
  8855. nullpo_retr(NULL, unit=&group->unit[idx]);
  8856. if(!unit->alive)
  8857. group->alive_count++;
  8858. unit->bl.id=map_addobject(&unit->bl);
  8859. unit->bl.type=BL_SKILL;
  8860. unit->bl.m=group->map;
  8861. unit->bl.x=x;
  8862. unit->bl.y=y;
  8863. unit->group=group;
  8864. unit->alive=1;
  8865. unit->val1=val1;
  8866. unit->val2=val2;
  8867. map_addblock(&unit->bl);
  8868. switch (group->skill_id) {
  8869. case AL_PNEUMA:
  8870. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8871. break;
  8872. case MG_SAFETYWALL:
  8873. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8874. break;
  8875. case SA_LANDPROTECTOR:
  8876. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8877. break;
  8878. case HP_BASILICA:
  8879. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8880. break;
  8881. case WZ_ICEWALL:
  8882. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8883. break;
  8884. default:
  8885. if (group->state.song_dance&0x1) //Check for dissonance.
  8886. skill_dance_overlap(unit, 1);
  8887. break;
  8888. }
  8889. clif_skill_setunit(unit);
  8890. return unit;
  8891. }
  8892. /*==========================================
  8893. * if flag =1 -> forced removal, 0 is for natural expiration.
  8894. *------------------------------------------
  8895. */
  8896. int skill_delunit (struct skill_unit *unit, int flag)
  8897. {
  8898. struct skill_unit_group *group;
  8899. nullpo_retr(0, unit);
  8900. if(!unit->alive)
  8901. return 0;
  8902. nullpo_retr(0, group=unit->group);
  8903. skill_unit_onlimit( unit,gettick(), flag);
  8904. if (group->state.song_dance&0x1) //Restore dissonance effect.
  8905. skill_dance_overlap(unit, 0);
  8906. if (!unit->range) {
  8907. map_foreachincell(skill_unit_effect,unit->bl.m,
  8908. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8909. }
  8910. switch (group->skill_id) {
  8911. case AL_PNEUMA:
  8912. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8913. break;
  8914. case MG_SAFETYWALL:
  8915. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8916. break;
  8917. case SA_LANDPROTECTOR:
  8918. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8919. break;
  8920. case HP_BASILICA:
  8921. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8922. break;
  8923. case WZ_ICEWALL:
  8924. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8925. break;
  8926. }
  8927. clif_skill_delunit(unit);
  8928. unit->group=NULL;
  8929. unit->alive=0;
  8930. map_delobjectnofree(unit->bl.id);
  8931. if(--group->alive_count==0)
  8932. skill_delunitgroup(NULL, group, 0);
  8933. return 0;
  8934. }
  8935. /*==========================================
  8936. *
  8937. *------------------------------------------
  8938. */
  8939. static int skill_unit_group_newid = MAX_SKILL_DB;
  8940. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8941. {
  8942. struct unit_data *ud = unit_bl2ud(src);
  8943. struct skill_unit_group *group=NULL;
  8944. int i;
  8945. if(skilllv <= 0) return 0;
  8946. nullpo_retr(NULL, src);
  8947. nullpo_retr(NULL, ud);
  8948. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8949. if(i == MAX_SKILLUNITGROUP) {
  8950. int j=0;
  8951. unsigned maxdiff=0,x,tick=gettick();
  8952. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8953. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8954. maxdiff=x;
  8955. j=i;
  8956. }
  8957. skill_delunitgroup(src, ud->skillunit[j], 1);
  8958. //Since elements must have shifted, we use the last slot.
  8959. i = MAX_SKILLUNITGROUP-1;
  8960. }
  8961. if (!ud->skillunit[i])
  8962. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8963. group=ud->skillunit[i];
  8964. group->src_id=src->id;
  8965. group->party_id=status_get_party_id(src);
  8966. group->guild_id=status_get_guild_id(src);
  8967. group->group_id=skill_unit_group_newid++;
  8968. if(skill_unit_group_newid<=0)
  8969. skill_unit_group_newid = MAX_SKILL_DB;
  8970. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8971. group->unit_count=count;
  8972. group->alive_count=0;
  8973. group->val1=group->val2=group->val3=0;
  8974. group->skill_id=skillid;
  8975. group->skill_lv=skilllv;
  8976. group->unit_id=unit_id;
  8977. group->map=src->m;
  8978. group->limit=limit;
  8979. group->interval=interval;
  8980. group->tick=gettick();
  8981. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8982. group->tick += 1500;
  8983. group->valstr=NULL;
  8984. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8985. if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  8986. struct map_session_data *sd = NULL;
  8987. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8988. sd->skillid_dance=skillid;
  8989. sd->skilllv_dance=skilllv;
  8990. }
  8991. sc_start4(src,SC_DANCING,100,skillid,(int)group,skilllv,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8992. if (sd && i&UF_ENSEMBLE && skillid != CG_HERMODE && //Hermod is a encore with a warp!
  8993. battle_config.player_skill_partner_check &&
  8994. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8995. ) {
  8996. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8997. }
  8998. }
  8999. return group;
  9000. }
  9001. /*==========================================
  9002. * If flag, this is a forced deletion, otherwise it's natural expiration.
  9003. *------------------------------------------
  9004. */
  9005. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group, int flag)
  9006. {
  9007. struct unit_data *ud;
  9008. int i,j;
  9009. nullpo_retr(0, group);
  9010. if (!src) src=map_id2bl(group->src_id);
  9011. ud = unit_bl2ud(src);
  9012. if(!src || !ud) {
  9013. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9014. return 0;
  9015. }
  9016. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9017. {
  9018. struct status_change* sc = status_get_sc(src);
  9019. if (sc && sc->data[SC_DANCING].timer != -1)
  9020. {
  9021. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9022. status_change_end(src,SC_DANCING,-1);
  9023. }
  9024. }
  9025. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9026. struct status_change *sc = status_get_sc(src);
  9027. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9028. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9029. status_change_end(src,SC_GOSPEL,-1);
  9030. }
  9031. }
  9032. if (group->skill_id == SG_SUN_WARM ||
  9033. group->skill_id == SG_MOON_WARM ||
  9034. group->skill_id == SG_STAR_WARM) {
  9035. struct status_change *sc = status_get_sc(src);
  9036. if(sc && sc->data[SC_WARM].timer != -1) {
  9037. sc->data[SC_WARM].val4 = 0;
  9038. status_change_end(src,SC_WARM,-1);
  9039. }
  9040. }
  9041. if (src->type==BL_PC && group->state.ammo_consume)
  9042. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9043. group->alive_count=0;
  9044. if(group->unit!=NULL){
  9045. for(i=0;i<group->unit_count;i++)
  9046. if(group->unit[i].alive)
  9047. skill_delunit(&group->unit[i], flag);
  9048. }
  9049. if(group->valstr!=NULL){
  9050. aFree(group->valstr);
  9051. group->valstr=NULL;
  9052. }
  9053. map_freeblock(&group->unit->bl);
  9054. group->unit=NULL;
  9055. group->group_id=0;
  9056. group->unit_count=0;
  9057. //Locate and clear this unit from the array.
