skill.cpp 805 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk(uint16 skill_id, map_session_data *sd)
  735. {
  736. nullpo_retr(1,sd);
  737. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  738. return false; // can do any damn thing they want
  739. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  740. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  741. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  742. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  743. return true;
  744. // Epoque:
  745. // This code will compare the player's attack motion value which is influenced by ASPD before
  746. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  747. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  748. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  749. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  750. {// attempted to cast a skill before the attack motion has finished
  751. return true;
  752. }
  753. if (skill_blockpc_get(sd, skill_id) != -1){
  754. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  755. return true;
  756. }
  757. /**
  758. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  759. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  760. */
  761. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  762. return false;
  763. uint32 skill_nocast = skill_get_nocast(skill_id);
  764. // Check skill restrictions [Celest]
  765. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  766. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  767. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  768. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  769. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  770. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  771. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  772. return true;
  773. }
  774. if( sd->sc.getSCE(SC_ALL_RIDING) )
  775. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  776. switch (skill_id) {
  777. case AL_WARP:
  778. case RETURN_TO_ELDICASTES:
  779. case ALL_GUARDIAN_RECALL:
  780. case ECLAGE_RECALL:
  781. case ALL_PRONTERA_RECALL:
  782. if(mapdata->flag[MF_NOWARP]) {
  783. clif_skill_teleportmessage(sd,0);
  784. return true;
  785. }
  786. return false;
  787. case AL_TELEPORT:
  788. case NPC_FATALMENACE:
  789. case SC_DIMENSIONDOOR:
  790. case ALL_ODINS_RECALL:
  791. case WE_CALLALLFAMILY:
  792. if(mapdata->flag[MF_NOTELEPORT]) {
  793. clif_skill_teleportmessage(sd,0);
  794. return true;
  795. }
  796. return false; // gonna be checked in 'skill_castend_nodamage_id'
  797. case WE_CALLPARTNER:
  798. case WE_CALLPARENT:
  799. case WE_CALLBABY:
  800. if (mapdata->flag[MF_NOMEMO]) {
  801. clif_skill_teleportmessage(sd,1);
  802. return true;
  803. }
  804. break;
  805. case MC_VENDING:
  806. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  807. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  808. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  809. return true;
  810. }
  811. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  812. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  813. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  814. return true;
  815. }
  816. if (npc_isnear(&sd->bl)) {
  817. // uncomment to send msg_txt.
  818. //char output[150];
  819. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  820. //clif_displaymessage(sd->fd, output);
  821. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  822. return true;
  823. }
  824. break;
  825. case ALL_BUYING_STORE:
  826. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  827. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  829. return true;
  830. }
  831. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  832. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  834. return true;
  835. }
  836. if( npc_isnear(&sd->bl) ) {
  837. // uncomment to send msg_txt.
  838. //char output[150];
  839. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  840. //clif_displaymessage(sd->fd, output);
  841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  842. return true;
  843. }
  844. break;
  845. case MC_IDENTIFY:
  846. return false; // always allowed
  847. case WZ_ICEWALL:
  848. // noicewall flag [Valaris]
  849. if (mapdata->flag[MF_NOICEWALL]) {
  850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  851. return true;
  852. }
  853. break;
  854. case GC_DARKILLUSION:
  855. if( mapdata_flag_gvg2(mapdata) ) {
  856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  857. return true;
  858. }
  859. break;
  860. case GD_EMERGENCYCALL:
  861. case GD_ITEMEMERGENCYCALL:
  862. if (
  863. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  864. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  865. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  866. ) {
  867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  868. return true;
  869. }
  870. break;
  871. case WM_SIRCLEOFNATURE:
  872. case WM_SOUND_OF_DESTRUCTION:
  873. case WM_LULLABY_DEEPSLEEP:
  874. case WM_GLOOMYDAY:
  875. case WM_SATURDAY_NIGHT_FEVER:
  876. if( !mapdata_flag_vs(mapdata) ) {
  877. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  878. return true;
  879. }
  880. break;
  881. }
  882. return false;
  883. }
  884. /**
  885. * Check if the homunculus skill is ok to be processed
  886. * After checking from Homunculus side, also check the master condition
  887. * @param hd: Homunculus who casted
  888. * @param skill_id: Skill ID casted
  889. * @param skill_lv: Skill level casted
  890. * @return true: Skill cannot be used, false: otherwise
  891. */
  892. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  893. {
  894. map_session_data *sd = NULL;
  895. status_change *sc;
  896. int8 spiritball = 0;
  897. nullpo_retr(true, hd);
  898. spiritball = skill_get_spiritball(skill_id, skill_lv);
  899. sd = hd->master;
  900. sc = status_get_sc(&hd->bl);
  901. if (!sd)
  902. return true;
  903. if (sc && !sc->count)
  904. sc = NULL;
  905. if (util::vector_exists(hd->blockskill, skill_id))
  906. return true;
  907. switch(skill_id) {
  908. case HFLI_SBR44:
  909. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  911. return true;
  912. }
  913. break;
  914. case HVAN_EXPLOSION:
  915. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  917. return true;
  918. }
  919. break;
  920. case MH_LIGHT_OF_REGENE: // Must be cordial
  921. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  922. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  923. return true;
  924. }
  925. break;
  926. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  927. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  928. return true;
  929. break;
  930. case MH_ANGRIFFS_MODUS:
  931. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  932. return true;
  933. break;
  934. case MH_TINDER_BREAKER: // Must be in grappling mode
  935. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  937. return true;
  938. }
  939. break;
  940. case MH_SONIC_CRAW: // Must be in fighting mode
  941. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  942. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  943. return true;
  944. }
  945. break;
  946. case MH_SILVERVEIN_RUSH:
  947. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  948. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  949. return true;
  950. }
  951. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  952. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  953. return true;
  954. }
  955. break;
  956. case MH_MIDNIGHT_FRENZY:
  957. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  958. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  959. return true;
  960. }
  961. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  962. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  963. return true;
  964. }
  965. break;
  966. case MH_CBC:
  967. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  969. return true;
  970. }
  971. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  972. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  973. return true;
  974. }
  975. break;
  976. case MH_EQC:
  977. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  978. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  979. return true;
  980. }
  981. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  982. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  983. return true;
  984. }
  985. break;
  986. }
  987. if (spiritball) {
  988. if (hd->homunculus.spiritball < spiritball) {
  989. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  990. return true;
  991. }
  992. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  993. if (skill_id != MH_BLAZING_AND_FURIOUS)
  994. hom_delspiritball(hd, spiritball, 1);
  995. }
  996. //Use master's criteria.
  997. return skill_isNotOk(skill_id, hd->master);
  998. }
  999. /**
  1000. * Check if the mercenary skill is ok to be processed
  1001. * After checking from Homunculus side, also check the master condition
  1002. * @param skill_id: Skill ID that casted
  1003. * @param md: Mercenary who casted
  1004. * @return true: Skill cannot be used, false: otherwise
  1005. */
  1006. bool skill_isNotOk_mercenary(uint16 skill_id, s_mercenary_data *md)
  1007. {
  1008. nullpo_retr(1, md);
  1009. if (util::vector_exists(md->blockskill, skill_id))
  1010. return true;
  1011. return skill_isNotOk(skill_id, md->master);
  1012. }
  1013. /**
  1014. * Check if the skill can be casted near NPC or not
  1015. * @param src Object who casted
  1016. * @param skill_id Skill ID that casted
  1017. * @param skill_lv Skill Lv
  1018. * @param pos_x Position x of the target
  1019. * @param pos_y Position y of the target
  1020. * @return true: Skill cannot be used, false: otherwise
  1021. * @author [Cydh]
  1022. */
  1023. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1024. if (!src)
  1025. return false;
  1026. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1027. return false;
  1028. //if self skill
  1029. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1030. pos_x = src->x;
  1031. pos_y = src->y;
  1032. }
  1033. if (pos_x <= 0) pos_x = src->x;
  1034. if (pos_y <= 0) pos_y = src->y;
  1035. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1036. }
  1037. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1038. {
  1039. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1040. uint8 dir;
  1041. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1042. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1043. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1044. }
  1045. nullpo_retr(NULL, src);
  1046. //Monsters sometimes deploy more units on level 10
  1047. if (src->type == BL_MOB && skill_lv >= 10) {
  1048. if (skill_id == WZ_WATERBALL)
  1049. pos = 4; //9x9 Area
  1050. }
  1051. if (pos != -1) // simple single-definition layout
  1052. return &skill_unit_layout[pos];
  1053. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1054. if (skill_id == MG_FIREWALL)
  1055. return &skill_unit_layout [firewall_unit_pos + dir];
  1056. else if (skill_id == WZ_ICEWALL)
  1057. return &skill_unit_layout [icewall_unit_pos + dir];
  1058. else if( skill_id == WL_EARTHSTRAIN )
  1059. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1060. else if( skill_id == RL_FIRE_RAIN )
  1061. return &skill_unit_layout[firerain_unit_pos + dir];
  1062. else if( skill_id == GN_WALLOFTHORN )
  1063. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1064. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1065. return &skill_unit_layout[0]; // default 1x1 layout
  1066. }
  1067. /** Stores temporary values.
  1068. * Common usages:
  1069. * [0] holds number of targets in area
  1070. * [1] holds the id of the original target
  1071. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1072. */
  1073. static int skill_area_temp[8];
  1074. /*==========================================
  1075. * Add effect to skill when hit succesfully target
  1076. *------------------------------------------*/
  1077. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1078. nullpo_ret(src);
  1079. nullpo_ret(bl);
  1080. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1081. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1082. return 0;
  1083. map_session_data* sd = BL_CAST( BL_PC, src );
  1084. mob_data* md = BL_CAST( BL_MOB, src );
  1085. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1086. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1087. status_change* sc = status_get_sc( src );
  1088. status_change* tsc = status_get_sc( bl );
  1089. status_data* sstatus = status_get_status_data( src );
  1090. status_data* tstatus = status_get_status_data( bl );
  1091. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1092. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1093. // Chance to trigger Taekwon kicks
  1094. if (sc->getSCE(SC_READYSTORM) &&
  1095. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1096. 0, 2, 0,
  1097. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1098. ; //Stance triggered
  1099. else if (sc->getSCE(SC_READYDOWN) &&
  1100. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1101. 0, 2, 0,
  1102. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1103. ; //Stance triggered
  1104. else if (sc->getSCE(SC_READYTURN) &&
  1105. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1106. 0, 2, 0,
  1107. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1108. ; //Stance triggered
  1109. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1110. int rate = 20;
  1111. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1112. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1113. status_change_end(src, SC_SKILLRATE_UP);
  1114. }
  1115. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1116. 0, 2, 0,
  1117. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1118. ; //Stance triggered
  1119. }
  1120. }
  1121. if (!tsc) //skill additional effect is about adding effects to the target...
  1122. //So if the target can't be inflicted with statuses, this is pointless.
  1123. return 0;
  1124. if( sd )
  1125. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1126. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1127. #ifndef RENEWAL
  1128. && skill_id != ASC_BREAKER
  1129. #endif
  1130. ) {
  1131. // Trigger status effects
  1132. for (const auto &it : sd->addeff) {
  1133. int rate = it.rate;
  1134. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1135. rate += it.arrow_rate;
  1136. if( !rate )
  1137. continue;
  1138. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1139. // Trigger has attack type consideration.
  1140. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1141. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1142. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1143. ;
  1144. else
  1145. continue;
  1146. }
  1147. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1148. // Trigger has range consideration.
  1149. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1150. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1151. continue; //Range Failed.
  1152. }
  1153. if (it.flag&ATF_TARGET)
  1154. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1155. if (it.flag&ATF_SELF)
  1156. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1157. }
  1158. }
  1159. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1160. if (sc != nullptr) {
  1161. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1162. unit_data *ud = unit_bl2ud(bl);
  1163. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1164. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1165. }
  1166. }
  1167. if( skill_id ) {
  1168. // Trigger status effects on skills
  1169. for (const auto &it : sd->addeff_onskill) {
  1170. if (skill_id != it.skill_id || !it.rate)
  1171. continue;
  1172. if (it.target&ATF_TARGET)
  1173. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1174. if (it.target&ATF_SELF)
  1175. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1176. }
  1177. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1178. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1179. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1180. #ifdef RENEWAL
  1181. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1182. #else
  1183. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1184. #endif
  1185. clif_emotion(bl,ET_HUK);
  1186. }
  1187. }
  1188. }
  1189. if( dmg_lv < ATK_DEF ) // no damage, return;
  1190. return 0;
  1191. switch(skill_id) {
  1192. case 0:
  1193. { // Normal attacks (no skill used)
  1194. if( attack_type&BF_SKILL )
  1195. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1196. if(sd) {
  1197. int skill;
  1198. // Automatic trigger of Blitz Beat
  1199. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1200. int rate;
  1201. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1202. rate = 5;
  1203. else
  1204. rate = (sd->status.job_level + 9) / 10;
  1205. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1206. }
  1207. // Automatic trigger of Warg Strike
  1208. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1209. int rate = sstatus->luk * 10 / 3 + 1;
  1210. if (pc_isfalcon(sd))
  1211. rate = rate / 3;
  1212. if (rnd() % 1000 <= rate)
  1213. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1214. }
  1215. // Automatic trigger of Hawk Rush
  1216. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1217. int rate = sstatus->con * 10 / 3 + 1;
  1218. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1219. if (rnd() % 1000 <= rate)
  1220. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1221. }
  1222. // Gank
  1223. if(dstmd && sd->status.weapon != W_BOW &&
  1224. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1225. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1226. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1227. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1228. else
  1229. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1230. }
  1231. }
  1232. if (sc) {
  1233. struct status_change_entry *sce;
  1234. // Enchant Poison gives a chance to poison attacked enemies
  1235. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1236. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1237. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1238. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1239. if((sce=sc->getSCE(SC_EDP)))
  1240. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1241. skill_get_time2(ASC_EDP,sce->val1));
  1242. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1243. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1244. }
  1245. }
  1246. break;
  1247. case SM_BASH:
  1248. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1249. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1250. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1251. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1252. }
  1253. break;
  1254. case MER_CRASH:
  1255. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1256. break;
  1257. case AS_VENOMKNIFE:
  1258. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1259. skill_lv = pc_checkskill(sd, TF_POISON);
  1260. case TF_POISON:
  1261. case AS_SPLASHER:
  1262. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1263. && sd && skill_id==TF_POISON
  1264. )
  1265. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1266. break;
  1267. case AS_SONICBLOW:
  1268. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1269. break;
  1270. case AS_GRIMTOOTH:
  1271. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1272. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1273. break;
  1274. case WZ_FIREPILLAR:
  1275. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1276. break;
  1277. case MG_FROSTDIVER:
  1278. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1280. break;
  1281. case WZ_FROSTNOVA:
  1282. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1283. break;
  1284. case WZ_STORMGUST:
  1285. // Storm Gust counter was dropped in renewal
  1286. #ifdef RENEWAL
  1287. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1288. #else
  1289. //On third hit, there is a 150% to freeze the target
  1290. if(tsc->sg_counter >= 3 &&
  1291. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1292. tsc->sg_counter = 0;
  1293. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1294. else if( tsc->sg_counter > 250 )
  1295. tsc->sg_counter = 0;
  1296. #endif
  1297. break;
  1298. case NPC_STORMGUST2:
  1299. if (skill_lv == 1)
  1300. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1301. else if (skill_lv == 2)
  1302. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1303. else
  1304. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. break;
  1306. case WZ_METEOR:
  1307. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. break;
  1309. case WZ_VERMILION:
  1310. #ifdef RENEWAL
  1311. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1312. #else
  1313. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1314. #endif
  1315. break;
  1316. case WZ_HEAVENDRIVE:
  1317. status_change_end(bl, SC_SV_ROOTTWIST);
  1318. break;
  1319. case HT_FREEZINGTRAP:
  1320. case MA_FREEZINGTRAP:
  1321. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1322. break;
  1323. case HT_FLASHER:
  1324. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case HT_LANDMINE:
  1327. case MA_LANDMINE:
  1328. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1329. break;
  1330. case HT_SHOCKWAVE:
  1331. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1332. break;
  1333. case HT_SANDMAN:
  1334. case MA_SANDMAN:
  1335. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1336. break;
  1337. case TF_SPRINKLESAND:
  1338. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case TF_THROWSTONE:
  1341. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1342. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1343. break;
  1344. case NPC_DARKCROSS:
  1345. case CR_HOLYCROSS:
  1346. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1347. break;
  1348. case NPC_GRANDDARKNESS:
  1349. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1350. attack_type |= BF_WEAPON;
  1351. break;
  1352. case CR_GRANDCROSS:
  1353. //Chance to cause blind status vs demon and undead element, but not against players
  1354. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1355. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1356. attack_type |= BF_WEAPON;
  1357. break;
  1358. case AM_ACIDTERROR:
  1359. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1360. #ifdef RENEWAL
  1361. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1362. #else
  1363. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1364. #endif
  1365. clif_emotion(bl,ET_HUK);
  1366. break;
  1367. case AM_DEMONSTRATION:
  1368. #ifdef RENEWAL
  1369. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1370. #else
  1371. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1372. #endif
  1373. break;
  1374. case CR_SHIELDCHARGE:
  1375. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1376. break;
  1377. #ifndef RENEWAL
  1378. case PA_PRESSURE:
  1379. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1380. //Fall through
  1381. case HW_GRAVITATION:
  1382. //Pressure and Gravitation can trigger physical autospells
  1383. attack_type |= BF_NORMAL;
  1384. attack_type |= BF_WEAPON;
  1385. break;
  1386. #endif
  1387. case RG_RAID:
  1388. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1389. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1390. #ifdef RENEWAL
  1391. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1392. break;
  1393. case RG_BACKSTAP:
  1394. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1395. #endif
  1396. break;
  1397. case BA_FROSTJOKER:
  1398. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1399. break;
  1400. case DC_SCREAM:
  1401. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1402. break;
  1403. case BD_LULLABY:
  1404. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1405. break;
  1406. #ifdef RENEWAL
  1407. case DC_UGLYDANCE:
  1408. // !TODO: How does caster's DEX/AGI play a role?
  1409. status_zap( bl, 0, 2 * skill_lv + 10 );
  1410. break;
  1411. #else
  1412. case DC_UGLYDANCE: {
  1413. int rate = 5 + 5 * skill_lv;
  1414. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1415. if( skill > 0 ){
  1416. rate += 5 + skill;
  1417. }
  1418. status_zap( bl, 0, rate );
  1419. } break;
  1420. #endif
  1421. case SL_STUN:
  1422. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1423. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1424. break;
  1425. case NPC_PETRIFYATTACK:
  1426. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1427. break;
  1428. case NPC_CURSEATTACK:
  1429. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1430. break;
  1431. case NPC_SLEEPATTACK:
  1432. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1433. break;
  1434. case NPC_BLINDATTACK:
  1435. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1436. break;
  1437. case NPC_POISON:
  1438. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case NPC_SILENCEATTACK:
  1441. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1442. break;
  1443. case NPC_STUNATTACK:
  1444. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1445. break;
  1446. case NPC_BLEEDING:
  1447. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1448. break;
  1449. case NPC_BLEEDING2:
  1450. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1451. break;
  1452. case NPC_CHANGEUNDEAD:
  1453. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1454. break;
  1455. case NPC_ACIDBREATH:
  1456. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1457. break;
  1458. case NPC_ICEBREATH:
  1459. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NPC_ICEBREATH2:
  1462. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1463. break;
  1464. case NPC_MENTALBREAKER:
  1465. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1466. //equal to Matk*skLevel.
  1467. int rate = sstatus->matk_min;
  1468. if (rate < sstatus->matk_max)
  1469. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1470. rate*=skill_lv;
  1471. status_zap(bl, 0, rate);
  1472. break;
  1473. }
  1474. // Equipment breaking monster skills [Celest]
  1475. case NPC_ARMORBRAKE:
  1476. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1477. break;
  1478. case NPC_HELMBRAKE:
  1479. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1480. break;
  1481. case NPC_SHIELDBRAKE:
  1482. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1483. break;
  1484. case CH_TIGERFIST: {
  1485. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1486. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1487. if (status_get_class_(bl) == CLASS_BOSS)
  1488. basetime /= 5;
  1489. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1490. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1491. }
  1492. break;
  1493. case LK_SPIRALPIERCE:
  1494. case ML_SPIRALPIERCE:
  1495. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1496. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1497. break;
  1498. case ST_REJECTSWORD:
  1499. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1500. break;
  1501. case PF_FOGWALL:
  1502. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1503. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1504. break;
  1505. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1506. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1507. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1508. break;
  1509. case ASC_METEORASSAULT:
  1510. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1511. switch(rnd()%3) {
  1512. case 0:
  1513. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1514. break;
  1515. case 1:
  1516. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1517. break;
  1518. default:
  1519. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1520. }
  1521. break;
  1522. case HW_NAPALMVULCAN:
  1523. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1524. break;
  1525. case WS_CARTTERMINATION: // Cart termination
  1526. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1527. break;
  1528. case CR_ACIDDEMONSTRATION:
  1529. case GN_FIRE_EXPANSION_ACID:
  1530. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1531. break;
  1532. case TK_DOWNKICK:
  1533. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1534. break;
  1535. case TK_JUMPKICK:
  1536. // debuff the following statuses
  1537. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1538. status_change_end(bl, SC_SPIRIT);
  1539. status_change_end(bl, SC_ADRENALINE2);
  1540. status_change_end(bl, SC_KAITE);
  1541. status_change_end(bl, SC_KAAHI);
  1542. status_change_end(bl, SC_ONEHAND);
  1543. status_change_end(bl, SC_ASPDPOTION2);
  1544. // New soul links confirmed to not dispell with this skill
  1545. // but thats likely a bug since soul links can't stack and
  1546. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1547. status_change_end(bl, SC_SOULGOLEM);
  1548. status_change_end(bl, SC_SOULSHADOW);
  1549. status_change_end(bl, SC_SOULFALCON);
  1550. status_change_end(bl, SC_SOULFAIRY);
  1551. }
  1552. break;
  1553. case TK_TURNKICK:
  1554. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1555. if(attack_type&BF_MISC) //70% base stun chance...
  1556. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1557. break;
  1558. case GS_BULLSEYE: //0.1% coma rate.
  1559. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1560. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1561. break;
  1562. case GS_PIERCINGSHOT:
  1563. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1564. break;
  1565. case NJ_HYOUSYOURAKU:
  1566. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1567. break;
  1568. case GS_FLING:
  1569. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1570. break;
  1571. case GS_DISARM:
  1572. skill_strip_equip(src, bl, skill_id, skill_lv);
  1573. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1574. break;
  1575. case NPC_EVILLAND:
  1576. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1577. break;
  1578. case NPC_HELLJUDGEMENT:
  1579. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1580. break;
  1581. case NPC_HELLJUDGEMENT2:
  1582. switch(rnd()%6) {
  1583. case 0:
  1584. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1585. break;
  1586. case 1:
  1587. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1588. break;
  1589. case 2:
  1590. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1591. break;
  1592. case 3:
  1593. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1594. break;
  1595. case 4:
  1596. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1597. break;
  1598. default:
  1599. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1600. break;
  1601. }
  1602. break;
  1603. case NPC_CRITICALWOUND:
  1604. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case NPC_FIRESTORM:
  1607. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1608. break;
  1609. case RK_DRAGONBREATH:
  1610. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1611. break;
  1612. case RK_DRAGONBREATH_WATER:
  1613. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1614. break;
  1615. case NPC_DRAGONBREATH:
  1616. if (skill_lv > 5)
  1617. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1618. else
  1619. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1620. break;
  1621. case AB_ADORAMUS:
  1622. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1623. break;
  1624. case WL_COMET:
  1625. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1626. break;
  1627. case NPC_COMET:
  1628. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1629. break;
  1630. case NPC_JACKFROST:
  1631. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1632. break;
  1633. case RA_WUGBITE: {
  1634. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1635. if (wug_rate < 50)
  1636. wug_rate = 50;
  1637. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1638. }
  1639. break;
  1640. case RA_SENSITIVEKEEN:
  1641. if( rnd()%100 < 8 * skill_lv )
  1642. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1643. break;
  1644. case RA_FIRINGTRAP:
  1645. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1646. break;
  1647. case RA_ICEBOUNDTRAP:
  1648. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1649. break;
  1650. case NC_PILEBUNKER:
  1651. if( rnd()%100 < 25 + 15*skill_lv ) {
  1652. status_change_end(bl, SC_KYRIE);
  1653. status_change_end(bl, SC_ASSUMPTIO);
  1654. status_change_end(bl, SC_STEELBODY);
  1655. status_change_end(bl, SC_GT_CHANGE);
  1656. status_change_end(bl, SC_GT_REVITALIZE);
  1657. status_change_end(bl, SC_AUTOGUARD);
  1658. status_change_end(bl, SC_REFLECTDAMAGE);
  1659. status_change_end(bl, SC_DEFENDER);
  1660. status_change_end(bl, SC_PRESTIGE);
  1661. status_change_end(bl, SC_BANDING);
  1662. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1663. }
  1664. break;
  1665. case NC_FLAMELAUNCHER:
  1666. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1667. break;
  1668. case NC_COLDSLOWER:
  1669. // Status chances are applied officially through a check
  1670. // The skill first trys to give the frozen status to targets that are hit
  1671. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1672. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1673. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1674. break;
  1675. case NC_POWERSWING:
  1676. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1677. break;
  1678. case GC_WEAPONCRUSH:
  1679. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1680. break;
  1681. case LG_PINPOINTATTACK: {
  1682. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1683. switch( skill_lv ) {
  1684. case 1:
  1685. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1686. break;
  1687. case 2:
  1688. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1689. break;
  1690. case 3:
  1691. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1692. break;
  1693. case 4:
  1694. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1695. break;
  1696. case 5:
  1697. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1698. break;
  1699. }
  1700. } break;
  1701. case LG_MOONSLASHER:
  1702. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1703. break;
  1704. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1705. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1706. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1707. break;
  1708. case NPC_RAYOFGENESIS:
  1709. if (skill_lv < 8)
  1710. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1711. else
  1712. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1713. break;
  1714. case LG_HESPERUSLIT:
  1715. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1716. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1717. break;
  1718. case SR_DRAGONCOMBO:
  1719. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1720. break;
  1721. case SR_WINDMILL:
  1722. if( dstsd )
  1723. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1724. else if( dstmd )
  1725. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1726. break;
  1727. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1728. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1729. break;
  1730. case SR_EARTHSHAKER:
  1731. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1732. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1733. status_change_end(bl, SC_SV_ROOTTWIST);
  1734. break;
  1735. case SO_EARTHGRAVE:
  1736. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1737. break;
  1738. case SO_DIAMONDDUST: {
  1739. int rate = 5 + 5 * skill_lv;
  1740. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1741. rate += (sd ? sd->status.job_level / 5 : 0);
  1742. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1743. } break;
  1744. case SO_VARETYR_SPEAR:
  1745. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1746. break;
  1747. case SO_POISON_BUSTER:
  1748. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1749. break;
  1750. case GN_SPORE_EXPLOSION:
  1751. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1752. break;
  1753. case GN_SLINGITEM_RANGEMELEEATK:
  1754. if( sd ) {
  1755. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1756. case ITEMID_COCONUT_BOMB:
  1757. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1758. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1759. break;
  1760. case ITEMID_MELON_BOMB:
  1761. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1762. break;
  1763. case ITEMID_BANANA_BOMB:
  1764. {
  1765. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1766. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1767. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1768. break;
  1769. }
  1770. }
  1771. sd->itemid = 0;
  1772. }
  1773. break;
  1774. case GN_HELLS_PLANT_ATK:
  1775. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1776. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1777. break;
  1778. case EL_WIND_SLASH: // Non confirmed rate.
  1779. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1780. break;
  1781. case EL_STONE_HAMMER:
  1782. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1783. break;
  1784. case EL_ROCK_CRUSHER:
  1785. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1786. break;
  1787. case EL_ROCK_CRUSHER_ATK:
  1788. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1789. break;
  1790. case EL_TYPOON_MIS:
  1791. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1792. break;
  1793. case KO_JYUMONJIKIRI:
  1794. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1795. break;
  1796. case SP_SOULEXPLOSION:
  1797. case KO_SETSUDAN: // Remove soul link when hit.
  1798. status_change_end(bl, SC_SPIRIT);
  1799. status_change_end(bl, SC_SOULGOLEM);
  1800. status_change_end(bl, SC_SOULSHADOW);
  1801. status_change_end(bl, SC_SOULFALCON);
  1802. status_change_end(bl, SC_SOULFAIRY);
  1803. break;
  1804. case KO_MAKIBISHI:
  1805. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1806. break;
  1807. case MH_EQC:
  1808. {
  1809. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1810. if (hd) {
  1811. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1812. status_change_end(bl, SC_TINDER_BREAKER2);
  1813. }
  1814. }
  1815. break;
  1816. case MH_STAHL_HORN:
  1817. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1818. break;
  1819. case MH_NEEDLE_OF_PARALYZE:
  1820. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1821. break;
  1822. case MH_TOXIN_OF_MANDARA:
  1823. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1824. break;
  1825. case MH_XENO_SLASHER:
  1826. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1827. break;
  1828. case NPC_MAGMA_ERUPTION:
  1829. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1830. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1831. break;
  1832. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1833. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1834. break;
  1835. case GN_ILLUSIONDOPING:
  1836. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1837. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1838. break;
  1839. case RL_MASS_SPIRAL:
  1840. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1841. break;
  1842. case RL_SLUGSHOT:
  1843. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1844. break;
  1845. case RL_BANISHING_BUSTER: {
  1846. if (!tsc || !tsc->count)
  1847. break;
  1848. if (status_isimmune(bl))
  1849. break;
  1850. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1851. if (sd)
  1852. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1853. break;
  1854. }
  1855. uint16 n = skill_lv;
  1856. for (const auto &it : status_db) {
  1857. sc_type status = static_cast<sc_type>(it.first);
  1858. if (n <= 0)
  1859. break;
  1860. if (!tsc->getSCE(status))
  1861. continue;
  1862. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1863. continue;
  1864. switch (status) {
  1865. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1866. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1867. case SC_FORTUNE: case SC_SERVICE4U:
  1868. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1869. continue; //If in song area don't end it, even if config enabled
  1870. break;
  1871. case SC_ASSUMPTIO:
  1872. if( bl->type == BL_MOB )
  1873. continue;
  1874. break;
  1875. }
  1876. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1877. tsc->getSCE(status)->val2 = 0;
  1878. status_change_end(bl,status);
  1879. n--;
  1880. }
  1881. //Remove bonus_script by Banishing Buster
  1882. if (dstsd)
  1883. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1884. }
  1885. break;
  1886. case RL_S_STORM:
  1887. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1888. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1889. break;
  1890. case RL_AM_BLAST:
  1891. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1892. break;
  1893. case SU_SCRATCH:
  1894. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1895. break;
  1896. case SU_SV_STEMSPEAR:
  1897. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1898. break;
  1899. case SU_CN_METEOR2:
  1900. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1901. break;
  1902. case SU_SCAROFTAROU:
  1903. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1904. break;
  1905. case SU_LUNATICCARROTBEAT2:
  1906. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1907. break;
  1908. case SJ_FULLMOONKICK:
  1909. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1910. break;
  1911. case SJ_STAREMPEROR:
  1912. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1913. break;
  1914. case SP_CURSEEXPLOSION:
  1915. status_change_end(bl, SC_SOULCURSE);
  1916. break;
  1917. case SP_SHA:
  1918. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1919. break;
  1920. case DK_SERVANT_W_PHANTOM:
  1921. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1924. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1925. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1926. break;
  1927. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1928. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1929. break;
  1930. case IQ_OLEUM_SANCTUM:
  1931. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1932. break;
  1933. case IQ_FIRST_BRAND:
  1934. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1935. break;
  1936. case IQ_SECOND_FLAME:
  1937. case IQ_SECOND_FAITH:
  1938. case IQ_SECOND_JUDGEMENT:
  1939. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1940. break;
  1941. case IQ_THIRD_PUNISH:
  1942. case IQ_THIRD_FLAME_BOMB:
  1943. case IQ_THIRD_CONSECRATION:
  1944. status_change_end(bl, SC_SECOND_BRAND);
  1945. break;
  1946. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1947. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1948. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1949. break;
  1950. case SHC_FATAL_SHADOW_CROW:
  1951. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1952. break;
  1953. case ABC_UNLUCKY_RUSH:
  1954. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1955. break;
  1956. case ABC_CHAIN_REACTION_SHOT:
  1957. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1958. break;
  1959. case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
  1960. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1961. break;
  1962. case WH_SOLIDTRAP:
  1963. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1964. break;
  1965. case WH_SWIFTTRAP:
  1966. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1967. break;
  1968. case WH_FLAMETRAP:
  1969. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1970. break;
  1971. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1972. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1973. case WM_METALICSOUND:
  1974. case WM_REVERBERATION:
  1975. case TR_RHYTHMSHOOTING:
  1976. case TR_METALIC_FURY:
  1977. status_change_end(bl, SC_SOUNDBLEND);
  1978. break;
  1979. case EM_DIAMOND_STORM:
  1980. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1981. break;
  1982. case EM_LIGHTNING_LAND:
  1983. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1984. break;
  1985. case EM_VENOM_SWAMP:
  1986. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1987. break;
  1988. case EM_CONFLAGRATION:
  1989. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1990. break;
  1991. case EM_TERRA_DRIVE:
  1992. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1993. break;
  1994. case MT_RUSH_QUAKE:
  1995. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1996. break;
  1997. } //end switch skill_id
  1998. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1999. { //Pass heritage to Master for status causing effects. [Skotlex]
  2000. sd = map_id2sd(md->master_id);
  2001. src = sd?&sd->bl:src;
  2002. }
  2003. // Coma
  2004. if (sd && sd->special_state.bonus_coma && (!md || util::vector_exists(status_get_race2(&md->bl), RC2_GVG) || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  2005. int rate = 0;
  2006. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  2007. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  2008. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  2009. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  2010. }
  2011. if (attack_type&BF_WEAPON) {
  2012. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  2013. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  2014. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  2015. }
  2016. if (rate > 0)
  2017. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  2018. }
  2019. if( attack_type&BF_WEAPON )
  2020. { // Breaking Equipment
  2021. if( sd && battle_config.equip_self_break_rate )
  2022. { // Self weapon breaking
  2023. int rate = battle_config.equip_natural_break_rate;
  2024. #ifndef RENEWAL
  2025. if( sc )
  2026. {
  2027. if(sc->getSCE(SC_OVERTHRUST))
  2028. rate += 10;
  2029. if(sc->getSCE(SC_MAXOVERTHRUST))
  2030. rate += 10;
  2031. }
  2032. #endif
  2033. if( rate )
  2034. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2035. }
  2036. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2037. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2038. // Target weapon breaking
  2039. int rate = 0;
  2040. if( sd )
  2041. rate += sd->bonus.break_weapon_rate;
  2042. if (sc) {
  2043. if (sc->getSCE(SC_MELTDOWN))
  2044. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2045. if (sc->getSCE(SC_WEAPONBREAKER))
  2046. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2047. }
  2048. if( rate )
  2049. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2050. // Target armor breaking
  2051. rate = 0;
  2052. if( sd )
  2053. rate += sd->bonus.break_armor_rate;
  2054. if( sc && sc->getSCE(SC_MELTDOWN) )
  2055. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2056. if( rate )
  2057. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2058. }
  2059. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2060. if (sd->def_set_race[tstatus->race].rate)
  2061. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2062. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2063. if (sd->mdef_set_race[tstatus->race].rate)
  2064. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2065. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2066. if (sd->norecover_state_race[tstatus->race].rate)
  2067. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2068. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2069. }
  2070. }
  2071. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2072. struct unit_data *ud = unit_bl2ud(src);
  2073. int skill;
  2074. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2075. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2076. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2077. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2078. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2079. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2080. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2081. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2082. else
  2083. skill = 0;
  2084. if ( rnd()%100 < 25 && skill ){
  2085. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2086. if (ud) {
  2087. int delay = skill_delayfix(src, skill, skill_lv);
  2088. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2089. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2090. if ( battle_config.display_status_timers )
  2091. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2092. }
  2093. }
  2094. }
  2095. }
  2096. // Autospell when attacking
  2097. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2098. {
  2099. for (const auto &it : sd->autospell) {
  2100. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2101. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2102. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2103. continue; // one or more trigger conditions were not fulfilled
  2104. int skill = it.id;
  2105. sd->state.autocast = 1;
  2106. if ( skill_isNotOk(skill, sd) ) {
  2107. sd->state.autocast = 0;
  2108. continue;
  2109. }
  2110. sd->state.autocast = 0;
  2111. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2112. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2113. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2114. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2115. if (rnd()%1000 >= rate)
  2116. continue;
  2117. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2118. e_cast_type type = skill_get_casttype(skill);
  2119. if (type == CAST_GROUND) {
  2120. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2121. continue;
  2122. }
  2123. if (battle_config.autospell_check_range &&
  2124. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2125. continue;
  2126. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2127. type = CAST_GROUND;
  2128. #ifndef RENEWAL
  2129. else if (skill == AS_SONICBLOW)
  2130. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2131. #endif
  2132. sd->state.autocast = 1;
  2133. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2134. #ifndef RENEWAL
  2135. skill_toggle_magicpower(src, skill);
  2136. #endif
  2137. switch (type) {
  2138. case CAST_GROUND:
  2139. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2140. break;
  2141. case CAST_NODAMAGE:
  2142. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2143. break;
  2144. case CAST_DAMAGE:
  2145. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2146. break;
  2147. }
  2148. sd->state.autocast = 0;
  2149. //Set canact delay. [Skotlex]
  2150. unit_data *ud = unit_bl2ud(src);
  2151. if (ud) {
  2152. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2153. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2154. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2155. if ( battle_config.display_status_timers && sd )
  2156. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2157. }
  2158. }
  2159. }
  2160. }
  2161. // Check for player and pet autobonuses when attacking
  2162. if (sd != nullptr) {
  2163. // Player
  2164. if (!sd->autobonus.empty()) {
  2165. for (auto &it : sd->autobonus) {
  2166. if (it == nullptr)
  2167. continue;
  2168. if (rnd_value(0, 1000) >= it->rate)
  2169. continue;
  2170. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2171. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2172. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2173. continue; // one or more trigger conditions were not fulfilled
  2174. pc_exeautobonus(*sd, &sd->autobonus, it);
  2175. }
  2176. }
  2177. // Pet
  2178. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2179. for (auto &it : sd->pd->autobonus) {
  2180. if (it == nullptr)
  2181. continue;
  2182. if (rnd_value(0, 1000) >= it->rate)
  2183. continue;
  2184. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2185. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2186. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2187. continue; // one or more trigger conditions were not fulfilled
  2188. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2189. }
  2190. }
  2191. }
  2192. //Polymorph
  2193. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2194. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2195. (rnd()%10000 < sd->bonus.classchange))
  2196. {
  2197. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2198. if (class_ != 0 && mobdb_checkid(class_))
  2199. mob_class_change(dstmd,class_);
  2200. }
  2201. if (sd && sc) {
  2202. struct status_change_entry *sce;
  2203. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2204. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2205. }
  2206. return 0;
  2207. }
  2208. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2209. if( sd == nullptr || !skill_id )
  2210. return 0;
  2211. for (auto &it : sd->autospell3) {
  2212. if (it.trigger_skill != skill_id)
  2213. continue;
  2214. if (it.lock)
  2215. continue; // autospell already being executed
  2216. uint16 skill = it.id;
  2217. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2218. if( skill_isNotOk(skill, sd) ) {
  2219. sd->state.autocast = 0;
  2220. continue;
  2221. }
  2222. sd->state.autocast = 0;
  2223. // DANGER DANGER: here force target actually means use yourself as target!