  9058. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  9059. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  9060. j--;
  9061. if (i<MAX_SKILLUNITGROUP) {
  9062. ud->skillunit[i] = ud->skillunit[j];
  9063. ud->skillunit[j] = NULL;
  9064. ers_free(skill_unit_ers, group);
  9065. } else
  9066. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9067. return 1;
  9068. }
  9069. /*==========================================
  9070. *
  9071. *------------------------------------------
  9072. */
  9073. int skill_clear_unitgroup (struct block_list *src)
  9074. {
  9075. struct unit_data *ud = unit_bl2ud(src);
  9076. nullpo_retr(0, ud);
  9077. while (ud->skillunit[0])
  9078. skill_delunitgroup(src, ud->skillunit[0], 1);
  9079. return 1;
  9080. }
  9081. /*==========================================
  9082. *
  9083. *------------------------------------------
  9084. */
  9085. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9086. {
  9087. int i,j=-1,k,s,id;
  9088. struct unit_data *ud;
  9089. struct skill_unit_group_tickset *set;
  9090. nullpo_retr(0, bl);
  9091. if (group->interval==-1)
  9092. return NULL;
  9093. ud = unit_bl2ud(bl);
  9094. if (!ud) return NULL;
  9095. set = ud->skillunittick;
  9096. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9097. id = s = group->skill_id;
  9098. else
  9099. id = s = group->group_id;
  9100. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9101. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9102. if (set[k].id == id)
  9103. return &set[k];
  9104. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9105. j=k;
  9106. }
  9107. if (j == -1) {
  9108. if(battle_config.error_log) {
  9109. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9110. }
  9111. j = id % MAX_SKILLUNITGROUPTICKSET;
  9112. }
  9113. set[j].id = id;
  9114. set[j].tick = tick;
  9115. return &set[j];
  9116. }
  9117. /*==========================================
  9118. *
  9119. *------------------------------------------
  9120. */
  9121. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  9122. {
  9123. struct skill_unit *unit;
  9124. struct skill_unit_group *group;
  9125. unsigned int tick;
  9126. unit = va_arg(ap,struct skill_unit *);
  9127. tick = va_arg(ap,unsigned int);
  9128. if (!unit->alive || bl->prev==NULL)
  9129. return 0;
  9130. nullpo_retr(0, group=unit->group);
  9131. if (!(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP))
  9132. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9133. return 0; //AoE skills are ineffective. [Skotlex]
  9134. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9135. return 0;
  9136. skill_unit_onplace_timer(unit,bl,tick);
  9137. return 1;
  9138. }
  9139. /*==========================================
  9140. *
  9141. *------------------------------------------
  9142. */
  9143. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9144. {
  9145. struct skill_unit *unit;
  9146. struct skill_unit_group *group;
  9147. unsigned int tick;
  9148. int flag;
  9149. unit=(struct skill_unit *)bl;
  9150. tick=va_arg(ap,unsigned int);
  9151. if(!unit->alive)
  9152. return 0;
  9153. group=unit->group;
  9154. nullpo_retr(0, group);
  9155. flag = skill_dance_switch(unit, group, 0);
  9156. if (unit->range>=0 && group->interval!=-1) {
  9157. if (battle_config.skill_wall_check)
  9158. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9159. group->bl_flag,bl,tick);
  9160. else
  9161. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9162. group->bl_flag,bl,tick);
  9163. if (!unit->alive)
  9164. {
  9165. if (flag)
  9166. skill_dance_switch(unit, group, 1);
  9167. return 0;
  9168. }
  9169. }
  9170. if (flag)
  9171. skill_dance_switch(unit, group, 1);
  9172. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9173. switch(group->unit_id){
  9174. case UNT_BLASTMINE:
  9175. case UNT_GROUNDDRIFT_WIND:
  9176. case UNT_GROUNDDRIFT_DARK:
  9177. case UNT_GROUNDDRIFT_POISON:
  9178. case UNT_GROUNDDRIFT_WATER:
  9179. case UNT_GROUNDDRIFT_FIRE:
  9180. group->unit_id = UNT_USED_TRAPS;
  9181. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9182. group->limit=DIFF_TICK(tick+1500,group->tick);
  9183. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9184. break;
  9185. case UNT_SKIDTRAP:
  9186. case UNT_ANKLESNARE:
  9187. case UNT_LANDMINE:
  9188. case UNT_SHOCKWAVE:
  9189. case UNT_SANDMAN:
  9190. case UNT_FLASHER:
  9191. case UNT_FREEZINGTRAP:
  9192. case UNT_CLAYMORETRAP:
  9193. case UNT_TALKIEBOX:
  9194. {
  9195. struct block_list *src=map_id2bl(group->src_id);
  9196. if(src && src->type==BL_PC && !group->state.into_abyss)
  9197. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9198. struct item item_tmp;
  9199. memset(&item_tmp,0,sizeof(item_tmp));
  9200. item_tmp.nameid=1065;
  9201. item_tmp.identify=1;
  9202. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9203. }
  9204. skill_delunit(unit, 0);
  9205. }
  9206. break;
  9207. default:
  9208. skill_delunit(unit, 0);
  9209. }
  9210. }
  9211. if(group->unit_id == UNT_ICEWALL) {
  9212. unit->val1 -= 5;
  9213. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9214. unit->limit = DIFF_TICK(tick+700,group->tick);
  9215. } else
  9216. if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0)
  9217. { //Disable processed cell.
  9218. unit->range = -1;
  9219. if (--group->val1 <= 0)
  9220. { //All tiles were processed, disable skill.
  9221. group->target_flag=BCT_NOONE;
  9222. group->bl_flag= BL_NUL;
  9223. }
  9224. }
  9225. return 0;
  9226. }
  9227. /*==========================================
  9228. *
  9229. *------------------------------------------
  9230. */
  9231. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9232. {
  9233. map_freeblock_lock();
  9234. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9235. map_freeblock_unlock();
  9236. return 0;
  9237. }
  9238. /*==========================================
  9239. *
  9240. *------------------------------------------
  9241. */
  9242. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9243. {
  9244. struct skill_unit *unit = (struct skill_unit *)bl;
  9245. struct skill_unit_group *group;
  9246. struct block_list *target;
  9247. unsigned int tick,flag,result;
  9248. int skill_id;
  9249. target=va_arg(ap,struct block_list*);
  9250. tick = va_arg(ap,unsigned int);
  9251. flag = va_arg(ap,int);
  9252. nullpo_retr(0, group=unit->group);
  9253. if (!unit->alive || target->prev==NULL)
  9254. return 0;
  9255. if (skill_dance_switch(unit, group, 0))
  9256. flag|=64; //Signal to remember to restore it.
  9257. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9258. skill_id = unit->group->skill_id;
  9259. if (unit->group->interval!=-1 &&
  9260. !(skill_get_unit_flag(skill_id)&UF_DUALMODE))
  9261. { //Skills in dual mode have to trigger both. [Skotlex]
  9262. if (flag&64)
  9263. skill_dance_switch(unit, group, 1);
  9264. return 0;
  9265. }
  9266. //Target-type check.
  9267. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
  9268. {
  9269. if(group->src_id == target->id && group->state.song_dance&0x2)
  9270. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9271. if (flag&1)
  9272. {
  9273. if (flag&2)
  9274. { //Clear skill ids we have stored in onout.
  9275. int i;
  9276. for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) &&
  9277. skill_unit_temp[i]!=skill_id; i++);
  9278. if (i < (sizeof(skill_unit_temp)/sizeof(int)))
  9279. skill_unit_temp[i] = 0;
  9280. }
  9281. }
  9282. else
  9283. {
  9284. if (flag&2) { //Store this unit id.
  9285. if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int)))
  9286. skill_unit_temp[skill_unit_index++] = skill_id;
  9287. else if (battle_config.error_log)
  9288. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9289. }
  9290. }
  9291. if (flag&4)
  9292. skill_unit_onleft(skill_id,target,tick);
  9293. }
  9294. if (flag&64)
  9295. skill_dance_switch(unit, group, 1);
  9296. return 0;
  9297. }
  9298. if (flag&1)
  9299. {
  9300. result = skill_unit_onplace(unit,target,tick);
  9301. if (flag&2 && result)
  9302. { //Clear skill ids we have stored in onout.
  9303. int i;
  9304. for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) &&
  9305. skill_unit_temp[i]!=result; i++);
  9306. if (i < (sizeof(skill_unit_temp)/sizeof(int)))
  9307. skill_unit_temp[i] = 0;
  9308. }
  9309. }
  9310. else
  9311. {
  9312. result = skill_unit_onout(unit,target,tick);
  9313. if (flag&2 && result) { //Store this unit id.
  9314. if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int)))
  9315. skill_unit_temp[skill_unit_index++] = result;
  9316. else if (battle_config.error_log)
  9317. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9318. }
  9319. }
  9320. //TODO: Normally, this is dangerous since the unit and group could be freed
  9321. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9322. //cells do not get deleted within them. [Skotlex]
  9323. if (flag&64)
  9324. skill_dance_switch(unit, group, 1);
  9325. if (flag&4)
  9326. skill_unit_onleft(skill_id,target,tick);
  9327. return 1;
  9328. }
  9329. /*==========================================
  9330. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9331. * Flag values:
  9332. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9333. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9334. * units to figure out when they have left a group.
  9335. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9336. *------------------------------------------
  9337. */
  9338. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9339. {
  9340. nullpo_retr(0, bl);
  9341. if(bl->prev==NULL )
  9342. return 0;
  9343. if (flag&2 && !(flag&1))
  9344. { //Onout, clear data
  9345. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9346. skill_unit_index=0;
  9347. }
  9348. map_foreachincell(skill_unit_move_sub,
  9349. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9350. if (flag&2 && flag&1)
  9351. { //Onplace, check any skill units you have left.
  9352. int i;
  9353. for (i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) &&
  9354. skill_unit_temp[i]; i++)
  9355. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9356. }
  9357. return 0;
  9358. }
  9359. /*==========================================
  9360. *
  9361. *------------------------------------------
  9362. */
  9363. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9364. {
  9365. int i,j;
  9366. unsigned int tick = gettick();
  9367. int *m_flag;
  9368. struct skill_unit *unit1;
  9369. struct skill_unit *unit2;
  9370. nullpo_retr(0, group);
  9371. if (group->unit_count<=0)
  9372. return 0;
  9373. if (group->unit==NULL)
  9374. return 0;
  9375. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9376. return 0;
  9377. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9378. // m_flag
  9379. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9380. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9381. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9382. // 3: Both 1+2.
  9383. for(i=0;i<group->unit_count;i++){
  9384. unit1=&group->unit[i];
  9385. if (!unit1->alive || unit1->bl.m!=m)
  9386. continue;
  9387. for(j=0;j<group->unit_count;j++){
  9388. unit2=&group->unit[j];
  9389. if (!unit2->alive)
  9390. continue;
  9391. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9392. m_flag[i] |= 0x1;
  9393. }
  9394. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9395. m_flag[i] |= 0x2;
  9396. }
  9397. }
  9398. }
  9399. j = 0;
  9400. for (i=0;i<group->unit_count;i++) {
  9401. unit1=&group->unit[i];
  9402. if (!unit1->alive)
  9403. continue;
  9404. if (!(m_flag[i]&0x2)) {
  9405. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9406. skill_dance_overlap(unit1, 0);
  9407. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9408. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9409. }
  9410. //Move Cell using "smart" criteria (avoid useless moving around)
  9411. switch(m_flag[i])
  9412. {
  9413. case 0:
  9414. //Cell moves independently, safely move it.
  9415. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9416. break;
  9417. case 1:
  9418. //Cell moves unto another cell, look for a replacement cell that won't collide
  9419. //and has no cell moving into it (flag == 2)
  9420. for(;j<group->unit_count;j++)
  9421. {
  9422. if(m_flag[j]!=2 || !group->unit[j].alive)
  9423. continue;
  9424. //Move to where this cell would had moved.
  9425. unit2 = &group->unit[j];
  9426. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9427. j++; //Skip this cell as we have used it.
  9428. break;
  9429. }
  9430. break;
  9431. case 2:
  9432. case 3:
  9433. break; //Don't move the cell as a cell will end on this tile anyway.
  9434. }
  9435. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9436. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9437. skill_dance_overlap(unit1, 1);
  9438. clif_skill_setunit(unit1);
  9439. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9440. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9441. }
  9442. }
  9443. aFree(m_flag);
  9444. return 0;
  9445. }
  9446. /*----------------------------------------------------------------------------
  9447. *
  9448. *----------------------------------------------------------------------------
  9449. */
  9450. /*==========================================
  9451. *
  9452. *------------------------------------------
  9453. */
  9454. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9455. {
  9456. int i,j;
  9457. nullpo_retr(0, sd);
  9458. if(nameid<=0)
  9459. return 0;
  9460. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9461. if(skill_produce_db[i].nameid == nameid )
  9462. break;
  9463. }
  9464. if( i >= MAX_SKILL_PRODUCE_DB )
  9465. return 0;
  9466. if(trigger>=0){
  9467. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9468. if(skill_produce_db[i].itemlv!=trigger)
  9469. return 0;
  9470. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9471. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9472. return 0;
  9473. } else { // Weapon (itemlv must be higher or equal)
  9474. if(skill_produce_db[i].itemlv>trigger)
  9475. return 0;
  9476. }
  9477. }
  9478. if((j=skill_produce_db[i].req_skill)>0 &&
  9479. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9480. return 0;
  9481. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9482. int id,x,y;
  9483. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9484. continue;
  9485. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9486. if(pc_search_inventory(sd,id) < 0)
  9487. return 0;
  9488. }
  9489. else {
  9490. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9491. if( sd->status.inventory[y].nameid == id )
  9492. x+=sd->status.inventory[y].amount;
  9493. if(x<qty*skill_produce_db[i].mat_amount[j])
  9494. return 0;
  9495. }
  9496. }
  9497. return i+1;
  9498. }
  9499. /*==========================================
  9500. *
  9501. *------------------------------------------
  9502. */
  9503. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9504. {
  9505. int slot[3];
  9506. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9507. struct status_data *status;
  9508. nullpo_retr(0, sd);
  9509. status = status_get_status_data(&sd->bl);
  9510. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9511. return 0;
  9512. idx--;
  9513. if (qty < 1)
  9514. qty = 1;
  9515. if (!skill_id) //A skill can be specified for some override cases.