  2224. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2225. if( tbl == nullptr ){
  2226. continue; // No target
  2227. }
  2228. if( rnd()%1000 >= it.rate )
  2229. continue;
  2230. uint16 skill_lv = it.lv ? it.lv : 1;
  2231. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2232. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2233. e_cast_type type = skill_get_casttype(skill);
  2234. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2235. continue;
  2236. if (battle_config.autospell_check_range &&
  2237. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2238. continue;
  2239. sd->state.autocast = 1;
  2240. it.lock = true;
  2241. skill_consume_requirement(sd,skill,skill_lv,1);
  2242. switch( type ) {
  2243. case CAST_GROUND:
  2244. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2245. break;
  2246. case CAST_NODAMAGE:
  2247. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2248. break;
  2249. case CAST_DAMAGE:
  2250. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2251. break;
  2252. }
  2253. it.lock = false;
  2254. sd->state.autocast = 0;
  2255. }
  2256. // Check for player and pet autobonuses when being attacked by skill_id
  2257. if (sd != nullptr) {
  2258. // Player
  2259. if (!sd->autobonus3.empty()) {
  2260. for (auto &it : sd->autobonus3) {
  2261. if (it == nullptr)
  2262. continue;
  2263. if (rnd_value(0, 1000) >= it->rate)
  2264. continue;
  2265. if (it->atk_type != skill_id)
  2266. continue;
  2267. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2268. }
  2269. }
  2270. // Pet
  2271. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2272. for (auto &it : sd->pd->autobonus3) {
  2273. if (it == nullptr)
  2274. continue;
  2275. if (rnd_value(0, 1000) >= it->rate)
  2276. continue;
  2277. if (it->atk_type != skill_id)
  2278. continue;
  2279. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2280. }
  2281. }
  2282. }
  2283. return 1;
  2284. }
  2285. /* Splitted off from skill_additional_effect, which is never called when the
  2286. * attack skill kills the enemy. Place in this function counter status effects
  2287. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2288. * from cards) that will take effect on the source, not the target. [Skotlex]
  2289. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2290. * type of skills, so not every instance of skill_additional_effect needs a call
  2291. * to this one.
  2292. */
  2293. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2294. {
  2295. int rate;
  2296. map_session_data *sd=NULL;
  2297. map_session_data *dstsd=NULL;
  2298. nullpo_ret(src);
  2299. nullpo_ret(bl);
  2300. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2301. sd = BL_CAST(BL_PC, src);
  2302. dstsd = BL_CAST(BL_PC, bl);
  2303. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2304. for (const auto &it : dstsd->addeff_atked) {
  2305. rate = it.rate;
  2306. if (attack_type&BF_LONG)
  2307. rate += it.arrow_rate;
  2308. if (rate == 0)
  2309. continue;
  2310. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2311. // Trigger has attack type consideration.
  2312. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2313. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2314. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2315. ;
  2316. else
  2317. continue;
  2318. }
  2319. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2320. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2321. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2322. continue; //Range Failed.
  2323. }
  2324. if (it.flag&ATF_TARGET && src != bl)
  2325. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2326. if (it.flag&ATF_SELF && !status_isdead(bl))
  2327. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2328. }
  2329. }
  2330. switch(skill_id) {
  2331. case MO_EXTREMITYFIST:
  2332. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2333. break;
  2334. case GS_FULLBUSTER:
  2335. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2336. break;
  2337. case HFLI_SBR44: //[orn]
  2338. if(src->type == BL_HOM){
  2339. struct homun_data *hd = (struct homun_data *)src;
  2340. if (hd != nullptr) {
  2341. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2342. if (hd->master)
  2343. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2344. }
  2345. }
  2346. break;
  2347. case CR_GRANDCROSS:
  2348. case NPC_GRANDDARKNESS:
  2349. attack_type |= BF_WEAPON;
  2350. break;
  2351. case LG_HESPERUSLIT:
  2352. {
  2353. status_change *sc = status_get_sc(src);
  2354. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2355. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2356. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2357. }
  2358. }
  2359. break;
  2360. case SP_SPA:
  2361. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2362. break;
  2363. case SP_SHA:
  2364. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2365. break;
  2366. case SP_SWHOO:
  2367. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2368. break;
  2369. }
  2370. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2371. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2372. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2373. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2374. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2375. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2376. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2377. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2378. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2379. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2380. }
  2381. if( sd && status_isdead(bl) ) {
  2382. int sp = 0, hp = 0;
  2383. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2384. sp += sd->bonus.sp_gain_value;
  2385. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2386. hp += sd->bonus.hp_gain_value;
  2387. }
  2388. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2389. sp += sd->bonus.long_sp_gain_value;
  2390. hp += sd->bonus.long_hp_gain_value;
  2391. }
  2392. if( attack_type&BF_MAGIC ) {
  2393. sp += sd->bonus.magic_sp_gain_value;
  2394. hp += sd->bonus.magic_hp_gain_value;
  2395. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2396. status_change *sc = NULL;
  2397. if( ( sc = status_get_sc(src) ) ) {
  2398. if(sc->getSCE(SC_SPIRIT) &&
  2399. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2400. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2401. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2402. }
  2403. }
  2404. }
  2405. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2406. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2407. }
  2408. }
  2409. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2410. status_change *sc = status_get_sc(bl);
  2411. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2412. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2413. }
  2414. // Trigger counter-spells to retaliate against damage causing skills.
  2415. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2416. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2417. {
  2418. for (const auto &it : dstsd->autospell2) {
  2419. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2420. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2421. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2422. continue; // one or more trigger conditions were not fulfilled
  2423. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2424. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2425. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2426. int autospl_rate = it.rate;
  2427. //Physical range attacks only trigger autospells half of the time
  2428. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2429. autospl_rate /= 2;
  2430. dstsd->state.autocast = 1;
  2431. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2432. dstsd->state.autocast = 0;
  2433. continue;
  2434. }
  2435. dstsd->state.autocast = 0;
  2436. if (rnd()%1000 >= autospl_rate)
  2437. continue;
  2438. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2439. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2440. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2441. continue;
  2442. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2443. continue;
  2444. dstsd->state.autocast = 1;
  2445. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2446. switch (type) {
  2447. case CAST_GROUND:
  2448. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2449. break;
  2450. case CAST_NODAMAGE:
  2451. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2452. break;
  2453. case CAST_DAMAGE:
  2454. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2455. break;
  2456. }
  2457. dstsd->state.autocast = 0;
  2458. //Set canact delay. [Skotlex]
  2459. unit_data *ud = unit_bl2ud(bl);
  2460. if (ud) {
  2461. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2462. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2463. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2464. if ( battle_config.display_status_timers && dstsd )
  2465. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2466. }
  2467. }
  2468. }
  2469. }
  2470. // Check for player and pet autobonuses when attacked
  2471. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2472. // Player
  2473. if (!dstsd->autobonus2.empty()) {
  2474. for (auto &it : dstsd->autobonus2) {
  2475. if (it == nullptr)
  2476. continue;
  2477. if (rnd_value(0, 1000) >= it->rate)
  2478. continue;
  2479. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2480. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2481. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2482. continue; // one or more trigger conditions were not fulfilled
  2483. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2484. }
  2485. }
  2486. // Pet
  2487. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2488. for (auto &it : dstsd->pd->autobonus2) {
  2489. if (it == nullptr)
  2490. continue;
  2491. if (rnd_value(0, 1000) >= it->rate)
  2492. continue;
  2493. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2494. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2495. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2496. continue; // one or more trigger conditions were not fulfilled
  2497. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2498. }
  2499. }
  2500. }
  2501. return 0;
  2502. }
  2503. /*=========================================================================
  2504. Breaks equipment. On-non players causes the corresponding strip effect.
  2505. - rate goes from 0 to 10000 (100.00%)
  2506. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2507. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2508. --------------------------------------------------------------------------*/
  2509. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2510. {
  2511. status_change *src_sc = status_get_sc(src);
  2512. // Grant player skills/items the ability to "break" non-player equipment.
  2513. // WS_MELTDOWN is exempt from this check.
  2514. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2515. return 0;
  2516. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2517. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2518. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2519. status_change *sc = status_get_sc(bl);
  2520. int i;
  2521. TBL_PC *sd;
  2522. sd = BL_CAST(BL_PC, bl);
  2523. if (sc && !sc->count)
  2524. sc = NULL;
  2525. if (sd) {
  2526. if (sd->bonus.unbreakable_equip)
  2527. where &= ~sd->bonus.unbreakable_equip;
  2528. if (sd->bonus.unbreakable)
  2529. rate -= rate*sd->bonus.unbreakable/100;
  2530. if (where&EQP_WEAPON) {
  2531. switch (sd->status.weapon) {
  2532. case W_FIST: //Bare fists should not break :P
  2533. case W_1HAXE:
  2534. case W_2HAXE:
  2535. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2536. case W_2HMACE:
  2537. case W_STAFF:
  2538. case W_2HSTAFF:
  2539. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2540. case W_HUUMA:
  2541. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2542. case W_DOUBLE_DA:
  2543. case W_DOUBLE_SA:
  2544. where &= ~EQP_WEAPON;
  2545. }
  2546. }
  2547. }
  2548. if (flag&BCT_ENEMY) {
  2549. if (battle_config.equip_skill_break_rate != 100)
  2550. rate = rate*battle_config.equip_skill_break_rate/100;
  2551. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2552. if (battle_config.equip_self_break_rate != 100)
  2553. rate = rate*battle_config.equip_self_break_rate/100;
  2554. }
  2555. for (i = 0; i < 6; i++) {
  2556. if (where&where_list[i]) {
  2557. if (sc && sc->count && sc->getSCE(scdef[i]))
  2558. where&=~where_list[i];
  2559. else if (rnd()%10000 >= rate)
  2560. where&=~where_list[i];
  2561. else if (!sd) //Cause Strip effect.
  2562. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2563. }
  2564. }
  2565. if (!where) //Nothing to break.
  2566. return 0;
  2567. if (sd) {
  2568. for (i = 0; i < EQI_MAX; i++) {
  2569. short j = sd->equip_index[i];
  2570. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2571. continue;
  2572. switch(i) {
  2573. case EQI_HEAD_TOP: //Upper Head
  2574. flag = (where&EQP_HELM);
  2575. break;
  2576. case EQI_ARMOR: //Body
  2577. flag = (where&EQP_ARMOR);
  2578. break;
  2579. case EQI_HAND_R: //Left/Right hands
  2580. case EQI_HAND_L:
  2581. flag = (
  2582. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2583. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2584. break;
  2585. case EQI_SHOES:
  2586. flag = (where&EQP_SHOES);
  2587. break;
  2588. case EQI_GARMENT:
  2589. flag = (where&EQP_GARMENT);
  2590. break;
  2591. case EQI_ACC_L:
  2592. flag = (where&EQP_ACC_L);
  2593. break;
  2594. case EQI_ACC_R:
  2595. flag = (where&EQP_ACC_R);
  2596. break;
  2597. case EQI_SHADOW_ARMOR:
  2598. flag = (where&EQP_SHADOW_ARMOR);
  2599. break;
  2600. case EQI_SHADOW_WEAPON:
  2601. flag = (where&EQP_SHADOW_WEAPON);
  2602. break;
  2603. case EQI_SHADOW_SHIELD:
  2604. flag = (where&EQP_SHADOW_SHIELD);
  2605. break;
  2606. case EQI_SHADOW_SHOES:
  2607. flag = (where&EQP_SHADOW_SHOES);
  2608. break;
  2609. case EQI_SHADOW_ACC_R:
  2610. flag = (where&EQP_SHADOW_ACC_R);
  2611. break;
  2612. case EQI_SHADOW_ACC_L:
  2613. flag = (where&EQP_SHADOW_ACC_L);
  2614. break;
  2615. default:
  2616. continue;
  2617. }
  2618. if (flag) {
  2619. sd->inventory.u.items_inventory[j].attribute = 1;
  2620. pc_unequipitem(sd, j, 3);
  2621. }
  2622. }
  2623. clif_equiplist(sd);
  2624. }
  2625. return where; //Return list of pieces broken.
  2626. }
  2627. /**
  2628. * Strip equipment from a target
  2629. * @param src: Source of call
  2630. * @param target: Target to strip
  2631. * @param skill_id: Skill used
  2632. * @param skill_lv: Skill level used
  2633. * @return True on successful strip or false otherwise
  2634. */
  2635. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2636. {
  2637. nullpo_retr(false, src);
  2638. nullpo_retr(false, target);
  2639. status_change *tsc = status_get_sc(target);
  2640. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2641. return false;
  2642. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2643. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2644. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2645. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2646. int rate, time, location, mod = 100;
  2647. switch (skill_id) { // Rate
  2648. case RG_STRIPWEAPON:
  2649. case RG_STRIPARMOR:
  2650. case RG_STRIPSHIELD:
  2651. case RG_STRIPHELM:
  2652. case GC_WEAPONCRUSH:
  2653. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2654. mod = 1000;
  2655. break;
  2656. case ST_FULLSTRIP: {
  2657. int min_rate = 50 + 20 * skill_lv;
  2658. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2659. rate = max(min_rate, rate);
  2660. mod = 1000;
  2661. break;
  2662. }
  2663. case GS_DISARM:
  2664. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2665. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2666. break;
  2667. case WL_EARTHSTRAIN: {
  2668. int job_lv = 0;
  2669. if (src->type == BL_PC)
  2670. job_lv = ((TBL_PC*)src)->status.job_level;
  2671. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2672. break;
  2673. }
  2674. case SC_STRIPACCESSARY:
  2675. rate = 12 + 2 * skill_lv;
  2676. break;
  2677. case ABC_STRIP_SHADOW:
  2678. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2679. mod = 1000;
  2680. break;
  2681. default:
  2682. return false;
  2683. }
  2684. if (rnd()%mod >= rate)
  2685. return false;
  2686. switch (skill_id) { // Duration
  2687. case SC_STRIPACCESSARY:
  2688. case GS_DISARM:
  2689. time = skill_get_time(skill_id, skill_lv);
  2690. break;
  2691. case WL_EARTHSTRAIN:
  2692. case RG_STRIPWEAPON:
  2693. case RG_STRIPARMOR:
  2694. case RG_STRIPSHIELD:
  2695. case RG_STRIPHELM:
  2696. case GC_WEAPONCRUSH:
  2697. case ST_FULLSTRIP:
  2698. case ABC_STRIP_SHADOW:
  2699. if (skill_id == WL_EARTHSTRAIN)
  2700. time = skill_get_time2(skill_id, skill_lv);
  2701. else
  2702. time = skill_get_time(skill_id, skill_lv);
  2703. if (target->type == BL_PC)
  2704. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2705. else {
  2706. time += 15000;
  2707. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2708. }
  2709. break;
  2710. }
  2711. switch (skill_id) { // Location
  2712. case GC_WEAPONCRUSH:
  2713. case RG_STRIPWEAPON:
  2714. case GS_DISARM:
  2715. location = EQP_WEAPON;
  2716. break;
  2717. case RG_STRIPARMOR:
  2718. location = EQP_ARMOR;
  2719. break;
  2720. case RG_STRIPSHIELD:
  2721. location = EQP_SHIELD;
  2722. break;
  2723. case RG_STRIPHELM:
  2724. location = EQP_HELM;
  2725. break;
  2726. case ST_FULLSTRIP:
  2727. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2728. break;
  2729. case SC_STRIPACCESSARY:
  2730. location = EQP_ACC;
  2731. break;
  2732. case ABC_STRIP_SHADOW:
  2733. location = EQP_SHADOW_GEAR;
  2734. break;
  2735. }
  2736. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2737. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2738. location &=~ pos[i];
  2739. }
  2740. if (!location)
  2741. return false;
  2742. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2743. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2744. location &=~ pos[i];
  2745. }
  2746. return location ? true : false;
  2747. }
  2748. /**
  2749. * Used to knock back players, monsters, traps, etc
  2750. * @param src Object that give knock back
  2751. * @param target Object that receive knock back
  2752. * @param count Number of knock back cell requested
  2753. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2754. * @param flag
  2755. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2756. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2757. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2758. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2759. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2760. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2761. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2762. * @return Number of knocked back cells done
  2763. */
  2764. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2765. {
  2766. int dx = 0, dy = 0;
  2767. uint8 checkflag = 0;
  2768. status_change *tsc = status_get_sc(target);
  2769. enum e_unit_blown reason = UB_KNOCKABLE;
  2770. nullpo_ret(src);
  2771. nullpo_ret(target);
  2772. if (!count)
  2773. return count; // Actual knockback distance is 0.
  2774. // Create flag needed in unit_blown_immune
  2775. if(src != target)
  2776. checkflag |= 0x1; // Offensive
  2777. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2778. checkflag |= 0x2; // Knockback type
  2779. if(status_get_class_(src) == CLASS_BOSS)
  2780. checkflag |= 0x4; // Boss attack
  2781. // Get reason and check for flags
  2782. reason = unit_blown_immune(target, checkflag);
  2783. switch(reason) {
  2784. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2785. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2786. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2787. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2788. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2789. }
  2790. if (dir == -1) // <optimized>: do the computation here instead of outside
  2791. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2792. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2793. dx = -dirx[dir];
  2794. dy = -diry[dir];
  2795. }
  2796. if (tsc) {
  2797. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2798. status_change_end(target, SC_SU_STOOP);
  2799. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2800. status_change_end(target, SC_ROLLINGCUTTER);
  2801. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2802. status_change_end(target, SC_CRESCIVEBOLT);
  2803. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2804. return 0;
  2805. }
  2806. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2807. }
  2808. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2809. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2810. // In case of success returns type of reflection, otherwise 0
  2811. // 1 - Regular reflection (Maya)
  2812. // 2 - SL_KAITE reflection
  2813. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2814. {
  2815. status_change *sc = status_get_sc(bl);
  2816. map_session_data* sd = BL_CAST(BL_PC, bl);
  2817. // Deadly Projection null's all magic reflection.
  2818. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2819. return 0;
  2820. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2821. // Item-based reflection - Bypasses Boss check
  2822. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2823. return 1;
  2824. }
  2825. // Magic Mirror reflection - Bypasses Boss check
  2826. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2827. return 1;
  2828. if( status_get_class_(src) == CLASS_BOSS )
  2829. return 0;
  2830. // status-based reflection
  2831. if( !sc || sc->count == 0 )
  2832. return 0;
  2833. // Kaite reflection - Does not bypass Boss check
  2834. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2835. #ifdef RENEWAL
  2836. && type // Does not reflect AoE
  2837. #endif
  2838. ) {
  2839. // Kaite only works against non-players if they are low-level.
  2840. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2841. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2842. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2843. status_change_end(bl, SC_KAITE);
  2844. return 2;
  2845. }
  2846. return 0;
  2847. }
  2848. /**
  2849. * Checks whether a skill can be used in combos or not
  2850. * @param skill_id: Target skill
  2851. * @return 0: Skill is not a combo
  2852. * 1: Skill is a normal combo
  2853. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2854. * @author Panikon
  2855. */
  2856. int skill_is_combo(uint16 skill_id) {
  2857. switch(skill_id) {
  2858. case MO_CHAINCOMBO:
  2859. case MO_COMBOFINISH:
  2860. case CH_TIGERFIST:
  2861. case CH_CHAINCRUSH:
  2862. case MO_EXTREMITYFIST:
  2863. case TK_TURNKICK:
  2864. case TK_STORMKICK:
  2865. case TK_DOWNKICK:
  2866. case TK_COUNTER:
  2867. case TK_JUMPKICK:
  2868. case HT_POWER:
  2869. case SR_DRAGONCOMBO:
  2870. return 1;
  2871. case SR_FALLENEMPIRE:
  2872. case SR_TIGERCANNON:
  2873. case SR_GATEOFHELL:
  2874. return 2;
  2875. }
  2876. return 0;
  2877. }
  2878. /*
  2879. * Combo handler, start stop combo status
  2880. */
  2881. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2882. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2883. switch (skill_id) {
  2884. case MH_MIDNIGHT_FRENZY:
  2885. case MH_EQC:
  2886. {
  2887. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2888. short idx = hom_skill_get_index(skill_id2);
  2889. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2890. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2891. if (idx == -1)
  2892. break;
  2893. sd = hd->master;
  2894. hd->homunculus.hskill[idx].flag= flag;
  2895. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2896. }
  2897. break;
  2898. case MO_COMBOFINISH:
  2899. case CH_TIGERFIST:
  2900. case CH_CHAINCRUSH:
  2901. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2902. break;
  2903. case TK_JUMPKICK:
  2904. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2905. break;
  2906. case MO_TRIPLEATTACK:
  2907. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2908. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2909. break;
  2910. case SR_FALLENEMPIRE:
  2911. if (sd){
  2912. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2913. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2914. }
  2915. break;
  2916. }
  2917. }
  2918. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2919. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2920. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2921. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2922. struct status_change_entry *sce;
  2923. TBL_PC *sd = BL_CAST(BL_PC,src);
  2924. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2925. status_change *sc = status_get_sc(src);
  2926. if(sc == NULL) return;
  2927. //End previous combo state after skill is invoked
  2928. if ((sce = sc->getSCE(SC_COMBO)) != NULL) {
  2929. switch (skill_id) {
  2930. case TK_TURNKICK:
  2931. case TK_STORMKICK:
  2932. case TK_DOWNKICK:
  2933. case TK_COUNTER:
  2934. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2935. sce->val1 = skill_id; //Update combo-skill
  2936. sce->val3 = skill_id;
  2937. if( sce->timer != INVALID_TIMER )
  2938. delete_timer(sce->timer, status_change_timer);
  2939. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2940. break;
  2941. }
  2942. unit_cancel_combo(src); // Cancel combo wait
  2943. break;
  2944. default:
  2945. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2946. status_change_end(src, SC_COMBO);
  2947. }
  2948. }
  2949. //start new combo
  2950. if (sd) { //player only
  2951. switch (skill_id) {
  2952. case MO_TRIPLEATTACK:
  2953. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2954. duration = 1;
  2955. target_id = 0; // Will target current auto-target instead
  2956. }
  2957. break;
  2958. case MO_CHAINCOMBO:
  2959. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2960. duration = 1;
  2961. target_id = 0; // Will target current auto-target instead
  2962. }
  2963. break;
  2964. case MO_COMBOFINISH:
  2965. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2966. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2967. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2968. duration = 1;
  2969. target_id = 0; // Will target current auto-target instead
  2970. }
  2971. case CH_TIGERFIST:
  2972. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2973. duration = 1;
  2974. target_id = 0; // Will target current auto-target instead
  2975. }
  2976. case CH_CHAINCRUSH:
  2977. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2978. duration = 1;
  2979. target_id = 0; // Will target current auto-target instead
  2980. }
  2981. break;
  2982. case AC_DOUBLE:
  2983. if (pc_checkskill(sd, HT_POWER)) {
  2984. duration = 2000;
  2985. nodelay = 1; //Neither gives walk nor attack delay
  2986. target_id = 0; //Does not need to be used on previous target
  2987. }
  2988. break;
  2989. case SR_DRAGONCOMBO:
  2990. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2991. duration = 1;
  2992. break;
  2993. case SR_FALLENEMPIRE:
  2994. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2995. duration = 1;
  2996. break;
  2997. case SJ_PROMINENCEKICK:
  2998. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2999. duration = 1;
  3000. break;
  3001. }
  3002. }
  3003. else { //other
  3004. switch(skill_id) {
  3005. case MH_TINDER_BREAKER:
  3006. case MH_CBC:
  3007. case MH_SONIC_CRAW:
  3008. case MH_SILVERVEIN_RUSH:
  3009. if(hd->homunculus.spiritball > 0) duration = 2000;
  3010. nodelay = 1;
  3011. break;
  3012. case MH_EQC:
  3013. case MH_MIDNIGHT_FRENZY:
  3014. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3015. nodelay = 1;
  3016. break;
  3017. }
  3018. }
  3019. if (duration) { //Possible to chain
  3020. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3021. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3022. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3023. clif_combo_delay(src, duration);
  3024. }
  3025. }
  3026. /**
  3027. * Copy skill by Plagiarism or Reproduce
  3028. * @param src: The caster
  3029. * @param bl: The target
  3030. * @param skill_id: Skill that casted
  3031. * @param skill_lv: Skill level of the casted skill
  3032. */
  3033. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3034. {
  3035. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3036. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3037. return;
  3038. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3039. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3040. return;
  3041. else {
  3042. uint16 idx;
  3043. uint8 lv;
  3044. skill_id = skill_dummy2skill_id(skill_id);
  3045. //Use skill index, avoiding out-of-bound array [Cydh]
  3046. if (!(idx = skill_get_index(skill_id)))
  3047. return;
  3048. switch (skill_isCopyable(tsd,skill_id)) {
  3049. case 1: //Copied by Plagiarism
  3050. {
  3051. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3052. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3053. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3054. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3055. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3056. }
  3057. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3058. tsd->cloneskill_idx = idx;
  3059. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3060. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3061. }
  3062. break;
  3063. case 2: //Copied by Reproduce
  3064. {
  3065. status_change *tsc = status_get_sc(bl);
  3066. //Already did SC check
  3067. //Skill level copied depends on Reproduce skill that used
  3068. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3069. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3070. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3071. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3072. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3073. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3074. }
  3075. //Level dependent and limitation.
  3076. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3077. lv = min(lv,skill_get_max(skill_id));
  3078. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3079. lv = min(lv,skill_lv);
  3080. tsd->reproduceskill_idx = idx;
  3081. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3082. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3083. }
  3084. break;
  3085. default: return;
  3086. }
  3087. tsd->status.skill[idx].id = skill_id;
  3088. tsd->status.skill[idx].lv = lv;
  3089. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3090. clif_addskill(tsd,skill_id);
  3091. }
  3092. }
  3093. /**
  3094. * Knockback the target on skill_attack
  3095. * @param src is the master behind the attack
  3096. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3097. * @param target is the target to be attacked.
  3098. * @param blewcount
  3099. * @param skill_id
  3100. * @param skill_lv
  3101. * @param damage
  3102. * @param tick
  3103. * @param flag can hold a bunch of information:
  3104. */
  3105. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3106. int8 dir = -1; // Default direction
  3107. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3108. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3109. if (!blewcount || target == dsrc || status_isdead(target))
  3110. return;
  3111. // Skill specific direction
  3112. switch (skill_id) {
  3113. case MG_FIREWALL:
  3114. case EL_FIRE_MANTLE:
  3115. dir = unit_getdir(target); // Backwards
  3116. break;
  3117. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3118. case NPC_STORMGUST2:
  3119. case WZ_STORMGUST:
  3120. if(!battle_config.stormgust_knockback)
  3121. dir = rnd()%8;
  3122. break;
  3123. case MC_CARTREVOLUTION:
  3124. if (battle_config.cart_revo_knockback)
  3125. dir = 6; // Official servers push target to the West
  3126. break;
  3127. case AC_SHOWER:
  3128. case WL_CRIMSONROCK:
  3129. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3130. dir = map_calc_dir(target, src->x, src->y);
  3131. else
  3132. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3133. break;
  3134. case HT_PHANTASMIC: // issue #1378
  3135. if (status_get_hp(target) - damage <= 0) return;
  3136. break;
  3137. }
  3138. // Blown-specific handling
  3139. switch( skill_id ) {
  3140. case SR_KNUCKLEARROW:
  3141. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3142. // Boss & Immune Knockback stay in place and don't get bonus damage
  3143. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3144. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3145. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3146. dir_ka = -1;
  3147. break;
  3148. case RL_R_TRIP:
  3149. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3150. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3151. break;
  3152. default:
  3153. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3154. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3155. TBL_SKILL *su = (TBL_SKILL*)target;
  3156. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3157. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3158. }
  3159. break;
  3160. }
  3161. clif_fixpos(target);
  3162. }
  3163. /*
  3164. * =========================================================================
  3165. * Does a skill attack with the given properties.
  3166. * @param src is the master behind the attack (player/mob/pet)
  3167. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3168. * @param bl is the target to be attacked.
  3169. * @param flag can hold a bunch of information:
  3170. * flag&1
  3171. * flag&2 - Disable re-triggered by double casting
  3172. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3173. * flag&8 - SC_COMBO state used to deal bonus damage
  3174. *
  3175. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3176. * (usually holds number of targets, or just 1 for simple splash attacks)
  3177. *
  3178. * flag&0xF000 - Values from enum e_skill_display
  3179. * flag&0x3F0000 - Values from enum e_battle_check_target
  3180. *
  3181. * flag&0x1000000 - Return 0 if damage was reflected
  3182. *-------------------------------------------------------------------------*/
  3183. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3184. {
  3185. struct Damage dmg;
  3186. struct status_data *sstatus, *tstatus;
  3187. status_change *sc, *tsc;
  3188. map_session_data *sd, *tsd;
  3189. int64 damage;
  3190. bool rmdamage = false;//magic reflected
  3191. int type;
  3192. enum e_damage_type dmg_type;
  3193. bool shadow_flag = false;
  3194. bool additional_effects = true;
  3195. if(skill_id > 0 && !skill_lv)
  3196. return 0;
  3197. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3198. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3199. nullpo_ret(bl); //Target to be attacked.
  3200. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3201. return 0;
  3202. if (src != dsrc) {
  3203. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3204. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3205. return 0;
  3206. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3207. //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]
  3208. if (!status_check_skilluse(src, bl, skill_id, 2))
  3209. return 0;
  3210. }
  3211. sd = BL_CAST(BL_PC, src);
  3212. tsd = BL_CAST(BL_PC, bl);
  3213. sstatus = status_get_status_data(src);
  3214. tstatus = status_get_status_data(bl);
  3215. sc= status_get_sc(src);
  3216. tsc= status_get_sc(bl);
  3217. if (tsc && !tsc->count)
  3218. tsc = NULL; //Don't need it.
  3219. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3220. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3221. return 0;
  3222. #ifndef RENEWAL
  3223. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3224. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3225. return 0;
  3226. #endif
  3227. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3228. //If the damage source is a unit, the damage is not delayed
  3229. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3230. dmg.amotion = 0;
  3231. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3232. // Adjusted to the new system [Skotlex]
  3233. if( src->type == BL_PET ) { // [Valaris]
  3234. struct pet_data *pd = (TBL_PET*)src;
  3235. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3236. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3237. int element = skill_get_ele(skill_id, skill_lv);
  3238. /*if (skill_id == -1) Does it ever worked?
  3239. element = sstatus->rhw.ele;*/
  3240. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3241. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3242. else
  3243. dmg.damage = pd->a_skill->damage; // Fixed damage
  3244. }
  3245. else
  3246. dmg.damage = 1*pd->a_skill->div_;
  3247. dmg.damage2 = 0;
  3248. dmg.div_= pd->a_skill->div_;
  3249. }
  3250. }
  3251. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3252. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3253. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3254. { //Magic reflection, switch caster/target
  3255. struct block_list *tbl = bl;
  3256. rmdamage = true;
  3257. bl = src;
  3258. src = tbl;
  3259. dsrc = tbl;
  3260. sd = BL_CAST(BL_PC, src);
  3261. tsd = BL_CAST(BL_PC, bl);
  3262. tsc = status_get_sc(bl);
  3263. if (tsc && !tsc->count)
  3264. tsc = NULL; //Don't need it.
  3265. /* bugreport:2564 flag&2 disables double casting trigger */
  3266. flag |= 2;
  3267. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3268. flag |= 4;
  3269. //Spirit of Wizard blocks Kaite's reflection
  3270. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3271. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3272. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3273. if (type >= 0) {
  3274. if ( tsd )
  3275. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3276. dmg.damage = dmg.damage2 = 0;
  3277. dmg.dmg_lv = ATK_MISS;
  3278. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3279. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3280. }
  3281. } else if( type != 2 ) /* Kaite bypasses */
  3282. additional_effects = false;
  3283. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3284. #if MAGIC_REFLECTION_TYPE
  3285. #ifdef RENEWAL
  3286. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3287. #else
  3288. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3289. // regardless of caster's equipment (Aegis 11.1)
  3290. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3291. #endif
  3292. short s_ele = skill_get_ele(skill_id, skill_lv);
  3293. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3294. s_ele = sstatus->rhw.ele;
  3295. else if (s_ele == ELE_ENDOWED) //Use status element
  3296. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3297. else if( s_ele == ELE_RANDOM) //Use random element
  3298. s_ele = rnd()%ELE_ALL;
  3299. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3300. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3301. struct status_data *status = status_get_status_data(bl);
  3302. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3303. per /=20; //Uses 20% SP intervals.
  3304. //SP Cost: 1% + 0.5% per every 20% SP
  3305. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3306. status_change_end(bl, SC_ENERGYCOAT);
  3307. //Reduction: 6% + 6% every 20%
  3308. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3309. }
  3310. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3311. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3312. dmg.damage = i64max(dmg.damage, 1);
  3313. }
  3314. }
  3315. #endif
  3316. }
  3317. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3318. int sp = skill_get_sp(skill_id,skill_lv);
  3319. #ifndef RENEWAL
  3320. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3321. #endif
  3322. dmg.damage = dmg.damage2 = 0;
  3323. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3324. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3325. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3326. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3327. status_heal(bl, 0, sp, 2);
  3328. }
  3329. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3330. dmg.damage = dmg.damage2 = 0;
  3331. dmg.dmg_lv = ATK_MISS;
  3332. }
  3333. }
  3334. damage = dmg.damage + dmg.damage2;
  3335. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3336. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3337. sce->val3 = (int)damage;
  3338. sce->val2 = 0;
  3339. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3340. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3341. }
  3342. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3343. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3344. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3345. damage = 1;
  3346. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3347. struct block_list *nbl;
  3348. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3349. if( nbl ){ // Only one target is chosen.
  3350. damage = damage / 2; // Deflect half of the damage to a target nearby
  3351. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3352. }
  3353. }
  3354. //Skill hit type
  3355. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3356. switch( skill_id ) {
  3357. case SC_TRIANGLESHOT:
  3358. if( rnd()%100 > (1 + skill_lv) )
  3359. dmg.blewcount = 0;
  3360. break;
  3361. default:
  3362. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3363. dmg.blewcount = 0; //only pushback when it hit for other
  3364. break;
  3365. }
  3366. switch( skill_id ) {
  3367. case CR_GRANDCROSS:
  3368. case NPC_GRANDDARKNESS:
  3369. if( battle_config.gx_disptype)
  3370. dsrc = src;
  3371. if( src == bl)
  3372. dmg_type = DMG_ENDURE;
  3373. else
  3374. flag|= SD_ANIMATION;
  3375. break;
  3376. case NJ_TATAMIGAESHI: //For correct knockback.
  3377. dsrc = src;
  3378. flag|= SD_ANIMATION;
  3379. break;
  3380. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3381. int level;
  3382. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3383. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3384. }
  3385. break;
  3386. case SL_STIN:
  3387. case SL_STUN:
  3388. if (skill_lv >= 7) {
  3389. status_change *sc_cur = status_get_sc(src);
  3390. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3391. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3392. }
  3393. break;
  3394. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3395. pc_addservantball( *sd );
  3396. break;
  3397. case KN_PIERCE:
  3398. case LK_SPIRALPIERCE:
  3399. case RK_HUNDREDSPEAR:
  3400. case DK_MADNESS_CRUSHER:
  3401. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3402. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3403. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3404. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3405. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3406. clif_specialeffect(bl, 1767, AREA);
  3407. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3408. }
  3409. } else // No count status detected? Start charge count at 1.
  3410. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3411. }
  3412. break;
  3413. }
  3414. //combo handling
  3415. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3416. //Display damage.
  3417. switch( skill_id ) {
  3418. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3419. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3420. break;
  3421. //Skills that need be passed as a normal attack for the client to display correctly.
  3422. case HVAN_EXPLOSION:
  3423. case NPC_SELFDESTRUCTION:
  3424. if(src->type == BL_PC)
  3425. dmg.blewcount = 10;
  3426. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3427. // fall through
  3428. case KN_AUTOCOUNTER:
  3429. case NPC_CRITICALSLASH:
  3430. case TF_DOUBLE:
  3431. case GS_CHAINACTION:
  3432. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3433. break;
  3434. case AS_SPLASHER:
  3435. if( flag&SD_ANIMATION ) // the surrounding targets
  3436. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3437. else // the central target doesn't display an animation
  3438. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3439. break;
  3440. case SR_EARTHSHAKER:
  3441. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3442. break;
  3443. case WL_SOULEXPANSION:
  3444. case WL_COMET:
  3445. case NPC_COMET:
  3446. case KO_MUCHANAGE:
  3447. #ifndef RENEWAL
  3448. case NJ_HUUMA:
  3449. #endif
  3450. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3451. break;
  3452. case WL_CHAINLIGHTNING_ATK:
  3453. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3454. break;
  3455. case WL_TETRAVORTEX_FIRE:
  3456. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3457. break;
  3458. case LG_SHIELDPRESS:
  3459. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3460. break;
  3461. case NPC_EARTHQUAKE:
  3462. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3463. break;
  3464. case NPC_DARKPIERCING:
  3465. case EL_FIRE_BOMB:
  3466. case EL_FIRE_BOMB_ATK:
  3467. case EL_FIRE_WAVE:
  3468. case EL_FIRE_WAVE_ATK:
  3469. case EL_FIRE_MANTLE:
  3470. case EL_CIRCLE_OF_FIRE:
  3471. case EL_FIRE_ARROW:
  3472. case EL_ICE_NEEDLE:
  3473. case EL_WATER_SCREW:
  3474. case EL_WATER_SCREW_ATK:
  3475. case EL_WIND_SLASH:
  3476. case EL_TIDAL_WEAPON:
  3477. case EL_ROCK_CRUSHER:
  3478. case EL_ROCK_CRUSHER_ATK:
  3479. case EL_HURRICANE:
  3480. case EL_HURRICANE_ATK:
  3481. case KO_BAKURETSU:
  3482. case GN_HELLS_PLANT_ATK:
  3483. case SU_SV_ROOTTWIST_ATK:
  3484. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3485. break;
  3486. case GN_FIRE_EXPANSION_ACID:
  3487. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3488. break;
  3489. case GN_SLINGITEM_RANGEMELEEATK:
  3490. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3491. break;
  3492. case EL_STONE_RAIN:
  3493. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3494. break;
  3495. case WM_SEVERE_RAINSTORM_MELEE:
  3496. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3497. break;
  3498. case HT_CLAYMORETRAP:
  3499. case HT_BLASTMINE:
  3500. case HT_FLASHER:
  3501. case HT_FREEZINGTRAP:
  3502. case RA_CLUSTERBOMB:
  3503. case RA_FIRINGTRAP:
  3504. case RA_ICEBOUNDTRAP:
  3505. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3506. if( dsrc != src ) // avoid damage display redundancy
  3507. break;
  3508. //Fall through
  3509. case HT_LANDMINE:
  3510. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3511. break;
  3512. case WZ_SIGHTBLASTER:
  3513. //Sightblaster should never call clif_skill_damage twice
  3514. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3515. break;
  3516. case RL_R_TRIP_PLUSATK:
  3517. case RL_S_STORM:
  3518. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3519. break;
  3520. case SU_LUNATICCARROTBEAT:
  3521. case SU_LUNATICCARROTBEAT2:
  3522. case SP_CURSEEXPLOSION:
  3523. case SP_SPA:
  3524. case SP_SHA:
  3525. if (dmg.div_ < 2)
  3526. type = DMG_SPLASH;
  3527. if (!(flag&SD_ANIMATION))
  3528. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3529. // Fall through
  3530. case WM_REVERBERATION:
  3531. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3532. break;
  3533. case SJ_FALLINGSTAR_ATK:
  3534. case SJ_FALLINGSTAR_ATK2:
  3535. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3536. break;
  3537. case SJ_NOVAEXPLOSING:
  3538. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3539. break;
  3540. case DK_HACKANDSLASHER_ATK:
  3541. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3542. break;
  3543. case AG_STORM_CANNON:
  3544. case AG_CRIMSON_ARROW:
  3545. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3546. break;
  3547. case TR_ROSEBLOSSOM_ATK:
  3548. case ABC_FROM_THE_ABYSS_ATK:
  3549. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3550. break;
  3551. case TR_SOUNDBLEND:
  3552. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3553. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3554. else
  3555. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3556. break;
  3557. case AB_DUPLELIGHT_MELEE:
  3558. case AB_DUPLELIGHT_MAGIC:
  3559. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3560. default:
  3561. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3562. dmg_type = DMG_SPLASH;
  3563. if (src->type == BL_SKILL) {
  3564. TBL_SKILL *su = (TBL_SKILL*)src;
  3565. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3566. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3567. break;
  3568. }
  3569. }
  3570. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3571. break;
  3572. }
  3573. map_freeblock_lock();
  3574. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3575. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3576. skill_do_copy(src,bl,skill_id,skill_lv);
  3577. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3578. { //Skills with can't walk delay also stop normal attacking for that
  3579. //duration when the attack connects. [Skotlex]
  3580. struct unit_data *ud = unit_bl2ud(src);
  3581. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3582. ud->attackabletime = tick + type;
  3583. }
  3584. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3585. // Instant damage
  3586. if( !dmg.amotion ) {
  3587. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3588. #ifndef RENEWAL
  3589. || skill_id == HW_GRAVITATION
  3590. #endif
  3591. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3592. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3593. if( !status_isdead(bl) && additional_effects )
  3594. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3595. if( damage > 0 ) //Counter status effects [Skotlex]
  3596. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3597. }
  3598. // Blow!