  9516. skill_id = skill_produce_db[idx].req_skill;
  9517. slot[0]=slot1;
  9518. slot[1]=slot2;
  9519. slot[2]=slot3;
  9520. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9521. int j;
  9522. if( slot[i]<=0 )
  9523. continue;
  9524. j = pc_search_inventory(sd,slot[i]);
  9525. if(j < 0)
  9526. continue;
  9527. if(slot[i]==1000){ /* Star Crumb */
  9528. pc_delitem(sd,j,1,1);
  9529. sc++;
  9530. }
  9531. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9532. static const int ele_table[4]={3,1,4,2};
  9533. pc_delitem(sd,j,1,1);
  9534. ele=ele_table[slot[i]-994];
  9535. }
  9536. }
  9537. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9538. int j,id,x;
  9539. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9540. continue;
  9541. x=qty*skill_produce_db[idx].mat_amount[i];
  9542. do{
  9543. int y=0;
  9544. j = pc_search_inventory(sd,id);
  9545. if(j >= 0){
  9546. y = sd->status.inventory[j].amount;
  9547. if(y>x)y=x;
  9548. pc_delitem(sd,j,y,0);
  9549. }else {
  9550. if(battle_config.error_log)
  9551. ShowError("skill_produce_mix: material item error\n");
  9552. }
  9553. x-=y;
  9554. }while( j>=0 && x>0 );
  9555. }
  9556. if((equip=itemdb_isequip(nameid)))
  9557. wlv = itemdb_wlv(nameid);
  9558. if(!equip) {
  9559. switch(skill_id){
  9560. case BS_IRON:
  9561. case BS_STEEL:
  9562. case BS_ENCHANTEDSTONE:
  9563. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9564. i = pc_checkskill(sd,skill_id);
  9565. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9566. switch(nameid){
  9567. case 998: // Iron
  9568. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9569. break;
  9570. case 999: // Steel
  9571. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9572. break;
  9573. case 1000: //Star Crumb
  9574. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9575. break;
  9576. default: // Enchanted Stones
  9577. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9578. break;
  9579. }
  9580. break;
  9581. case ASC_CDP:
  9582. make_per = (2000 + 40*status->dex + 20*status->luk);
  9583. break;
  9584. case AL_HOLYWATER:
  9585. make_per = 100000; //100% success
  9586. break;
  9587. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9588. case AM_TWILIGHT1:
  9589. case AM_TWILIGHT2:
  9590. case AM_TWILIGHT3:
  9591. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9592. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9593. + status->int_*5 + status->dex*10+status->luk*10;
  9594. switch(nameid){
  9595. case 501: // Red Potion
  9596. case 503: // Yellow Potion
  9597. case 504: // White Potion
  9598. case 605: // Anodyne
  9599. case 606: // Aloevera
  9600. make_per += 2000;
  9601. break;
  9602. case 505: // Blue Potion
  9603. make_per -= 500;
  9604. break;
  9605. case 545: // Condensed Red Potion
  9606. case 546: // Condensed Yellow Potion
  9607. case 547: // Condensed White Potion
  9608. make_per -= 1000;
  9609. break;
  9610. case 970: // Alcohol
  9611. make_per += 1000;
  9612. break;
  9613. case 7139: // Glistening Coat
  9614. make_per -= 1000;
  9615. break;
  9616. case 7135: // Bottle Grenade
  9617. case 7136: // Acid Bottle
  9618. case 7137: // Plant Bottle
  9619. case 7138: // Marine Sphere Bottle
  9620. default:
  9621. break;
  9622. }
  9623. if(battle_config.pp_rate != 100)
  9624. make_per = make_per * battle_config.pp_rate / 100;
  9625. break;
  9626. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9627. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9628. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9629. switch(nameid){
  9630. case 12114:
  9631. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9632. if (flag > 0)
  9633. make_per += 1000*flag-500;
  9634. break;
  9635. case 12115:
  9636. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9637. if (flag > 0)
  9638. make_per += 1000*flag-500;
  9639. break;
  9640. case 12116:
  9641. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9642. if (flag > 0)
  9643. make_per += 1000*flag-500;
  9644. break;
  9645. case 12117:
  9646. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9647. if (flag > 0)
  9648. make_per += 1000*flag-500;
  9649. break;
  9650. }
  9651. break;
  9652. default:
  9653. if (sd->menuskill_id == AM_PHARMACY &&
  9654. sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
  9655. { //Assume Cooking Dish
  9656. if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
  9657. make_per = 10000; //100% Success
  9658. else
  9659. make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
  9660. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9661. break;
  9662. }
  9663. make_per = 5000;
  9664. break;
  9665. }
  9666. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9667. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9668. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9669. 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
  9670. 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
  9671. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9672. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9673. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9674. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9675. if(battle_config.wp_rate != 100)
  9676. make_per = make_per * battle_config.wp_rate / 100;
  9677. }
  9678. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9679. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9680. make_per = (make_per * 80) / 100; //Lupus
  9681. if(make_per < 1) make_per = 1;
  9682. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9683. struct item tmp_item;
  9684. memset(&tmp_item,0,sizeof(tmp_item));
  9685. tmp_item.nameid=nameid;
  9686. tmp_item.amount=1;
  9687. tmp_item.identify=1;
  9688. if(equip){
  9689. tmp_item.card[0]=CARD0_FORGE;
  9690. tmp_item.card[1]=((sc*5)<<8)+ele;
  9691. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9692. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9693. } else {
  9694. //Flag is only used on the end, so it can be used here. [Skotlex]
  9695. switch (skill_id) {
  9696. case BS_DAGGER:
  9697. case BS_SWORD:
  9698. case BS_TWOHANDSWORD:
  9699. case BS_AXE:
  9700. case BS_MACE:
  9701. case BS_KNUCKLE:
  9702. case BS_SPEAR:
  9703. flag = battle_config.produce_item_name_input&0x1;
  9704. break;
  9705. case AM_PHARMACY:
  9706. case AM_TWILIGHT1:
  9707. case AM_TWILIGHT2:
  9708. case AM_TWILIGHT3:
  9709. flag = battle_config.produce_item_name_input&0x2;
  9710. break;
  9711. case AL_HOLYWATER:
  9712. flag = battle_config.produce_item_name_input&0x8;
  9713. break;
  9714. case ASC_CDP:
  9715. flag = battle_config.produce_item_name_input&0x10;
  9716. break;
  9717. default:
  9718. flag = battle_config.produce_item_name_input&0x80;
  9719. break;
  9720. }
  9721. if (flag) {
  9722. tmp_item.card[0]=CARD0_CREATE;
  9723. tmp_item.card[1]=0;
  9724. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9725. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9726. }
  9727. }
  9728. // if(log_config.produce > 0)
  9729. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9730. //TODO update PICKLOG
  9731. if(equip){
  9732. clif_produceeffect(sd,0,nameid);
  9733. clif_misceffect(&sd->bl,3);
  9734. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9735. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9736. } else {
  9737. int fame = 0;
  9738. tmp_item.amount = 0;
  9739. for (i=0; i< qty; i++)
  9740. { //Apply quantity modifiers.