  3599. if (!(flag&4))
  3600. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3601. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3602. if( dmg.amotion ) {
  3603. if( shadow_flag ) {
  3604. if( !status_isdead(bl) && additional_effects )
  3605. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3606. if( dmg.flag > ATK_BLOCK )
  3607. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3608. } else
  3609. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3610. } else {
  3611. // Trigger monster skill condition for damage skills with no amotion.
  3612. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3613. if (damage > 0)
  3614. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3615. if (skill_id > 0)
  3616. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3617. }
  3618. }
  3619. // Trigger monster skill condition for damage skills.
  3620. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3621. if (damage > 0)
  3622. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3623. if (skill_id > 0)
  3624. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3625. }
  3626. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3627. #ifndef RENEWAL
  3628. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3629. #endif
  3630. ) {
  3631. if (tsc->getSCE(SC_DEVOTION)) {
  3632. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3633. struct block_list *d_bl = map_id2bl(sce->val1);
  3634. if (d_bl && (
  3635. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3636. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3637. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3638. {
  3639. int64 devotion_damage = damage;
  3640. // Needed to check the devotion master for Rebound Shield status.
  3641. status_change *d_sc = status_get_sc(d_bl);
  3642. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3643. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3644. if (!rmdamage) {
  3645. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3646. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3647. } else {
  3648. bool isDevotRdamage = false;
  3649. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3650. isDevotRdamage = true;
  3651. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3652. // This check is only for magical skill.
  3653. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3654. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3655. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3656. }
  3657. } else {
  3658. status_change_end(bl, SC_DEVOTION);
  3659. if (!dmg.amotion)
  3660. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3661. }
  3662. }
  3663. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3664. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3665. struct block_list *e_bl = map_id2bl(sce->val1);
  3666. if (e_bl) {
  3667. if (!rmdamage) {
  3668. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3669. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3670. } else {
  3671. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3672. status_fix_damage(bl, bl, damage, 0, 0);
  3673. }
  3674. }
  3675. }
  3676. }
  3677. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3678. if( skill_id == RG_INTIMIDATE ) {
  3679. int rate = 50 + skill_lv * 5;
  3680. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3681. if(rnd()%100 < rate)
  3682. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3683. } else if( skill_id == NPC_FATALMENACE ) {
  3684. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3685. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3686. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3687. }
  3688. }
  3689. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3690. dmg.flag |= BF_WEAPON;
  3691. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3692. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3693. {
  3694. if (battle_config.left_cardfix_to_right)
  3695. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3696. else
  3697. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3698. }
  3699. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3700. status_heal(src, 0, 0, 1, 0);
  3701. if( damage > 0 ) { // Post-damage effects
  3702. switch( skill_id ) {
  3703. case GC_VENOMPRESSURE: {
  3704. status_change *ssc = status_get_sc(src);
  3705. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3706. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3707. status_change_end(src,SC_POISONINGWEAPON);
  3708. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3709. }
  3710. }
  3711. break;
  3712. }
  3713. if( sd )
  3714. skill_onskillusage(sd, bl, skill_id, tick);
  3715. }
  3716. if (!(flag&2)) {
  3717. switch (skill_id) {
  3718. case MG_COLDBOLT:
  3719. case MG_FIREBOLT:
  3720. case MG_LIGHTNINGBOLT:
  3721. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3722. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3723. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3724. break;
  3725. case SU_BITE:
  3726. case SU_SCRATCH:
  3727. case SU_SV_STEMSPEAR:
  3728. case SU_SCAROFTAROU:
  3729. case SU_PICKYPECK:
  3730. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3731. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3732. break;
  3733. case ABC_DEFT_STAB:
  3734. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3735. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3736. break;
  3737. }
  3738. }
  3739. map_freeblock_unlock();
  3740. if ((flag&0x1000000) && rmdamage)
  3741. return 0; //Should return 0 when damage was reflected
  3742. return damage;
  3743. }
  3744. /*==========================================
  3745. * Sub function for recursive skill call.
  3746. * Checking bl battle flag and display damage
  3747. * then call func with source,target,skill_id,skill_lv,tick,flag
  3748. *------------------------------------------*/
  3749. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3750. int skill_area_sub(struct block_list *bl, va_list ap)
  3751. {
  3752. struct block_list *src;
  3753. uint16 skill_id,skill_lv;
  3754. int flag;
  3755. t_tick tick;
  3756. SkillFunc func;
  3757. nullpo_ret(bl);
  3758. src = va_arg(ap,struct block_list *);
  3759. skill_id = va_arg(ap,int);
  3760. skill_lv = va_arg(ap,int);
  3761. tick = va_arg(ap,t_tick);
  3762. flag = va_arg(ap,int);
  3763. func = va_arg(ap,SkillFunc);
  3764. if (flag&BCT_WOS && src == bl)
  3765. return 0;
  3766. if(battle_check_target(src,bl,flag) > 0) {
  3767. // several splash skills need this initial dummy packet to display correctly
  3768. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3769. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3770. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3771. skill_area_temp[2]++;
  3772. return func(src,bl,skill_id,skill_lv,tick,flag);
  3773. }
  3774. return 0;
  3775. }
  3776. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3777. {
  3778. struct skill_unit *unit;
  3779. uint16 skill_id,g_skill_id;
  3780. unit = (struct skill_unit *)bl;
  3781. if(bl->prev == NULL || bl->type != BL_SKILL)
  3782. return 0;
  3783. if(!unit->alive)
  3784. return 0;
  3785. skill_id = va_arg(ap,int);
  3786. g_skill_id = unit->group->skill_id;
  3787. switch (skill_id) {
  3788. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3789. if(g_skill_id == SA_LANDPROTECTOR)
  3790. break;
  3791. //Fall through
  3792. case MH_STEINWAND:
  3793. case MG_SAFETYWALL:
  3794. case SC_MAELSTROM:
  3795. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3796. return 0;
  3797. break;
  3798. case AL_WARP:
  3799. case HT_SKIDTRAP:
  3800. case MA_SKIDTRAP:
  3801. case HT_LANDMINE:
  3802. case MA_LANDMINE:
  3803. case HT_ANKLESNARE:
  3804. case HT_SHOCKWAVE:
  3805. case HT_SANDMAN:
  3806. case MA_SANDMAN:
  3807. case HT_FLASHER:
  3808. case HT_FREEZINGTRAP:
  3809. case MA_FREEZINGTRAP:
  3810. case HT_BLASTMINE:
  3811. case HT_CLAYMORETRAP:
  3812. case HT_TALKIEBOX:
  3813. #ifndef RENEWAL
  3814. case HP_BASILICA:
  3815. #endif
  3816. case RA_ELECTRICSHOCKER:
  3817. case RA_CLUSTERBOMB:
  3818. case RA_MAGENTATRAP:
  3819. case RA_COBALTTRAP:
  3820. case RA_MAIZETRAP:
  3821. case RA_VERDURETRAP:
  3822. case RA_FIRINGTRAP:
  3823. case RA_ICEBOUNDTRAP:
  3824. case SC_DIMENSIONDOOR:
  3825. case SC_BLOODYLUST:
  3826. case NPC_REVERBERATION:
  3827. case GN_THORNS_TRAP:
  3828. case RL_B_TRAP:
  3829. case SC_ESCAPE:
  3830. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3831. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3832. return 0;
  3833. break;
  3834. default: //Avoid stacking with same kind of trap. [Skotlex]
  3835. if (g_skill_id != skill_id)
  3836. return 0;
  3837. break;
  3838. }
  3839. return 1;
  3840. }
  3841. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3842. {
  3843. //Non players do not check for the skill's splash-trigger area.
  3844. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3845. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3846. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3847. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3848. return 0;
  3849. }
  3850. range += layout_type;
  3851. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3852. }
  3853. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3854. {
  3855. uint16 skill_id;
  3856. if(bl->prev == NULL)
  3857. return 0;
  3858. skill_id = va_arg(ap,int);
  3859. if( status_isdead(bl) && skill_id != AL_WARP )
  3860. return 0;
  3861. #ifndef RENEWAL
  3862. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3863. return 0;
  3864. #endif
  3865. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3866. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3867. return 1;
  3868. }
  3869. /**
  3870. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3871. * @param bl Object that casted skill
  3872. * @param x Position x of the target
  3873. * @param y Position y of the target
  3874. * @param skill_id The casted skill
  3875. * @param skill_lv The skill Lv
  3876. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3877. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3878. */
  3879. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3880. {
  3881. int range = 0, type;
  3882. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3883. if (isNearNPC)
  3884. range = skill_get_splash(skill_id,skill_lv);
  3885. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3886. if (!isNearNPC || !range) {
  3887. switch (skill_id) { // to be expanded later
  3888. case WZ_ICEWALL:
  3889. range = 2;
  3890. break;
  3891. case SC_MANHOLE:
  3892. range = 0;
  3893. break;
  3894. default: {
  3895. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3896. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3897. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3898. return 0;
  3899. }
  3900. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3901. }
  3902. break;
  3903. }
  3904. }
  3905. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3906. //Check the additional range [Cydh]
  3907. if (isNearNPC && skill_npc_range > 0)
  3908. range += skill_npc_range;
  3909. if (!isNearNPC) { //Doesn't check the NPC range
  3910. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3911. if (bl->type&battle_config.skill_nofootset)
  3912. type = BL_CHAR;
  3913. else if(bl->type == BL_MOB)
  3914. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3915. else
  3916. return 0; //Don't check
  3917. } else
  3918. type = BL_NPC;
  3919. return (!isNearNPC) ?
  3920. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3921. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3922. //isNearNPC is used to check range from NPC
  3923. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3924. }
  3925. /*==========================================
  3926. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3927. * Flag:
  3928. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3929. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3930. *------------------------------------------*/
  3931. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3932. {
  3933. struct status_data *status;
  3934. map_session_data *sd = NULL;
  3935. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3936. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3937. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3938. nullpo_retr(0, bl);
  3939. switch( bl->type )
  3940. {
  3941. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3942. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3943. }
  3944. status = status_get_status_data(bl);
  3945. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3946. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3947. if (skill == nullptr)
  3948. return 0;
  3949. // Requirements
  3950. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3951. {
  3952. itemid[i] = skill->require.itemid[i];
  3953. amount[i] = skill->require.amount[i];
  3954. }
  3955. hp = skill->require.hp[skill_lv - 1];
  3956. sp = skill->require.sp[skill_lv - 1];
  3957. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3958. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3959. state = skill->require.state;
  3960. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3961. hp += (status->max_hp * mhp) / 100;
  3962. if( hp_rate > 0 )
  3963. hp += (status->hp * hp_rate) / 100;
  3964. else
  3965. hp += (status->max_hp * (-hp_rate)) / 100;
  3966. if( sp_rate > 0 )
  3967. sp += (status->sp * sp_rate) / 100;
  3968. else
  3969. sp += (status->max_sp * (-sp_rate)) / 100;
  3970. if( !(type&2) )
  3971. {
  3972. if( hp > 0 && status->hp <= (unsigned int)hp )
  3973. {
  3974. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3975. return 0;
  3976. }
  3977. if( sp > 0 && status->sp <= (unsigned int)sp )
  3978. {
  3979. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3980. return 0;
  3981. }
  3982. }
  3983. if( !type )
  3984. switch( state )
  3985. {
  3986. case ST_MOVE_ENABLE:
  3987. if( !unit_can_move(bl) )
  3988. {
  3989. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3990. return 0;
  3991. }
  3992. break;
  3993. }
  3994. if( !(type&1) )
  3995. return 1;
  3996. // Check item existences
  3997. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3998. {
  3999. index[i] = -1;
  4000. if( itemid[i] == 0 ) continue; // No item
  4001. index[i] = pc_search_inventory(sd, itemid[i]);
  4002. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4003. {
  4004. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4005. return 0;
  4006. }
  4007. }
  4008. // Consume items
  4009. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4010. {
  4011. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4012. }
  4013. if( type&2 )
  4014. return 1;
  4015. if( sp || hp )
  4016. status_zap(bl, hp, sp);
  4017. return 1;
  4018. }
  4019. /*==========================================
  4020. *
  4021. *------------------------------------------*/
  4022. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4023. {
  4024. switch (skill_id) {
  4025. case RL_QD_SHOT:
  4026. {
  4027. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4028. struct unit_data *ud = unit_bl2ud(src);
  4029. if (ud && ud->target == target->id)
  4030. return 1;
  4031. }
  4032. }
  4033. }
  4034. return 1;
  4035. }
  4036. /*==========================================
  4037. *
  4038. *------------------------------------------*/
  4039. static TIMER_FUNC(skill_timerskill){
  4040. struct block_list *src = map_id2bl(id),*target;
  4041. struct unit_data *ud = unit_bl2ud(src);
  4042. struct skill_timerskill *skl;
  4043. struct skill_unit *unit = NULL;
  4044. int range;
  4045. nullpo_ret(src);
  4046. nullpo_ret(ud);
  4047. skl = ud->skilltimerskill[data];
  4048. nullpo_ret(skl);
  4049. ud->skilltimerskill[data] = NULL;
  4050. do {
  4051. if(src->prev == NULL)
  4052. break; // Source not on Map
  4053. if(skl->target_id) {
  4054. target = map_id2bl(skl->target_id);
  4055. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  4056. target = src; //Required since it has to warp.
  4057. if (skl->skill_id == SR_SKYNETBLOW) {
  4058. skill_area_temp[1] = 0;
  4059. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4060. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4061. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4062. break;
  4063. }
  4064. if(target == NULL)
  4065. break; // Target offline?
  4066. if(target->prev == NULL)
  4067. break; // Target not on Map
  4068. if(src->m != target->m)
  4069. break; // Different Maps
  4070. if(status_isdead(src)) {
  4071. switch(skl->skill_id) {
  4072. case WL_CHAINLIGHTNING_ATK:
  4073. case WL_TETRAVORTEX_FIRE:
  4074. case WL_TETRAVORTEX_WATER:
  4075. case WL_TETRAVORTEX_WIND:
  4076. case WL_TETRAVORTEX_GROUND:
  4077. // For SR_FLASHCOMBO
  4078. case SR_DRAGONCOMBO:
  4079. case SR_FALLENEMPIRE:
  4080. case SR_TIGERCANNON:
  4081. case NPC_DANCINGBLADE_ATK:
  4082. if (src->type != BL_PC)
  4083. continue;
  4084. break; // Exceptions
  4085. default:
  4086. continue; // Caster is Dead
  4087. }
  4088. }
  4089. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4090. break;
  4091. switch(skl->skill_id) {
  4092. case KN_AUTOCOUNTER:
  4093. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4094. break;
  4095. case RG_INTIMIDATE:
  4096. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4097. short x,y;
  4098. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4099. if (target != src && !status_isdead(target))
  4100. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4101. }
  4102. break;
  4103. case BA_FROSTJOKER:
  4104. case DC_SCREAM:
  4105. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4106. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4107. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4108. break;
  4109. case PR_LEXDIVINA:
  4110. if (src->type == BL_MOB) {
  4111. // Monsters use the default duration when casting Lex Divina
  4112. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4113. break;
  4114. }
  4115. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4116. break;
  4117. case PR_STRECOVERY:
  4118. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4119. break;
  4120. case BS_HAMMERFALL:
  4121. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4122. break;
  4123. case MER_LEXDIVINA:
  4124. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4125. break;
  4126. case WZ_WATERBALL:
  4127. {
  4128. //Get the next waterball cell to consume
  4129. struct s_skill_unit_layout *layout;
  4130. int i;
  4131. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4132. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4133. int ux = skl->x + layout->dx[i];
  4134. int uy = skl->y + layout->dy[i];
  4135. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4136. if (unit)
  4137. break;
  4138. }
  4139. } // Fall through
  4140. case WZ_JUPITEL:
  4141. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4142. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4143. // Apply canact delay here to prevent hacks (unlimited casting)
  4144. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4145. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4146. }
  4147. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4148. skill_delunit(unit); // Consume unit for next waterball
  4149. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4150. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4151. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4152. } else {
  4153. status_change *sc = status_get_sc(src);
  4154. if(sc) {
  4155. if(sc->getSCE(SC_SPIRIT) &&
  4156. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4157. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4158. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4159. }
  4160. }
  4161. break;
  4162. case NPC_DANCINGBLADE_ATK:
  4163. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4164. if (skl->type < 4) {
  4165. struct block_list *nbl = NULL;
  4166. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4167. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4168. }
  4169. break;
  4170. case WL_CHAINLIGHTNING_ATK: {
  4171. #ifndef RENEWAL
  4172. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4173. #endif
  4174. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4175. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4176. { // Remaining Chains Hit
  4177. struct block_list *nbl = NULL; // Next Target of Chain
  4178. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4179. splash_target(src), target->id); // Search for a new Target around current one...
  4180. if( nbl == NULL )
  4181. skl->x++;
  4182. else
  4183. skl->x = 0;
  4184. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4185. }
  4186. }
  4187. break;
  4188. case WL_TETRAVORTEX_FIRE:
  4189. case WL_TETRAVORTEX_WATER:
  4190. case WL_TETRAVORTEX_WIND:
  4191. case WL_TETRAVORTEX_GROUND:
  4192. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4193. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4194. if (skl->type >= 3) { // Final Hit
  4195. if (!status_isdead(target)) { // Final Status Effect
  4196. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4197. applyeffects[4] = { 0, 0, 0, 0 },
  4198. i, j = 0, k = 0;
  4199. for(i = 1; i <= 8; i = i + i) {
  4200. if (skl->x&i) {
  4201. applyeffects[j] = effects[k];
  4202. j++;
  4203. }
  4204. k++;
  4205. }
  4206. if (j) {
  4207. i = applyeffects[rnd()%j];
  4208. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4209. }
  4210. }
  4211. }
  4212. break;
  4213. case NPC_REVERBERATION_ATK:
  4214. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4215. break;
  4216. case NPC_FATALMENACE:
  4217. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4218. break;
  4219. case SR_WINDMILL:
  4220. if( target->type == BL_PC ) {
  4221. map_session_data *tsd = NULL;
  4222. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4223. pc_setsit(tsd);
  4224. skill_sit(tsd, true);
  4225. clif_sitting(&tsd->bl);
  4226. }
  4227. }
  4228. break;
  4229. case SR_KNUCKLEARROW:
  4230. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4231. break;
  4232. case CH_PALMSTRIKE:
  4233. {
  4234. status_change* tsc = status_get_sc(target);
  4235. status_change* sc = status_get_sc(src);
  4236. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4237. ( sc && sc->option&OPTION_HIDE ) ){
  4238. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4239. break;
  4240. }
  4241. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4242. break;
  4243. }
  4244. // For SR_FLASHCOMBO
  4245. case SR_DRAGONCOMBO:
  4246. case SR_FALLENEMPIRE:
  4247. case SR_TIGERCANNON:
  4248. if( src->type == BL_PC ) {
  4249. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4250. break;
  4251. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4252. }
  4253. break;
  4254. case SU_SV_ROOTTWIST_ATK: {
  4255. status_change *tsc = status_get_sc(target);
  4256. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4257. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4258. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4259. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4260. }
  4261. }
  4262. break;
  4263. case NPC_PULSESTRIKE2:
  4264. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4265. break;
  4266. case ABC_DEFT_STAB:
  4267. case ABC_FRENZY_SHOT:
  4268. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4269. break;
  4270. default:
  4271. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4272. break;
  4273. }
  4274. }
  4275. else {
  4276. if(src->m != skl->map)
  4277. break;
  4278. switch( skl->skill_id )
  4279. {
  4280. case GN_CRAZYWEED_ATK:
  4281. {
  4282. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4283. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  4284. }
  4285. case WL_EARTHSTRAIN:
  4286. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4287. break;
  4288. case RL_FIRE_RAIN: {
  4289. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4290. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4291. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4292. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4293. }
  4294. break;
  4295. case NPC_MAGMA_ERUPTION:
  4296. case NC_MAGMA_ERUPTION:
  4297. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4298. break;
  4299. }
  4300. }
  4301. } while (0);
  4302. //Free skl now that it is no longer needed.
  4303. ers_free(skill_timer_ers, skl);
  4304. return 0;
  4305. }
  4306. /*==========================================
  4307. *
  4308. *------------------------------------------*/
  4309. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4310. {
  4311. int i;
  4312. struct unit_data *ud;
  4313. nullpo_retr(1, src);
  4314. if (src->prev == NULL)
  4315. return 0;
  4316. ud = unit_bl2ud(src);
  4317. nullpo_retr(1, ud);
  4318. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4319. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4320. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4321. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4322. ud->skilltimerskill[i]->src_id = src->id;
  4323. ud->skilltimerskill[i]->target_id = target;
  4324. ud->skilltimerskill[i]->skill_id = skill_id;
  4325. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4326. ud->skilltimerskill[i]->map = src->m;
  4327. ud->skilltimerskill[i]->x = x;
  4328. ud->skilltimerskill[i]->y = y;
  4329. ud->skilltimerskill[i]->type = type;
  4330. ud->skilltimerskill[i]->flag = flag;
  4331. return 0;
  4332. }
  4333. /*==========================================
  4334. *
  4335. *------------------------------------------*/
  4336. int skill_cleartimerskill (struct block_list *src)
  4337. {
  4338. int i;
  4339. struct unit_data *ud;
  4340. nullpo_ret(src);
  4341. ud = unit_bl2ud(src);
  4342. nullpo_ret(ud);
  4343. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4344. if(ud->skilltimerskill[i]) {
  4345. switch(ud->skilltimerskill[i]->skill_id) {
  4346. case WL_TETRAVORTEX_FIRE:
  4347. case WL_TETRAVORTEX_WATER:
  4348. case WL_TETRAVORTEX_WIND:
  4349. case WL_TETRAVORTEX_GROUND:
  4350. // For SR_FLASHCOMBO
  4351. case SR_DRAGONCOMBO:
  4352. case SR_FALLENEMPIRE:
  4353. case SR_TIGERCANNON:
  4354. if (src->type != BL_PC)
  4355. break;
  4356. continue;
  4357. }
  4358. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4359. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4360. ud->skilltimerskill[i]=NULL;
  4361. }
  4362. }
  4363. return 1;
  4364. }
  4365. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4366. skill_unit *su = (skill_unit*)bl;
  4367. nullpo_ret(su);
  4368. if (bl->type != BL_SKILL)
  4369. return 0;
  4370. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4371. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4372. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4373. su->limit = DIFF_TICK(gettick(), sg->tick);
  4374. sg->unit_id = UNT_USED_TRAPS;
  4375. }
  4376. return 1;
  4377. }
  4378. /**
  4379. * Reveal hidden trap
  4380. **/
  4381. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4382. {
  4383. TBL_SKILL *su = (TBL_SKILL*)bl;
  4384. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4385. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4386. //clif_changetraplook(bl, su->group->unit_id);
  4387. su->hidden = false;
  4388. skill_getareachar_skillunit_visibilty(su, AREA);
  4389. return 1;
  4390. }
  4391. return 0;
  4392. }
  4393. /**
  4394. * Attempt to reveal trap in area
  4395. * @param src Skill caster
  4396. * @param range Affected range
  4397. * @param x
  4398. * @param y
  4399. * TODO: Remove hardcode usages for this function
  4400. **/
  4401. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4402. if (!battle_config.traps_setting)
  4403. return;
  4404. nullpo_retv(src);
  4405. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4406. }
  4407. /*========================================== [Playtester]
  4408. * Process tarot card's effects
  4409. * @param src: Source of the tarot card effect
  4410. * @param target: Target of the tartor card effect
  4411. * @param skill_id: ID of the skill used
  4412. * @param skill_lv: Level of the skill used
  4413. * @param tick: Processing tick time
  4414. * @return Card number
  4415. *------------------------------------------*/
  4416. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4417. {
  4418. int card = 0;
  4419. if (battle_config.tarotcard_equal_chance) {
  4420. //eAthena equal chances
  4421. card = rnd() % 14 + 1;
  4422. }
  4423. else {
  4424. //Official chances
  4425. int rate = rnd() % 100;
  4426. if (rate < 10) card = 1; // THE FOOL
  4427. else if (rate < 20) card = 2; // THE MAGICIAN
  4428. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4429. else if (rate < 37) card = 4; // THE CHARIOT
  4430. else if (rate < 47) card = 5; // STRENGTH
  4431. else if (rate < 62) card = 6; // THE LOVERS
  4432. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4433. else if (rate < 69) card = 8; // THE HANGED MAN
  4434. else if (rate < 74) card = 9; // DEATH
  4435. else if (rate < 82) card = 10; // TEMPERANCE
  4436. else if (rate < 83) card = 11; // THE DEVIL
  4437. else if (rate < 85) card = 12; // THE TOWER
  4438. else if (rate < 90) card = 13; // THE STAR
  4439. else card = 14; // THE SUN
  4440. }
  4441. switch (card) {
  4442. case 1: // THE FOOL - heals SP to 0
  4443. {
  4444. status_percent_damage(src, target, 0, 100, false);
  4445. break;
  4446. }
  4447. case 2: // THE MAGICIAN - matk halved
  4448. {
  4449. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4450. break;
  4451. }
  4452. case 3: // THE HIGH PRIESTESS - all buffs removed
  4453. {
  4454. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4455. break;
  4456. }
  4457. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4458. {
  4459. status_fix_damage(src, target, 1000, 0, skill_id);
  4460. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4461. if (!status_isdead(target))
  4462. {
  4463. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4464. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4465. }
  4466. break;
  4467. }
  4468. case 5: // STRENGTH - atk halved
  4469. {
  4470. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4471. break;
  4472. }
  4473. case 6: // THE LOVERS - 2000HP heal, random teleported
  4474. {
  4475. status_heal(target, 2000, 0, 0);
  4476. if (!map_flag_vs(target->m))
  4477. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4478. break;
  4479. }
  4480. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4481. {
  4482. // Recursive call
  4483. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4484. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4485. break;
  4486. }
  4487. case 8: // THE HANGED MAN - stop, freeze or stoned
  4488. {
  4489. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4490. uint8 rand_eff = rnd() % 3;
  4491. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4492. if (sc[rand_eff] == SC_STONEWAIT)
  4493. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4494. else
  4495. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4496. break;
  4497. }
  4498. case 9: // DEATH - curse, coma and poison
  4499. {
  4500. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4501. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4502. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4503. break;
  4504. }
  4505. case 10: // TEMPERANCE - confusion
  4506. {
  4507. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4508. break;
  4509. }
  4510. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4511. {
  4512. status_fix_damage(src, target, 6666, 0, skill_id);
  4513. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4514. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4515. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4516. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4517. break;
  4518. }
  4519. case 12: // THE TOWER - 4444 damage
  4520. {
  4521. status_fix_damage(src, target, 4444, 0, skill_id);
  4522. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4523. break;
  4524. }
  4525. case 13: // THE STAR - stun
  4526. {
  4527. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4528. break;
  4529. }
  4530. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4531. {
  4532. #ifdef RENEWAL
  4533. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4534. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4535. #endif
  4536. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4537. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4538. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4539. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4540. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4541. return 14; //To make sure a valid number is returned
  4542. }
  4543. }
  4544. return card;
  4545. }
  4546. /*==========================================
  4547. *
  4548. *
  4549. *------------------------------------------*/
  4550. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4551. {
  4552. map_session_data *sd = NULL;
  4553. struct status_data *tstatus;
  4554. status_change *sc, *tsc;
  4555. if (skill_id > 0 && !skill_lv) return 0;
  4556. nullpo_retr(1, src);
  4557. nullpo_retr(1, bl);
  4558. if (src->m != bl->m)
  4559. return 1;
  4560. if (bl->prev == NULL)
  4561. return 1;
  4562. sd = BL_CAST(BL_PC, src);
  4563. if (status_isdead(bl))
  4564. return 1;
  4565. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4566. { //GTB makes all targetted magic display miss with a single bolt.
  4567. sc_type sct = skill_get_sc(skill_id);
  4568. if(sct != SC_NONE)
  4569. status_change_end(bl, sct);
  4570. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4571. return 1;
  4572. }
  4573. sc = status_get_sc(src);
  4574. tsc = status_get_sc(bl);
  4575. if (sc && !sc->count)
  4576. sc = NULL; //Unneeded
  4577. if (tsc && !tsc->count)
  4578. tsc = NULL;
  4579. tstatus = status_get_status_data(bl);
  4580. map_freeblock_lock();
  4581. switch(skill_id) {
  4582. case MER_CRASH:
  4583. case SM_BASH:
  4584. case MS_BASH:
  4585. case MC_MAMMONITE:
  4586. case TF_DOUBLE:
  4587. case AC_DOUBLE:
  4588. case MA_DOUBLE:
  4589. case AS_SONICBLOW:
  4590. case KN_PIERCE:
  4591. case ML_PIERCE:
  4592. case KN_SPEARBOOMERANG:
  4593. case TF_POISON:
  4594. case TF_SPRINKLESAND:
  4595. case AC_CHARGEARROW:
  4596. case MA_CHARGEARROW:
  4597. case RG_INTIMIDATE:
  4598. case AM_ACIDTERROR:
  4599. case BA_MUSICALSTRIKE:
  4600. case DC_THROWARROW:
  4601. case BA_DISSONANCE:
  4602. case CR_HOLYCROSS:
  4603. case NPC_DARKCROSS:
  4604. case CR_SHIELDCHARGE:
  4605. case CR_SHIELDBOOMERANG:
  4606. case NPC_PIERCINGATT:
  4607. case NPC_MENTALBREAKER:
  4608. case NPC_RANGEATTACK:
  4609. case NPC_CRITICALSLASH:
  4610. case NPC_COMBOATTACK:
  4611. case NPC_GUIDEDATTACK:
  4612. case NPC_POISON:
  4613. case NPC_RANDOMATTACK:
  4614. case NPC_WATERATTACK:
  4615. case NPC_GROUNDATTACK:
  4616. case NPC_FIREATTACK:
  4617. case NPC_WINDATTACK:
  4618. case NPC_POISONATTACK:
  4619. case NPC_HOLYATTACK:
  4620. case NPC_DARKNESSATTACK:
  4621. case NPC_TELEKINESISATTACK:
  4622. case NPC_UNDEADATTACK:
  4623. case NPC_CHANGEUNDEAD:
  4624. case NPC_ARMORBRAKE:
  4625. case NPC_HELMBRAKE:
  4626. case NPC_SHIELDBRAKE:
  4627. case NPC_BLINDATTACK:
  4628. case NPC_SILENCEATTACK:
  4629. case NPC_STUNATTACK:
  4630. case NPC_PETRIFYATTACK:
  4631. case NPC_CURSEATTACK:
  4632. case NPC_SLEEPATTACK:
  4633. #ifdef RENEWAL
  4634. case CR_ACIDDEMONSTRATION:
  4635. #endif
  4636. case LK_AURABLADE:
  4637. case LK_SPIRALPIERCE:
  4638. case ML_SPIRALPIERCE:
  4639. case CG_ARROWVULCAN:
  4640. case HW_MAGICCRASHER:
  4641. case ITM_TOMAHAWK:
  4642. case CH_CHAINCRUSH:
  4643. case CH_TIGERFIST:
  4644. case PA_SHIELDCHAIN: // Shield Chain
  4645. case PA_SACRIFICE:
  4646. case WS_CARTTERMINATION: // Cart Termination
  4647. case AS_VENOMKNIFE:
  4648. case HT_PHANTASMIC:
  4649. case TK_DOWNKICK:
  4650. case TK_COUNTER:
  4651. case GS_CHAINACTION:
  4652. case GS_TRIPLEACTION:
  4653. #ifndef RENEWAL
  4654. case GS_MAGICALBULLET:
  4655. #endif
  4656. case GS_TRACKING:
  4657. case GS_PIERCINGSHOT:
  4658. case GS_RAPIDSHOWER:
  4659. case GS_DUST:
  4660. case GS_DISARM: // Added disarm. [Reddozen]
  4661. case GS_FULLBUSTER:
  4662. case NJ_SYURIKEN:
  4663. case NJ_KUNAI:
  4664. case ASC_BREAKER:
  4665. case HFLI_MOON: //[orn]
  4666. case HFLI_SBR44: //[orn]
  4667. case NPC_BLEEDING:
  4668. case NPC_BLEEDING2:
  4669. case NPC_CRITICALWOUND:
  4670. case NPC_HELLPOWER:
  4671. case RK_SONICWAVE:
  4672. case AB_DUPLELIGHT_MELEE:
  4673. case RA_AIMEDBOLT:
  4674. case NC_BOOSTKNUCKLE:
  4675. case NC_PILEBUNKER:
  4676. case NC_AXEBOOMERANG:
  4677. case NC_POWERSWING:
  4678. case NPC_MAGMA_ERUPTION:
  4679. case NC_MAGMA_ERUPTION:
  4680. case GC_WEAPONCRUSH:
  4681. case GC_VENOMPRESSURE:
  4682. case SC_TRIANGLESHOT:
  4683. case SC_FEINTBOMB:
  4684. case LG_BANISHINGPOINT:
  4685. case LG_SHIELDPRESS:
  4686. case LG_RAGEBURST:
  4687. case LG_HESPERUSLIT:
  4688. case SR_DRAGONCOMBO:
  4689. case SR_FALLENEMPIRE:
  4690. case SR_CRESCENTELBOW_AUTOSPELL:
  4691. case SR_GATEOFHELL:
  4692. case SR_GENTLETOUCH_QUIET:
  4693. case WM_SEVERE_RAINSTORM_MELEE:
  4694. case WM_GREAT_ECHO:
  4695. case GN_SLINGITEM_RANGEMELEEATK:
  4696. case KO_SETSUDAN:
  4697. case RL_MASS_SPIRAL:
  4698. case RL_BANISHING_BUSTER:
  4699. case RL_SLUGSHOT:
  4700. case RL_AM_BLAST:
  4701. case DK_SERVANTWEAPON_ATK:
  4702. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4703. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4704. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4705. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4706. case ABC_CHAIN_REACTION_SHOT_ATK:
  4707. case ABR_BATTLE_BUSTER:
  4708. case ABR_DUAL_CANNON_FIRE:
  4709. case ABR_INFINITY_BUSTER:
  4710. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4711. break;
  4712. case IG_SHIELD_SHOOTING:
  4713. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4714. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4715. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4716. break;
  4717. case DK_DRAGONIC_AURA:
  4718. case DK_STORMSLASH:
  4719. case IG_GRAND_JUDGEMENT:
  4720. case CD_EFFLIGO:
  4721. case ABC_FRENZY_SHOT:
  4722. case WH_HAWKRUSH:
  4723. case WH_HAWKBOOMERANG:
  4724. case TR_ROSEBLOSSOM:
  4725. case TR_RHYTHMSHOOTING:
  4726. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4727. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4728. if (skill_id == DK_DRAGONIC_AURA)
  4729. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4730. else if (skill_id == IG_GRAND_JUDGEMENT)
  4731. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4732. break;
  4733. case SHC_ETERNAL_SLASH:
  4734. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4735. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4736. else
  4737. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4738. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4739. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4740. break;
  4741. case SHC_SHADOW_STAB:
  4742. if (sc && (sc->getSCE(SC_CLOAKING) || sc->getSCE(SC_CLOAKINGEXCEED)))
  4743. flag |= 2;// Flag to deal 2 hits.
  4744. status_change_end(src, SC_CLOAKING);
  4745. status_change_end(src, SC_CLOAKINGEXCEED);
  4746. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4747. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4748. break;
  4749. case WH_CRESCIVE_BOLT:
  4750. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4751. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4752. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4753. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4754. else
  4755. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4756. break;
  4757. case ABC_UNLUCKY_RUSH:
  4758. // Jump to the target before attacking.
  4759. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4760. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4761. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4762. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4763. break;
  4764. case MO_TRIPLEATTACK:
  4765. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4766. break;
  4767. case LK_HEADCRUSH:
  4768. if (status_get_class_(bl) == CLASS_BOSS) {
  4769. if (sd)
  4770. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4771. break;
  4772. }
  4773. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4774. break;
  4775. case LK_JOINTBEAT:
  4776. flag = 1 << rnd() % 6;
  4777. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4778. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4779. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4780. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4781. break;
  4782. case MO_COMBOFINISH:
  4783. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4784. { //Becomes a splash attack when Soul Linked.
  4785. map_foreachinshootrange(skill_area_sub, bl,
  4786. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4787. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4788. skill_castend_damage_id);
  4789. } else
  4790. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4791. break;
  4792. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4793. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4794. skill_area_temp[1] = 0;
  4795. map_foreachinshootrange(skill_attack_area, src,
  4796. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4797. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4798. break;
  4799. case KN_CHARGEATK:
  4800. {
  4801. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4802. #ifdef RENEWAL
  4803. int dist = skill_get_blewcount(skill_id, skill_lv);
  4804. #else
  4805. unsigned int dist = distance_bl(src, bl);
  4806. #endif
  4807. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4808. // teleport to target (if not on WoE grounds)
  4809. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4810. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4811. // cause damage and knockback if the path to target was a straight one
  4812. if (path) {
  4813. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4814. #ifdef RENEWAL
  4815. if (map_getmapdata(src->m)->flag[MF_PVP])
  4816. dist += 2; // Knockback is 4 on PvP maps
  4817. #endif
  4818. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4819. }
  4820. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4821. // make the caster look in the direction of the target
  4822. unit_setdir(src, (dir+4)%8);
  4823. }
  4824. }
  4825. break;
  4826. case NC_FLAMELAUNCHER:
  4827. skill_area_temp[1] = bl->id;
  4828. if (battle_config.skill_eightpath_algorithm) {
  4829. //Use official AoE algorithm
  4830. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4831. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4832. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4833. } else {
  4834. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4835. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4836. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4837. }
  4838. break;
  4839. #ifndef RENEWAL
  4840. case SN_SHARPSHOOTING:
  4841. flag |= 2; // Flag for specific mob damage formula
  4842. #endif
  4843. case MA_SHARPSHOOTING:
  4844. case NJ_KAMAITACHI:
  4845. case NPC_DARKPIERCING:
  4846. case NPC_ACIDBREATH:
  4847. case NPC_DARKNESSBREATH:
  4848. case NPC_FIREBREATH:
  4849. case NPC_ICEBREATH:
  4850. case NPC_ICEBREATH2:
  4851. case NPC_THUNDERBREATH:
  4852. case AG_STORM_CANNON:
  4853. case AG_CRIMSON_ARROW:
  4854. skill_area_temp[1] = bl->id;
  4855. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4856. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4857. if (battle_config.skill_eightpath_algorithm) {
  4858. //Use official AoE algorithm
  4859. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4860. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4861. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4862. #ifndef RENEWAL
  4863. if (skill_id == SN_SHARPSHOOTING)
  4864. flag &= ~2; // Only targets in the splash area are affected
  4865. #endif
  4866. //These skills hit at least the target if the AoE doesn't hit
  4867. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4868. }
  4869. } else {
  4870. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4871. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4872. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4873. }
  4874. if (skill_id == AG_CRIMSON_ARROW)
  4875. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4876. break;
  4877. case MO_INVESTIGATE:
  4878. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4879. status_change_end(src, SC_BLADESTOP);
  4880. break;
  4881. case RG_BACKSTAP:
  4882. {
  4883. if (!check_distance_bl(src, bl, 0)) {
  4884. #ifdef RENEWAL
  4885. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4886. short x, y;
  4887. if (dir > 0 && dir < 4)
  4888. x = -1;
  4889. else if (dir > 4)
  4890. x = 1;
  4891. else
  4892. x = 0;
  4893. if (dir > 2 && dir < 6)
  4894. y = -1;
  4895. else if (dir == 7 || dir < 2)
  4896. y = 1;
  4897. else
  4898. y = 0;
  4899. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4900. #else
  4901. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4902. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4903. #endif
  4904. status_change_end(src, SC_HIDING);
  4905. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4906. unit_setdir(bl,dir);
  4907. #ifdef RENEWAL
  4908. clif_blown(src);
  4909. #endif
  4910. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4911. }
  4912. else if (sd)
  4913. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4914. }
  4915. }
  4916. break;
  4917. case MO_FINGEROFFENSIVE:
  4918. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4919. if (battle_config.finger_offensive_type && sd) {
  4920. for (int i = 1; i < sd->spiritball_old; i++)
  4921. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4922. }
  4923. status_change_end(src, SC_BLADESTOP);
  4924. break;
  4925. case MO_CHAINCOMBO:
  4926. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4927. status_change_end(src, SC_BLADESTOP);
  4928. break;
  4929. #ifndef RENEWAL
  4930. case NJ_ISSEN:
  4931. #endif
  4932. case MO_EXTREMITYFIST:
  4933. {
  4934. struct block_list *mbl = bl; // For NJ_ISSEN
  4935. short x, y, i = 2; // Move 2 cells (From target)
  4936. short dir = map_calc_dir(src,bl->x,bl->y);
  4937. #ifdef RENEWAL
  4938. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4939. flag |= 1; // Give +100% damage increase
  4940. #endif
  4941. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4942. if (skill_id == MO_EXTREMITYFIST) {
  4943. status_set_sp(src, 0, 0);
  4944. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4945. status_change_end(src, SC_BLADESTOP);
  4946. #ifdef RENEWAL
  4947. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4948. #endif
  4949. } else {
  4950. status_set_hp(src, 1, 0);
  4951. status_change_end(src, SC_NEN);
  4952. status_change_end(src, SC_HIDING);
  4953. }
  4954. if (skill_id == MO_EXTREMITYFIST) {
  4955. mbl = src; // For MO_EXTREMITYFIST
  4956. i = 3; // Move 3 cells (From caster)
  4957. }
  4958. if (dir > 0 && dir < 4)
  4959. x = -i;
  4960. else if (dir > 4)
  4961. x = i;
  4962. else
  4963. x = 0;
  4964. if (dir > 2 && dir < 6)
  4965. y = -i;
  4966. else if (dir == 7 || dir < 2)
  4967. y = i;
  4968. else
  4969. y = 0;
  4970. // Ashura Strike still has slide effect in GVG
  4971. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4972. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4973. clif_blown(src);
  4974. clif_spiritball(src);
  4975. }
  4976. }
  4977. break;
  4978. case HT_POWER:
  4979. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4980. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4981. break;
  4982. case SU_PICKYPECK:
  4983. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4984. case SU_BITE:
  4985. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4986. break;
  4987. case SU_SVG_SPIRIT:
  4988. skill_area_temp[1] = bl->id;
  4989. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4990. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4991. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4992. break;
  4993. //Splash attack skills.
  4994. case AS_GRIMTOOTH:
  4995. case MC_CARTREVOLUTION:
  4996. case NPC_SPLASHATTACK:
  4997. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4998. case AS_SPLASHER:
  4999. case HT_BLITZBEAT:
  5000. case AC_SHOWER:
  5001. case MA_SHOWER:
  5002. case MG_NAPALMBEAT:
  5003. case MG_FIREBALL:
  5004. case RG_RAID:
  5005. #ifdef RENEWAL
  5006. case SN_SHARPSHOOTING:
  5007. #endif
  5008. case HW_NAPALMVULCAN:
  5009. case NJ_HUUMA:
  5010. case ASC_METEORASSAULT:
  5011. case GS_SPREADATTACK:
  5012. case NPC_PULSESTRIKE:
  5013. case NPC_PULSESTRIKE2:
  5014. case NPC_HELLJUDGEMENT:
  5015. case NPC_HELLJUDGEMENT2:
  5016. case NPC_VAMPIRE_GIFT:
  5017. case NPC_MAXPAIN_ATK:
  5018. case NPC_JACKFROST:
  5019. case NPC_REVERBERATION_ATK:
  5020. case NPC_ARROWSTORM:
  5021. case NPC_KILLING_AURA:
  5022. case NPC_IGNITIONBREAK:
  5023. case RK_IGNITIONBREAK:
  5024. case RK_HUNDREDSPEAR:
  5025. case AB_JUDEX:
  5026. case AB_ADORAMUS:
  5027. case WL_SOULEXPANSION:
  5028. case WL_CRIMSONROCK:
  5029. case WL_JACKFROST:
  5030. case RA_ARROWSTORM:
  5031. case RA_WUGDASH:
  5032. case NC_VULCANARM:
  5033. case NC_COLDSLOWER:
  5034. case NC_SELFDESTRUCTION:
  5035. case NC_AXETORNADO:
  5036. case GC_ROLLINGCUTTER:
  5037. case GC_COUNTERSLASH:
  5038. case LG_CANNONSPEAR:
  5039. case LG_OVERBRAND:
  5040. case LG_MOONSLASHER:
  5041. case LG_RAYOFGENESIS:
  5042. case NPC_RAYOFGENESIS:
  5043. case LG_EARTHDRIVE:
  5044. case SR_RAMPAGEBLASTER:
  5045. case SR_SKYNETBLOW:
  5046. case SR_WINDMILL:
  5047. case SR_RIDEINLIGHTNING:
  5048. case SO_VARETYR_SPEAR:
  5049. case SO_POISON_BUSTER:
  5050. case GN_CART_TORNADO:
  5051. case GN_CARTCANNON:
  5052. case GN_SPORE_EXPLOSION:
  5053. case GN_DEMONIC_FIRE:
  5054. case GN_FIRE_EXPANSION_ACID:
  5055. case GN_HELLS_PLANT_ATK:
  5056. case KO_HAPPOKUNAI:
  5057. case KO_HUUMARANKA:
  5058. case KO_MUCHANAGE:
  5059. case KO_BAKURETSU:
  5060. case GN_ILLUSIONDOPING:
  5061. case RL_FIREDANCE:
  5062. case RL_S_STORM:
  5063. case RL_R_TRIP:
  5064. case MH_XENO_SLASHER:
  5065. case MH_HEILIGE_PFERD:
  5066. case MH_THE_ONE_FIGHTER_RISES:
  5067. case NC_ARMSCANNON:
  5068. case SU_SCRATCH:
  5069. case SU_LUNATICCARROTBEAT:
  5070. case SU_LUNATICCARROTBEAT2:
  5071. case SJ_FULLMOONKICK:
  5072. case SJ_NEWMOONKICK:
  5073. case SJ_SOLARBURST:
  5074. case SJ_PROMINENCEKICK:
  5075. case SJ_STAREMPEROR:
  5076. case SJ_FALLINGSTAR_ATK2:
  5077. case SP_CURSEEXPLOSION:
  5078. case SP_SHA:
  5079. case SP_SWHOO:
  5080. case DK_SERVANT_W_PHANTOM:
  5081. case DK_SERVANT_W_DEMOL:
  5082. case DK_MADNESS_CRUSHER:
  5083. case DK_HACKANDSLASHER:
  5084. case AG_CRIMSON_ARROW_ATK:
  5085. case AG_DESTRUCTIVE_HURRICANE:
  5086. case AG_SOUL_VC_STRIKE:
  5087. case AG_CRYSTAL_IMPACT:
  5088. case AG_CRYSTAL_IMPACT_ATK:
  5089. case AG_ROCK_DOWN:
  5090. case AG_FROZEN_SLASH:
  5091. case IQ_OLEUM_SANCTUM:
  5092. case IQ_MASSIVE_F_BLASTER:
  5093. case IQ_EXPOSION_BLASTER:
  5094. case IQ_FIRST_BRAND:
  5095. case IQ_SECOND_FLAME:
  5096. case IQ_SECOND_FAITH:
  5097. case IQ_SECOND_JUDGEMENT:
  5098. case IQ_THIRD_PUNISH:
  5099. case IQ_THIRD_FLAME_BOMB:
  5100. case IQ_THIRD_CONSECRATION:
  5101. case IG_OVERSLASH:
  5102. case CD_ARBITRIUM_ATK:
  5103. case CD_PETITIO:
  5104. case CD_FRAMEN:
  5105. case SHC_DANCING_KNIFE:
  5106. case SHC_SAVAGE_IMPACT:
  5107. case SHC_IMPACT_CRATER:
  5108. case SHC_FATAL_SHADOW_CROW:
  5109. case MT_AXE_STOMP:
  5110. case MT_RUSH_QUAKE:
  5111. case MT_A_MACHINE:
  5112. case ABC_ABYSS_DAGGER:
  5113. case ABC_CHAIN_REACTION_SHOT:
  5114. case ABC_DEFT_STAB:
  5115. case WH_GALESTORM:
  5116. case BO_ACIDIFIED_ZONE_WATER:
  5117. case BO_ACIDIFIED_ZONE_GROUND:
  5118. case BO_ACIDIFIED_ZONE_WIND:
  5119. case BO_ACIDIFIED_ZONE_FIRE:
  5120. case TR_ROSEBLOSSOM_ATK:
  5121. case TR_METALIC_FURY:
  5122. case ABC_FROM_THE_ABYSS_ATK:
  5123. case EM_ELEMENTAL_BUSTER_FIRE:
  5124. case EM_ELEMENTAL_BUSTER_WATER:
  5125. case EM_ELEMENTAL_BUSTER_WIND:
  5126. case EM_ELEMENTAL_BUSTER_GROUND:
  5127. case EM_ELEMENTAL_BUSTER_POISON:
  5128. case EM_EL_FLAMEROCK:
  5129. case EM_EL_AGE_OF_ICE:
  5130. case EM_EL_STORM_WIND:
  5131. case EM_EL_AVALANCHE:
  5132. case EM_EL_DEADLY_POISON:
  5133. if( flag&1 ) {//Recursive invocation
  5134. int sflag = skill_area_temp[0] & 0xFFF;
  5135. int heal = 0;
  5136. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5137. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5138. break; // Under Hovering characters are immune to select trap and ground target skills.
  5139. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5140. break; // No damage should happen if the target is on Land Protector
  5141. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5142. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5143. break;
  5144. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5145. if (skill_id == ABC_DEFT_STAB && flag&2)
  5146. sflag |= 2;
  5147. if( flag&SD_LEVEL )
  5148. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5149. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5150. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5151. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5152. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5153. break;
  5154. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5155. switch (skill_id) {
  5156. case NPC_VAMPIRE_GIFT:
  5157. if (heal > 0) {
  5158. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5159. status_heal(src, heal, 0, 0);
  5160. }
  5161. break;
  5162. #ifdef RENEWAL
  5163. case SN_SHARPSHOOTING:
  5164. status_change_end(src, SC_CAMOUFLAGE);
  5165. break;
  5166. #endif
  5167. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5168. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5169. break;
  5170. }
  5171. } else {
  5172. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5173. skill_area_temp[0] = 0;
  5174. skill_area_temp[1] = bl->id;
  5175. skill_area_temp[2] = 0;
  5176. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5177. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5178. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5179. break;
  5180. }
  5181. if (skill_id == SP_SWHOO)
  5182. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5183. switch ( skill_id ) {
  5184. case LG_EARTHDRIVE:
  5185. case GN_CARTCANNON:
  5186. case SU_SCRATCH:
  5187. case DK_HACKANDSLASHER:
  5188. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5189. break;
  5190. #ifdef RENEWAL
  5191. case NJ_HUUMA:
  5192. #endif
  5193. case LG_MOONSLASHER:
  5194. case MH_XENO_SLASHER:
  5195. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5196. break;
  5197. case NPC_REVERBERATION_ATK:
  5198. case NC_ARMSCANNON:
  5199. skill_area_temp[1] = 0;
  5200. starget = splash_target(src);
  5201. break;
  5202. case WL_CRIMSONROCK:
  5203. skill_area_temp[4] = bl->x;
  5204. skill_area_temp[5] = bl->y;
  5205. break;
  5206. case SU_LUNATICCARROTBEAT:
  5207. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5208. skill_id = SU_LUNATICCARROTBEAT2;
  5209. break;
  5210. case DK_SERVANT_W_PHANTOM:
  5211. // Jump to the target before attacking.
  5212. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5213. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5214. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5215. break;
  5216. case SHC_SAVAGE_IMPACT: {
  5217. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5218. skill_area_temp[0] = 2;
  5219. status_change_end( src, SC_CLOAKINGEXCEED );
  5220. }
  5221. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5222. if (bl->x != src->x || bl->y != src->y)
  5223. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5224. // Move the player 1 cell near the target, between the target and the player
  5225. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5226. clif_blown(src);
  5227. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5228. break;
  5229. }
  5230. case SHC_FATAL_SHADOW_CROW: {
  5231. uint8 dir = DIR_NORTHEAST;
  5232. if (bl->x != src->x || bl->y != src->y)
  5233. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5234. // Move the player 1 cell near the target, between the target and the player
  5235. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5236. clif_blown(src);
  5237. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5238. break;
  5239. }
  5240. case AG_CRYSTAL_IMPACT_ATK:
  5241. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5242. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5243. break;
  5244. case AG_ROCK_DOWN:
  5245. case IQ_FIRST_BRAND:
  5246. case IQ_SECOND_FLAME:
  5247. case IQ_SECOND_FAITH:
  5248. case IQ_SECOND_JUDGEMENT:
  5249. case CD_PETITIO:
  5250. case CD_FRAMEN:
  5251. case ABC_DEFT_STAB:
  5252. case ABC_CHAIN_REACTION_SHOT:
  5253. case EM_EL_FLAMEROCK:
  5254. case EM_EL_AGE_OF_ICE:
  5255. case EM_EL_STORM_WIND:
  5256. case EM_EL_AVALANCHE:
  5257. case EM_EL_DEADLY_POISON:
  5258. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5259. break;
  5260. case IQ_THIRD_PUNISH:
  5261. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5262. if (sd) {
  5263. uint8 limit = 5;
  5264. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5265. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5266. for (uint8 i = 0; i < limit; i++)
  5267. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5268. }
  5269. break;
  5270. case IQ_THIRD_FLAME_BOMB:
  5271. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5272. if (sd && sd->spiritball / 5 > 1)
  5273. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5274. break;
  5275. case IQ_THIRD_CONSECRATION:
  5276. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5277. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5278. break;
  5279. case IG_OVERSLASH:
  5280. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5281. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5282. break;
  5283. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5284. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5285. status_heal(src, 0, 0, 10, 0);
  5286. break;
  5287. case BO_ACIDIFIED_ZONE_WATER:
  5288. case BO_ACIDIFIED_ZONE_GROUND:
  5289. case BO_ACIDIFIED_ZONE_WIND:
  5290. case BO_ACIDIFIED_ZONE_FIRE:
  5291. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5292. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5293. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5294. break;
  5295. case TR_METALIC_FURY:
  5296. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5297. if (tsc && tsc->getSCE(SC_SOUNDBLEND))
  5298. skill_area_temp[0] = 1 + rnd()%4;
  5299. break;
  5300. case MT_RUSH_QUAKE:
  5301. // Jump to the target before attacking.
  5302. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5303. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5304. }
  5305. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5306. clif_blown( src );
  5307. // TODO: does this buff start before or after dealing damage? [Muh]
  5308. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5309. break;
  5310. }
  5311. // if skill damage should be split among targets, count them
  5312. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5313. //special case: Venom Splasher uses a different range for searching than for splashing
  5314. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5315. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5316. // recursive invocation of skill_castend_damage_id() with flag|1
  5317. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5318. if (skill_id == RA_ARROWSTORM)
  5319. status_change_end(src, SC_CAMOUFLAGE);
  5320. if( skill_id == AS_SPLASHER ) {
  5321. map_freeblock_unlock(); // Don't consume a second gemstone.
  5322. return 0;
  5323. }
  5324. }
  5325. break;
  5326. //Place units around target
  5327. case NJ_BAKUENRYU:
  5328. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5329. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5330. break;
  5331. case SM_MAGNUM:
  5332. case MS_MAGNUM:
  5333. if( flag&1 ) {
  5334. // For players, damage depends on distance, so add it to flag if it is > 1
  5335. // Cannot hit hidden targets
  5336. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5337. }
  5338. break;
  5339. #ifdef RENEWAL
  5340. case KN_BRANDISHSPEAR:
  5341. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5342. break;
  5343. #else
  5344. case KN_BRANDISHSPEAR:
  5345. #endif
  5346. case ML_BRANDISH:
  5347. //Coded apart for it needs the flag passed to the damage calculation.
  5348. if (skill_area_temp[1] != bl->id)
  5349. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5350. else
  5351. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5352. break;
  5353. #ifdef RENEWAL
  5354. case KN_BOWLINGBASH:
  5355. if (flag & 1) {
  5356. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5357. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5358. } else {
  5359. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5360. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5361. }
  5362. break;
  5363. #else
  5364. case KN_BOWLINGBASH:
  5365. #endif
  5366. case MS_BOWLINGBASH:
  5367. {
  5368. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5369. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5370. c = (skill_lv-(flag&0xFFF)+1)/2;
  5371. // Determine the Bowling Bash area depending on configuration
  5372. if (battle_config.bowling_bash_area == 0) {
  5373. // Gutter line system
  5374. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5375. if(min_x < 0) min_x = 0;
  5376. max_x = min_x + 39;
  5377. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5378. if(min_y < 0) min_y = 0;
  5379. max_y = min_y + 39;
  5380. } else if (battle_config.bowling_bash_area == 1) {
  5381. // Gutter line system without demi gutter bug
  5382. min_x = src->x - (src->x)%40;
  5383. max_x = min_x + 39;
  5384. min_y = src->y - (src->y)%40;
  5385. max_y = min_y + 39;
  5386. } else {
  5387. // Area around caster
  5388. min_x = src->x - battle_config.bowling_bash_area;
  5389. max_x = src->x + battle_config.bowling_bash_area;
  5390. min_y = src->y - battle_config.bowling_bash_area;
  5391. max_y = src->y + battle_config.bowling_bash_area;
  5392. }
  5393. // Initialization, break checks, direction
  5394. if((flag&0xFFF) > 0) {
  5395. // Ignore monsters outside area
  5396. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5397. break;
  5398. // Ignore monsters already in list
  5399. if(idb_exists(bowling_db, bl->id))
  5400. break;
  5401. // Random direction
  5402. dir = rnd()%8;
  5403. } else {
  5404. // Create an empty list of already hit targets
  5405. db_clear(bowling_db);
  5406. // Direction is walkpath
  5407. dir = (unit_getdir(src)+4)%8;
  5408. }
  5409. // Add current target to the list of already hit targets
  5410. idb_put(bowling_db, bl->id, bl);
  5411. // Keep moving target in direction square by square
  5412. tx = bl->x;
  5413. ty = bl->y;
  5414. for(i=0;i<c;i++) {
  5415. // Target coordinates (get changed even if knockback fails)
  5416. tx -= dirx[dir];
  5417. ty -= diry[dir];
  5418. // If target cell is a wall then break
  5419. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5420. break;
  5421. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5422. int count;
  5423. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5424. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5425. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5426. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5427. // Recursive call
  5428. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5429. // Self-collision
  5430. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5431. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5432. break;
  5433. }
  5434. }
  5435. // Original hit or chain hit depending on flag
  5436. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5437. }
  5438. break;
  5439. case KN_SPEARSTAB:
  5440. if(flag&1) {
  5441. if (bl->id==skill_area_temp[1])
  5442. break;
  5443. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5444. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5445. } else {
  5446. int x=bl->x,y=bl->y,i,dir;
  5447. dir = map_calc_dir(bl,src->x,src->y);
  5448. skill_area_temp[1] = bl->id;
  5449. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5450. // all the enemies between the caster and the target are hit, as well as the target
  5451. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5452. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5453. for (i=0;i<4;i++) {
  5454. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5455. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5456. x += dirx[dir];
  5457. y += diry[dir];
  5458. }
  5459. }
  5460. break;
  5461. case TK_TURNKICK:
  5462. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5463. {
  5464. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5465. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5466. map_foreachinallrange(skill_area_sub,bl,
  5467. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5468. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5469. skill_castend_nodamage_id);
  5470. }
  5471. break;
  5472. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5473. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5474. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5475. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5476. break;
  5477. case PR_TURNUNDEAD:
  5478. case ALL_RESURRECTION:
  5479. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5480. break;
  5481. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5482. break;
  5483. case AL_HOLYLIGHT:
  5484. status_change_end(bl, SC_P_ALTER);
  5485. case MG_SOULSTRIKE:
  5486. case NPC_DARKSTRIKE:
  5487. case MG_COLDBOLT:
  5488. case MG_FIREBOLT:
  5489. case MG_LIGHTNINGBOLT:
  5490. case WZ_EARTHSPIKE:
  5491. case AL_HEAL:
  5492. case NPC_DARKTHUNDER:
  5493. case NPC_FIRESTORM:
  5494. case PR_ASPERSIO:
  5495. case MG_FROSTDIVER:
  5496. case WZ_SIGHTBLASTER:
  5497. case WZ_SIGHTRASHER:
  5498. #ifdef RENEWAL
  5499. case PA_PRESSURE:
  5500. #endif
  5501. case NJ_KOUENKA:
  5502. case NJ_HYOUSENSOU:
  5503. case NJ_HUUJIN:
  5504. case AB_HIGHNESSHEAL:
  5505. case AB_DUPLELIGHT_MAGIC:
  5506. case WM_METALICSOUND:
  5507. case KO_KAIHOU:
  5508. case MH_ERASER_CUTTER:
  5509. case AG_ASTRAL_STRIKE:
  5510. case AG_ASTRAL_STRIKE_ATK:
  5511. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5512. case CD_ARBITRIUM:
  5513. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5514. break;
  5515. case IG_JUDGEMENT_CROSS:
  5516. case TR_SOUNDBLEND:
  5517. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5518. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5519. break;
  5520. case AG_DEADLY_PROJECTION:
  5521. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5522. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5523. break;
  5524. case NPC_MAGICALATTACK:
  5525. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5526. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5527. break;
  5528. case HVAN_CAPRICE: //[blackhole89]
  5529. {
  5530. int ran=rnd()%4;
  5531. int sid = 0;
  5532. switch(ran)
  5533. {
  5534. case 0: sid=MG_COLDBOLT; break;
  5535. case 1: sid=MG_FIREBOLT; break;
  5536. case 2: sid=MG_LIGHTNINGBOLT; break;
  5537. case 3: sid=WZ_EARTHSPIKE; break;
  5538. }
  5539. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5540. }
  5541. break;
  5542. case WZ_WATERBALL:
  5543. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5544. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5545. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5546. break;
  5547. case WZ_JUPITEL:
  5548. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5549. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5550. break;
  5551. case PR_BENEDICTIO:
  5552. //Should attack undead and demons. [Skotlex]
  5553. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5554. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5555. break;
  5556. case SJ_NOVAEXPLOSING:
  5557. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5558. // We can end Dimension here since the cooldown code is processed before this point.
  5559. if (sc && sc->getSCE(SC_DIMENSION))
  5560. status_change_end(src, SC_DIMENSION);
  5561. else // Dimension not active? Activate the 2 second skill block penalty.
  5562. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5563. break;
  5564. case SP_SOULEXPLOSION:
  5565. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5566. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5567. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5568. if (sd)
  5569. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5570. break;
  5571. }
  5572. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5573. break;
  5574. case SL_SMA:
  5575. status_change_end(src, SC_SMA);
  5576. case SL_STIN:
  5577. case SL_STUN:
  5578. case SP_SPA:
  5579. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5580. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5582. break;
  5583. }
  5584. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5585. break;
  5586. case NPC_DARKBREATH:
  5587. clif_emotion(src,ET_ANGER);
  5588. if (rnd() % 2 == 0)
  5589. break; // 50% chance
  5590. case SN_FALCONASSAULT:
  5591. #ifndef RENEWAL
  5592. case PA_PRESSURE:
  5593. case CR_ACIDDEMONSTRATION:
  5594. #endif
  5595. case TF_THROWSTONE:
  5596. case NPC_SMOKING:
  5597. case GS_FLING:
  5598. case NJ_ZENYNAGE:
  5599. case GN_THORNS_TRAP:
  5600. case RL_B_TRAP:
  5601. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5602. break;
  5603. #ifdef RENEWAL
  5604. case NJ_ISSEN: {
  5605. short x, y;
  5606. short dir = map_calc_dir(src, bl->x, bl->y);
  5607. // Move 2 cells (From target)
  5608. if (dir > 0 && dir < 4)
  5609. x = -2;
  5610. else if (dir > 4)
  5611. x = 2;
  5612. else
  5613. x = 0;
  5614. if (dir > 2 && dir < 6)
  5615. y = -2;
  5616. else if (dir == 7 || dir < 2)
  5617. y = 2;
  5618. else
  5619. y = 0;
  5620. // Doesn't have slide effect in GVG
  5621. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5622. clif_blown(src);
  5623. clif_spiritball(src);
  5624. }
  5625. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5626. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5627. status_change_end(src, SC_NEN);
  5628. status_change_end(src, SC_HIDING);
  5629. }
  5630. break;
  5631. #endif
  5632. case RK_DRAGONBREATH_WATER:
  5633. case RK_DRAGONBREATH:
  5634. case NPC_DRAGONBREATH:
  5635. if( tsc && tsc->getSCE(SC_HIDING) )
  5636. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5637. else {
  5638. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5639. }
  5640. break;
  5641. case NPC_SELFDESTRUCTION:
  5642. if( tsc && tsc->getSCE(SC_HIDING) )
  5643. break;
  5644. case HVAN_EXPLOSION:
  5645. if (src != bl)
  5646. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5647. break;
  5648. // Celest
  5649. case PF_SOULBURN:
  5650. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5651. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5652. if (skill_lv == 5)
  5653. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5654. status_percent_damage(src, bl, 0, 100, false);
  5655. } else {
  5656. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5657. if (skill_lv == 5)
  5658. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5659. status_percent_damage(src, src, 0, 100, false);
  5660. }
  5661. break;
  5662. case NPC_BLOODDRAIN:
  5663. case NPC_ENERGYDRAIN:
  5664. {
  5665. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5666. src, src, bl, skill_id, skill_lv, tick, flag);
  5667. if (heal > 0){
  5668. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5669. status_heal(src, heal, 0, 0);
  5670. }
  5671. }
  5672. break;
  5673. case GS_BULLSEYE:
  5674. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5675. break;
  5676. case NJ_KASUMIKIRI:
  5677. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5678. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5679. break;
  5680. case NJ_KIRIKAGE:
  5681. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5682. { //You don't move on GVG grounds.
  5683. short x, y;
  5684. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5685. if (unit_movepos(src, x, y, 0, 0)) {
  5686. clif_blown(src);
  5687. }
  5688. }
  5689. status_change_end(src, SC_HIDING);
  5690. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5691. break;
  5692. case RK_PHANTOMTHRUST:
  5693. case NPC_PHANTOMTHRUST:
  5694. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5696. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5697. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5698. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5699. break;
  5700. case RK_WINDCUTTER:
  5701. case RK_STORMBLAST:
  5702. if( flag&1 )
  5703. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5704. else {
  5705. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5706. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5707. }
  5708. break;
  5709. case GC_DARKILLUSION:
  5710. {
  5711. short x, y;
  5712. short dir = map_calc_dir(src,bl->x,bl->y);
  5713. if( dir > 0 && dir < 4) x = 2;
  5714. else if( dir > 4 ) x = -2;
  5715. else x = 0;
  5716. if( dir > 2 && dir < 6 ) y = 2;
  5717. else if( dir == 7 || dir < 2 ) y = -2;
  5718. else y = 0;
  5719. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5720. clif_blown(src);
  5721. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5722. if( rnd()%100 < 4 * skill_lv )
  5723. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5724. }
  5725. }
  5726. break;
  5727. case GC_CROSSRIPPERSLASHER:
  5728. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5730. else
  5731. {
  5732. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5733. }
  5734. break;
  5735. case GC_CROSSIMPACT: {
  5736. uint8 dir = DIR_NORTHEAST;
  5737. if (bl->x != src->x || bl->y != src->y)
  5738. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5739. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5740. clif_blown(src);
  5741. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5742. } else {
  5743. if (sd)
  5744. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5745. }
  5746. break;
  5747. }
  5748. case GC_PHANTOMMENACE:
  5749. if (flag&1) { // Only Hits Invisible Targets
  5750. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5751. status_change_end(bl, SC_CLOAKINGEXCEED);
  5752. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5753. }
  5754. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5755. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5756. }
  5757. break;
  5758. case GC_DARKCROW:
  5759. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5760. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5761. break;
  5762. case WL_DRAINLIFE:
  5763. {
  5764. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5765. int rate = 70 + 5 * skill_lv;
  5766. heal = heal * (5 + 5 * skill_lv) / 100;
  5767. if( bl->type == BL_SKILL )
  5768. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5769. if( heal && rnd()%100 < rate )
  5770. {
  5771. status_heal(src, heal, 0, 0);
  5772. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5773. }
  5774. }
  5775. break;
  5776. case WL_TETRAVORTEX_FIRE:
  5777. case WL_TETRAVORTEX_WATER:
  5778. case WL_TETRAVORTEX_WIND:
  5779. case WL_TETRAVORTEX_GROUND:
  5780. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5781. break;
  5782. case WL_TETRAVORTEX:
  5783. if (sd == nullptr) { // Monster usage
  5784. uint8 i = 0;
  5785. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5786. { WL_TETRAVORTEX_WIND, 4 },
  5787. { WL_TETRAVORTEX_WATER, 2 },
  5788. { WL_TETRAVORTEX_GROUND, 8 } };
  5789. for (const auto &skill : tetra_skills) {
  5790. if (skill_lv > 5) {
  5791. skill_area_temp[0] = i;
  5792. skill_area_temp[1] = skill[1];
  5793. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5794. } else
  5795. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5796. i++;
  5797. }
  5798. } else if (sc) { // No SC? No spheres
  5799. int i, k = 0;
  5800. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5801. status_change_end(src, SC_SPHERE_1);
  5802. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5803. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5804. continue;
  5805. uint16 subskill = 0;
  5806. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5807. case WLS_FIRE:
  5808. subskill = WL_TETRAVORTEX_FIRE;
  5809. k |= 1;
  5810. break;
  5811. case WLS_WIND:
  5812. subskill = WL_TETRAVORTEX_WIND;
  5813. k |= 4;
  5814. break;
  5815. case WLS_WATER:
  5816. subskill = WL_TETRAVORTEX_WATER;
  5817. k |= 2;
  5818. break;
  5819. case WLS_STONE:
  5820. subskill = WL_TETRAVORTEX_GROUND;
  5821. k |= 8;
  5822. break;
  5823. }
  5824. if (skill_lv > 5) {
  5825. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5826. skill_area_temp[1] = k;
  5827. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5828. } else
  5829. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5830. status_change_end(src, static_cast<sc_type>(i));
  5831. }
  5832. }
  5833. break;
  5834. case WL_RELEASE:
  5835. if (sc == nullptr)
  5836. break;
  5837. if (sd) {
  5838. int i;
  5839. #ifndef RENEWAL
  5840. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5841. #endif
  5842. if (skill_lv == 1) { // SpellBook
  5843. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5844. break;
  5845. bool found_spell = false;
  5846. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5847. if (sc->getSCE(i) != nullptr) {
  5848. found_spell = true;
  5849. break;
  5850. }
  5851. }
  5852. if (!found_spell)
  5853. break;
  5854. // Now extract the data from the preserved spell
  5855. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5856. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5857. uint16 point = sc->getSCE(i)->val3;
  5858. status_change_end(src, static_cast<sc_type>(i));
  5859. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5860. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5861. else // Last spell to be released
  5862. status_change_end(src, SC_FREEZE_SP);
  5863. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5864. break;
  5865. // Get the requirement for the preserved skill
  5866. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5867. switch( skill_get_casttype(pres_skill_id) )
  5868. {
  5869. case CAST_GROUND:
  5870. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5871. break;
  5872. case CAST_NODAMAGE:
  5873. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5874. break;
  5875. case CAST_DAMAGE:
  5876. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5877. break;
  5878. }
  5879. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5880. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5881. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5882. if( cooldown > 0 )
  5883. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5884. } else { // Summoned Balls
  5885. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5886. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5887. continue;
  5888. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5889. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5890. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5891. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5892. }
  5893. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5894. }
  5895. }
  5896. break;
  5897. case WL_FROSTMISTY:
  5898. // Causes Freezing status through walls.
  5899. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5900. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5901. // Doesn't deal damage through non-shootable walls.
  5902. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5903. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5904. break;
  5905. case WL_HELLINFERNO:
  5906. if (flag & 1) {
  5907. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5908. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5909. } else {
  5910. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5911. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5912. }
  5913. break;
  5914. case RA_WUGSTRIKE:
  5915. if( sd && pc_isridingwug(sd) ){
  5916. short x[8]={0,-1,-1,-1,0,1,1,1};
  5917. short y[8]={1,1,0,-1,-1,-1,0,1};
  5918. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5919. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5920. clif_blown(src);
  5921. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5922. }
  5923. break;
  5924. }
  5925. case RA_WUGBITE:
  5926. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5927. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5928. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5929. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5930. break;
  5931. case RA_SENSITIVEKEEN:
  5932. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5933. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5934. status_change_end(bl, SC_CLOAKINGEXCEED);
  5935. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5936. }
  5937. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5938. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5939. } else {
  5940. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5941. std::shared_ptr<s_skill_unit_group> sg;
  5942. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5943. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5944. {
  5945. struct item item_tmp;
  5946. memset(&item_tmp,0,sizeof(item_tmp));
  5947. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5948. item_tmp.identify = 1;
  5949. if( item_tmp.nameid )
  5950. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5951. }
  5952. skill_delunit(su);
  5953. }
  5954. }
  5955. break;
  5956. case NC_INFRAREDSCAN:
  5957. if( flag&1 ) {
  5958. status_change_end(bl, SC_HIDING);
  5959. status_change_end(bl, SC_CLOAKING);
  5960. status_change_end(bl, SC_CLOAKINGEXCEED);
  5961. status_change_end(bl, SC_CAMOUFLAGE);
  5962. status_change_end(bl, SC_NEWMOON);
  5963. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5964. status_change_end(bl, SC__SHADOWFORM);
  5965. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5966. } else {
  5967. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5968. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5969. }
  5970. break;
  5971. case SC_FATALMENACE:
  5972. if( flag&1 )
  5973. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5974. else {
  5975. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5976. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5977. }
  5978. break;
  5979. case NPC_FATALMENACE: // todo should it teleport the target ?