  9741. if (rand()%10000 < make_per || qty == 1)
  9742. { //Success
  9743. tmp_item.amount++;
  9744. if(nameid < 545 || nameid > 547)
  9745. continue;
  9746. if(skill_id != AM_PHARMACY &&
  9747. skill_id != AM_TWILIGHT1 &&
  9748. skill_id != AM_TWILIGHT2 &&
  9749. skill_id != AM_TWILIGHT3)
  9750. continue;
  9751. //Add fame as needed.
  9752. switch(++sd->potion_success_counter) {
  9753. case 3:
  9754. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9755. break;
  9756. case 5:
  9757. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9758. break;
  9759. case 7:
  9760. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9761. break;
  9762. case 10:
  9763. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9764. sd->potion_success_counter = 0;
  9765. break;
  9766. }
  9767. } else //Failure
  9768. sd->potion_success_counter = 0;
  9769. }
  9770. if (fame)
  9771. pc_addfame(sd,fame);
  9772. //Visual effects and the like.
  9773. switch (skill_id) {
  9774. case AM_PHARMACY:
  9775. case AM_TWILIGHT1:
  9776. case AM_TWILIGHT2:
  9777. case AM_TWILIGHT3:
  9778. case ASC_CDP:
  9779. clif_produceeffect(sd,2,nameid);
  9780. clif_misceffect(&sd->bl,5);
  9781. break;
  9782. case BS_IRON:
  9783. case BS_STEEL:
  9784. case BS_ENCHANTEDSTONE:
  9785. clif_produceeffect(sd,0,nameid);
  9786. clif_misceffect(&sd->bl,3);
  9787. break;
  9788. default: //Those that don't require a skill?
  9789. if (skill_produce_db[idx].itemlv>10 &&
  9790. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9791. clif_specialeffect(&sd->bl, 608, AREA);
  9792. break;
  9793. }
  9794. }
  9795. if (tmp_item.amount) { //Success
  9796. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9797. clif_additem(sd,0,0,flag);
  9798. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9799. }
  9800. return 1;
  9801. }
  9802. }
  9803. //Failure
  9804. // if(log_config.produce)
  9805. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9806. //TODO update PICKLOG
  9807. if(equip){
  9808. clif_produceeffect(sd,1,nameid);
  9809. clif_misceffect(&sd->bl,2);
  9810. } else {
  9811. switch (skill_id) {
  9812. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9813. status_percent_damage(NULL, &sd->bl, -25, 0);
  9814. case AM_PHARMACY:
  9815. case AM_TWILIGHT1:
  9816. case AM_TWILIGHT2:
  9817. case AM_TWILIGHT3:
  9818. clif_produceeffect(sd,3,nameid);
  9819. clif_misceffect(&sd->bl,6);
  9820. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9821. break;
  9822. case BS_IRON:
  9823. case BS_STEEL:
  9824. case BS_ENCHANTEDSTONE:
  9825. clif_produceeffect(sd,1,nameid);
  9826. clif_misceffect(&sd->bl,2);
  9827. break;
  9828. default:
  9829. if (skill_produce_db[idx].itemlv>10 &&
  9830. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9831. clif_specialeffect(&sd->bl, 609, AREA);
  9832. }
  9833. }
  9834. return 0;
  9835. }
  9836. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9837. {
  9838. int i,j,flag,index=-1;
  9839. struct item tmp_item;
  9840. nullpo_retr(0, sd);
  9841. if(nameid <= 0)
  9842. return 1;
  9843. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9844. if(nameid == skill_arrow_db[i].nameid) {
  9845. index = i;
  9846. break;
  9847. }
  9848. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9849. return 1;
  9850. pc_delitem(sd,j,1,0);
  9851. for(i=0;i<5;i++) {
  9852. memset(&tmp_item,0,sizeof(tmp_item));
  9853. tmp_item.identify = 1;
  9854. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9855. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9856. if(battle_config.produce_item_name_input&0x4) {
  9857. tmp_item.card[0]=CARD0_CREATE;
  9858. tmp_item.card[1]=0;
  9859. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9860. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9861. }
  9862. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9863. continue;
  9864. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9865. clif_additem(sd,0,0,flag);
  9866. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9867. }
  9868. }
  9869. return 0;
  9870. }
  9871. /*==========================================
  9872. *
  9873. *------------------------------------------
  9874. */
  9875. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9876. {
  9877. struct map_session_data *sd = map_id2sd(id);
  9878. if (data <= 0 || data >= MAX_SKILL)
  9879. return 0;
  9880. if (sd) sd->blockskill[data] = 0;
  9881. return 1;
  9882. }
  9883. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9884. {
  9885. nullpo_retr (-1, sd);
  9886. if (skillid >= GD_SKILLBASE)
  9887. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9888. if (skillid >= HM_SKILLBASE) //[orn]
  9889. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9890. if (skillid < 1 || skillid > MAX_SKILL)
  9891. return -1;
  9892. if (tick < 1) {
  9893. sd->blockskill[skillid] = 0;
  9894. return -1;
  9895. }
  9896. sd->blockskill[skillid] = 1;
  9897. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9898. }
  9899. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9900. {
  9901. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9902. if (data <= 0 || data >= MAX_SKILL)
  9903. return 0;
  9904. if (hd) hd->blockskill[data] = 0;
  9905. return 1;
  9906. }
  9907. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9908. {
  9909. nullpo_retr (-1, hd);
  9910. if (skillid >= GD_SKILLBASE)
  9911. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9912. if (skillid >= HM_SKILLBASE) //[orn]
  9913. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9914. if (skillid < 1 || skillid > MAX_SKILL)
  9915. return -1;
  9916. if (tick < 1) {
  9917. hd->blockskill[skillid] = 0;
  9918. return -1;
  9919. }
  9920. hd->blockskill[skillid] = 1;
  9921. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9922. }
  9923. /*----------------------------------------------------------------------------
  9924. *
  9925. */
  9926. /*
  9927. *
  9928. */
  9929. int skill_split_str (char *str, char **val, int num)
  9930. {
  9931. int i;
  9932. for (i=0; i<num && str; i++){
  9933. val[i] = str;
  9934. str = strchr(str,',');
  9935. if (str)
  9936. *str++=0;
  9937. }
  9938. return i;
  9939. }
  9940. /*
  9941. *
  9942. */
  9943. int skill_split_atoi (char *str, int *val)
  9944. {
  9945. int i, j, diff, step = 1;
  9946. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9947. if (!str) break;
  9948. val[i] = atoi(str);
  9949. str = strchr(str,':');
  9950. if (str)
  9951. *str++=0;
  9952. }
  9953. if(i==0) //No data found.
  9954. return 0;
  9955. if(i==1)
  9956. { //Single value, have the whole range have the same value.
  9957. for (; i < MAX_SKILL_LEVEL; i++)
  9958. val[i] = val[i-1];
  9959. return i;
  9960. }
  9961. //Check for linear change with increasing steps until we reach half of the data acquired.