  5980. if( flag&1 )
  5981. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5982. else {
  5983. short x, y;
  5984. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5985. // Destination area
  5986. skill_area_temp[4] = x;
  5987. skill_area_temp[5] = y;
  5988. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5989. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5990. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5991. }
  5992. break;
  5993. case LG_PINPOINTATTACK:
  5994. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5995. clif_blown(src);
  5996. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5997. break;
  5998. case SR_KNUCKLEARROW:
  5999. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6000. dir_ka = map_calc_dir(bl, src->x, src->y);
  6001. // Has slide effect
  6002. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6003. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6004. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6005. break;
  6006. case SR_HOWLINGOFLION:
  6007. status_change_end(bl, SC_SWINGDANCE);
  6008. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6009. status_change_end(bl, SC_MOONLITSERENADE);
  6010. status_change_end(bl, SC_RUSHWINDMILL);
  6011. status_change_end(bl, SC_ECHOSONG);
  6012. status_change_end(bl, SC_HARMONIZE);
  6013. status_change_end(bl, SC_NETHERWORLD);
  6014. status_change_end(bl, SC_VOICEOFSIREN);
  6015. status_change_end(bl, SC_DEEPSLEEP);
  6016. status_change_end(bl, SC_SIRCLEOFNATURE);
  6017. status_change_end(bl, SC_GLOOMYDAY);
  6018. status_change_end(bl, SC_GLOOMYDAY_SK);
  6019. status_change_end(bl, SC_SONGOFMANA);
  6020. status_change_end(bl, SC_DANCEWITHWUG);
  6021. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6022. status_change_end(bl, SC_LERADSDEW);
  6023. status_change_end(bl, SC_MELODYOFSINK);
  6024. status_change_end(bl, SC_BEYONDOFWARCRY);
  6025. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6026. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6027. break;
  6028. case SR_EARTHSHAKER:
  6029. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6030. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6031. status_change_end(bl, SC_CLOAKINGEXCEED);
  6032. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6033. status_change_end(bl, SC__SHADOWFORM);
  6034. } else {
  6035. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6036. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6037. }
  6038. break;
  6039. case SR_TIGERCANNON:
  6040. if (flag & 1) {
  6041. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6042. } else if (sd) {
  6043. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6044. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6045. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6046. }
  6047. break;
  6048. case WM_REVERBERATION:
  6049. if (flag & 1)
  6050. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6051. else {
  6052. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6053. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6054. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6055. }
  6056. break;
  6057. case NPC_POISON_BUSTER:
  6058. if( tsc && tsc->getSCE(SC_POISON) ) {
  6059. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6060. status_change_end(bl, SC_POISON);
  6061. }
  6062. else if( sd )
  6063. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6064. break;
  6065. case KO_JYUMONJIKIRI: {
  6066. short x, y;
  6067. short dir = map_calc_dir(src,bl->x,bl->y);
  6068. if (dir > 0 && dir < 4)
  6069. x = 2;
  6070. else if (dir > 4)
  6071. x = -2;
  6072. else
  6073. x = 0;
  6074. if (dir > 2 && dir < 6)
  6075. y = 2;
  6076. else if (dir == 7 || dir < 2)
  6077. y = -2;
  6078. else
  6079. y = 0;
  6080. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6081. clif_blown(src);
  6082. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6083. }
  6084. }
  6085. break;
  6086. case EL_FIRE_BOMB:
  6087. case EL_FIRE_WAVE:
  6088. case EL_WATER_SCREW:
  6089. case EL_HURRICANE:
  6090. case EL_TYPOON_MIS:
  6091. if( flag&1 )
  6092. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6093. else {
  6094. int i = skill_get_splash(skill_id,skill_lv);
  6095. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6096. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6097. if( rnd()%100 < 30 )
  6098. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6099. else
  6100. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6101. }
  6102. break;
  6103. case EL_ROCK_CRUSHER:
  6104. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6105. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6106. if( rnd()%100 < 50 )
  6107. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6108. else
  6109. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6110. break;
  6111. case EL_STONE_RAIN:
  6112. if( flag&1 )
  6113. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6114. else {
  6115. int i = skill_get_splash(skill_id,skill_lv);
  6116. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6117. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6118. if( rnd()%100 < 30 )
  6119. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6120. else
  6121. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6122. }
  6123. break;
  6124. case EL_FIRE_ARROW:
  6125. case EL_ICE_NEEDLE:
  6126. case EL_WIND_SLASH:
  6127. case EL_STONE_HAMMER:
  6128. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6129. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6130. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6131. break;
  6132. case EL_TIDAL_WEAPON:
  6133. if( src->type == BL_ELEM ) {
  6134. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6135. status_change *tsc_ele = status_get_sc(&ele->bl);
  6136. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6137. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6138. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6139. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6140. status_change_end(battle_get_master(src),type);
  6141. status_change_end(src,type2);
  6142. }
  6143. if( rnd()%100 < 50 )
  6144. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6145. else {
  6146. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6147. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6148. }
  6149. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6150. }
  6151. break;
  6152. //recursive homon skill
  6153. case MH_ABSOLUTE_ZEPHYR:
  6154. case MH_TOXIN_OF_MANDARA:
  6155. case MH_BLAZING_AND_FURIOUS:
  6156. case MH_MAGMA_FLOW:
  6157. case MH_HEILIGE_STANGE:
  6158. if(flag&1){
  6159. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6160. break;//chance to not trigger atk for magma
  6161. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6162. }
  6163. else
  6164. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6165. break;
  6166. case MH_TWISTER_CUTTER:
  6167. case MH_GLANZEN_SPIES:
  6168. case MH_STAHL_HORN:
  6169. case MH_NEEDLE_OF_PARALYZE:
  6170. case MH_NEEDLE_STINGER:
  6171. case MH_SONIC_CRAW:
  6172. case MH_MIDNIGHT_FRENZY:
  6173. case MH_SILVERVEIN_RUSH:
  6174. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6175. break;
  6176. case MH_TINDER_BREAKER:
  6177. case MH_CBC:
  6178. case MH_EQC:
  6179. {
  6180. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6181. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6182. sc_type type;
  6183. if( skill_id == MH_TINDER_BREAKER ){
  6184. type = SC_TINDER_BREAKER2;
  6185. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6186. clif_blown(src);
  6187. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6188. }
  6189. }else if( skill_id == MH_CBC ){
  6190. type = SC_CBC;
  6191. }else if( skill_id == MH_EQC ){
  6192. type = SC_EQC;
  6193. }
  6194. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6195. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6196. }
  6197. break;
  6198. case RL_H_MINE:
  6199. if (!(flag&1)) {
  6200. // Direct attack
  6201. if (!sd || !sd->flicker) {
  6202. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6203. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6204. break;
  6205. }
  6206. // Triggered by RL_FLICKER
  6207. if (sd && sd->flicker && tsc && tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6208. // Splash damage around it!
  6209. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6210. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6211. flag |= 1; // Don't consume requirement
  6212. tsc->getSCE(SC_H_MINE)->val3 = 1; // Mark the SC end because not expired
  6213. status_change_end(bl, SC_H_MINE);
  6214. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6215. }
  6216. }
  6217. else
  6218. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6219. if (sd && sd->flicker)
  6220. flag |= 1; // Don't consume requirement
  6221. break;
  6222. case RL_QD_SHOT:
  6223. if (skill_area_temp[1] == bl->id)
  6224. break;
  6225. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6226. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6227. break;
  6228. case RL_D_TAIL:
  6229. case RL_HAMMER_OF_GOD:
  6230. if (flag&1)
  6231. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6232. else {
  6233. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6234. int i;
  6235. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6236. if (i < MAX_SKILL_CRIMSON_MARKER)
  6237. flag |= 8;
  6238. }
  6239. if (skill_id == RL_HAMMER_OF_GOD)
  6240. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6241. else
  6242. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6243. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6244. }
  6245. break;
  6246. case SU_SCAROFTAROU:
  6247. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6248. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6249. break;
  6250. case SU_SV_STEMSPEAR:
  6251. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6252. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6253. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6254. break;
  6255. case 0:/* no skill - basic/normal attack */
  6256. if(sd) {
  6257. if (flag & 3){
  6258. if (bl->id != skill_area_temp[1])
  6259. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6260. } else {
  6261. skill_area_temp[1] = bl->id;
  6262. map_foreachinallrange(skill_area_sub, bl,
  6263. sd->bonus.splash_range, BL_CHAR,
  6264. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6265. skill_castend_damage_id);
  6266. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6267. }
  6268. }
  6269. break;
  6270. case SJ_FALLINGSTAR_ATK:
  6271. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6272. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6273. int8 i = 0;
  6274. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6275. if (i < MAX_STELLAR_MARKS) {
  6276. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6277. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6278. }
  6279. }
  6280. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6281. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6282. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6283. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6284. }
  6285. break;
  6286. case SJ_FLASHKICK: {
  6287. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6288. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6289. // Only players and monsters can be tagged....I think??? [Rytech]
  6290. // Lets only allow players and monsters to use this skill for safety reasons.
  6291. if ((!tsd && !tmd) || !sd && !md) {
  6292. if (sd)
  6293. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6294. break;
  6295. }
  6296. // Check if the target is already tagged by another source.
  6297. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6298. // Can't tag a player that was already tagged from another source.
  6299. if (sd)
  6300. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6301. map_freeblock_unlock();
  6302. return 1;
  6303. }
  6304. if (sd) { // Tagging the target.
  6305. int i;
  6306. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6307. if (i == MAX_STELLAR_MARKS) {
  6308. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6309. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6310. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6311. map_freeblock_unlock();
  6312. return 1;
  6313. }
  6314. }
  6315. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6316. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6317. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6318. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6319. sd->stellar_mark[i] = bl->id;
  6320. // Val4 flags if the status was applied by a player or a monster.
  6321. // This will be important for other skills that work together with this one.
  6322. // 1 = Player, 2 = Monster.
  6323. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6324. // apply the status here. We can't pass this data to skill_additional_effect.
  6325. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6326. }
  6327. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6328. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6329. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6330. }
  6331. }
  6332. break;
  6333. case NPC_VENOMIMPRESS:
  6334. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6335. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6336. break;
  6337. default:
  6338. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6339. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6340. 0, abs(skill_get_num(skill_id, skill_lv)),
  6341. skill_id, skill_lv, skill_get_hit(skill_id));
  6342. map_freeblock_unlock();
  6343. return 1;
  6344. }
  6345. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6346. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6347. map_freeblock_unlock();
  6348. if( sd && !(flag&1) )
  6349. {// ensure that the skill last-cast tick is recorded
  6350. sd->canskill_tick = gettick();
  6351. if( sd->state.arrow_atk )
  6352. {// consume arrow on last invocation to this skill.
  6353. battle_consume_ammo(sd, skill_id, skill_lv);
  6354. }
  6355. // perform skill requirement consumption
  6356. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6357. }
  6358. return 0;
  6359. }
  6360. /**
  6361. * Give a song's buff/debuff or damage to all targets around
  6362. * @param target: Target
  6363. * @param ap: Argument list
  6364. * @return 1 on success or 0 otherwise
  6365. */
  6366. static int skill_apply_songs(struct block_list* target, va_list ap)
  6367. {
  6368. int flag = va_arg(ap, int);
  6369. struct block_list* src = va_arg(ap, struct block_list*);
  6370. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6371. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6372. t_tick tick = va_arg(ap, t_tick);
  6373. if (flag & BCT_WOS && src == target)
  6374. return 0;
  6375. if (battle_check_target(src, target, flag) > 0) {
  6376. switch (skill_id) {
  6377. // Attack type songs
  6378. case BA_DISSONANCE:
  6379. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6380. return 1;
  6381. case DC_UGLYDANCE:
  6382. case BD_LULLABY:
  6383. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6384. default: // Buff/Debuff type songs
  6385. if (skill_id == CG_HERMODE && src->id != target->id)
  6386. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6387. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6388. }
  6389. }
  6390. return 0;
  6391. }
  6392. /**
  6393. * Calculate a song's bonus values
  6394. * @param src: Caster
  6395. * @param skill_id: Song skill ID
  6396. * @param skill_lv: Song skill level
  6397. * @param tick: Timer tick
  6398. * @return Number of targets or 0 otherwise
  6399. */
  6400. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6401. {
  6402. nullpo_ret(src);
  6403. if (src->type != BL_PC) {
  6404. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6405. return 0;
  6406. }
  6407. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6408. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6409. return 0;
  6410. }
  6411. map_session_data* sd = BL_CAST(BL_PC, src);
  6412. int flag = BCT_PARTY;
  6413. switch (skill_id) {
  6414. case BD_ROKISWEIL:
  6415. flag = BCT_ENEMY | BCT_WOS;
  6416. break;
  6417. case BD_LULLABY:
  6418. case BD_ETERNALCHAOS:
  6419. case BA_DISSONANCE:
  6420. case DC_UGLYDANCE:
  6421. case DC_DONTFORGETME:
  6422. flag = BCT_ENEMY;
  6423. break;
  6424. case CG_HERMODE:
  6425. flag |= BCT_GUILD;
  6426. break;
  6427. }
  6428. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6429. sd->skill_id_dance = skill_id;
  6430. sd->skill_lv_dance = skill_lv;
  6431. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6432. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6433. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6434. }
  6435. /**
  6436. * Use no-damage skill from 'src' to 'bl
  6437. * @param src Caster
  6438. * @param bl Target of the skill, bl maybe same with src for self skill
  6439. * @param skill_id
  6440. * @param skill_lv
  6441. * @param tick
  6442. * @param flag Various value, &1: Recursive effect
  6443. **/
  6444. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6445. {
  6446. map_session_data *sd, *dstsd;
  6447. struct mob_data *md, *dstmd;
  6448. struct homun_data *hd;
  6449. s_mercenary_data *mer;
  6450. struct status_data *sstatus, *tstatus;
  6451. status_change *tsc;
  6452. struct status_change_entry *tsce;
  6453. int i = 0;
  6454. enum sc_type type;
  6455. if(skill_id > 0 && !skill_lv) return 0; // celest
  6456. nullpo_retr(1, src);
  6457. nullpo_retr(1, bl);
  6458. if (src->m != bl->m)
  6459. return 1;
  6460. sd = BL_CAST(BL_PC, src);
  6461. hd = BL_CAST(BL_HOM, src);
  6462. md = BL_CAST(BL_MOB, src);
  6463. mer = BL_CAST(BL_MER, src);
  6464. dstsd = BL_CAST(BL_PC, bl);
  6465. dstmd = BL_CAST(BL_MOB, bl);
  6466. if(bl->prev == NULL)
  6467. return 1;
  6468. if(status_isdead(src))
  6469. return 1;
  6470. if( src != bl && status_isdead(bl) ) {
  6471. switch( skill_id ) { // Skills that may be cast on dead targets
  6472. case NPC_WIDESOULDRAIN:
  6473. case PR_REDEMPTIO:
  6474. case ALL_RESURRECTION:
  6475. case WM_DEADHILLHERE:
  6476. case WE_ONEFOREVER:
  6477. break;
  6478. default:
  6479. return 1;
  6480. }
  6481. }
  6482. tstatus = status_get_status_data(bl);
  6483. sstatus = status_get_status_data(src);
  6484. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6485. switch (skill_id) {
  6486. case HLIF_HEAL: //[orn]
  6487. if (bl->type != BL_HOM) {
  6488. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6489. break ;
  6490. }
  6491. case AL_HEAL:
  6492. case ALL_RESURRECTION:
  6493. case PR_ASPERSIO:
  6494. case AB_HIGHNESSHEAL:
  6495. //Apparently only player casted skills can be offensive like this.
  6496. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6497. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6498. //Offensive heal does not works on non-enemies. [Skotlex]
  6499. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6500. return 0;
  6501. }
  6502. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6503. }
  6504. break;
  6505. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6506. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6507. case MH_STEINWAND: {
  6508. struct block_list *s_src = battle_get_master(src);
  6509. short ret = 0;
  6510. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6511. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6512. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6513. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6514. if (hd)
  6515. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6516. return ret;
  6517. }
  6518. break;
  6519. default:
  6520. //Skill is actually ground placed.
  6521. if (src == bl && skill_get_unit_id(skill_id))
  6522. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6523. }
  6524. type = skill_get_sc(skill_id);
  6525. tsc = status_get_sc(bl);
  6526. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):NULL;
  6527. if (src!=bl && type > SC_NONE &&
  6528. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6529. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6530. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6531. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6532. map_freeblock_lock();
  6533. switch(skill_id)
  6534. {
  6535. case HLIF_HEAL: //[orn]
  6536. case AL_HEAL:
  6537. case AB_HIGHNESSHEAL:
  6538. {
  6539. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6540. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6541. heal = 0;
  6542. if( tsc && tsc->count ) {
  6543. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6544. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6545. status_change_end(bl, SC_KAITE);
  6546. if (src == bl)
  6547. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6548. else {
  6549. bl = src;
  6550. dstsd = sd;
  6551. }
  6552. }
  6553. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6554. heal = 0; //Needed so that it actually displays 0 when healing.
  6555. }
  6556. if (skill_id == AL_HEAL)
  6557. status_change_end(bl, SC_BITESCAR);
  6558. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6559. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6560. heal = ~heal + 1;
  6561. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6562. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6563. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6564. if (heal_get_jobexp <= 0)
  6565. heal_get_jobexp = 1;
  6566. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6567. }
  6568. }
  6569. break;
  6570. case CD_REPARATIO: {
  6571. if (bl->type != BL_PC) { // Only works on players.
  6572. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6573. break;
  6574. }
  6575. int heal_amount = 0;
  6576. if (!status_isimmune(bl))
  6577. heal_amount = tstatus->max_hp;
  6578. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6579. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6580. status_heal(bl, heal_amount, 0, 0);
  6581. }
  6582. break;
  6583. case PR_REDEMPTIO:
  6584. if (sd && !(flag&1)) {
  6585. if (sd->status.party_id == 0) {
  6586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6587. break;
  6588. }
  6589. skill_area_temp[0] = 0;
  6590. party_foreachsamemap(skill_area_sub,
  6591. sd,skill_get_splash(skill_id, skill_lv),
  6592. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6593. skill_castend_nodamage_id);
  6594. if (skill_area_temp[0] == 0) {
  6595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6596. break;
  6597. }
  6598. #ifndef RENEWAL
  6599. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6600. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6601. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6602. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6603. }
  6604. status_set_sp(src, 0, 0);
  6605. #endif
  6606. status_set_hp(src, 1, 0);
  6607. break;
  6608. } else if (status_isdead(bl) && flag&1) { //Revive
  6609. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6610. skill_lv = 3; //Resurrection level 3 is used
  6611. } else //Invalid target, skip resurrection.
  6612. break;
  6613. case ALL_RESURRECTION:
  6614. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6615. { //No reviving in WoE grounds!
  6616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6617. break;
  6618. }
  6619. if (!status_isdead(bl))
  6620. break;
  6621. {
  6622. int per = 0, sper = 0;
  6623. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6624. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6625. break;
  6626. }
  6627. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6628. break;
  6629. switch(skill_lv){
  6630. case 1: per=10; break;
  6631. case 2: per=30; break;
  6632. case 3: per=50; break;
  6633. case 4: per=80; break;
  6634. }
  6635. if(dstsd && dstsd->special_state.restart_full_recover)
  6636. per = sper = 100;
  6637. if (status_revive(bl, per, sper))
  6638. {
  6639. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6640. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6641. {
  6642. t_exp exp = 0,jexp = 0;
  6643. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6644. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6645. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6646. if (exp < 1) exp = 1;
  6647. }
  6648. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6649. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6650. if (jexp < 1) jexp = 1;
  6651. }
  6652. if(exp > 0 || jexp > 0)
  6653. pc_gainexp (sd, bl, exp, jexp, 0);
  6654. }
  6655. }
  6656. }
  6657. break;
  6658. case AL_DECAGI:
  6659. case MER_DECAGI:
  6660. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6661. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6662. break;
  6663. case AL_CRUCIS:
  6664. if (flag&1)
  6665. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6666. else {
  6667. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6668. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6669. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6670. }
  6671. break;
  6672. case SP_SOULCURSE:
  6673. if (flag&1)
  6674. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6675. else {
  6676. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6677. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6678. }
  6679. break;
  6680. case PR_LEXDIVINA:
  6681. case MER_LEXDIVINA:
  6682. if (tsce)
  6683. status_change_end(bl, type);
  6684. else
  6685. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6686. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6687. break;
  6688. case SA_ABRACADABRA:
  6689. if (abra_db.empty()) {
  6690. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6691. break;
  6692. }
  6693. else {
  6694. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6695. do {
  6696. auto abra_spell = abra_db.random();
  6697. abra_skill_id = abra_spell->skill_id;
  6698. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6699. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6700. break;
  6701. }
  6702. } while (checked++ < checked_max);
  6703. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6704. if( sd )
  6705. {// player-casted
  6706. sd->state.abra_flag = 1;
  6707. sd->skillitem = abra_skill_id;
  6708. sd->skillitemlv = abra_skill_lv;
  6709. sd->skillitem_keep_requirement = false;
  6710. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6711. }
  6712. else
  6713. {// mob-casted
  6714. struct unit_data *ud = unit_bl2ud(src);
  6715. int inf = skill_get_inf(abra_skill_id);
  6716. if (!ud) break;
  6717. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6718. if (src->type == BL_PET)
  6719. bl = (struct block_list*)((TBL_PET*)src)->master;
  6720. if (!bl) bl = src;
  6721. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6722. } else { //Assume offensive skills
  6723. int target_id = 0;
  6724. if (ud->target)
  6725. target_id = ud->target;
  6726. else switch (src->type) {
  6727. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6728. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6729. }
  6730. if (!target_id)
  6731. break;
  6732. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6733. bl = map_id2bl(target_id);
  6734. if (!bl) bl = src;
  6735. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6736. } else
  6737. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6738. }
  6739. }
  6740. }
  6741. break;
  6742. case SA_COMA:
  6743. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6744. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6745. break;
  6746. case SA_FULLRECOVERY:
  6747. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6748. if (status_isimmune(bl))
  6749. break;
  6750. status_percent_heal(bl, 100, 100);
  6751. break;
  6752. case NPC_ALLHEAL:
  6753. {
  6754. int heal;
  6755. if( status_isimmune(bl) )
  6756. break;
  6757. heal = status_percent_heal(bl, 100, 0);
  6758. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6759. if( dstmd )
  6760. { // Reset Damage Logs
  6761. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6762. dstmd->tdmg = 0;
  6763. }
  6764. }
  6765. break;
  6766. case SA_SUMMONMONSTER:
  6767. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6768. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6769. break;
  6770. case SA_LEVELUP:
  6771. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6772. if (sd && pc_nextbaseexp(sd))
  6773. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6774. break;
  6775. case SA_INSTANTDEATH:
  6776. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6777. status_kill(src);
  6778. break;
  6779. case SA_QUESTION:
  6780. clif_emotion(src,ET_QUESTION);
  6781. case SA_GRAVITY:
  6782. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6783. break;
  6784. case SA_CLASSCHANGE:
  6785. case SA_MONOCELL:
  6786. if (dstmd)
  6787. {
  6788. int class_;
  6789. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6790. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6791. break;
  6792. }
  6793. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6795. mob_class_change(dstmd,class_);
  6796. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6797. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  6798. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6799. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6800. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6801. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6802. }
  6803. }
  6804. break;
  6805. case SA_DEATH:
  6806. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6808. break;
  6809. }
  6810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6811. status_kill(bl);
  6812. break;
  6813. case SA_REVERSEORCISH:
  6814. case ALL_REVERSEORCISH:
  6815. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6816. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6817. break;
  6818. case SA_FORTUNE:
  6819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6820. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6821. break;
  6822. case SA_TAMINGMONSTER:
  6823. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6824. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6825. pet_catch_process1(sd, dstmd->mob_id);
  6826. }
  6827. break;
  6828. case CR_PROVIDENCE:
  6829. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6830. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6832. map_freeblock_unlock();
  6833. return 1;
  6834. }
  6835. }
  6836. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6837. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6838. break;
  6839. case CG_MARIONETTE:
  6840. {
  6841. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6842. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6844. map_freeblock_unlock();
  6845. return 1;
  6846. }
  6847. status_change* sc = status_get_sc(src);
  6848. if( sc && tsc )
  6849. {
  6850. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6851. {
  6852. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6853. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6854. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6855. }
  6856. else
  6857. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6858. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6859. {
  6860. status_change_end(src, SC_MARIONETTE);
  6861. status_change_end(bl, SC_MARIONETTE2);
  6862. }
  6863. else
  6864. {
  6865. if( sd )
  6866. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6867. map_freeblock_unlock();
  6868. return 1;
  6869. }
  6870. }
  6871. }
  6872. break;
  6873. case RG_CLOSECONFINE:
  6874. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6875. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6876. break;
  6877. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6878. case SA_FROSTWEAPON:
  6879. case SA_LIGHTNINGLOADER:
  6880. case SA_SEISMICWEAPON:
  6881. if (dstsd && dstsd->status.weapon == W_FIST) {
  6882. if (sd)
  6883. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6884. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6885. break;
  6886. }
  6887. #ifdef RENEWAL
  6888. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6889. #else
  6890. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6891. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  6892. if (dstsd){
  6893. short index = dstsd->equip_index[EQI_HAND_R];
  6894. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6895. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6896. }
  6897. if (sd)
  6898. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6899. }
  6900. #endif
  6901. break;
  6902. case PR_ASPERSIO:
  6903. if (sd && dstmd) {
  6904. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6905. break;
  6906. }
  6907. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6908. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6909. break;
  6910. case ITEM_ENCHANTARMS:
  6911. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6912. break;
  6913. case TK_SEVENWIND:
  6914. switch(skill_get_ele(skill_id,skill_lv)) {
  6915. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6916. case ELE_WIND : type = SC_WINDWEAPON; break;
  6917. case ELE_WATER : type = SC_WATERWEAPON; break;
  6918. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6919. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6920. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6921. case ELE_HOLY : type = SC_ASPERSIO; break;
  6922. }
  6923. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6924. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6925. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6926. break;
  6927. case NPC_MOVE_COORDINATE:
  6928. {
  6929. int16 px = bl->x, py = bl->y;
  6930. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  6931. return 0;
  6932. }
  6933. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6934. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6935. clif_blown(bl);
  6936. // If caster is not a boss, switch coordinates with the target
  6937. if (status_get_class_(src) != CLASS_BOSS) {
  6938. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  6939. return 0;
  6940. }
  6941. clif_blown(src);
  6942. }
  6943. }
  6944. break;
  6945. case NPC_IMMUNE_PROPERTY:
  6946. switch (skill_lv) {
  6947. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  6948. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  6949. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  6950. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  6951. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  6952. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  6953. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  6954. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  6955. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  6956. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  6957. }
  6958. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6959. break;
  6960. case PR_KYRIE:
  6961. case MER_KYRIE:
  6962. case SU_TUNAPARTY:
  6963. case SU_GROOMING:
  6964. case SU_CHATTERING:
  6965. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6966. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6967. break;
  6968. //Passive Magnum, should had been casted on yourself.
  6969. case SM_MAGNUM:
  6970. case MS_MAGNUM:
  6971. skill_area_temp[1] = 0;
  6972. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6973. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6974. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6975. // Initiate 20% of your damage becomes fire element.
  6976. #ifdef RENEWAL
  6977. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6978. #else
  6979. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6980. #endif
  6981. break;
  6982. case MH_BLAZING_AND_FURIOUS:
  6983. case TK_JUMPKICK:
  6984. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6985. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6986. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6987. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6988. clif_blown(src);
  6989. }
  6990. } else
  6991. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6992. break;
  6993. case PR_BENEDICTIO:
  6994. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6995. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6996. break;
  6997. case AL_INCAGI:
  6998. case AL_BLESSING:
  6999. case MER_INCAGI:
  7000. case MER_BLESSING:
  7001. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7002. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7003. if (tstatus->hp > 1)
  7004. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7005. break;
  7006. }
  7007. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7008. break;
  7009. case CR_REFLECTSHIELD:
  7010. case MS_REFLECTSHIELD:
  7011. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7012. if (sd)
  7013. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7014. break;
  7015. }
  7016. case PR_SLOWPOISON:
  7017. case PR_LEXAETERNA:
  7018. #ifndef RENEWAL
  7019. case PR_IMPOSITIO:
  7020. case PR_SUFFRAGIUM:
  7021. #endif
  7022. case LK_BERSERK:
  7023. case MS_BERSERK:
  7024. case KN_TWOHANDQUICKEN:
  7025. case KN_ONEHAND:
  7026. case MER_QUICKEN:
  7027. case CR_SPEARQUICKEN:
  7028. case AS_POISONREACT:
  7029. #ifndef RENEWAL
  7030. case MC_LOUD:
  7031. #endif
  7032. case MG_ENERGYCOAT:
  7033. case MO_EXPLOSIONSPIRITS:
  7034. case MO_STEELBODY:
  7035. case MO_BLADESTOP:
  7036. case LK_AURABLADE:
  7037. case LK_PARRYING:
  7038. case MS_PARRYING:
  7039. case LK_CONCENTRATION:
  7040. #ifdef RENEWAL
  7041. case HP_BASILICA:
  7042. #endif
  7043. case WS_CARTBOOST:
  7044. case SN_SIGHT:
  7045. case WS_MELTDOWN:
  7046. case WS_OVERTHRUSTMAX:
  7047. case ST_REJECTSWORD:
  7048. case HW_MAGICPOWER:
  7049. case PF_MEMORIZE:
  7050. case PA_SACRIFICE:
  7051. #ifndef RENEWAL
  7052. case ASC_EDP:
  7053. #endif
  7054. case PF_DOUBLECASTING:
  7055. case SG_SUN_COMFORT:
  7056. case SG_MOON_COMFORT:
  7057. case SG_STAR_COMFORT:
  7058. case GS_MADNESSCANCEL:
  7059. case GS_ADJUSTMENT:
  7060. case GS_INCREASING:
  7061. #ifdef RENEWAL
  7062. case GS_MAGICALBULLET:
  7063. #endif
  7064. case NJ_KASUMIKIRI:
  7065. case NJ_UTSUSEMI:
  7066. case NJ_NEN:
  7067. case NPC_DEFENDER:
  7068. case NPC_MAGICMIRROR:
  7069. case ST_PRESERVE:
  7070. case NPC_KEEPING:
  7071. case NPC_WEAPONBRAKER:
  7072. case NPC_BARRIER:
  7073. case NPC_INVINCIBLE:
  7074. case NPC_INVINCIBLEOFF:
  7075. case MER_INVINCIBLEOFF2:
  7076. case RK_DEATHBOUND:
  7077. case AB_EXPIATIO:
  7078. case AB_DUPLELIGHT:
  7079. case AB_SECRAMENT:
  7080. case AB_OFFERTORIUM:
  7081. case NC_ACCELERATION:
  7082. case NC_HOVERING:
  7083. case NC_SHAPESHIFT:
  7084. case WL_MARSHOFABYSS:
  7085. case WL_RECOGNIZEDSPELL:
  7086. case GC_VENOMIMPRESS:
  7087. case SC_DEADLYINFECT:
  7088. case LG_EXEEDBREAK:
  7089. case LG_PRESTIGE:
  7090. case LG_INSPIRATION:
  7091. case SR_CRESCENTELBOW:
  7092. case SR_LIGHTNINGWALK:
  7093. case GN_CARTBOOST:
  7094. case GN_BLOOD_SUCKER:
  7095. case GN_HELLS_PLANT:
  7096. case KO_MEIKYOUSISUI:
  7097. case ALL_ODINS_POWER:
  7098. case ALL_FULL_THROTTLE:
  7099. case RA_UNLIMIT:
  7100. case WL_TELEKINESIS_INTENSE:
  7101. case RL_HEAT_BARREL:
  7102. case RL_P_ALTER:
  7103. case RL_E_CHAIN:
  7104. case SU_FRESHSHRIMP:
  7105. case SU_ARCLOUSEDASH:
  7106. case NPC_MAXPAIN:
  7107. case NPC_KILLING_AURA:
  7108. case SP_SOULREAPER:
  7109. case SJ_LIGHTOFMOON:
  7110. case SJ_LIGHTOFSTAR:
  7111. case SJ_FALLINGSTAR:
  7112. case SJ_LIGHTOFSUN:
  7113. case SJ_BOOKOFDIMENSION:
  7114. case NPC_HALLUCINATIONWALK:
  7115. case DK_CHARGINGPIERCE:
  7116. case DK_VIGOR:
  7117. case AG_CLIMAX:
  7118. case IQ_POWERFUL_FAITH:
  7119. case IQ_FIRM_FAITH:
  7120. case IQ_SINCERE_FAITH:
  7121. case IQ_FIRST_FAITH_POWER:
  7122. case IQ_JUDGE:
  7123. case IQ_THIRD_EXOR_FLAME:
  7124. case IG_REBOUND_SHIELD:
  7125. case IG_HOLY_SHIELD:
  7126. case CD_ARGUTUS_VITA:
  7127. case CD_ARGUTUS_TELUM:
  7128. case CD_PRESENS_ACIES:
  7129. case CD_RELIGIO:
  7130. case CD_BENEDICTUM:
  7131. case SHC_SHADOW_EXCEED:
  7132. case SHC_POTENT_VENOM:
  7133. case SHC_ENCHANTING_SHADOW:
  7134. case MT_D_MACHINE:
  7135. case ABC_ABYSS_SLAYER:
  7136. case WH_WIND_SIGN:
  7137. case WH_CALAMITYGALE:
  7138. case BO_RESEARCHREPORT:
  7139. case TR_MYSTIC_SYMPHONY:
  7140. case TR_KVASIR_SONATA:
  7141. case EM_SPELL_ENCHANTING:
  7142. case NPC_DAMAGE_HEAL:
  7143. case NPC_RELIEVE_ON:
  7144. case NPC_RELIEVE_OFF:
  7145. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7146. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7147. break;
  7148. case NPC_GRADUAL_GRAVITY:
  7149. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7150. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7151. break;
  7152. case NPC_ALL_STAT_DOWN:
  7153. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7154. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7155. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7156. break;
  7157. #ifdef RENEWAL
  7158. // EDP also give +25% WATK poison pseudo element to user.
  7159. case ASC_EDP:
  7160. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7161. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7162. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7163. break;
  7164. #endif
  7165. case LG_SHIELDSPELL:
  7166. if (skill_lv == 1)
  7167. type = SC_SHIELDSPELL_HP;
  7168. else if (skill_lv == 2)
  7169. type = SC_SHIELDSPELL_SP;
  7170. else
  7171. type = SC_SHIELDSPELL_ATK;
  7172. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7173. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7174. break;
  7175. case DK_SERVANTWEAPON:
  7176. case ABC_FROM_THE_ABYSS:
  7177. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7178. break;
  7179. case TR_SOUNDBLEND:
  7180. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7181. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7182. break;
  7183. case AG_VIOLENT_QUAKE:
  7184. case AG_ALL_BLOOM:
  7185. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7186. break;
  7187. case AG_DESTRUCTIVE_HURRICANE:
  7188. case AG_CRYSTAL_IMPACT:
  7189. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7190. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7191. } else {
  7192. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7193. status_change *sc = status_get_sc(src);
  7194. if (sc && sc->getSCE(SC_CLIMAX))
  7195. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7196. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7197. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7198. splash_size = 9; // 19x19
  7199. else if(skill_id == AG_CRYSTAL_IMPACT)
  7200. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  7201. }
  7202. skill_area_temp[1] = 0;
  7203. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7204. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7205. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7206. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7207. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7208. else {
  7209. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7210. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7211. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7212. }
  7213. }
  7214. break;
  7215. case CD_MEDIALE_VOTUM:
  7216. case CD_DILECTIO_HEAL:
  7217. if (flag & 1) {
  7218. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7219. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7220. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7221. status_heal(bl, heal_amount, 0, 0);
  7222. } else if (sd)
  7223. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7224. } else {
  7225. if (skill_id == CD_MEDIALE_VOTUM)
  7226. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7227. else { // Dilectio Heal
  7228. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7229. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7230. }
  7231. }
  7232. break;
  7233. case CD_COMPETENTIA:
  7234. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7235. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7236. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7237. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7238. status_heal(bl, hp_amount, 0, 0);
  7239. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7240. status_heal(bl, 0, sp_amount, 0);
  7241. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7242. } else if (sd)
  7243. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7244. break;
  7245. case BO_ADVANCE_PROTECTION:
  7246. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7247. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7248. map_freeblock_unlock(); // Don't consume item requirements
  7249. return 0;
  7250. }
  7251. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7252. break;
  7253. case EM_ACTIVITY_BURN:
  7254. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7255. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7256. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7257. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7258. } else
  7259. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7260. break;
  7261. case EM_INCREASING_ACTIVITY:
  7262. if (bl->type == BL_PC) {
  7263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7264. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7265. } else
  7266. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7267. break;
  7268. case SJ_GRAVITYCONTROL: {
  7269. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7270. if (bl->type == BL_PC)
  7271. fall_damage += dstsd->weight / 10 - tstatus->def;
  7272. else // Monster's don't have weight. Put something in its place.
  7273. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7274. fall_damage = max(1, fall_damage);
  7275. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7276. }
  7277. break;
  7278. case NPC_HALLUCINATION:
  7279. case NPC_HELLPOWER:
  7280. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7281. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7282. break;
  7283. case KN_AUTOCOUNTER:
  7284. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7285. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7286. break;
  7287. case SO_STRIKING:
  7288. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7289. int bonus = 0;
  7290. if (dstsd) {
  7291. short index = dstsd->equip_index[EQI_HAND_R];
  7292. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7293. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7294. }
  7295. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7296. } else if (sd)
  7297. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7298. break;
  7299. case NPC_STOP:
  7300. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7301. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7302. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7303. break;
  7304. case HP_ASSUMPTIO:
  7305. if( sd && dstmd )
  7306. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7307. else
  7308. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7309. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7310. break;
  7311. case MG_SIGHT:
  7312. case MER_SIGHT:
  7313. case AL_RUWACH:
  7314. case WZ_SIGHTBLASTER:
  7315. case NPC_WIDESIGHT:
  7316. case NPC_STONESKIN:
  7317. case NPC_ANTIMAGIC:
  7318. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7319. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7320. break;
  7321. case HLIF_AVOID:
  7322. case HAMI_DEFENCE:
  7323. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7324. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7325. break;
  7326. case NJ_BUNSINJYUTSU:
  7327. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7328. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7329. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7330. status_change_end(bl, SC_NEN);
  7331. break;
  7332. /* Was modified to only affect targetted char. [Skotlex]
  7333. case HP_ASSUMPTIO:
  7334. if (flag&1)
  7335. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7336. else
  7337. {
  7338. map_foreachinallrange(skill_area_sub, bl,
  7339. skill_get_splash(skill_id, skill_lv), BL_PC,
  7340. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7341. skill_castend_nodamage_id);
  7342. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7343. }
  7344. break;
  7345. */
  7346. case SM_ENDURE:
  7347. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7348. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7349. break;
  7350. case AS_ENCHANTPOISON:
  7351. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7352. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7353. }else{
  7354. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7355. if( sd != nullptr ){
  7356. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7357. }
  7358. }
  7359. break;
  7360. case LK_TENSIONRELAX:
  7361. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7362. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7363. skill_get_time(skill_id,skill_lv)));
  7364. break;
  7365. case MC_CHANGECART:
  7366. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7367. break;
  7368. case MC_CARTDECORATE:
  7369. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7370. if( sd ) {
  7371. clif_SelectCart(sd);
  7372. }
  7373. break;
  7374. case TK_MISSION:
  7375. if (sd) {
  7376. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7377. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7378. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7379. break;
  7380. }
  7381. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7382. if (!id) {
  7383. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7384. break;
  7385. }
  7386. sd->mission_mobid = id;
  7387. sd->mission_count = 0;
  7388. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7389. clif_mission_info(sd, id, 0);
  7390. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7391. }
  7392. break;
  7393. case AC_CONCENTRATION:
  7394. {
  7395. int splash = skill_get_splash(skill_id, skill_lv);
  7396. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7397. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7398. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7399. map_foreachinallrange( status_change_timer_sub, src,
  7400. splash, BL_CHAR, src, NULL, type, tick);
  7401. }
  7402. break;
  7403. case SM_PROVOKE:
  7404. case SM_SELFPROVOKE:
  7405. case MER_PROVOKE:
  7406. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7407. map_freeblock_unlock();
  7408. return 1;
  7409. }
  7410. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7411. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7412. {
  7413. if( sd )
  7414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7415. map_freeblock_unlock();
  7416. return 0;
  7417. }
  7418. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7419. unit_skillcastcancel(bl, 2);
  7420. if( dstmd )
  7421. {
  7422. dstmd->state.provoke_flag = src->id;
  7423. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7424. }
  7425. break;
  7426. case ML_DEVOTION:
  7427. case CR_DEVOTION:
  7428. {
  7429. int count, lv;
  7430. if( !dstsd || (!sd && !mer) )
  7431. { // Only players can be devoted
  7432. if( sd )
  7433. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7434. break;
  7435. }
  7436. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7437. lv = -lv;
  7438. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7439. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7440. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7441. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7442. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7443. {
  7444. if( sd )
  7445. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7446. map_freeblock_unlock();
  7447. return 1;
  7448. }
  7449. i = 0;
  7450. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7451. if( sd )
  7452. { // Player Devoting Player
  7453. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7454. if( i == count )
  7455. {
  7456. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7457. if( i == count )
  7458. { // No free slots, skill Fail
  7459. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7460. map_freeblock_unlock();
  7461. return 1;
  7462. }
  7463. }
  7464. sd->devotion[i] = bl->id;
  7465. }
  7466. else
  7467. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7468. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7469. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7470. clif_devotion(src, NULL);
  7471. }
  7472. break;
  7473. case SP_SOULUNITY: {
  7474. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7475. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7476. if (!dstsd || !sd) { // Only put player's souls in unity.
  7477. if (sd)
  7478. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7479. break;
  7480. }
  7481. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7482. if (sd)
  7483. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7484. map_freeblock_unlock();
  7485. return 1;
  7486. }
  7487. if (sd) { // Unite player's soul with caster's soul.
  7488. i = 0;
  7489. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7490. if (i == count) {
  7491. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7492. if(i == count) { // No more free slots? Fail the skill.
  7493. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7494. map_freeblock_unlock();
  7495. return 1;
  7496. }
  7497. }
  7498. sd->united_soul[i] = bl->id;
  7499. }
  7500. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7501. } else if (sd)
  7502. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7503. }
  7504. break;
  7505. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7506. // Only players and monsters can be marked....I think??? [Rytech]
  7507. // Lets only allow players and monsters to use this skill for safety reasons.
  7508. if ((!dstsd && !dstmd) || !sd && !md) {
  7509. if (sd)
  7510. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7511. break;
  7512. }
  7513. // Check if the target is already marked by another source.
  7514. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7515. if (sd)
  7516. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7517. map_freeblock_unlock();
  7518. return 1;
  7519. }
  7520. // Mark the target.
  7521. if( sd ){
  7522. int8 count = MAX_SERVANT_SIGN;
  7523. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7524. if (i == count) {
  7525. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7526. if (i == count) { // Max number of targets marked. Fail the skill.
  7527. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7528. map_freeblock_unlock();
  7529. return 1;
  7530. }
  7531. // Add the ID of the marked target to the player's sign list.
  7532. sd->servant_sign[i] = bl->id;
  7533. }
  7534. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7535. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7536. } else if (md) // Monster's cant track with this skill. Just give the status.
  7537. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7538. break;
  7539. case MO_CALLSPIRITS:
  7540. if(sd) {
  7541. int limit = skill_lv;
  7542. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7543. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7545. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7546. }
  7547. break;
  7548. case CH_SOULCOLLECT:
  7549. if(sd) {
  7550. int limit = 5;
  7551. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7552. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7554. for (i = 0; i < limit; i++)
  7555. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7556. }
  7557. break;
  7558. case MO_KITRANSLATION:
  7559. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7560. //Require will define how many spiritballs will be transferred
  7561. struct s_skill_condition require;
  7562. require = skill_get_requirement(sd,skill_id,skill_lv);
  7563. pc_delspiritball(sd,require.spiritball,0);
  7564. for (i = 0; i < require.spiritball; i++)
  7565. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7566. } else {
  7567. if(sd)
  7568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7569. map_freeblock_unlock();
  7570. return 0;
  7571. }
  7572. break;
  7573. case TK_TURNKICK:
  7574. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7575. if (skill_area_temp[1] != bl->id) {
  7576. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7577. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7578. }
  7579. break;
  7580. case MO_ABSORBSPIRITS:
  7581. i = 0;
  7582. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7583. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7584. if (dstsd->spiritball > 0) {
  7585. i = dstsd->spiritball * 7;
  7586. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7587. }
  7588. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7589. i += dstsd->spiritcharm * 7;
  7590. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7591. }
  7592. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7593. i = 2 * dstmd->level;
  7594. mob_target(dstmd,src,0);
  7595. } else {
  7596. if (sd)
  7597. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7598. break;
  7599. }
  7600. if (i) status_heal(src, 0, i, 3);
  7601. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7602. break;
  7603. case AC_MAKINGARROW:
  7604. if(sd) {
  7605. clif_arrow_create_list(sd);
  7606. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7607. }
  7608. break;
  7609. case AM_PHARMACY:
  7610. if(sd) {
  7611. clif_skill_produce_mix_list(sd,skill_id,22);
  7612. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7613. }
  7614. break;
  7615. case SA_CREATECON:
  7616. if(sd) {
  7617. clif_elementalconverter_list(sd);
  7618. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7619. }
  7620. break;
  7621. case BS_HAMMERFALL:
  7622. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7623. break;
  7624. case RG_RAID:
  7625. skill_area_temp[1] = 0;
  7626. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7627. map_foreachinrange(skill_area_sub, bl,
  7628. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7629. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7630. skill_castend_damage_id);
  7631. status_change_end(src, SC_HIDING);
  7632. break;
  7633. //List of self skills that give damage around caster
  7634. case ASC_METEORASSAULT:
  7635. case GS_SPREADATTACK:
  7636. case RK_WINDCUTTER:
  7637. case RK_STORMBLAST:
  7638. case NC_AXETORNADO:
  7639. case GC_COUNTERSLASH:
  7640. case SR_SKYNETBLOW:
  7641. case SR_RAMPAGEBLASTER:
  7642. case SR_HOWLINGOFLION:
  7643. case LG_CANNONSPEAR:
  7644. case LG_OVERBRAND:
  7645. case NPC_RAYOFGENESIS:
  7646. case LG_RAYOFGENESIS:
  7647. case MH_THE_ONE_FIGHTER_RISES:
  7648. case MH_HEILIGE_PFERD:
  7649. case KO_HAPPOKUNAI:
  7650. case RL_FIREDANCE:
  7651. case RL_R_TRIP:
  7652. case SJ_FULLMOONKICK:
  7653. case SJ_NEWMOONKICK:
  7654. case SJ_SOLARBURST:
  7655. case SJ_STAREMPEROR:
  7656. case SJ_FALLINGSTAR_ATK:
  7657. case DK_SERVANT_W_DEMOL:
  7658. case AG_FROZEN_SLASH:
  7659. case IQ_OLEUM_SANCTUM:
  7660. case IQ_MASSIVE_F_BLASTER:
  7661. case IQ_EXPOSION_BLASTER:
  7662. case SHC_IMPACT_CRATER:
  7663. case MT_AXE_STOMP:
  7664. case ABC_ABYSS_DAGGER:
  7665. {
  7666. status_change *sc = status_get_sc(src);
  7667. int starget = BL_CHAR|BL_SKILL;
  7668. if (skill_id == SR_HOWLINGOFLION)
  7669. starget = splash_target(src);
  7670. if (skill_id == SJ_NEWMOONKICK) {
  7671. if (tsce) {
  7672. status_change_end(bl, type);
  7673. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7674. break;
  7675. } else
  7676. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7677. }
  7678. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7679. if (sd) {
  7680. // Remove old shields if any exist.
  7681. pc_delspiritball(sd, sd->spiritball, 0);
  7682. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7683. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7684. }
  7685. status_change_end(src, SC_DIMENSION);
  7686. }
  7687. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7688. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7689. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7690. hom_addspiritball(hd, MAX_SPIRITBALL);
  7691. }
  7692. skill_area_temp[1] = 0;
  7693. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7694. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7695. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7696. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7697. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7698. }
  7699. break;
  7700. case SHC_DANCING_KNIFE:
  7701. if (flag & 1) {
  7702. skill_area_temp[1] = 0;
  7703. // Note: doesn't force player to stand before attacking
  7704. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7705. } else {
  7706. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7707. }
  7708. break;
  7709. case MT_A_MACHINE:
  7710. if (flag & 1) {
  7711. skill_area_temp[1] = 0;
  7712. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7713. pc_setstand(sd, true);
  7714. skill_sit(sd, false);
  7715. }
  7716. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7717. } else {
  7718. if (dstsd) {
  7719. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7720. if (lv > battle_config.attack_machine_level_difference) {
  7721. if (sd)
  7722. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7723. map_freeblock_unlock();
  7724. return 0;
  7725. }
  7726. }
  7727. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7728. }
  7729. break;
  7730. case EM_ELEMENTAL_BUSTER: {
  7731. if (sd == nullptr)
  7732. break;
  7733. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7734. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7735. map_freeblock_unlock();
  7736. return 0;
  7737. }
  7738. uint16 buster_element;
  7739. switch (sd->ed->elemental.class_) {
  7740. case ELEMENTALID_ARDOR:
  7741. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7742. break;
  7743. case ELEMENTALID_DILUVIO:
  7744. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7745. break;
  7746. case ELEMENTALID_PROCELLA:
  7747. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7748. break;
  7749. case ELEMENTALID_TERREMOTUS:
  7750. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7751. break;
  7752. case ELEMENTALID_SERPENS:
  7753. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7754. break;
  7755. }
  7756. skill_area_temp[1] = 0;
  7757. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7758. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7759. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7760. }
  7761. break;
  7762. case NPC_IGNITIONBREAK:
  7763. case RK_IGNITIONBREAK:
  7764. skill_area_temp[1] = 0;
  7765. #if PACKETVER >= 20180207
  7766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7767. #else
  7768. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7769. #endif
  7770. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7771. break;
  7772. case SR_TIGERCANNON:
  7773. case SR_WINDMILL:
  7774. case GN_CART_TORNADO:
  7775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7776. case SR_EARTHSHAKER:
  7777. case NC_INFRAREDSCAN:
  7778. case NPC_VAMPIRE_GIFT:
  7779. case NPC_HELLJUDGEMENT:
  7780. case NPC_HELLJUDGEMENT2:
  7781. case NPC_PULSESTRIKE:
  7782. case LG_MOONSLASHER:
  7783. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7784. break;
  7785. #ifdef RENEWAL
  7786. case KN_BRANDISHSPEAR:
  7787. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7788. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7789. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7790. skill_castend_damage_id);
  7791. break;
  7792. #else
  7793. case KN_BRANDISHSPEAR:
  7794. #endif
  7795. case ML_BRANDISH:
  7796. skill_area_temp[1] = bl->id;
  7797. if(skill_lv >= 10)
  7798. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7799. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7800. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7801. skill_castend_damage_id);
  7802. if(skill_lv >= 7)
  7803. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7804. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7805. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7806. skill_castend_damage_id);
  7807. if(skill_lv >= 4)
  7808. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7809. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7810. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7811. skill_castend_damage_id);
  7812. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7813. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7814. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7815. skill_castend_damage_id);
  7816. break;
  7817. case WZ_SIGHTRASHER:
  7818. //Passive side of the attack.
  7819. status_change_end(src, SC_SIGHT);
  7820. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7821. map_foreachinshootrange(skill_area_sub,src,
  7822. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7823. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7824. skill_castend_damage_id);
  7825. break;
  7826. case WZ_FROSTNOVA:
  7827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7828. skill_area_temp[1] = 0;
  7829. map_foreachinshootrange(skill_attack_area, src,
  7830. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7831. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7832. break;
  7833. case HVAN_EXPLOSION: //[orn]
  7834. case NPC_SELFDESTRUCTION:
  7835. //Self Destruction hits everyone in range (allies+enemies)
  7836. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7837. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7838. BCT_ENEMY:BCT_ALL;
  7839. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7840. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7841. map_foreachinshootrange(skill_area_sub, bl,
  7842. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7843. src, skill_id, skill_lv, tick, flag|i,
  7844. skill_castend_damage_id);
  7845. if(map_addblock(src)) {
  7846. map_freeblock_unlock();
  7847. return 1;
  7848. }
  7849. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7850. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7851. struct homun_data *hd = (struct homun_data *)src;
  7852. if (hd != nullptr) {
  7853. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7854. if (hd->master)
  7855. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7856. }
  7857. }
  7858. break;
  7859. case AL_ANGELUS:
  7860. #ifdef RENEWAL
  7861. case PR_SUFFRAGIUM:
  7862. case PR_IMPOSITIO:
  7863. #endif
  7864. case PR_MAGNIFICAT:
  7865. case PR_GLORIA:
  7866. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7867. // Animations don't play when outside visible range
  7868. if (check_distance_bl(src, bl, AREA_SIZE))
  7869. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7870. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7871. }
  7872. else if (sd)
  7873. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  7874. break;
  7875. #ifdef RENEWAL
  7876. case MC_LOUD:
  7877. #endif
  7878. case SN_WINDWALK:
  7879. case CASH_BLESSING:
  7880. case CASH_INCAGI:
  7881. case CASH_ASSUMPTIO:
  7882. case WM_FRIGG_SONG:
  7883. case NV_HELPANGEL:
  7884. case IG_GUARDIAN_SHIELD:
  7885. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7886. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7887. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7888. else if (sd)
  7889. {
  7890. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7891. status_set_hp(src, 1, 0);
  7892. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7893. }
  7894. break;
  7895. case MER_MAGNIFICAT:
  7896. if( mer != NULL )
  7897. {
  7898. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7899. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7900. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7901. else if( mer->master && !(flag&1) )
  7902. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7903. }
  7904. break;
  7905. case BS_ADRENALINE:
  7906. case BS_ADRENALINE2:
  7907. case BS_WEAPONPERFECT:
  7908. case BS_OVERTHRUST:
  7909. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7910. int weapontype = skill_get_weapontype(skill_id);
  7911. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7912. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7913. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7914. }
  7915. } else if (sd) {
  7916. party_foreachsamemap(skill_area_sub,
  7917. sd,skill_get_splash(skill_id, skill_lv),
  7918. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7919. skill_castend_nodamage_id);
  7920. }
  7921. break;
  7922. case BS_MAXIMIZE:
  7923. case NV_TRICKDEAD:
  7924. case CR_DEFENDER:
  7925. case ML_DEFENDER:
  7926. case CR_AUTOGUARD:
  7927. case ML_AUTOGUARD:
  7928. case TK_READYSTORM:
  7929. case TK_READYDOWN:
  7930. case TK_READYTURN:
  7931. case TK_READYCOUNTER:
  7932. case TK_DODGE:
  7933. case CR_SHRINK:
  7934. case SG_FUSION:
  7935. case GS_GATLINGFEVER:
  7936. case SJ_LUNARSTANCE:
  7937. case SJ_STARSTANCE:
  7938. case SJ_UNIVERSESTANCE:
  7939. case SJ_SUNSTANCE:
  7940. case SP_SOULCOLLECT:
  7941. case IG_GUARD_STANCE:
  7942. case IG_ATTACK_STANCE:
  7943. if( tsce )
  7944. {
  7945. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7946. map_freeblock_unlock();
  7947. return 0;
  7948. }
  7949. if( skill_id == SP_SOULCOLLECT ){
  7950. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  7951. }else{
  7952. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7953. }
  7954. break;
  7955. case SL_KAITE:
  7956. case SL_KAAHI:
  7957. case SL_KAIZEL:
  7958. case SL_KAUPE:
  7959. case SP_KAUTE:
  7960. if (sd) {
  7961. if (!dstsd || !(
  7962. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  7963. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7964. dstsd->status.char_id == sd->status.char_id ||
  7965. dstsd->status.char_id == sd->status.partner_id ||
  7966. dstsd->status.char_id == sd->status.child ||
  7967. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  7968. )) {
  7969. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7971. break;
  7972. }
  7973. }
  7974. if (skill_id == SP_KAUTE) {
  7975. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7976. if (sd)
  7977. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7978. break;
  7979. }
  7980. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7981. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7982. } else
  7983. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7984. break;
  7985. case SM_AUTOBERSERK:
  7986. case MER_AUTOBERSERK:
  7987. if( tsce )
  7988. i = status_change_end(bl, type);
  7989. else
  7990. i = sc_start(src,bl,type,100,skill_lv,60000);
  7991. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7992. break;
  7993. case TF_HIDING:
  7994. case ST_CHASEWALK:
  7995. case KO_YAMIKUMO:
  7996. if (tsce)
  7997. {
  7998. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  7999. map_freeblock_unlock();
  8000. return 0;
  8001. }
  8002. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8003. break;
  8004. case TK_RUN:
  8005. if (tsce)
  8006. {
  8007. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8008. map_freeblock_unlock();
  8009. return 0;
  8010. }
  8011. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8012. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8013. clif_walkok(sd); // So aegis has to resend the walk ok.
  8014. break;
  8015. case AS_CLOAKING:
  8016. case GC_CLOAKINGEXCEED:
  8017. case LG_FORCEOFVANGUARD:
  8018. case SC_REPRODUCE:
  8019. case SC_INVISIBILITY:
  8020. case RA_CAMOUFLAGE:
  8021. if (tsce) {
  8022. i = status_change_end(bl, type);
  8023. if( i )
  8024. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8025. else if( sd )
  8026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8027. map_freeblock_unlock();
  8028. return 0;
  8029. }
  8030. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8031. if( i )
  8032. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8033. else if( sd )
  8034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8035. break;
  8036. case CG_SPECIALSINGER:
  8037. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8038. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8039. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8040. }
  8041. break;
  8042. case BD_ADAPTATION:
  8043. #ifdef RENEWAL
  8044. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8045. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8046. #else
  8047. if(tsc && tsc->getSCE(SC_DANCING)){
  8048. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8049. status_change_end(bl, SC_DANCING);
  8050. }
  8051. #endif
  8052. break;
  8053. case BA_FROSTJOKER:
  8054. case DC_SCREAM:
  8055. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8056. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8057. if (md) {
  8058. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8059. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8060. char temp[70];
  8061. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8062. clif_disp_overhead(&md->bl,temp);
  8063. }
  8064. break;
  8065. case BA_PANGVOICE:
  8066. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8067. #ifdef RENEWAL
  8068. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8069. #endif
  8070. break;
  8071. case DC_WINKCHARM:
  8072. if( dstsd ) {
  8073. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8074. #ifdef RENEWAL
  8075. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8076. #endif
  8077. } else
  8078. if( dstmd )
  8079. {
  8080. if( status_get_lv(src) > status_get_lv(bl)
  8081. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8082. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8083. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8084. else
  8085. {
  8086. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8087. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8088. }
  8089. }
  8090. break;
  8091. #ifdef RENEWAL
  8092. case BD_LULLABY:
  8093. case BD_RICHMANKIM:
  8094. case BD_ETERNALCHAOS:
  8095. case BD_DRUMBATTLEFIELD:
  8096. case BD_RINGNIBELUNGEN:
  8097. case BD_ROKISWEIL:
  8098. case BD_INTOABYSS:
  8099. case BD_SIEGFRIED:
  8100. case BA_DISSONANCE:
  8101. case BA_POEMBRAGI:
  8102. case BA_WHISTLE:
  8103. case BA_ASSASSINCROSS:
  8104. case BA_APPLEIDUN:
  8105. case DC_UGLYDANCE:
  8106. case DC_HUMMING:
  8107. case DC_DONTFORGETME:
  8108. case DC_FORTUNEKISS:
  8109. case DC_SERVICEFORYOU:
  8110. skill_castend_song(src, skill_id, skill_lv, tick);
  8111. break;
  8112. #endif
  8113. case TF_STEAL:
  8114. if(sd) {
  8115. if(pc_steal_item(sd,bl,skill_lv))
  8116. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8117. else
  8118. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  8119. }
  8120. break;
  8121. case RG_STEALCOIN:
  8122. if(sd) {
  8123. if(pc_steal_coin(sd,bl))
  8124. {
  8125. dstmd->state.provoke_flag = src->id;
  8126. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8127. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8128. }
  8129. else
  8130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8131. }
  8132. break;
  8133. case MG_STONECURSE:
  8134. {
  8135. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8136. if (sd)
  8137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8138. break;
  8139. }
  8140. if(status_isimmune(bl) || !tsc)
  8141. break;
  8142. int32 brate = 0;
  8143. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8144. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8145. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8146. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8147. else if(sd) {
  8148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8149. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8150. if (skill_lv > 5)
  8151. { // not to consume items
  8152. map_freeblock_unlock();
  8153. return 0;
  8154. }
  8155. }
  8156. }
  8157. break;
  8158. case NV_FIRSTAID:
  8159. clif_skill_nodamage(src,bl,skill_id,5,1);
  8160. status_heal(bl,5,0,0);
  8161. break;
  8162. case AL_CURE:
  8163. if(status_isimmune(bl)) {
  8164. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8165. break;
  8166. }
  8167. status_change_end(bl, SC_SILENCE);
  8168. status_change_end(bl, SC_BLIND);
  8169. status_change_end(bl, SC_CONFUSION);
  8170. status_change_end(bl, SC_BITESCAR);
  8171. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8172. break;
  8173. case TF_DETOXIFY:
  8174. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8175. status_change_end(bl, SC_POISON);
  8176. status_change_end(bl, SC_DPOISON);
  8177. break;
  8178. case PR_STRECOVERY:
  8179. if(status_isimmune(bl)) {
  8180. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8181. break;
  8182. }
  8183. if (tsc) {
  8184. status_change_end(bl, SC_FREEZE);
  8185. status_change_end(bl, SC_STONEWAIT);
  8186. status_change_end(bl, SC_STONE);
  8187. status_change_end(bl, SC_SLEEP);
  8188. status_change_end(bl, SC_STUN);
  8189. status_change_end(bl, SC_WHITEIMPRISON);
  8190. status_change_end(bl, SC_STASIS);
  8191. status_change_end(bl, SC_NETHERWORLD);
  8192. }
  8193. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8194. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8195. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8196. if(dstmd)
  8197. mob_unlocktarget(dstmd,tick);
  8198. break;
  8199. // Mercenary Supportive Skills
  8200. case MER_BENEDICTION:
  8201. status_change_end(bl, SC_CURSE);
  8202. status_change_end(bl, SC_BLIND);
  8203. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8204. break;
  8205. case MER_COMPRESS:
  8206. status_change_end(bl, SC_BLEEDING);
  8207. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8208. break;
  8209. case MER_MENTALCURE:
  8210. status_change_end(bl, SC_CONFUSION);
  8211. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8212. break;
  8213. case MER_RECUPERATE:
  8214. status_change_end(bl, SC_POISON);
  8215. status_change_end(bl, SC_DPOISON);
  8216. status_change_end(bl, SC_SILENCE);
  8217. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8218. break;
  8219. case MER_REGAIN:
  8220. status_change_end(bl, SC_SLEEP);
  8221. status_change_end(bl, SC_STUN);
  8222. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8223. break;
  8224. case MER_TENDER:
  8225. status_change_end(bl, SC_FREEZE);
  8226. status_change_end(bl, SC_STONE);
  8227. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8228. break;
  8229. case MER_SCAPEGOAT:
  8230. if( mer && mer->master )
  8231. {
  8232. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8233. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8234. }
  8235. break;
  8236. case MER_ESTIMATION:
  8237. if( !mer )
  8238. break;
  8239. sd = mer->master;
  8240. case WZ_ESTIMATION:
  8241. if( sd == NULL )
  8242. break;
  8243. if( dstsd )
  8244. { // Fail on Players
  8245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8246. break;
  8247. }
  8248. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8249. clif_skill_estimation(sd, bl);
  8250. if( skill_id == MER_ESTIMATION )
  8251. sd = NULL;
  8252. break;
  8253. case BS_REPAIRWEAPON:
  8254. if(sd && dstsd)
  8255. clif_item_repair_list(sd,dstsd,skill_lv);
  8256. break;
  8257. case MC_IDENTIFY:
  8258. if(sd) {
  8259. clif_item_identify_list(sd);
  8260. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8261. map_freeblock_unlock();
  8262. return 1;
  8263. }
  8264. else { // consume sp only if succeeded
  8265. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8266. status_zap(src,0,req.sp);
  8267. }
  8268. }
  8269. break;
  8270. // Weapon Refining [Celest]
  8271. case WS_WEAPONREFINE:
  8272. if(sd)
  8273. clif_item_refine_list(sd);
  8274. break;
  8275. case MC_VENDING:
  8276. if(sd)
  8277. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8278. if ( !pc_can_give_items(sd) )
  8279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8280. else {
  8281. sd->state.prevend = 1;
  8282. sd->state.workinprogress = WIP_DISABLE_ALL;
  8283. sd->vend_skill_lv = skill_lv;
  8284. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8285. if (i < MAX_CART) {
  8286. // Save the cart before opening the vending UI
  8287. sd->state.pending_vending_ui = true;
  8288. intif_storage_save(sd, &sd->cart);
  8289. }
  8290. else{
  8291. // Instantly open the vending UI
  8292. sd->state.pending_vending_ui = false;
  8293. clif_openvendingreq(sd,2+skill_lv);
  8294. }
  8295. }
  8296. }
  8297. break;
  8298. case AL_TELEPORT:
  8299. case ALL_ODINS_RECALL:
  8300. if(sd)
  8301. {
  8302. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8303. clif_skill_teleportmessage(sd,0);
  8304. break;
  8305. }
  8306. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8307. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8308. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8309. break;
  8310. }
  8311. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8312. sd->hd->blockskill.clear();
  8313. sd->hd->blockskill.shrink_to_fit();
  8314. }
  8315. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8316. {
  8317. if( skill_lv == 1 )
  8318. pc_randomwarp(sd,CLR_TELEPORT);
  8319. else
  8320. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8321. break;
  8322. }
  8323. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8324. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8325. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8326. else
  8327. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8328. } else
  8329. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8330. break;
  8331. case NPC_EXPULSION:
  8332. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8333. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8334. break;
  8335. case AL_HOLYWATER:
  8336. if(sd) {
  8337. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8338. struct skill_unit* su;
  8339. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8340. skill_delunit(su);
  8341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8342. }
  8343. else
  8344. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8345. }
  8346. break;
  8347. case TF_PICKSTONE:
  8348. if(sd) {
  8349. unsigned char eflag;
  8350. struct item item_tmp;
  8351. struct block_list tbl;
  8352. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8353. memset(&item_tmp,0,sizeof(item_tmp));
  8354. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8355. item_tmp.nameid = ITEMID_STONE;
  8356. item_tmp.identify = 1;
  8357. tbl.id = 0;
  8358. // Commented because of duplicate animation [Lemongrass]
  8359. // At the moment this displays the pickup animation a second time
  8360. // If this is required in older clients, we need to add a version check here
  8361. //clif_takeitem(&sd->bl,&tbl);
  8362. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8363. if(eflag) {
  8364. clif_additem(sd,0,0,eflag);
  8365. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8366. }
  8367. }
  8368. break;
  8369. case ASC_CDP:
  8370. if(sd) {
  8371. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8373. else
  8374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8375. }
  8376. break;
  8377. case RG_STRIPWEAPON:
  8378. case RG_STRIPSHIELD:
  8379. case RG_STRIPARMOR:
  8380. case RG_STRIPHELM:
  8381. case ST_FULLSTRIP:
  8382. case GC_WEAPONCRUSH:
  8383. case SC_STRIPACCESSARY:
  8384. case ABC_STRIP_SHADOW: {
  8385. bool i;
  8386. //Special message when trying to use strip on FCP [Jobbie]
  8387. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8388. {
  8389. clif_gospel_info(sd, 0x28);
  8390. break;
  8391. }
  8392. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8393. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8394. //Nothing stripped.
  8395. if( sd && !i )
  8396. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8397. break;
  8398. }
  8399. case AM_BERSERKPITCHER:
  8400. case AM_POTIONPITCHER:
  8401. {
  8402. int j,hp = 0,sp = 0;
  8403. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8404. map_freeblock_unlock();
  8405. return 1;
  8406. }
  8407. if( sd ) {
  8408. int x,bonus=100;
  8409. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8410. x = skill_lv%11 - 1;
  8411. j = pc_search_inventory(sd, require.itemid[x]);
  8412. if (j < 0 || require.itemid[x] <= 0) {
  8413. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8414. map_freeblock_unlock();
  8415. return 1;
  8416. }
  8417. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8419. map_freeblock_unlock();
  8420. return 1;
  8421. }
  8422. if( skill_id == AM_BERSERKPITCHER ) {
  8423. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8425. map_freeblock_unlock();
  8426. return 1;
  8427. }
  8428. }
  8429. potion_flag = 1;
  8430. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8431. potion_target = bl->id;
  8432. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8433. potion_flag = potion_target = 0;
  8434. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8435. bonus += sd->status.base_level;
  8436. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8437. hp = tstatus->max_hp * potion_per_hp / 100;
  8438. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8439. if( dstsd ) {
  8440. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8441. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8442. }
  8443. } else {
  8444. if( potion_hp > 0 ) {
  8445. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8446. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8447. if( dstsd )
  8448. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8449. }
  8450. if( potion_sp > 0 ) {
  8451. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8452. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8453. if( dstsd )
  8454. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8455. }
  8456. }
  8457. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8458. hp += hp * bonus / 100;
  8459. }
  8460. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8461. sp += sp * bonus / 100;
  8462. }
  8463. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8464. hp += hp * j / 100;
  8465. sp += sp * j / 100;
  8466. }
  8467. } else {
  8468. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8469. switch (skill_lv) {
  8470. case 1: hp = 45; break;
  8471. case 2: hp = 105; break;
  8472. case 3: hp = 175; break;
  8473. default: hp = 325; break;
  8474. }
  8475. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8476. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8477. if( dstsd )
  8478. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8479. }
  8480. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8481. hp += hp * j / 100;
  8482. sp += sp * j / 100;
  8483. }
  8484. // Final heal increased by HPlus.
  8485. // Is this the right place for this??? [Rytech]
  8486. // Can HPlus also affect SP recovery???
  8487. if (sd && sstatus->hplus > 0) {
  8488. hp += hp * sstatus->hplus / 100;
  8489. sp += sp * sstatus->hplus / 100;
  8490. }
  8491. if (tsc && tsc->count) {
  8492. uint8 penalty = 0;
  8493. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8494. hp += hp / 10;
  8495. sp += sp / 10;
  8496. }
  8497. if (tsc->getSCE(SC_CRITICALWOUND))
  8498. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8499. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8500. penalty += 20;
  8501. if (tsc->getSCE(SC_NORECOVER_STATE))
  8502. penalty = 100;
  8503. if (penalty > 0) {
  8504. hp -= hp * penalty / 100;
  8505. sp -= sp * penalty / 100;
  8506. }
  8507. }
  8508. #ifdef RENEWAL
  8509. if (bl->type == BL_HOM)
  8510. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8511. #endif
  8512. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8513. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8514. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8515. if( sp > 0 )
  8516. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8517. if (tsc) {
  8518. #ifdef RENEWAL
  8519. if (tsc->getSCE(SC_EXTREMITYFIST2))
  8520. sp = 0;
  8521. #endif
  8522. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8523. hp = 0;
  8524. sp = 0;
  8525. }
  8526. }
  8527. status_heal(bl,hp,sp,0);
  8528. }
  8529. break;
  8530. case AM_CP_WEAPON:
  8531. case AM_CP_SHIELD:
  8532. case AM_CP_ARMOR:
  8533. case AM_CP_HELM:
  8534. {
  8535. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8536. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8537. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8538. map_freeblock_unlock(); // Don't consume item requirements
  8539. return 0;
  8540. }
  8541. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8542. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8543. }
  8544. break;
  8545. case AM_TWILIGHT1:
  8546. if (sd) {
  8547. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8548. //Prepare 200 White Potions.
  8549. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8550. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8551. }
  8552. break;
  8553. case AM_TWILIGHT2:
  8554. if (sd) {
  8555. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8556. //Prepare 200 Slim White Potions.
  8557. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8559. }
  8560. break;
  8561. case AM_TWILIGHT3:
  8562. if (sd) {
  8563. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8564. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8565. if( ebottle >= 0 )
  8566. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8567. //check if you can produce all three, if not, then fail:
  8568. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8569. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8570. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8571. || ebottle < 200 //200 empty bottle are required at total.
  8572. ) {
  8573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8574. break;
  8575. }
  8576. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8577. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8578. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8579. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8580. }
  8581. break;
  8582. case SA_DISPELL:
  8583. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8584. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8585. break; // Outside PvP it should only affect party members and no skill fail message
  8586. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8587. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8588. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8589. || rnd()%100 >= 50+10*skill_lv)
  8590. {
  8591. if (sd)
  8592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8593. break;
  8594. }
  8595. if(status_isimmune(bl))
  8596. break;
  8597. //Remove bonus_script by Dispell
  8598. if (dstsd)
  8599. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8600. if(!tsc || !tsc->count)
  8601. break;
  8602. //Statuses that can't be Dispelled
  8603. for (const auto &it : status_db) {
  8604. sc_type status = static_cast<sc_type>(it.first);
  8605. if (!tsc->getSCE(status))
  8606. continue;
  8607. if (it.second->flag[SCF_NODISPELL])
  8608. continue;
  8609. switch (status) {
  8610. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8611. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8612. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8613. case SC_FORTUNE: case SC_SERVICE4U:
  8614. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8615. continue; //If in song area don't end it, even if config enabled
  8616. break;
  8617. case SC_ASSUMPTIO:
  8618. if( bl->type == BL_MOB )
  8619. continue;
  8620. break;
  8621. }
  8622. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8623. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8624. status_change_end(bl, status);
  8625. }
  8626. break;
  8627. }
  8628. //Affect all targets on splash area.
  8629. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8630. src, skill_id, skill_lv, tick, flag|1,
  8631. skill_castend_damage_id);
  8632. break;
  8633. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8634. {
  8635. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8636. #ifdef RENEWAL
  8637. |BLOWN_DONT_SEND_PACKET
  8638. #endif
  8639. ));
  8640. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8641. #ifdef RENEWAL
  8642. if(blew_count > 0)
  8643. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8644. #else
  8645. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8646. #endif
  8647. }
  8648. break;
  8649. case TK_HIGHJUMP:
  8650. {
  8651. int x,y, dir = unit_getdir(src);
  8652. struct map_data *mapdata = &map[src->m];
  8653. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8654. if( mapdata->flag[MF_NOTELEPORT] &&
  8655. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  8656. ) {
  8657. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8658. break;
  8659. } else if(dir%2) {
  8660. //Diagonal
  8661. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8662. y = src->y + diry[dir]*(skill_lv*4)/3;
  8663. } else {
  8664. x = src->x + dirx[dir]*skill_lv*2;
  8665. y = src->y + diry[dir]*skill_lv*2;
  8666. }
  8667. int x1 = x + dirx[dir];
  8668. int y1 = y + diry[dir];
  8669. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8670. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8671. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8672. unit_movepos(src, x, y, 1, 0))
  8673. clif_blown(src);
  8674. }
  8675. break;
  8676. case SA_CASTCANCEL:
  8677. case SO_SPELLFIST:
  8678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8679. unit_skillcastcancel(src,1);
  8680. if(sd) {
  8681. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8682. if( skill_id == SO_SPELLFIST ){
  8683. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8684. sd->skill_id_old = sd->skill_lv_old = 0;
  8685. break;
  8686. }
  8687. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8688. if(sp < 0) sp = 0;
  8689. status_zap(src, 0, sp);
  8690. }
  8691. break;
  8692. case SA_SPELLBREAKER:
  8693. {
  8694. int sp;
  8695. if(tsc && tsc->getSCE(SC_MAGICROD)) {
  8696. sp = skill_get_sp(skill_id,skill_lv);
  8697. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  8698. if(sp < 1) sp = 1;
  8699. status_heal(bl,0,sp,2);
  8700. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8701. } else {
  8702. struct unit_data *ud = unit_bl2ud(bl);
  8703. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8704. if (!ud || ud->skilltimer == INVALID_TIMER)
  8705. break; //Nothing to cancel.
  8706. bl_skill_id = ud->skill_id;
  8707. bl_skill_lv = ud->skill_lv;
  8708. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8709. if (rnd()%100 < 90)
  8710. {
  8711. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8712. break;
  8713. }
  8714. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8715. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8716. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8717. unit_skillcastcancel(bl,0);
  8718. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8719. status_zap(bl, hp, sp);
  8720. if (hp && skill_lv >= 5)
  8721. hp /= 2; //Recover half damaged HP at level 5 [Skotlex]
  8722. else
  8723. hp = 0;
  8724. if (sp) //Recover some of the SP used
  8725. sp = sp*(25*(skill_lv-1))/100;
  8726. if(hp || sp)
  8727. status_heal(src, hp, sp, 2);
  8728. }
  8729. }
  8730. break;
  8731. case SA_MAGICROD:
  8732. #ifdef RENEWAL
  8733. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8734. #endif
  8735. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8736. break;
  8737. case SA_AUTOSPELL:
  8738. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8739. if (sd) {
  8740. sd->state.workinprogress = WIP_DISABLE_ALL;
  8741. clif_autospell(sd,skill_lv);
  8742. } else {
  8743. int maxlv=1,spellid=0;
  8744. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8745. if(skill_lv >= 10) {
  8746. spellid = MG_FROSTDIVER;
  8747. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8748. // maxlv = 10;
  8749. // else
  8750. maxlv = skill_lv - 9;
  8751. }
  8752. else if(skill_lv >=8) {
  8753. spellid = MG_FIREBALL;
  8754. maxlv = skill_lv - 7;
  8755. }
  8756. else if(skill_lv >=5) {
  8757. spellid = MG_SOULSTRIKE;
  8758. maxlv = skill_lv - 4;
  8759. }
  8760. else if(skill_lv >=2) {
  8761. int i_rnd = rnd()%3;
  8762. spellid = spellarray[i_rnd];
  8763. maxlv = skill_lv - 1;
  8764. }
  8765. else if(skill_lv > 0) {
  8766. spellid = MG_NAPALMBEAT;
  8767. maxlv = 3;
  8768. }
  8769. if(spellid > 0)
  8770. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8771. skill_get_time(SA_AUTOSPELL,skill_lv));
  8772. }
  8773. break;
  8774. case BS_GREED:
  8775. if(sd){
  8776. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8777. map_foreachinallrange(skill_greed,bl,
  8778. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8779. }
  8780. break;
  8781. case SA_ELEMENTWATER:
  8782. case SA_ELEMENTFIRE:
  8783. case SA_ELEMENTGROUND:
  8784. case SA_ELEMENTWIND:
  8785. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8786. break;
  8787. case NPC_ATTRICHANGE:
  8788. case NPC_CHANGEWATER:
  8789. case NPC_CHANGEGROUND:
  8790. case NPC_CHANGEFIRE:
  8791. case NPC_CHANGEWIND:
  8792. case NPC_CHANGEPOISON:
  8793. case NPC_CHANGEHOLY:
  8794. case NPC_CHANGEDARKNESS:
  8795. case NPC_CHANGETELEKINESIS:
  8796. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8797. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8798. skill_get_time(skill_id, skill_lv)));
  8799. break;
  8800. case NPC_PROVOCATION:
  8801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8802. if (md) mob_unlocktarget(md, tick);
  8803. break;
  8804. case NPC_REBIRTH:
  8805. if( md && md->state.rebirth )
  8806. break; // only works once
  8807. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8808. break;
  8809. case NPC_DARKBLESSING:
  8810. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8811. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8812. break;
  8813. case NPC_LICK:
  8814. status_zap(bl, 0, 100);
  8815. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8816. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8817. break;
  8818. case NPC_SUICIDE:
  8819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8820. status_kill(src); //When suiciding, neither exp nor drops is given.