  9962. for (step = 1; step <= i/2; step++)
  9963. {
  9964. diff = val[i-1] - val[i-step-1];
  9965. for(j = i-1; j >= step; j--)
  9966. if ((val[j]-val[j-step]) != diff)
  9967. break;
  9968. if (j>=step) //No match, try next step.
  9969. continue;
  9970. for(; i < MAX_SKILL_LEVEL; i++)
  9971. { //Apply linear increase
  9972. val[i] = val[i-step]+diff;
  9973. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9974. { val[i] = 1; diff = 0; step = 1; }
  9975. }
  9976. return i;
  9977. }
  9978. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9979. for (;i<MAX_SKILL_LEVEL; i++)
  9980. val[i] = val[i-1];
  9981. return i;
  9982. }
  9983. /*
  9984. *
  9985. */
  9986. void skill_init_unit_layout (void)
  9987. {
  9988. int i,j,size,pos = 0;
  9989. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9990. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9991. size = i*2+1;
  9992. skill_unit_layout[i].count = size*size;
  9993. for (j=0; j<size*size; j++) {
  9994. skill_unit_layout[i].dx[j] = (j%size-i);
  9995. skill_unit_layout[i].dy[j] = (j/size-i);
  9996. }
  9997. }
  9998. pos = i;
  9999. for (i=0;i<MAX_SKILL_DB;i++) {
  10000. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10001. continue;
  10002. switch (i) {
  10003. case MG_FIREWALL:
  10004. case WZ_ICEWALL:
  10005. break;
  10006. case PR_SANCTUARY:
  10007. {
  10008. static const int dx[] = {
  10009. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10010. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10011. static const int dy[]={
  10012. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10013. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10014. skill_unit_layout[pos].count = 21;
  10015. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10016. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10017. break;
  10018. }
  10019. case PR_MAGNUS:
  10020. {
  10021. static const int dx[] = {
  10022. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10023. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10024. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10025. static const int dy[] = {
  10026. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10027. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10028. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10029. skill_unit_layout[pos].count = 33;
  10030. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10031. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10032. break;
  10033. }
  10034. case AS_VENOMDUST:
  10035. {
  10036. static const int dx[] = {-1, 0, 0, 0, 1};
  10037. static const int dy[] = { 0,-1, 0, 1, 0};
  10038. skill_unit_layout[pos].count = 5;
  10039. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10040. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10041. break;
  10042. }
  10043. case CR_GRANDCROSS:
  10044. case NPC_GRANDDARKNESS:
  10045. {
  10046. static const int dx[] = {
  10047. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10048. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10049. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10050. static const int dy[] = {
  10051. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10052. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10053. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10054. skill_unit_layout[pos].count = 29;
  10055. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10056. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10057. break;
  10058. }
  10059. case PF_FOGWALL:
  10060. {
  10061. static const int dx[] = {
  10062. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10063. static const int dy[] = {
  10064. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10065. skill_unit_layout[pos].count = 15;
  10066. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10067. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10068. break;
  10069. }
  10070. case PA_GOSPEL:
  10071. {
  10072. static const int dx[] = {
  10073. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10074. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10075. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10076. -1, 0, 1};
  10077. static const int dy[] = {
  10078. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10079. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10080. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10081. 3, 3, 3};
  10082. skill_unit_layout[pos].count = 33;
  10083. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10084. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10085. break;
  10086. }
  10087. case NJ_KAENSIN:
  10088. {
  10089. 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};
  10090. 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};
  10091. skill_unit_layout[pos].count = 24;
  10092. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10093. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10094. break;
  10095. }
  10096. case NJ_TATAMIGAESHI:
  10097. {
  10098. //Level 1 (count 4, cross of 3x3)
  10099. static const int dx1[] = {-1, 1, 0, 0};
  10100. static const int dy1[] = { 0, 0,-1, 1};
  10101. //Level 2-3 (count 8, cross of 5x5)
  10102. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10103. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10104. //Level 4-5 (count 12, cross of 7x7
  10105. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10106. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10107. //lv1
  10108. j = 0;
  10109. skill_unit_layout[pos].count = 4;
  10110. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10111. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10112. skill_db[i].unit_layout_type[j] = pos;
  10113. //lv2/3
  10114. j++;
  10115. pos++;
  10116. skill_unit_layout[pos].count = 8;
  10117. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10118. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10119. skill_db[i].unit_layout_type[j] = pos;
  10120. skill_db[i].unit_layout_type[++j] = pos;
  10121. //lv4/5
  10122. j++;
  10123. pos++;
  10124. skill_unit_layout[pos].count = 12;
  10125. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10126. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10127. skill_db[i].unit_layout_type[j] = pos;
  10128. skill_db[i].unit_layout_type[++j] = pos;
  10129. //Fill in the rest using lv 5.
  10130. for (;j<MAX_SKILL_LEVEL;j++)
  10131. skill_db[i].unit_layout_type[j] = pos;
  10132. //Skip, this way the check below will fail and continue to the next skill.
  10133. pos++;
  10134. break;
  10135. }
  10136. default:
  10137. ShowError("unknown unit layout at skill %d\n",i);
  10138. break;
  10139. }
  10140. if (!skill_unit_layout[pos].count)
  10141. continue;
  10142. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10143. skill_db[i].unit_layout_type[j] = pos;
  10144. pos++;
  10145. }
  10146. firewall_unit_pos = pos;
  10147. for (i=0;i<8;i++) {
  10148. if (i&1) {
  10149. skill_unit_layout[pos].count = 5;
  10150. if (i&0x2) {
  10151. int dx[] = {-1,-1, 0, 0, 1};
  10152. int dy[] = { 1, 0, 0,-1,-1};
  10153. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10154. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10155. } else {
  10156. int dx[] = { 1, 1 ,0, 0,-1};
  10157. int dy[] = { 1, 0, 0,-1,-1};
  10158. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10159. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10160. }
  10161. } else {
  10162. skill_unit_layout[pos].count = 3;
  10163. if (i%4==0) {
  10164. int dx[] = {-1, 0, 1};
  10165. int dy[] = { 0, 0, 0};
  10166. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10167. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10168. } else {
  10169. int dx[] = { 0, 0, 0};
  10170. int dy[] = {-1, 0, 1};
  10171. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10172. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10173. }
  10174. }
  10175. pos++;
  10176. }
  10177. icewall_unit_pos = pos;
  10178. for (i=0;i<8;i++) {
  10179. skill_unit_layout[pos].count = 5;
  10180. if (i&1) {
  10181. if (i&0x2) {
  10182. int dx[] = {-2,-1, 0, 1, 2};
  10183. int dy[] = { 2, 1, 0,-1,-2};
  10184. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10185. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10186. } else {
  10187. int dx[] = { 2, 1 ,0,-1,-2};
  10188. int dy[] = { 2, 1, 0,-1,-2};
  10189. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10190. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10191. }
  10192. } else {
  10193. if (i%4==0) {
  10194. int dx[] = {-2,-1, 0, 1, 2};
  10195. int dy[] = { 0, 0, 0, 0, 0};
  10196. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10197. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10198. } else {
  10199. int dx[] = { 0, 0, 0, 0, 0};
  10200. int dy[] = {-2,-1, 0, 1, 2};
  10201. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10202. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10203. }
  10204. }
  10205. pos++;
  10206. }
  10207. }
  10208. /*==========================================
  10209. * DB reading.