  8821. break;
  8822. case NPC_SUMMONSLAVE:
  8823. case NPC_SUMMONMONSTER:
  8824. case NPC_DEATHSUMMON:
  8825. if(md && md->skill_idx >= 0)
  8826. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8827. break;
  8828. case NPC_CALLSLAVE:
  8829. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8830. break;
  8831. case NPC_RANDOMMOVE:
  8832. if (md) {
  8833. md->next_walktime = tick - 1;
  8834. if (md->special_state.ai == AI_SPHERE)
  8835. unit_escape(&md->bl, bl, 7, 2);
  8836. else
  8837. mob_randomwalk(md,tick);
  8838. }
  8839. break;
  8840. case NPC_SPEEDUP:
  8841. {
  8842. // or does it increase casting rate? just a guess xD
  8843. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8844. if (i_type > SC_ASPDPOTION3)
  8845. i_type = SC_ASPDPOTION3;
  8846. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8847. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8848. }
  8849. break;
  8850. case NPC_REVENGE:
  8851. // not really needed... but adding here anyway ^^
  8852. if (md && md->master_id > 0) {
  8853. struct block_list *mbl, *tbl;
  8854. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8855. (tbl = battle_gettargeted(mbl)) == NULL)
  8856. break;
  8857. md->state.provoke_flag = tbl->id;
  8858. mob_target(md, tbl, sstatus->rhw.range);
  8859. }
  8860. break;
  8861. case NPC_RUN:
  8862. if (md) {
  8863. block_list* tbl = map_id2bl(md->target_id);
  8864. if (tbl) {
  8865. mob_unlocktarget(md, tick);
  8866. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8867. }
  8868. }
  8869. break;
  8870. case NPC_TRANSFORMATION:
  8871. case NPC_METAMORPHOSIS:
  8872. if(md && md->skill_idx >= 0) {
  8873. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8874. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8875. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8876. if (class_) mob_class_change(md, class_);
  8877. }
  8878. break;
  8879. case NPC_EMOTION_ON:
  8880. case NPC_EMOTION:
  8881. //val[0] is the emotion to use.
  8882. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8883. //val[1] 'sets' the mode
  8884. //val[2] adds to the current mode
  8885. //val[3] removes from the current mode
  8886. //val[4] if set, asks to delete the previous mode change.
  8887. if(md && md->skill_idx >= 0 && tsc)
  8888. {
  8889. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8890. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8891. status_change_end(bl, type);
  8892. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8893. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8894. mob_unlocktarget(md,tick);
  8895. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8896. sc_start4(src,src, type, 100, skill_lv,
  8897. md->db->skill[md->skill_idx]->val[1],
  8898. md->db->skill[md->skill_idx]->val[2],
  8899. md->db->skill[md->skill_idx]->val[3],
  8900. skill_get_time(skill_id, skill_lv));
  8901. //Reset aggressive state depending on resulting mode
  8902. if (!battle_config.npc_emotion_behavior)
  8903. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8904. }
  8905. break;
  8906. case NPC_POWERUP:
  8907. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8908. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8909. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8910. break;
  8911. case NPC_AGIUP:
  8912. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8913. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8914. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8915. break;
  8916. case NPC_INVISIBLE:
  8917. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8918. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8919. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8920. break;
  8921. case NPC_SIEGEMODE:
  8922. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  8923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8924. break;
  8925. case WE_MALE: {
  8926. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8927. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8928. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8929. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8930. }
  8931. }
  8932. break;
  8933. case WE_FEMALE: {
  8934. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8935. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8936. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8937. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8938. }
  8939. }
  8940. break;
  8941. // parent-baby skills
  8942. case WE_BABY:
  8943. if(sd){
  8944. map_session_data *f_sd = pc_get_father(sd);
  8945. map_session_data *m_sd = pc_get_mother(sd);
  8946. if( (!f_sd && !m_sd) // if neither was found
  8947. || (sd->status.party_id != 0 && //not in same party
  8948. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8949. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8950. ))
  8951. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8952. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8953. ) {
  8954. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8955. map_freeblock_unlock();
  8956. return 0;
  8957. }
  8958. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8959. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8960. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8961. }
  8962. break;
  8963. case WE_CALLALLFAMILY:
  8964. if (sd) {
  8965. map_session_data *p_sd = pc_get_partner(sd);
  8966. map_session_data *c_sd = pc_get_child(sd);
  8967. if (!p_sd && !c_sd) { // Fail if no family members are found
  8968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8969. map_freeblock_unlock();
  8970. return 1;
  8971. }
  8972. // Partner must be on the same map and in same party
  8973. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8974. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8975. // Child must be on the same map and in same party as the parent casting
  8976. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8977. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8978. }
  8979. break;
  8980. case WE_ONEFOREVER:
  8981. if (sd) {
  8982. map_session_data *p_sd = pc_get_partner(sd);
  8983. map_session_data *c_sd = pc_get_child(sd);
  8984. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8985. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8986. map_freeblock_unlock();
  8987. return 1;
  8988. }
  8989. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8990. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8991. break;
  8992. }
  8993. if (status_isdead(bl)) {
  8994. int per = 30, sper = 0;
  8995. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8996. break;
  8997. if (tsc && tsc->getSCE(SC_HELLPOWER))
  8998. break;
  8999. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9000. break;
  9001. if (dstsd->special_state.restart_full_recover)
  9002. per = sper = 100;
  9003. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9004. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9005. }
  9006. }
  9007. break;
  9008. case WE_CHEERUP:
  9009. if (sd) {
  9010. map_session_data *f_sd = pc_get_father(sd);
  9011. map_session_data *m_sd = pc_get_mother(sd);
  9012. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9013. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9014. map_freeblock_unlock();
  9015. return 1;
  9016. }
  9017. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9018. if (dstsd == f_sd || dstsd == m_sd)
  9019. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9020. } else
  9021. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9022. }
  9023. break;
  9024. case PF_HPCONVERSION:
  9025. {
  9026. int hp, sp;
  9027. hp = sstatus->max_hp/10;
  9028. sp = hp * 10 * skill_lv / 100;
  9029. if (!status_charge(src,hp,0)) {
  9030. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9031. break;
  9032. }
  9033. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9034. status_heal(bl,0,sp,2);
  9035. }
  9036. break;
  9037. case MA_REMOVETRAP:
  9038. case HT_REMOVETRAP:
  9039. {
  9040. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9041. std::shared_ptr<s_skill_unit_group> sg;
  9042. std::shared_ptr<s_skill_db> skill_group;
  9043. // Mercenaries can remove any trap
  9044. // Players can only remove their own traps or traps on Vs maps.
  9045. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9046. {
  9047. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9048. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9049. { // prevent picking up expired traps
  9050. if( battle_config.skill_removetrap_type )
  9051. { // get back all items used to deploy the trap
  9052. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9053. {
  9054. if( skill_group->require.itemid[i] > 0 )
  9055. {
  9056. int flag2;
  9057. struct item item_tmp;
  9058. memset(&item_tmp,0,sizeof(item_tmp));
  9059. item_tmp.nameid = skill_group->require.itemid[i];
  9060. item_tmp.identify = 1;
  9061. item_tmp.amount = skill_group->require.amount[i];
  9062. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9063. clif_additem(sd,0,0,flag2);
  9064. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9065. }
  9066. }
  9067. }
  9068. }
  9069. else
  9070. { // get back 1 trap
  9071. struct item item_tmp;
  9072. memset(&item_tmp,0,sizeof(item_tmp));
  9073. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9074. item_tmp.identify = 1;
  9075. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9076. {
  9077. clif_additem(sd,0,0,flag);
  9078. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9079. }
  9080. }
  9081. }
  9082. skill_delunit(su);
  9083. }else if(sd)
  9084. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9085. }
  9086. break;
  9087. case HT_SPRINGTRAP:
  9088. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9089. {
  9090. struct skill_unit *su=NULL;
  9091. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9092. switch(su->group->unit_id){
  9093. case UNT_ANKLESNARE: // ankle snare
  9094. if (su->group->val2 != 0)
  9095. // if it is already trapping something don't spring it,
  9096. // remove trap should be used instead
  9097. break;
  9098. // otherwise fallthrough to below
  9099. case UNT_BLASTMINE:
  9100. case UNT_SKIDTRAP:
  9101. case UNT_LANDMINE:
  9102. case UNT_SHOCKWAVE:
  9103. case UNT_SANDMAN:
  9104. case UNT_FLASHER:
  9105. case UNT_FREEZINGTRAP:
  9106. case UNT_CLAYMORETRAP:
  9107. case UNT_TALKIEBOX:
  9108. su->group->unit_id = UNT_USED_TRAPS;
  9109. clif_changetraplook(bl, UNT_USED_TRAPS);
  9110. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9111. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9112. }
  9113. }
  9114. }
  9115. break;
  9116. case BD_ENCORE:
  9117. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9118. if(sd)
  9119. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9120. break;
  9121. case TR_RETROSPECTION:
  9122. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9123. if (sd)
  9124. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9125. break;
  9126. case AS_SPLASHER:
  9127. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9128. // Renewal dropped the 3/4 hp requirement
  9129. #ifndef RENEWAL
  9130. || tstatus-> hp > tstatus->max_hp*3/4
  9131. #endif
  9132. ) {
  9133. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9134. map_freeblock_unlock();
  9135. return 1;
  9136. }
  9137. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9138. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9139. #ifndef RENEWAL
  9140. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  9141. #endif
  9142. break;
  9143. case PF_MINDBREAKER:
  9144. {
  9145. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9146. map_freeblock_unlock();
  9147. return 1;
  9148. }
  9149. if (tsce)
  9150. { //HelloKitty2 (?) explained that this silently fails when target is
  9151. //already inflicted. [Skotlex]
  9152. map_freeblock_unlock();
  9153. return 1;
  9154. }
  9155. //Has a 55% + skill_lv*5% success chance.
  9156. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9157. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9158. {
  9159. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9160. map_freeblock_unlock();
  9161. return 0;
  9162. }
  9163. unit_skillcastcancel(bl,0);
  9164. if (dstmd)
  9165. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9166. }
  9167. break;
  9168. case PF_SOULCHANGE:
  9169. {
  9170. unsigned int sp1 = 0, sp2 = 0;
  9171. if (dstmd) {
  9172. if (dstmd->state.soul_change_flag) {
  9173. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9174. break;
  9175. }
  9176. dstmd->state.soul_change_flag = 1;
  9177. sp2 = sstatus->max_sp * 3 /100;
  9178. status_heal(src, 0, sp2, 2);
  9179. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9180. break;
  9181. }
  9182. sp1 = sstatus->sp;
  9183. sp2 = tstatus->sp;
  9184. #ifdef RENEWAL
  9185. sp1 = sp1 / 2;
  9186. sp2 = sp2 / 2;
  9187. if (tsc && tsc->getSCE(SC_EXTREMITYFIST2))
  9188. sp1 = tstatus->sp;
  9189. #endif
  9190. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9191. sp1 = tstatus->sp;
  9192. status_set_sp(src, sp2, 3);
  9193. status_set_sp(bl, sp1, 3);
  9194. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9195. }
  9196. break;
  9197. // Slim Pitcher
  9198. case CR_SLIMPITCHER:
  9199. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9200. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9201. break;
  9202. if (potion_hp || potion_sp) {
  9203. int hp = potion_hp, sp = potion_sp;
  9204. hp = hp * (100 + (tstatus->vit * 2))/100;
  9205. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9206. if (dstsd) {
  9207. if (hp)
  9208. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9209. if (sp)
  9210. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9211. }
  9212. if (tsc && tsc->count) {
  9213. uint8 penalty = 0;
  9214. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9215. hp += hp / 10;
  9216. sp += sp / 10;
  9217. }
  9218. if (tsc->getSCE(SC_CRITICALWOUND))
  9219. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9220. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9221. penalty += 20;
  9222. if (tsc->getSCE(SC_NORECOVER_STATE))
  9223. penalty = 100;
  9224. if (penalty > 0) {
  9225. hp -= hp * penalty / 100;
  9226. sp -= sp * penalty / 100;
  9227. }
  9228. }
  9229. if(hp > 0)
  9230. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9231. if(sp > 0)
  9232. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9233. status_heal(bl,hp,sp,0);
  9234. }
  9235. break;
  9236. // Full Chemical Protection
  9237. case CR_FULLPROTECTION:
  9238. {
  9239. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9240. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9241. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9242. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9243. continue;
  9244. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9245. s++;
  9246. }
  9247. if( sd && !s ){
  9248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9249. map_freeblock_unlock(); // Don't consume item requirements
  9250. return 0;
  9251. }
  9252. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9253. }
  9254. break;
  9255. case RG_CLEANER: //AppleGirl
  9256. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9257. break;
  9258. #ifndef RENEWAL
  9259. case CG_LONGINGFREEDOM:
  9260. {
  9261. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9262. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9263. {
  9264. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9265. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9266. }
  9267. }
  9268. break;
  9269. #endif
  9270. case CG_TAROTCARD:
  9271. {
  9272. int card = -1;
  9273. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9274. //Target currently has the SUN tarot card effect and is immune to any other effect
  9275. map_freeblock_unlock();
  9276. return 0;
  9277. }
  9278. if( rnd() % 100 > skill_lv * 8 ||
  9279. #ifndef RENEWAL
  9280. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9281. #endif
  9282. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9283. if( sd )
  9284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9285. map_freeblock_unlock();
  9286. return 0;
  9287. }
  9288. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9289. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9290. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9291. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9292. }
  9293. break;
  9294. case SL_ALCHEMIST:
  9295. case SL_ASSASIN:
  9296. case SL_BARDDANCER:
  9297. case SL_BLACKSMITH:
  9298. case SL_CRUSADER:
  9299. case SL_HUNTER:
  9300. case SL_KNIGHT:
  9301. case SL_MONK:
  9302. case SL_PRIEST:
  9303. case SL_ROGUE:
  9304. case SL_SAGE:
  9305. case SL_SOULLINKER:
  9306. case SL_STAR:
  9307. case SL_SUPERNOVICE:
  9308. case SL_WIZARD:
  9309. case SL_HIGH:
  9310. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9311. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9312. // 1% chance to erase death count on successful cast
  9313. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9314. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9315. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9316. status_calc_pc( dstsd, SCO_NONE );
  9317. }
  9318. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9319. }else{
  9320. if( sd ){
  9321. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9322. }
  9323. }
  9324. break;
  9325. case SP_SOULGOLEM:
  9326. case SP_SOULSHADOW:
  9327. case SP_SOULFALCON:
  9328. case SP_SOULFAIRY:
  9329. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9330. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9331. }else{
  9332. if( sd ){
  9333. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9334. }
  9335. }
  9336. break;
  9337. case SP_SOULREVOLVE:
  9338. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9339. if (sd)
  9340. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9341. break;
  9342. }
  9343. status_heal(bl, 0, 50*skill_lv, 2);
  9344. status_change_end(bl, SC_SPIRIT);
  9345. status_change_end(bl, SC_SOULGOLEM);
  9346. status_change_end(bl, SC_SOULSHADOW);
  9347. status_change_end(bl, SC_SOULFALCON);
  9348. status_change_end(bl, SC_SOULFAIRY);
  9349. break;
  9350. case SL_SWOO:
  9351. if (tsce) {
  9352. if(sd)
  9353. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9354. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9355. status_change_end(bl, SC_SWOO);
  9356. break;
  9357. }
  9358. case SL_SKA: // [marquis007]
  9359. case SL_SKE:
  9360. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9362. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9363. break;
  9364. }
  9365. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9366. if (skill_id == SL_SKE)
  9367. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9368. break;
  9369. // New guild skills [Celest]
  9370. case GD_BATTLEORDER:
  9371. case GD_REGENERATION:
  9372. case GD_RESTORE:
  9373. case GD_EMERGENCY_MOVE:
  9374. if(flag&1) {
  9375. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9376. if( skill_id == GD_RESTORE )
  9377. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9378. else
  9379. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9380. }
  9381. } else if (status_get_guild_id(src)) {
  9382. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9383. map_foreachinallrange(skill_area_sub, src,
  9384. skill_get_splash(skill_id, skill_lv), BL_PC,
  9385. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9386. skill_castend_nodamage_id);
  9387. if (sd)
  9388. #ifdef RENEWAL
  9389. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9390. #else
  9391. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9392. #endif
  9393. }
  9394. break;
  9395. case GD_EMERGENCYCALL:
  9396. case GD_ITEMEMERGENCYCALL:
  9397. {
  9398. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9399. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9400. uint8 j = 0, calls = 0, called = 0;
  9401. struct guild *g;
  9402. // i don't know if it actually summons in a circle, but oh well. ;P
  9403. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9404. if (!g)
  9405. break;
  9406. if (skill_id == GD_ITEMEMERGENCYCALL)
  9407. switch (skill_lv) {
  9408. case 1: calls = 7; break;
  9409. case 2: calls = 12; break;
  9410. case 3: calls = 20; break;
  9411. default: calls = 0; break;
  9412. }
  9413. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9414. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  9415. if (j > 8)
  9416. j = 0;
  9417. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9418. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9419. continue;
  9420. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9421. continue;
  9422. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9423. dx[j] = dy[j] = 0;
  9424. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9425. called++;
  9426. }
  9427. }
  9428. if (sd)
  9429. #ifdef RENEWAL
  9430. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9431. #else
  9432. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9433. #endif
  9434. }
  9435. break;
  9436. case GD_CHARGESHOUT_FLAG:
  9437. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9438. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9439. if (md) {
  9440. sd->guild->chargeshout_flag_id = md->bl.id;
  9441. md->master_id = src->id;
  9442. if (md->deletetimer != INVALID_TIMER)
  9443. delete_timer(md->deletetimer, mob_timer_delete);
  9444. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9445. mob_spawn(md);
  9446. }
  9447. }
  9448. break;
  9449. case GD_CHARGESHOUT_BEATING:
  9450. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9451. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9452. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9453. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9454. else
  9455. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9456. } else
  9457. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9458. break;
  9459. case SG_FEEL:
  9460. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9461. if (sd) {
  9462. if(!sd->feel_map[skill_lv-1].index)
  9463. clif_feel_req(sd->fd,sd, skill_lv);
  9464. else
  9465. clif_feel_info(sd, skill_lv-1, 1);
  9466. }
  9467. break;
  9468. case SG_HATE:
  9469. if (sd) {
  9470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9471. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9472. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9473. }
  9474. break;
  9475. case SJ_DOCUMENT:
  9476. if (sd) {
  9477. switch (skill_lv) {
  9478. case 1:
  9479. pc_resetfeel(sd);
  9480. break;
  9481. case 2:
  9482. pc_resethate(sd);
  9483. break;
  9484. case 3:
  9485. pc_resetfeel(sd);
  9486. pc_resethate(sd);
  9487. break;
  9488. }
  9489. }
  9490. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9491. break;
  9492. case GS_GLITTERING:
  9493. if(sd) {
  9494. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9495. if(rnd()%100 < (20+10*skill_lv))
  9496. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9497. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9498. pc_delspiritball(sd,1,0);
  9499. }
  9500. break;
  9501. case GS_CRACKER:
  9502. /* per official standards, this skill works on players and mobs. */
  9503. if (sd && (dstsd || dstmd))
  9504. {
  9505. i =65 -5*distance_bl(src,bl); //Base rate
  9506. if (i < 30) i = 30;
  9507. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9508. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9509. }
  9510. break;
  9511. case AM_CALLHOMUN: //[orn]
  9512. if (sd && !hom_call(sd))
  9513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9514. #ifdef RENEWAL
  9515. else if (sd && hom_is_active(sd->hd))
  9516. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9517. #endif
  9518. break;
  9519. case AM_REST:
  9520. if (sd) {
  9521. if (hom_vaporize(sd,HOM_ST_REST))
  9522. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9523. else
  9524. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9525. }
  9526. break;
  9527. case HAMI_CASTLE: //[orn]
  9528. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9529. int x = src->x, y = src->y;
  9530. if (hd)
  9531. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9532. // Move source
  9533. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9534. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9535. clif_blown(src);
  9536. // Move target
  9537. if (unit_movepos(bl,x,y,0,0)) {
  9538. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9539. clif_blown(bl);
  9540. }
  9541. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9542. }
  9543. }
  9544. else if (hd && hd->master) // Failed
  9545. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9546. else if (sd)
  9547. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9548. break;
  9549. case HVAN_CHAOTIC: //[orn]
  9550. {
  9551. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9552. int r = rnd()%100;
  9553. i = (skill_lv-1)%5;
  9554. if(r<per[i][0]) //Self
  9555. bl = src;
  9556. else if(r<per[i][1]) //Master
  9557. bl = battle_get_master(src);
  9558. else //Enemy
  9559. bl = map_id2bl(battle_gettarget(src));
  9560. if (!bl) bl = src;
  9561. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9562. //Eh? why double skill packet?
  9563. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9564. clif_skill_nodamage(src,bl,skill_id,i,1);
  9565. status_heal(bl, i, 0, 0);
  9566. }
  9567. break;
  9568. //Homun single-target support skills [orn]
  9569. case HAMI_BLOODLUST:
  9570. case HFLI_FLEET:
  9571. case HFLI_SPEED:
  9572. case HLIF_CHANGE:
  9573. case MH_ANGRIFFS_MODUS:
  9574. case MH_GOLDENE_FERSE:
  9575. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9576. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9577. if (hd)
  9578. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9579. break;
  9580. case NPC_DRAGONFEAR:
  9581. if (flag&1) {
  9582. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9583. int j;
  9584. j = i = rnd()%ARRAYLENGTH(sc);
  9585. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9586. i++;
  9587. if ( i == ARRAYLENGTH(sc) )
  9588. i = 0;
  9589. if (i == j)
  9590. break;
  9591. }
  9592. break;
  9593. }
  9594. case NPC_WIDEBLEEDING:
  9595. case NPC_WIDEBLEEDING2:
  9596. case NPC_WIDECONFUSE:
  9597. case NPC_WIDECONFUSE2:
  9598. case NPC_WIDECURSE:
  9599. case NPC_WIDECURSE2:
  9600. case NPC_WIDEFREEZE:
  9601. case NPC_WIDEFREEZE2:
  9602. case NPC_WIDESLEEP:
  9603. case NPC_WIDESLEEP2:
  9604. case NPC_WIDESILENCE:
  9605. case NPC_WIDESILENCE2:
  9606. case NPC_WIDESTONE:
  9607. case NPC_WIDESTONE2:
  9608. case NPC_WIDESTUN:
  9609. case NPC_WIDESTUN2:
  9610. case NPC_SLOWCAST:
  9611. case NPC_WIDEHELLDIGNITY:
  9612. case NPC_WIDEHEALTHFEAR:
  9613. case NPC_WIDEBODYBURNNING:
  9614. case NPC_WIDEFROSTMISTY:
  9615. case NPC_WIDECOLD:
  9616. case NPC_WIDE_DEEP_SLEEP:
  9617. case NPC_WIDESIREN:
  9618. case NPC_WIDEWEB:
  9619. if (flag&1){
  9620. switch ( type ) {
  9621. case SC_BURNING:
  9622. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9623. break;
  9624. case SC_STONEWAIT:
  9625. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9626. break;
  9627. default:
  9628. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9629. }
  9630. }
  9631. else {
  9632. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9634. map_foreachinallrange(skill_area_sub, bl,
  9635. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9636. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9637. skill_castend_nodamage_id);
  9638. }
  9639. break;
  9640. case NPC_WIDESOULDRAIN:
  9641. if (flag&1)
  9642. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9643. else {
  9644. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9645. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9646. map_foreachinallrange(skill_area_sub, bl,
  9647. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9648. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9649. skill_castend_nodamage_id);
  9650. }
  9651. break;
  9652. case NPC_FIRESTORM: {
  9653. int sflag = flag;
  9654. if( skill_lv > 1 )
  9655. sflag |= 4;
  9656. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9657. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9658. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9659. }
  9660. break;
  9661. case ALL_PARTYFLEE:
  9662. if( sd && !(flag&1) ) {
  9663. if( !sd->status.party_id ) {
  9664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9665. break;
  9666. }
  9667. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9668. } else
  9669. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9670. break;
  9671. case NPC_TALK:
  9672. case ALL_WEWISH:
  9673. case ALL_CATCRY:
  9674. case ALL_DREAM_SUMMERNIGHT:
  9675. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9676. break;
  9677. case ALL_BUYING_STORE:
  9678. if( sd )
  9679. {// players only, skill allows 5 buying slots
  9680. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9681. }
  9682. break;
  9683. case RK_ENCHANTBLADE:
  9684. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9685. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9686. break;
  9687. case RK_DRAGONHOWLING:
  9688. if( flag&1)
  9689. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9690. else
  9691. {
  9692. skill_area_temp[2] = 0;
  9693. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9694. map_foreachinallrange(skill_area_sub, src,
  9695. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9696. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9697. skill_castend_nodamage_id);
  9698. }
  9699. break;
  9700. case LG_EARTHDRIVE: {
  9701. int dummy = 1;
  9702. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9703. i = skill_get_splash(skill_id,skill_lv);
  9704. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9705. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9706. }
  9707. break;
  9708. case RK_LUXANIMA:
  9709. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9710. break;
  9711. case RK_GIANTGROWTH:
  9712. case RK_STONEHARDSKIN:
  9713. case RK_VITALITYACTIVATION:
  9714. case RK_ABUNDANCE:
  9715. case RK_CRUSHSTRIKE:
  9716. case RK_REFRESH:
  9717. case RK_MILLENNIUMSHIELD:
  9718. if (sd) {
  9719. uint8 rune_level = 1; // RK_GIANTGROWTH
  9720. if (skill_id == RK_VITALITYACTIVATION)
  9721. rune_level = 2;
  9722. else if (skill_id == RK_STONEHARDSKIN)
  9723. rune_level = 4;
  9724. else if (skill_id == RK_ABUNDANCE)
  9725. rune_level = 6;
  9726. else if (skill_id == RK_CRUSHSTRIKE)
  9727. rune_level = 7;
  9728. else if (skill_id == RK_REFRESH)
  9729. rune_level = 8;
  9730. else if (skill_id == RK_MILLENNIUMSHIELD)
  9731. rune_level = 9;
  9732. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9733. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9734. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9735. else if (skill_id == RK_STONEHARDSKIN)
  9736. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9737. } else
  9738. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9739. }
  9740. break;
  9741. case NPC_MILLENNIUMSHIELD:
  9742. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9743. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9744. break;
  9745. case RK_FIGHTINGSPIRIT: {
  9746. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9747. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9748. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9749. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9751. break;
  9752. }
  9753. case GC_ROLLINGCUTTER:
  9754. {
  9755. short count = 1;
  9756. skill_area_temp[2] = 0;
  9757. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  9758. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9759. { // Every time the skill is casted the status change is reseted adding a counter.
  9760. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9761. if( count > 10 )
  9762. count = 10; // Max coounter
  9763. status_change_end(bl, SC_ROLLINGCUTTER);
  9764. }
  9765. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9766. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9767. }
  9768. break;
  9769. case GC_WEAPONBLOCKING:
  9770. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9771. status_change_end(bl, SC_WEAPONBLOCKING);
  9772. else
  9773. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9774. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9775. break;
  9776. case GC_CREATENEWPOISON:
  9777. if( sd )
  9778. {
  9779. clif_skill_produce_mix_list(sd,skill_id,25);
  9780. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9781. }
  9782. break;
  9783. case GC_POISONINGWEAPON:
  9784. if( sd ) {
  9785. clif_poison_list(sd,skill_lv);
  9786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9787. }
  9788. break;
  9789. case GC_ANTIDOTE:
  9790. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9791. if( tsc )
  9792. {
  9793. status_change_end(bl, SC_PARALYSE);
  9794. status_change_end(bl, SC_PYREXIA);
  9795. status_change_end(bl, SC_DEATHHURT);
  9796. status_change_end(bl, SC_LEECHESEND);
  9797. status_change_end(bl, SC_VENOMBLEED);
  9798. status_change_end(bl, SC_MAGICMUSHROOM);
  9799. status_change_end(bl, SC_TOXIN);
  9800. status_change_end(bl, SC_OBLIVIONCURSE);
  9801. }
  9802. break;
  9803. case GC_PHANTOMMENACE:
  9804. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9806. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9807. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9808. break;
  9809. case GC_HALLUCINATIONWALK:
  9810. {
  9811. int heal = status_get_max_hp(bl) / 10;
  9812. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9813. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9814. break;
  9815. }
  9816. if( !status_charge(bl,heal,0) )
  9817. {
  9818. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9819. break;
  9820. }
  9821. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9822. }
  9823. break;
  9824. case AB_ANCILLA:
  9825. if( sd ) {
  9826. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9827. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9828. }
  9829. break;
  9830. case AB_CLEMENTIA:
  9831. case AB_CANTO:
  9832. {
  9833. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9834. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9835. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9836. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9837. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9838. else if( sd )
  9839. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9840. }
  9841. break;
  9842. case AB_PRAEFATIO:
  9843. case AB_RENOVATIO:
  9844. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9845. if (skill_id == AB_PRAEFATIO)
  9846. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  9847. else
  9848. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9849. } else if( sd )
  9850. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9851. break;
  9852. case AB_CHEAL:
  9853. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9854. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9855. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9856. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9857. if( partycount > 1 )
  9858. i += (i / 100) * (partycount * 10) / 4;
  9859. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9860. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9861. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9862. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9863. i = ~i + 1;
  9864. status_heal(bl, i, 0, 0);
  9865. }
  9866. } else if( sd )
  9867. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9868. break;
  9869. case NPC_CHEAL:
  9870. if( flag&1 ) {
  9871. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  9872. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9873. if (status_isimmune(bl))
  9874. i = 0;
  9875. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9876. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  9877. i = ~i + 1;
  9878. status_heal(bl, i, 0, 0);
  9879. }
  9880. }
  9881. else {
  9882. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9883. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9884. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9885. }
  9886. break;
  9887. case AB_ORATIO:
  9888. if( flag&1 )
  9889. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9890. else {
  9891. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9892. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9893. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9894. }
  9895. break;
  9896. case AB_LAUDAAGNUS:
  9897. if( flag&1 || !sd || !sd->status.party_id ) {
  9898. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  9899. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  9900. // Success Chance: (60 + 10 * Skill Level) %
  9901. if( rnd()%100 > 60+10*skill_lv ) break;
  9902. status_change_end(bl, SC_FREEZE);
  9903. status_change_end(bl, SC_STONE);
  9904. status_change_end(bl, SC_BLIND);
  9905. status_change_end(bl, SC_BURNING);
  9906. status_change_end(bl, SC_FREEZING);
  9907. status_change_end(bl, SC_CRYSTALIZE);
  9908. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9909. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9910. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9911. } else if( sd )
  9912. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9913. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9914. break;
  9915. case AB_LAUDARAMUS:
  9916. if( flag&1 || !sd || !sd->status.party_id ) {
  9917. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  9918. // Success Chance: (60 + 10 * Skill Level) %
  9919. if( rnd()%100 > 60+10*skill_lv ) break;
  9920. status_change_end(bl, SC_SLEEP);
  9921. status_change_end(bl, SC_STUN);
  9922. status_change_end(bl, SC_MANDRAGORA);
  9923. status_change_end(bl, SC_SILENCE);
  9924. status_change_end(bl, SC_DEEPSLEEP);
  9925. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9926. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9927. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9928. } else if( sd )
  9929. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9930. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9931. break;
  9932. case AB_CLEARANCE:
  9933. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  9934. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9935. break;
  9936. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9937. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9938. if (sd)
  9939. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9940. break;
  9941. }
  9942. if(status_isimmune(bl))
  9943. break;
  9944. //Remove bonus_script by Clearance
  9945. if (dstsd)
  9946. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9947. if(!tsc || !tsc->count)
  9948. break;
  9949. //Statuses change that can't be removed by Cleareance
  9950. for (const auto &it : status_db) {
  9951. sc_type status = static_cast<sc_type>(it.first);
  9952. if (!tsc->getSCE(status))
  9953. continue;
  9954. if (it.second->flag[SCF_NOCLEARANCE])
  9955. continue;
  9956. switch (status) {
  9957. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9958. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9959. case SC_FORTUNE: case SC_SERVICE4U:
  9960. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  9961. continue; //If in song area don't end it, even if config enabled
  9962. break;
  9963. case SC_ASSUMPTIO:
  9964. if (bl->type == BL_MOB)
  9965. continue;
  9966. break;
  9967. }
  9968. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9969. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9970. status_change_end(bl,status);
  9971. }
  9972. break;
  9973. }
  9974. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9975. break;
  9976. case AB_SILENTIUM:
  9977. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9978. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9979. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9980. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9981. break;
  9982. case WL_STASIS:
  9983. if (flag&1)
  9984. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9985. else {
  9986. struct map_data *mapdata = map_getmapdata(src->m);
  9987. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  9988. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9989. }
  9990. break;
  9991. case NPC_DANCINGBLADE:
  9992. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9993. break;
  9994. case WL_CHAINLIGHTNING:
  9995. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9996. break;
  9997. case WL_WHITEIMPRISON:
  9998. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  9999. {
  10000. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10001. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10002. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10003. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10004. if( sd )
  10005. skill_blockpc_start(sd,skill_id,4000);
  10006. if( !(tsc && tsc->getSCE(type)) ){
  10007. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  10008. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10009. if( !i )
  10010. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10011. }
  10012. }else
  10013. if( sd )
  10014. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  10015. break;
  10016. case NPC_JACKFROST:
  10017. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10018. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10019. break;
  10020. case WL_SIENNAEXECRATE:
  10021. if( status_isimmune(bl) || !tsc )
  10022. break;
  10023. if( flag&1 ) {
  10024. if( bl->id == skill_area_temp[1] )
  10025. break; // Already work on this target
  10026. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10027. } else {
  10028. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10029. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10030. if( rnd()%100 < rate ) { // Success on First Target
  10031. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10032. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10033. skill_area_temp[1] = bl->id;
  10034. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10035. }
  10036. // Doesn't send failure packet if it fails on defense.
  10037. }
  10038. else if( sd ) // Failure on Rate
  10039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10040. }
  10041. break;
  10042. case WL_SUMMONFB:
  10043. case WL_SUMMONBL:
  10044. case WL_SUMMONWB:
  10045. case WL_SUMMONSTONE:
  10046. {
  10047. status_change *sc = status_get_sc(src);
  10048. if (sc == nullptr)
  10049. break;
  10050. e_wl_spheres element;
  10051. switch (skill_id) { // Set val2. The SC element for this ball
  10052. case WL_SUMMONFB:
  10053. element = WLS_FIRE;
  10054. break;
  10055. case WL_SUMMONBL:
  10056. element = WLS_WIND;
  10057. break;
  10058. case WL_SUMMONWB:
  10059. element = WLS_WATER;
  10060. break;
  10061. case WL_SUMMONSTONE:
  10062. element = WLS_STONE;
  10063. break;
  10064. }
  10065. if (skill_lv == 1) {
  10066. sc_type sphere = SC_NONE;
  10067. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10068. if (sc->getSCE(i) == nullptr) {
  10069. sphere = static_cast<sc_type>(i); // Take the free SC
  10070. break;
  10071. }
  10072. }
  10073. if (sphere == SC_NONE) {
  10074. if (sd) // No free slots to put SC
  10075. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  10076. break;
  10077. }
  10078. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10079. } else {
  10080. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10081. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10082. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10083. }
  10084. }
  10085. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10086. }
  10087. break;
  10088. case WL_READING_SB_READING:
  10089. if (sd) {
  10090. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10091. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  10092. break;
  10093. }
  10094. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10095. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10096. }
  10097. break;
  10098. case RA_FEARBREEZE:
  10099. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10100. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10101. break;
  10102. case RA_WUGMASTERY:
  10103. if( sd ) {
  10104. if( !pc_iswug(sd) )
  10105. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10106. else
  10107. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10108. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10109. }
  10110. break;
  10111. case RA_WUGRIDER:
  10112. if( sd ) {
  10113. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10114. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10115. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10116. } else if( pc_isridingwug(sd) ) {
  10117. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10118. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10119. }
  10120. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10121. }
  10122. break;
  10123. case RA_WUGDASH:
  10124. if( tsce ) {
  10125. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10126. map_freeblock_unlock();
  10127. return 0;
  10128. }
  10129. if( sd && pc_isridingwug(sd) ) {
  10130. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10131. clif_walkok(sd);
  10132. }
  10133. break;
  10134. case RA_SENSITIVEKEEN:
  10135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10136. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10137. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10138. break;
  10139. case NC_F_SIDESLIDE:
  10140. case NC_B_SIDESLIDE:
  10141. {
  10142. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10143. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10144. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10145. }
  10146. break;
  10147. case NC_SELFDESTRUCTION:
  10148. if( sd ) {
  10149. if( pc_ismadogear(sd) )
  10150. pc_setmadogear(sd, false);
  10151. skill_area_temp[1] = 0;
  10152. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10153. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10154. status_set_sp(src, 0, 0);
  10155. skill_clear_unitgroup(src);
  10156. }
  10157. break;
  10158. case NC_EMERGENCYCOOL:
  10159. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10160. if (sd) {
  10161. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10162. int16 limit[] = { -45, -75, -105 };
  10163. i = 0;
  10164. for (const auto &reqItem : req.eqItem) {
  10165. if (pc_search_inventory(sd, reqItem) != -1)
  10166. break;
  10167. i++;
  10168. }
  10169. pc_overheat(*sd, limit[min(i, 2)]);
  10170. }
  10171. break;
  10172. case NC_ANALYZE:
  10173. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10174. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10175. break;
  10176. case NC_MAGNETICFIELD:
  10177. if (flag & 1) {
  10178. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10179. } else {
  10180. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10181. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10182. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10183. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10184. }
  10185. break;
  10186. case NC_REPAIR:
  10187. if( sd ) {
  10188. int heal, hp = 0;
  10189. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10190. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10191. break;
  10192. }
  10193. switch(skill_lv) {
  10194. case 1: hp = 4; break;
  10195. case 2: hp = 7; break;
  10196. case 3: hp = 13; break;
  10197. case 4: hp = 17; break;
  10198. case 5: default: hp = 23; break;
  10199. }
  10200. heal = dstsd->status.max_hp * hp / 100;
  10201. status_heal(bl,heal,0,2);
  10202. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10203. }
  10204. break;
  10205. case NC_DISJOINT:
  10206. {
  10207. if( bl->type != BL_MOB ) break;
  10208. md = map_id2md(bl->id);
  10209. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10210. status_kill(bl);
  10211. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10212. }
  10213. break;
  10214. case SC_AUTOSHADOWSPELL:
  10215. if( sd ) {
  10216. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10217. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10218. {
  10219. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10220. clif_autoshadowspell_list(sd);
  10221. clif_skill_nodamage(src,bl,skill_id,1,1);
  10222. }
  10223. else
  10224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10225. }
  10226. break;
  10227. case SC_SHADOWFORM:
  10228. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10229. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10230. dstsd->shadowform_id = src->id;
  10231. }
  10232. else if( sd )
  10233. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10234. break;
  10235. case SC_BODYPAINT:
  10236. if( flag&1 ) {
  10237. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10238. status_change_end(bl,SC_HIDING);
  10239. status_change_end(bl,SC_CLOAKING);
  10240. status_change_end(bl,SC_CLOAKINGEXCEED);
  10241. status_change_end(bl,SC_CAMOUFLAGE);
  10242. status_change_end(bl,SC_NEWMOON);
  10243. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10244. status_change_end(bl, SC__SHADOWFORM);
  10245. }
  10246. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10247. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10248. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10249. } else {
  10250. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10251. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10252. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10253. }
  10254. break;
  10255. case SC_ENERVATION:
  10256. case SC_GROOMY:
  10257. case SC_LAZINESS:
  10258. case SC_UNLUCKY:
  10259. case SC_WEAKNESS:
  10260. if( !(tsc && tsc->getSCE(type)) ) {
  10261. int rate;
  10262. if (status_get_class_(bl) == CLASS_BOSS)
  10263. break;
  10264. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10265. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10266. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10267. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10268. } else if( sd )
  10269. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10270. break;
  10271. case SC_IGNORANCE:
  10272. if( !(tsc && tsc->getSCE(type)) ) {
  10273. int rate;
  10274. if (status_get_class_(bl) == CLASS_BOSS)
  10275. break;
  10276. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10277. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10278. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10279. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10280. int sp = 100 * skill_lv;
  10281. if( dstmd )
  10282. sp = dstmd->level;
  10283. if( !dstmd )
  10284. status_zap(bl, 0, sp);
  10285. status_heal(src, 0, sp / 2, 3);
  10286. } else if( sd )
  10287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10288. } else if( sd )
  10289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10290. break;
  10291. case LG_TRAMPLE:
  10292. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10293. if (rnd()%100 < (25 + 25 * skill_lv))
  10294. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10295. status_change_end(bl, SC_SV_ROOTTWIST);
  10296. break;
  10297. case LG_REFLECTDAMAGE:
  10298. if( tsc && tsc->getSCE(type) )
  10299. status_change_end(bl,type);
  10300. else
  10301. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10302. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10303. break;
  10304. case LG_PIETY:
  10305. if( flag&1 )
  10306. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10307. else {
  10308. skill_area_temp[2] = 0;
  10309. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10311. }
  10312. break;
  10313. case SR_CURSEDCIRCLE:
  10314. if( flag&1 ) {
  10315. if( status_get_class_(bl) == CLASS_BOSS )
  10316. break;
  10317. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10318. if( bl->type == BL_MOB )
  10319. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10320. clif_bladestop(src, bl->id, 1);
  10321. map_freeblock_unlock();
  10322. return 1;
  10323. }
  10324. } else {
  10325. int count = 0;
  10326. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10327. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10328. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10329. if( sd ) pc_delspiritball(sd, count, 0);
  10330. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10331. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10332. }
  10333. break;
  10334. case NPC_SR_CURSEDCIRCLE:
  10335. if( flag&1 ) {
  10336. if( status_get_class_(bl) == CLASS_BOSS )
  10337. break;
  10338. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10339. if( bl->type == BL_MOB )
  10340. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10341. clif_bladestop(src, bl->id, 1);
  10342. map_freeblock_unlock();
  10343. return 1;
  10344. }
  10345. } else {
  10346. int count = 0;
  10347. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10348. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10349. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10350. if( sd ) pc_delspiritball(sd, count, 0);
  10351. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10352. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10353. }
  10354. break;
  10355. case SR_RAISINGDRAGON:
  10356. if( sd ) {
  10357. short max = 5 + skill_lv;
  10358. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10359. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10360. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10361. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10362. }
  10363. break;
  10364. case SR_ASSIMILATEPOWER:
  10365. if (flag&1) {
  10366. i = 0;
  10367. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10368. if (dstsd->spiritball > 0) {
  10369. i = dstsd->spiritball;
  10370. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10371. }
  10372. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10373. i += dstsd->spiritcharm;
  10374. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10375. }
  10376. }
  10377. if (i)
  10378. status_percent_heal(src, 0, i);
  10379. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10380. } else {
  10381. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10382. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10383. }
  10384. break;
  10385. case SR_POWERVELOCITY:
  10386. if( !dstsd )
  10387. break;
  10388. if( sd && dstsd->spiritball <= 5 ) {
  10389. for(i = 0; i <= 5; i++) {
  10390. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10391. pc_delspiritball(sd, sd->spiritball, 0);
  10392. }
  10393. }
  10394. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10395. break;
  10396. case SR_GENTLETOUCH_CURE:
  10397. {
  10398. unsigned int heal;
  10399. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10400. heal = 0;
  10401. else {
  10402. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10403. status_heal(bl, heal, 0, 0);
  10404. }
  10405. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10406. status_change_end(bl, SC_STONE);
  10407. status_change_end(bl, SC_FREEZE);
  10408. status_change_end(bl, SC_STUN);
  10409. status_change_end(bl, SC_POISON);
  10410. status_change_end(bl, SC_SILENCE);
  10411. status_change_end(bl, SC_BLIND);
  10412. status_change_end(bl, SC_HALLUCINATION);
  10413. }
  10414. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10415. }
  10416. break;
  10417. case SR_GENTLETOUCH_ENERGYGAIN:
  10418. case SR_GENTLETOUCH_CHANGE:
  10419. case SR_GENTLETOUCH_REVITALIZE:
  10420. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10421. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10422. break;
  10423. case SR_FLASHCOMBO: {
  10424. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10425. const int delay[] = { 0, 750, 1250 };
  10426. if (sd) // Disable attacking/acting/moving for skill's duration.