  10210. * skill_db.txt
  10211. * skill_cast_db.txt
  10212. * produce_db.txt
  10213. * create_arrow_db.txt
  10214. * abra_db.txt
  10215. *------------------------------------------
  10216. */
  10217. int skill_readdb (void)
  10218. {
  10219. int i,j,k,l,m;
  10220. FILE *fp;
  10221. char line[1024],path[1024],*p;
  10222. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10223. memset(skill_db,0,sizeof(skill_db));
  10224. sprintf(path, "%s/skill_db.txt", db_path);
  10225. fp=fopen(path,"r");
  10226. if(fp==NULL){
  10227. ShowError("can't read %s\n", path);
  10228. return 1;
  10229. }
  10230. while(fgets(line,1020,fp)){
  10231. char *split[50];
  10232. if(line[0]=='/' && line[1]=='/')
  10233. continue;
  10234. j = skill_split_str(line,split,15);
  10235. if(j < 15 || split[14]==NULL)
  10236. continue;
  10237. i=atoi(split[0]);
  10238. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10239. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10240. continue;
  10241. }
  10242. if (i >= GD_SKILLBASE)
  10243. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10244. if (i >= HM_SKILLBASE) //[orn]
  10245. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10246. if(i<=0 || i>MAX_SKILL_DB)
  10247. continue;
  10248. skill_split_atoi(split[1],skill_db[i].range);
  10249. skill_db[i].hit=atoi(split[2]);
  10250. skill_db[i].inf=atoi(split[3]);
  10251. skill_db[i].pl=atoi(split[4]);
  10252. skill_db[i].nk=atoi(split[5]);
  10253. skill_split_atoi(split[6],skill_db[i].splash);
  10254. skill_db[i].max=atoi(split[7]);
  10255. skill_split_atoi(split[8],skill_db[i].num);
  10256. if(strcmpi(split[9],"yes") == 0)
  10257. skill_db[i].castcancel=1;
  10258. else
  10259. skill_db[i].castcancel=0;
  10260. skill_db[i].cast_def_rate=atoi(split[10]);
  10261. skill_db[i].inf2=(int)strtol(split[11], NULL, 0);
  10262. skill_db[i].maxcount=atoi(split[12]);
  10263. if(strcmpi(split[13],"weapon") == 0)
  10264. skill_db[i].skill_type=BF_WEAPON;
  10265. else if(strcmpi(split[13],"magic") == 0)
  10266. skill_db[i].skill_type=BF_MAGIC;
  10267. else if(strcmpi(split[13],"misc") == 0)
  10268. skill_db[i].skill_type=BF_MISC;
  10269. else
  10270. skill_db[i].skill_type=0;
  10271. skill_split_atoi(split[14],skill_db[i].blewcount);
  10272. for (j = 0; skill_names[j].id != 0; j++)
  10273. if (skill_names[j].id == i) {
  10274. skill_db[i].name = skill_names[j].name;
  10275. skill_db[i].desc = skill_names[j].desc;
  10276. break;
  10277. }
  10278. }
  10279. fclose(fp);
  10280. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10281. sprintf(path, "%s/skill_require_db.txt", db_path);
  10282. fp=fopen(path,"r");
  10283. if(fp==NULL){
  10284. ShowError("can't read %s\n", path);
  10285. return 1;
  10286. }
  10287. while(fgets(line,1020,fp)){
  10288. char *split[50];
  10289. if(line[0]=='/' && line[1]=='/')
  10290. continue;
  10291. j = skill_split_str(line,split,32);
  10292. if(j < 32 || split[31]==NULL)
  10293. continue;
  10294. i=atoi(split[0]);
  10295. if (i >= GD_SKILLBASE)
  10296. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10297. if (i >= HM_SKILLBASE) //[orn]
  10298. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10299. if(i<=0 || i>MAX_SKILL_DB)
  10300. continue;
  10301. skill_split_atoi(split[1],skill_db[i].hp);
  10302. skill_split_atoi(split[2],skill_db[i].mhp);
  10303. skill_split_atoi(split[3],skill_db[i].sp);
  10304. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10305. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10306. skill_split_atoi(split[6],skill_db[i].zeny);
  10307. p = split[7];
  10308. for(j=0;j<32;j++){
  10309. l = atoi(p);
  10310. if (l==99) {
  10311. skill_db[i].weapon = 0xffffffff;
  10312. break;
  10313. }
  10314. else
  10315. skill_db[i].weapon |= 1<<l;
  10316. p=strchr(p,':');
  10317. if(!p)
  10318. break;
  10319. p++;
  10320. }
  10321. p = split[8];
  10322. for(j=0;j<32;j++){
  10323. l = atoi(p);
  10324. if (l==99) {
  10325. skill_db[i].ammo = 0xffffffff;
  10326. break;
  10327. }
  10328. else if (l)
  10329. skill_db[i].ammo |= 1<<l;
  10330. p=strchr(p,':');
  10331. if(!p)
  10332. break;
  10333. p++;
  10334. }
  10335. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10336. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10337. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10338. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10339. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10340. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10341. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10342. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10343. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10344. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10345. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10346. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10347. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10348. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10349. else skill_db[i].state=ST_NONE;
  10350. skill_split_atoi(split[11],skill_db[i].spiritball);
  10351. for (j = 0; j < 10; j++) {
  10352. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10353. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10354. }
  10355. }
  10356. fclose(fp);
  10357. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10358. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10359. fp=fopen(path,"r");
  10360. if(fp==NULL){
  10361. ShowError("can't read %s\n", path);
  10362. return 1;
  10363. }
  10364. l=0;
  10365. while(fgets(line,1020,fp)){
  10366. char *split[50];
  10367. l++;
  10368. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10369. if(line[0]=='/' && line[1]=='/')
  10370. continue;
  10371. j = skill_split_str(line,split,6);
  10372. if(split[0]==NULL || j<2)
  10373. continue; //Blank line.
  10374. if(split[5]==NULL || j<6) {
  10375. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10376. continue;
  10377. }
  10378. i=atoi(split[0]);
  10379. if (i >= GD_SKILLBASE)
  10380. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10381. if (i >= HM_SKILLBASE) //[orn]
  10382. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10383. if(i<=0 || i>MAX_SKILL_DB)
  10384. continue;
  10385. skill_split_atoi(split[1],skill_db[i].cast);
  10386. skill_split_atoi(split[2],skill_db[i].delay);
  10387. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10388. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10389. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10390. }
  10391. fclose(fp);
  10392. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10393. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10394. fp=fopen(path,"r");
  10395. if (fp==NULL) {
  10396. ShowError("can't read %s\n", path);
  10397. return 1;
  10398. }
  10399. k = 0;
  10400. while (fgets(line,1020,fp)) {
  10401. char *split[50];
  10402. if (line[0]=='/' && line[1]=='/')
  10403. continue;
  10404. j = skill_split_str(line,split,8);
  10405. if (split[7]==NULL || j<8)
  10406. continue;
  10407. i=atoi(split[0]);
  10408. if (i >= GD_SKILLBASE)
  10409. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10410. if (i >= HM_SKILLBASE) //[orn]
  10411. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10412. if(i<=0 || i>MAX_SKILL_DB)
  10413. continue;
  10414. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10415. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10416. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10417. skill_split_atoi(split[4],skill_db[i].unit_range);
  10418. skill_db[i].unit_interval = atoi(split[5]);
  10419. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10420. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10421. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10422. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10423. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10424. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10425. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10426. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10427. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10428. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10429. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10430. skill_db[i].unit_target=BCT_NOENEMY;
  10431. //By default, target just characters.
  10432. skill_db[i].unit_target |= BL_CHAR;
  10433. if (skill_db[i].unit_flag&UF_NOPC)
  10434. skill_db[i].unit_target &= ~BL_PC;
  10435. if (skill_db[i].unit_flag&UF_NOMOB)
  10436. skill_db[i].unit_target &= ~BL_MOB;
  10437. if (skill_db[i].unit_flag&UF_SKILL)
  10438. skill_db[i].unit_target |= BL_SKILL;
  10439. k++;
  10440. }
  10441. fclose(fp);
  10442. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10443. skill_init_unit_layout();
  10444. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10445. for(m=0;m<2;m++){
  10446. sprintf(path, "%s/%s", db_path, filename[m]);
  10447. fp=fopen(path,"r");
  10448. if(fp==NULL){
  10449. if(m>0)
  10450. continue;
  10451. ShowError("can't read %s\n",path);
  10452. return 1;
  10453. }
  10454. k=0;
  10455. while(fgets(line,1020,fp)){
  10456. char *split[7 + MAX_PRODUCE_RESOURCE * 2];
  10457. int x,y;
  10458. if(line[0]=='/' && line[1]=='/')
  10459. continue;
  10460. memset(split,0,sizeof(split));
  10461. j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
  10462. if(split[0]==0) //fixed by Lupus
  10463. continue;
  10464. i=atoi(split[0]);
  10465. if(i<=0) continue;
  10466. skill_produce_db[k].nameid=i;
  10467. skill_produce_db[k].itemlv=atoi(split[1]);
  10468. skill_produce_db[k].req_skill=atoi(split[2]);
  10469. skill_produce_db[k].req_skill_lv=atoi(split[3]);
  10470. for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10471. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10472. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10473. }
  10474. k++;
  10475. if(k >= MAX_SKILL_PRODUCE_DB)
  10476. break;
  10477. }
  10478. fclose(fp);
  10479. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10480. }
  10481. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10482. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10483. fp=fopen(path,"r");
  10484. if(fp==NULL){
  10485. ShowError("can't read %s\n", path);
  10486. return 1;
  10487. }
  10488. k=0;
  10489. while(fgets(line,1020,fp)){
  10490. char *split[16];
  10491. int x,y;
  10492. if(line[0]=='/' && line[1]=='/')
  10493. continue;
  10494. memset(split,0,sizeof(split));
  10495. j = skill_split_str(line,split,13);
  10496. if(split[0]==0) //fixed by Lupus
  10497. continue;
  10498. i=atoi(split[0]);
  10499. if(i<=0)
  10500. continue;
  10501. skill_arrow_db[k].nameid=i;
  10502. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10503. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10504. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10505. }
  10506. k++;
  10507. if(k >= MAX_SKILL_ARROW_DB)
  10508. break;
  10509. }
  10510. fclose(fp);
  10511. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10512. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10513. sprintf(path, "%s/abra_db.txt", db_path);
  10514. fp=fopen(path,"r");
  10515. if(fp==NULL){
  10516. ShowError("can't read %s\n", path);
  10517. return 1;
  10518. }
  10519. k=0;
  10520. while(fgets(line,1020,fp)){
  10521. char *split[16];
  10522. if(line[0]=='/' && line[1]=='/')
  10523. continue;
  10524. memset(split,0,sizeof(split));
  10525. j = skill_split_str(line,split,13);
  10526. if(split[0]==0) //fixed by Lupus
  10527. continue;
  10528. i=atoi(split[0]);
  10529. if(i<=0)
  10530. continue;
  10531. skill_abra_db[i].req_lv=atoi(split[2]);
  10532. skill_abra_db[i].per=atoi(split[3]);
  10533. k++;
  10534. if(k >= MAX_SKILL_ABRA_DB)
  10535. break;
  10536. }
  10537. fclose(fp);
  10538. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10539. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10540. fp=fopen(path,"r");
  10541. if(fp==NULL){
  10542. ShowError("can't read %s\n", path);
  10543. return 1;
  10544. }
  10545. while(fgets(line,1020,fp)){
  10546. char *split[50];
  10547. if(line[0]=='/' && line[1]=='/')
  10548. continue;
  10549. memset(split,0,sizeof(split));
  10550. j = skill_split_str(line,split,3);
  10551. if(split[0]==0) //fixed by Lupus
  10552. continue;
  10553. i=atoi(split[0]);
  10554. if (i >= GD_SKILLBASE)
  10555. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10556. if(i<=0 || i>MAX_SKILL_DB)
  10557. continue;
  10558. skill_split_atoi(split[1],skill_db[i].castnodex);
  10559. if (!split[2])
  10560. continue;
  10561. skill_split_atoi(split[2],skill_db[i].delaynoagi);
  10562. }
  10563. fclose(fp);
  10564. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10565. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10566. fp=fopen(path,"r");
  10567. if(fp==NULL){
  10568. ShowError("can't read %s\n", path);
  10569. return 1;
  10570. }
  10571. k=0;
  10572. while(fgets(line,1020,fp)){
  10573. char *split[16];
  10574. if(line[0]=='/' && line[1]=='/')
  10575. continue;
  10576. memset(split,0,sizeof(split));
  10577. j = skill_split_str(line,split,2);
  10578. if(split[0]==0) //fixed by Lupus
  10579. continue;
  10580. i=atoi(split[0]);
  10581. if (i >= GD_SKILLBASE)
  10582. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10583. if(i<=0 || i>MAX_SKILL_DB)
  10584. continue;
  10585. skill_db[i].nocast|=atoi(split[1]);
  10586. k++;
  10587. }
  10588. fclose(fp);
  10589. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10590. return 0;
  10591. }
  10592. void skill_reload (void)
  10593. {
  10594. skill_readdb();
  10595. }
  10596. /*==========================================
  10597. *
  10598. *------------------------------------------
  10599. */
  10600. int do_init_skill (void)
  10601. {
  10602. skill_readdb();
  10603. skill_dance_switch_sub(NULL, NULL, 2); //Initialize Song/Dance overlap switch code.
  10604. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10605. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10606. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10607. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10608. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10609. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10610. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10611. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10612. return 0;
  10613. }
  10614. int do_final_skill(void)
  10615. {
  10616. ers_destroy(skill_unit_ers);
  10617. ers_destroy(skill_timer_ers);
  10618. return 0;
  10619. }