  10427. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10428. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10429. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10430. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10431. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10432. }
  10433. break;
  10434. case WA_SWING_DANCE:
  10435. case WA_MOONLIT_SERENADE:
  10436. case WA_SYMPHONY_OF_LOVER:
  10437. case MI_RUSH_WINDMILL:
  10438. case MI_ECHOSONG:
  10439. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10440. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10441. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10442. } else if( sd ) {
  10443. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10444. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10445. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10446. }
  10447. break;
  10448. case MI_HARMONIZE:
  10449. if( src != bl )
  10450. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10451. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10452. break;
  10453. case WM_DEADHILLHERE:
  10454. if( bl->type == BL_PC ) {
  10455. if( !status_isdead(bl) )
  10456. break;
  10457. int heal = tstatus->sp;
  10458. if( heal <= 0 )
  10459. heal = 1;
  10460. tstatus->hp = heal;
  10461. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10462. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10463. pc_revive((TBL_PC*)bl,heal,0);
  10464. clif_resurrection(bl,1);
  10465. }
  10466. break;
  10467. case WM_VOICEOFSIREN:
  10468. if (flag&1)
  10469. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10470. else {
  10471. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10472. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10473. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10474. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10476. }
  10477. break;
  10478. case WM_GLOOMYDAY:
  10479. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10480. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10481. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10482. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10483. { // !TODO: Which skills aren't boosted anymore?
  10484. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10485. break;
  10486. }
  10487. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10488. break;
  10489. case WM_SATURDAY_NIGHT_FEVER:
  10490. if( flag&1 ) {
  10491. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10492. } else if (sd) {
  10493. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10494. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10495. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10496. }
  10497. }
  10498. break;
  10499. case WM_SIRCLEOFNATURE:
  10500. case WM_SONG_OF_MANA:
  10501. case WM_DANCE_WITH_WUG:
  10502. case WM_LERADS_DEW:
  10503. case WM_UNLIMITED_HUMMING_VOICE:
  10504. if( flag&1 ) { // These affect to to all party members near the caster.
  10505. status_change *sc = status_get_sc(src);
  10506. if( sc && sc->getSCE(type) ) {
  10507. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10508. }
  10509. } else if( sd ) {
  10510. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10511. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  10512. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10513. }
  10514. break;
  10515. case WM_MELODYOFSINK:
  10516. if( flag&1 ) {
  10517. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10518. } else { // These affect to all targets around the caster.
  10519. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10520. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10521. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10522. }
  10523. }
  10524. break;
  10525. case WM_BEYOND_OF_WARCRY:
  10526. if( flag&1 ) {
  10527. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10528. } else { // These affect to all targets around the caster.
  10529. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10530. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10531. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10532. }
  10533. }
  10534. break;
  10535. case WM_SOUND_OF_DESTRUCTION:
  10536. if (flag&1) {
  10537. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10538. } else {
  10539. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10540. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10541. }
  10542. break;
  10543. case WM_RANDOMIZESPELL:
  10544. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10545. status_change_end(bl, SC_SONGOFMANA);
  10546. status_change_end(bl, SC_DANCEWITHWUG);
  10547. status_change_end(bl, SC_LERADSDEW);
  10548. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10549. status_change_end(bl, SC_BEYONDOFWARCRY);
  10550. status_change_end(bl, SC_MELODYOFSINK);
  10551. status_change_end(bl, SC_BEYONDOFWARCRY);
  10552. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10553. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10554. }
  10555. break;
  10556. case RETURN_TO_ELDICASTES:
  10557. case ALL_GUARDIAN_RECALL:
  10558. case ECLAGE_RECALL:
  10559. case ALL_PRONTERA_RECALL:
  10560. if( sd )
  10561. {
  10562. short x=0, y=0; // Destiny position.
  10563. unsigned short mapindex=0;
  10564. switch(skill_id){
  10565. default:
  10566. case RETURN_TO_ELDICASTES:
  10567. x = 198;
  10568. y = 187;
  10569. mapindex = mapindex_name2id(MAP_DICASTES);
  10570. break;
  10571. case ALL_GUARDIAN_RECALL:
  10572. x = 44;
  10573. y = 151;
  10574. mapindex = mapindex_name2id(MAP_MORA);
  10575. break;
  10576. case ECLAGE_RECALL:
  10577. x = 47;
  10578. y = 31;
  10579. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10580. break;
  10581. case ALL_PRONTERA_RECALL:
  10582. if(skill_lv == 1) {
  10583. x = 115;
  10584. y = 72;
  10585. }
  10586. else if(skill_lv == 2) {
  10587. x = 159;
  10588. y = 192;
  10589. }
  10590. mapindex = mapindex_name2id(MAP_PRONTERA);
  10591. break;
  10592. }
  10593. if(!mapindex)
  10594. { //Given map not found?
  10595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10596. map_freeblock_unlock();
  10597. return 0;
  10598. }
  10599. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10600. }
  10601. break;
  10602. case ECL_SNOWFLIP:
  10603. case ECL_PEONYMAMY:
  10604. case ECL_SADAGUI:
  10605. case ECL_SEQUOIADUST:
  10606. switch(skill_id){
  10607. case ECL_SNOWFLIP:
  10608. status_change_end(bl, SC_SLEEP);
  10609. status_change_end(bl, SC_BLEEDING);
  10610. status_change_end(bl, SC_BURNING);
  10611. status_change_end(bl, SC_DEEPSLEEP);
  10612. break;
  10613. case ECL_PEONYMAMY:
  10614. status_change_end(bl, SC_FREEZE);
  10615. status_change_end(bl, SC_FREEZING);
  10616. status_change_end(bl, SC_CRYSTALIZE);
  10617. break;
  10618. case ECL_SADAGUI:
  10619. status_change_end(bl, SC_STUN);
  10620. status_change_end(bl, SC_CONFUSION);
  10621. status_change_end(bl, SC_HALLUCINATION);
  10622. status_change_end(bl, SC_FEAR);
  10623. break;
  10624. case ECL_SEQUOIADUST:
  10625. status_change_end(bl, SC_STONE);
  10626. status_change_end(bl, SC_POISON);
  10627. status_change_end(bl, SC_CURSE);
  10628. status_change_end(bl, SC_BLIND);
  10629. status_change_end(bl, SC_ORCISH);
  10630. status_change_end(bl, SC_DECREASEAGI);
  10631. break;
  10632. }
  10633. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10634. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10635. break;
  10636. case GM_SANDMAN:
  10637. if( tsc ) {
  10638. if( tsc->opt1 == OPT1_SLEEP )
  10639. tsc->opt1 = 0;
  10640. else
  10641. tsc->opt1 = OPT1_SLEEP;
  10642. clif_changeoption(bl);
  10643. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10644. }
  10645. break;
  10646. case SO_ARRULLO:
  10647. {
  10648. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10649. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10650. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10651. }
  10652. break;
  10653. case WM_LULLABY_DEEPSLEEP:
  10654. if (flag&1) {
  10655. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10656. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10657. sc_start(src, bl, type, rate, skill_lv, duration);
  10658. } else {
  10659. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10660. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10661. }
  10662. break;
  10663. case SO_SUMMON_AGNI:
  10664. case SO_SUMMON_AQUA:
  10665. case SO_SUMMON_VENTUS:
  10666. case SO_SUMMON_TERA:
  10667. if( sd ) {
  10668. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10669. // Remove previous elemental first.
  10670. if( sd->ed )
  10671. elemental_delete(sd->ed);
  10672. // Summoning the new one.
  10673. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10674. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10675. break;
  10676. }
  10677. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10678. }
  10679. break;
  10680. case SO_EL_CONTROL:
  10681. if( sd ) {
  10682. int mode;
  10683. if( !sd->ed ) break;
  10684. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10685. elemental_delete(sd->ed);
  10686. break;
  10687. }
  10688. switch( skill_lv ) {// Select mode bassed on skill level used.
  10689. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10690. case 2: mode = EL_MODE_ASSIST; break;
  10691. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10692. }
  10693. if( !elemental_change_mode(sd->ed,mode) ) {
  10694. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10695. break;
  10696. }
  10697. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10698. }
  10699. break;
  10700. case SO_EL_ACTION:
  10701. if( sd ) {
  10702. int duration = 3000;
  10703. if( !sd->ed )
  10704. break;
  10705. switch(sd->ed->db->class_) {
  10706. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10707. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10708. duration = 6000;
  10709. break;
  10710. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10711. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10712. duration = 9000;
  10713. break;
  10714. }
  10715. sd->skill_id_old = skill_id;
  10716. elemental_action(sd->ed, bl, tick);
  10717. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10718. skill_blockpc_start(sd, skill_id, duration);
  10719. }
  10720. break;
  10721. case SO_EL_CURE:
  10722. if( sd ) {
  10723. s_elemental_data *ed = sd->ed;
  10724. int s_hp, s_sp;
  10725. if( !ed )
  10726. break;
  10727. s_hp = sd->battle_status.hp * 10 / 100;
  10728. s_sp = sd->battle_status.sp * 10 / 100;
  10729. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10731. break;
  10732. }
  10733. status_heal(&ed->bl,s_hp,s_sp,3);
  10734. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10735. }
  10736. break;
  10737. case GN_CHANGEMATERIAL:
  10738. case SO_EL_ANALYSIS:
  10739. if( sd ) {
  10740. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10741. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10742. }
  10743. break;
  10744. case NPC_MANDRAGORA:
  10745. case GN_MANDRAGORA:
  10746. if( flag&1 ) {
  10747. int rate;
  10748. if (skill_id == NPC_MANDRAGORA)
  10749. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10750. else
  10751. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10752. if (rate < 10)
  10753. rate = 10;
  10754. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10755. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10756. if (rnd()%100 < rate) {
  10757. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10758. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10759. }
  10760. } else {
  10761. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10762. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10763. }
  10764. break;
  10765. case GN_SLINGITEM:
  10766. if( sd ) {
  10767. i = sd->equip_index[EQI_AMMO];
  10768. if( i < 0 )
  10769. break; // No ammo.
  10770. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10771. if( ammo_id == 0 )
  10772. break;
  10773. sd->itemid = ammo_id;
  10774. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10775. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10776. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10777. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10778. else
  10779. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10780. } else //Otherwise, it fails, shows animation and removes items.
  10781. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10782. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10783. switch (ammo_id) {
  10784. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10785. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10786. status_percent_heal(bl, 1, 0);
  10787. break;
  10788. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10789. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10790. status_percent_heal(bl, 2, 0);
  10791. break;
  10792. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10793. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10794. status_percent_heal(bl, 5, 0);
  10795. break;
  10796. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10797. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10798. status_percent_heal(bl, 0, 2);
  10799. break;
  10800. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10801. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10802. status_percent_heal(bl, 0, 4);
  10803. break;
  10804. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10805. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10806. status_percent_heal(bl, 0, 8);
  10807. break;
  10808. default:
  10809. if (dstsd)
  10810. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10811. break;
  10812. }
  10813. }
  10814. }
  10815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10816. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10817. break;
  10818. case GN_MIX_COOKING:
  10819. case GN_MAKEBOMB:
  10820. case GN_S_PHARMACY:
  10821. if( sd ) {
  10822. int qty = 1;
  10823. sd->skill_id_old = skill_id;
  10824. sd->skill_lv_old = skill_lv;
  10825. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10826. qty = 10;
  10827. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10828. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10829. }
  10830. break;
  10831. case EL_CIRCLE_OF_FIRE:
  10832. case EL_PYROTECHNIC:
  10833. case EL_HEATER:
  10834. case EL_TROPIC:
  10835. case EL_AQUAPLAY:
  10836. case EL_COOLER:
  10837. case EL_CHILLY_AIR:
  10838. case EL_GUST:
  10839. case EL_BLAST:
  10840. case EL_WILD_STORM:
  10841. case EL_PETROLOGY:
  10842. case EL_CURSED_SOIL:
  10843. case EL_UPHEAVAL:
  10844. case EL_FIRE_CLOAK:
  10845. case EL_WATER_DROP:
  10846. case EL_WIND_CURTAIN:
  10847. case EL_SOLID_SKIN:
  10848. case EL_STONE_SHIELD:
  10849. case EL_WIND_STEP:
  10850. case EM_EL_FLAMETECHNIC:
  10851. case EM_EL_FLAMEARMOR:
  10852. case EM_EL_COLD_FORCE:
  10853. case EM_EL_CRYSTAL_ARMOR:
  10854. case EM_EL_GRACE_BREEZE:
  10855. case EM_EL_EYES_OF_STORM:
  10856. case EM_EL_EARTH_CARE:
  10857. case EM_EL_STRONG_PROTECTION:
  10858. case EM_EL_DEEP_POISONING:
  10859. case EM_EL_POISON_SHIELD:
  10860. {
  10861. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10862. if( ele ) {
  10863. sc_type type2 = (sc_type)(type-1);
  10864. status_change *sc = status_get_sc(&ele->bl);
  10865. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10866. status_change_end(src,type);
  10867. status_change_end(bl,type2);
  10868. } else {
  10869. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10870. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10871. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10872. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10873. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10874. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10875. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10876. }
  10877. }
  10878. }
  10879. break;
  10880. case EL_FIRE_MANTLE:
  10881. case EL_WATER_BARRIER:
  10882. case EL_ZEPHYR:
  10883. case EL_POWER_OF_GAIA:
  10884. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10885. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10886. break;
  10887. case EL_WATER_SCREEN: {
  10888. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10889. if( ele ) {
  10890. status_change *sc = status_get_sc(&ele->bl);
  10891. sc_type type2 = (sc_type)(type-1);
  10892. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10893. if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  10894. status_change_end(bl,type);
  10895. status_change_end(src,type2);
  10896. } else {
  10897. // This not heals at the end.
  10898. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10899. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10900. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10901. }
  10902. }
  10903. }
  10904. break;
  10905. case KO_KAHU_ENTEN:
  10906. case KO_HYOUHU_HUBUKI:
  10907. case KO_KAZEHU_SEIRAN:
  10908. case KO_DOHU_KOUKAI:
  10909. if (sd) {
  10910. int ele_type = skill_get_ele(skill_id,skill_lv);
  10911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10912. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10913. }
  10914. break;
  10915. case KO_ZANZOU:
  10916. if(sd){
  10917. struct mob_data *md2;
  10918. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10919. if( md2 )
  10920. {
  10921. md2->master_id = src->id;
  10922. md2->special_state.ai = AI_ZANZOU;
  10923. if( md2->deletetimer != INVALID_TIMER )
  10924. delete_timer(md2->deletetimer, mob_timer_delete);
  10925. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10926. mob_spawn( md2 );
  10927. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10928. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10929. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10930. }
  10931. }
  10932. break;
  10933. case KO_KYOUGAKU:
  10934. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  10935. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10936. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10937. }else if( sd )
  10938. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10939. break;
  10940. case KO_JYUSATSU:
  10941. if( dstsd && tsc && !tsc->getSCE(type) &&
  10942. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10943. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10944. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10945. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10946. if( status_get_lv(bl) <= status_get_lv(src) )
  10947. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10948. }else if( sd )
  10949. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10950. break;
  10951. case KO_GENWAKU:
  10952. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10953. int x = src->x, y = src->y;
  10954. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10955. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10956. break;
  10957. }
  10958. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10959. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10960. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10961. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10962. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10963. clif_blown(src);
  10964. if (!unit_blown_immune(bl, 0x1)) {
  10965. unit_movepos(bl,x,y,0,0);
  10966. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10967. clif_sitting(bl); //Avoid sitting sync problem
  10968. clif_blown(bl);
  10969. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10970. }
  10971. }
  10972. }
  10973. break;
  10974. case OB_AKAITSUKI:
  10975. case OB_OBOROGENSOU:
  10976. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10977. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10979. break;
  10980. }
  10981. case KO_IZAYOI:
  10982. case OB_ZANGETSU:
  10983. case KG_KYOMU:
  10984. case KG_KAGEMUSYA:
  10985. case SP_SOULDIVISION:
  10986. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10987. if (bl->type != BL_PC) {
  10988. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10989. break;
  10990. }
  10991. }
  10992. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10993. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10994. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10995. break;
  10996. case KG_KAGEHUMI:
  10997. if( flag&1 ){
  10998. if (bl->type != BL_PC)
  10999. break;
  11000. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11001. status_change_end(bl, SC_HIDING);
  11002. status_change_end(bl, SC_CLOAKING);
  11003. status_change_end(bl, SC_CLOAKINGEXCEED);
  11004. status_change_end(bl, SC_CAMOUFLAGE);
  11005. status_change_end(bl, SC_NEWMOON);
  11006. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11007. status_change_end(bl, SC__SHADOWFORM);
  11008. status_change_end(bl, SC_MARIONETTE);
  11009. status_change_end(bl, SC_HARMONIZE);
  11010. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11011. }
  11012. }else{
  11013. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11014. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11015. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11016. }
  11017. break;
  11018. case MH_SILENT_BREEZE:
  11019. {
  11020. int heal = 5 * status_get_lv(&hd->bl) +
  11021. #ifdef RENEWAL
  11022. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11023. #else
  11024. status_base_matk_min(&hd->battle_status);
  11025. #endif
  11026. //Silences the homunculus and target
  11027. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11028. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11029. //Recover the target's HP
  11030. status_heal(bl,heal,0,3);
  11031. //Removes these SC from target
  11032. if (tsc) {
  11033. const enum sc_type scs[] = {
  11034. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11035. };
  11036. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11037. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11038. }
  11039. if (hd)
  11040. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11041. }
  11042. break;
  11043. case MH_OVERED_BOOST:
  11044. if (hd && battle_get_master(src)) {
  11045. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11046. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11047. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11048. }
  11049. break;
  11050. case MH_GRANITIC_ARMOR:
  11051. case MH_PYROCLASTIC:
  11052. if(hd) {
  11053. struct block_list *s_bl = battle_get_master(src);
  11054. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  11055. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11056. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11057. }
  11058. break;
  11059. case MH_LIGHT_OF_REGENE: //self
  11060. if(hd) {
  11061. struct block_list *s_bl = battle_get_master(src);
  11062. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11063. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11064. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11065. }
  11066. break;
  11067. case MH_STYLE_CHANGE:
  11068. if(hd){
  11069. struct status_change_entry *sce;
  11070. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=NULL){ //in preparation for other bl usage
  11071. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11072. else sce->val1 = MH_MD_FIGHTING;
  11073. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11074. // char output[128];
  11075. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11076. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11077. //}
  11078. }
  11079. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11080. }
  11081. break;
  11082. case MH_GOLDENE_TONE:
  11083. case MH_TEMPERING: {
  11084. block_list* master_bl = battle_get_master(src);
  11085. if (master_bl != nullptr){
  11086. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11087. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11088. }
  11089. if (hd)
  11090. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11091. } break;
  11092. case MH_PAIN_KILLER:
  11093. bl = battle_get_master(src);
  11094. if (bl != nullptr)
  11095. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11096. if (hd)
  11097. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11098. break;
  11099. case MH_MAGMA_FLOW:
  11100. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11101. if (hd)
  11102. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11103. break;
  11104. case MH_SUMMON_LEGION: {
  11105. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11106. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11107. struct mob_data *sum_md;
  11108. int i_slave,c=0;
  11109. int maxcount = qty[skill_lv-1];
  11110. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11111. if(c >= maxcount) {
  11112. map_freeblock_unlock();
  11113. return 0; //max qty already spawned
  11114. }
  11115. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11116. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11117. if (sum_md) {
  11118. sum_md->master_id = src->id;
  11119. sum_md->special_state.ai = AI_LEGION;
  11120. if (sum_md->deletetimer != INVALID_TIMER)
  11121. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11122. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11123. mob_spawn(sum_md); //Now it is ready for spawning.
  11124. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11125. }
  11126. }
  11127. if (hd)
  11128. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11129. }
  11130. break;
  11131. case RL_RICHS_COIN:
  11132. if (sd) {
  11133. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11134. for (i = 0; i < 10; i++)
  11135. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11136. }
  11137. break;
  11138. case RL_C_MARKER:
  11139. if (sd) {
  11140. // If marked by someone else remove it
  11141. if (tsce && tsce->val2 != src->id)
  11142. status_change_end(bl, type);
  11143. // Check if marked before
  11144. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11145. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11146. // Find empty slot
  11147. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11148. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11150. break;
  11151. }
  11152. }
  11153. sd->c_marker[i] = bl->id;
  11154. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11155. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11156. }
  11157. // If mob casts this, at least SC_C_MARKER as debuff
  11158. else {
  11159. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11160. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11161. }
  11162. break;
  11163. case RL_QD_SHOT:
  11164. if (sd) {
  11165. skill_area_temp[1] = bl->id;
  11166. // Check surrounding
  11167. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11168. if (skill_area_temp[0])
  11169. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11170. // Main target always receives damage
  11171. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11172. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11173. } else {
  11174. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11175. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11176. }
  11177. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11178. skill_area_temp[0] = 0;
  11179. skill_area_temp[1] = 0;
  11180. break;
  11181. case RL_FLICKER:
  11182. if (sd) {
  11183. sd->flicker = true;
  11184. skill_area_temp[1] = 0;
  11185. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11186. // Detonate RL_B_TRAP
  11187. if (pc_checkskill(sd, RL_B_TRAP))
  11188. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11189. // Detonate RL_H_MINE
  11190. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11191. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11192. sd->flicker = false;
  11193. }
  11194. break;
  11195. case SO_ELEMENTAL_SHIELD:
  11196. if (!sd || sd->status.party_id == 0 || flag&1) {
  11197. if (sd && sd->status.party_id == 0) {
  11198. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11199. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11200. elemental_delete(sd->ed);
  11201. }
  11202. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11203. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11204. }
  11205. else {
  11206. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11207. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11208. elemental_delete(sd->ed);
  11209. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11210. }
  11211. break;
  11212. case SU_HIDE:
  11213. if (tsce) {
  11214. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11215. status_change_end(bl, type);
  11216. map_freeblock_unlock();
  11217. return 0;
  11218. }
  11219. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11220. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11221. break;
  11222. case SU_STOOP:
  11223. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11224. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11225. break;
  11226. case SU_SV_ROOTTWIST:
  11227. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11228. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11229. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11230. break;
  11231. }
  11232. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11233. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11234. else {
  11235. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11236. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11237. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11238. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11239. }
  11240. break;
  11241. case SU_TUNABELLY:
  11242. {
  11243. unsigned int heal = 0;
  11244. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11245. heal = 0;
  11246. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11247. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11248. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11249. status_heal(bl, heal, 0, 0);
  11250. }
  11251. break;
  11252. case SU_BUNCHOFSHRIMP:
  11253. case SU_HISS:
  11254. case SU_PURRING:
  11255. case SU_MEOWMEOW:
  11256. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11257. int duration = skill_get_time(skill_id, skill_lv);
  11258. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11259. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11260. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11261. } else if (sd) {
  11262. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11263. }
  11264. break;
  11265. case SU_SHRIMPARTY:
  11266. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11267. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11268. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11269. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11270. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11271. }
  11272. } else if (sd)
  11273. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11274. break;
  11275. case SU_POWEROFFLOCK:
  11276. if (flag&1) {
  11277. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11278. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11279. } else {
  11280. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11281. if (battle_config.skill_wall_check)
  11282. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11283. else
  11284. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11285. }
  11286. break;
  11287. case ALL_EQSWITCH:
  11288. if( sd ){
  11289. clif_equipswitch_reply( sd, false );
  11290. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11291. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11292. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11293. }
  11294. }
  11295. }
  11296. break;
  11297. case AB_VITUPERATUM:
  11298. if (flag&1)
  11299. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11300. else {
  11301. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11302. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11303. }
  11304. break;
  11305. case AB_CONVENIO:
  11306. if (sd) {
  11307. party_data *p = party_search(sd->status.party_id);
  11308. int i = 0, count = 0;
  11309. // Only usable in party
  11310. if (p == nullptr) {
  11311. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11312. break;
  11313. }
  11314. // Only usable as party leader.
  11315. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11316. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11317. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11318. break;
  11319. }
  11320. // Do the teleport part
  11321. for (i = 0; i < MAX_PARTY; ++i) {
  11322. map_session_data *pl_sd = p->data[i].sd;
  11323. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11324. sd->bl.m != pl_sd->bl.m)
  11325. continue;
  11326. // Respect /call configuration
  11327. if( pl_sd->status.disable_call ){
  11328. continue;
  11329. }
  11330. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11331. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11332. count++;
  11333. }
  11334. }
  11335. if (!count)
  11336. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11337. }
  11338. break;
  11339. case NPC_PULSESTRIKE2:
  11340. for (int i = 0; i < 3; i++)
  11341. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11342. break;
  11343. case BO_THE_WHOLE_PROTECTION:
  11344. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11345. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11346. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11347. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11348. continue;
  11349. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11350. }
  11351. } else if (sd) {
  11352. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11353. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11354. }
  11355. break;
  11356. case TR_MUSICAL_INTERLUDE:
  11357. case TR_JAWAII_SERENADE:
  11358. case TR_PRON_MARCH:
  11359. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11360. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11361. else if (sd) {
  11362. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11363. sd->skill_id_song = skill_id;
  11364. sd->skill_lv_song = skill_lv;
  11365. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11366. flag |= 2;
  11367. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11368. }
  11369. break;
  11370. case TR_GEF_NOCTURN:
  11371. case TR_AIN_RHAPSODY:
  11372. if (flag & 1)
  11373. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11374. else if (sd) {
  11375. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11376. sd->skill_id_song = skill_id;
  11377. sd->skill_lv_song = skill_lv;
  11378. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11379. flag |= 2;
  11380. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11381. }
  11382. break;
  11383. case TR_ROKI_CAPRICCIO:
  11384. case TR_NIPELHEIM_REQUIEM:
  11385. if (flag & 1) { // Need official success chances.
  11386. uint16 success_chance = 5 * skill_lv;
  11387. if (flag & 2)
  11388. success_chance *= 2;
  11389. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11390. if (skill_id == TR_ROKI_CAPRICCIO) {
  11391. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11392. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11393. } else { // TR_NIPELHEIM_REQUIEM
  11394. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11395. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11396. }
  11397. } else if (sd) {
  11398. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11399. sd->skill_id_song = skill_id;
  11400. sd->skill_lv_song = skill_lv;
  11401. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11402. flag |= 2;
  11403. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11404. }
  11405. break;
  11406. case ABR_NET_REPAIR:
  11407. case ABR_NET_SUPPORT:
  11408. if (flag & 1) {
  11409. int heal_amount;
  11410. if (skill_id == ABR_NET_REPAIR) {
  11411. heal_amount = tstatus->max_hp * 10 / 100;
  11412. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11413. status_heal(bl, heal_amount, 0, 0);
  11414. } else { // ABR_NET_SUPPORT
  11415. heal_amount = tstatus->max_sp * 3 / 100;
  11416. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11417. status_heal(bl, 0, heal_amount, 0);
  11418. }
  11419. } else {
  11420. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11421. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11422. }
  11423. break;
  11424. case WH_HAWK_M:
  11425. if (sd) {
  11426. if (!pc_isfalcon(sd))
  11427. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11428. else
  11429. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11430. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11431. }
  11432. break;
  11433. case EM_SUMMON_ELEMENTAL_ARDOR:
  11434. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11435. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11436. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11437. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11438. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11439. if (sd == nullptr)
  11440. break;
  11441. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11442. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11443. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11444. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11445. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11446. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11447. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11448. // Remove the old elemental before summoning the super one.
  11449. elemental_delete(sd->ed);
  11450. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11451. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11452. break;
  11453. } else // Elemental summoned. Buff the player with the bonus.
  11454. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11455. } else {
  11456. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11457. break;
  11458. }
  11459. }
  11460. break;
  11461. case EM_ELEMENTAL_VEIL:
  11462. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11463. if (sd == nullptr)
  11464. break;
  11465. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11466. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11467. else
  11468. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11469. break;
  11470. case MT_M_MACHINE:
  11471. case BO_BIONIC_PHARMACY:
  11472. if (sd) {
  11473. sd->skill_id_old = skill_id;
  11474. sd->skill_lv_old = skill_lv;
  11475. if (skill_id == MT_M_MACHINE)
  11476. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11477. else // BO_BIONIC_PHARMACY
  11478. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11479. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11480. }
  11481. break;
  11482. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11483. case MT_SUMMON_ABR_DUAL_CANNON:
  11484. case MT_SUMMON_ABR_MOTHER_NET:
  11485. case MT_SUMMON_ABR_INFINITY: {
  11486. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11487. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11488. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11489. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11490. if (md) {
  11491. md->master_id = src->id;
  11492. md->special_state.ai = AI_ABR;
  11493. if (md->deletetimer != INVALID_TIMER)
  11494. delete_timer(md->deletetimer, mob_timer_delete);
  11495. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11496. mob_spawn(md);
  11497. }
  11498. }
  11499. break;
  11500. case BO_WOODENWARRIOR:
  11501. case BO_WOODEN_FAIRY:
  11502. case BO_CREEPER:
  11503. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11504. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11505. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11506. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11507. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11508. if (md) {
  11509. md->master_id = src->id;
  11510. md->special_state.ai = AI_BIONIC;
  11511. if (md->deletetimer != INVALID_TIMER)
  11512. delete_timer(md->deletetimer, mob_timer_delete);
  11513. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11514. mob_spawn(md);
  11515. }
  11516. }
  11517. break;
  11518. #ifdef RENEWAL
  11519. case CG_HERMODE:
  11520. skill_castend_song(src, skill_id, skill_lv, tick);
  11521. break;
  11522. #endif
  11523. case NPC_LEASH:
  11524. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11525. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11526. return 0;
  11527. }
  11528. clif_blown( bl );
  11529. break;
  11530. case NPC_WIDELEASH:
  11531. if( flag & 1 ){
  11532. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11533. return 0;
  11534. }
  11535. clif_blown( bl );
  11536. }else{
  11537. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11538. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11539. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11540. }
  11541. break;
  11542. default: {
  11543. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11544. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11545. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11546. map_freeblock_unlock();
  11547. return 1;
  11548. }
  11549. }
  11550. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11551. status_change *sc = status_get_sc(src);
  11552. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11553. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11554. }
  11555. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11556. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11557. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11558. }
  11559. if( sd && !(flag&1) )
  11560. {// ensure that the skill last-cast tick is recorded
  11561. sd->canskill_tick = gettick();
  11562. if( sd->state.arrow_atk )
  11563. {// consume arrow on last invocation to this skill.
  11564. battle_consume_ammo(sd, skill_id, skill_lv);
  11565. }
  11566. skill_onskillusage(sd, bl, skill_id, tick);
  11567. // perform skill requirement consumption
  11568. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11569. }
  11570. map_freeblock_unlock();
  11571. return 0;
  11572. }
  11573. /**
  11574. * Checking that causing skill failed
  11575. * @param src Caster
  11576. * @param target Target
  11577. * @param skill_id
  11578. * @param skill_lv
  11579. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11580. **/
  11581. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11582. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11583. int inf = skill->inf;
  11584. status_change *tsc = status_get_sc(target);
  11585. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11586. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11587. switch (skill_id) {
  11588. case AL_HEAL:
  11589. case AL_INCAGI:
  11590. case AL_DECAGI:
  11591. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11592. case AB_RENOVATIO:
  11593. case AB_HIGHNESSHEAL:
  11594. if (tsc && tsc->option&OPTION_MADOGEAR)
  11595. return USESKILL_FAIL_TOTARGET;
  11596. break;
  11597. case RG_BACKSTAP:
  11598. {
  11599. #ifndef RENEWAL
  11600. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11601. if (map_check_dir(dir, t_dir))
  11602. return USESKILL_FAIL_MAX;
  11603. #endif
  11604. if (check_distance_bl(src, target, 0))
  11605. return USESKILL_FAIL_MAX;
  11606. }
  11607. break;
  11608. case PR_TURNUNDEAD:
  11609. {
  11610. struct status_data *tstatus = status_get_status_data(target);
  11611. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11612. return USESKILL_FAIL_MAX;
  11613. }
  11614. break;
  11615. case PR_LEXDIVINA:
  11616. case MER_LEXDIVINA:
  11617. {
  11618. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11619. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11620. return USESKILL_FAIL_LEVEL;
  11621. else
  11622. return -1; //Works on silenced allies
  11623. }
  11624. break;
  11625. case RA_WUGSTRIKE:
  11626. // Check if path can be reached
  11627. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11628. return USESKILL_FAIL_MAX;
  11629. break;
  11630. case MG_NAPALMBEAT:
  11631. case MG_FIREBALL:
  11632. case HT_BLITZBEAT:
  11633. case AS_GRIMTOOTH:
  11634. case MO_COMBOFINISH:
  11635. case NC_VULCANARM:
  11636. case SR_TIGERCANNON:
  11637. // These can damage traps, but can't target traps directly
  11638. if (target->type == BL_SKILL) {
  11639. TBL_SKILL *su = (TBL_SKILL*)target;
  11640. if (!su || !su->group)
  11641. return USESKILL_FAIL_MAX;
  11642. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11643. return USESKILL_FAIL_MAX;
  11644. }
  11645. break;
  11646. case IQ_SECOND_FLAME:
  11647. case IQ_SECOND_FAITH:
  11648. case IQ_SECOND_JUDGEMENT:
  11649. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11650. return USESKILL_FAIL_LEVEL;
  11651. break;
  11652. case IQ_THIRD_PUNISH:
  11653. case IQ_THIRD_FLAME_BOMB:
  11654. case IQ_THIRD_CONSECRATION:
  11655. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11656. return USESKILL_FAIL_LEVEL;
  11657. break;
  11658. }
  11659. if (inf&INF_ATTACK_SKILL ||
  11660. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11661. ) // Casted through combo.
  11662. inf = BCT_ENEMY; //Offensive skill.
  11663. else if (skill->inf2[INF2_NOTARGETENEMY])
  11664. inf = BCT_NOENEMY;
  11665. else
  11666. inf = 0;
  11667. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11668. inf |=
  11669. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11670. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11671. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11672. inf &= ~BCT_NEUTRAL;
  11673. }
  11674. switch (skill_id) {
  11675. // Cannot be casted to Emperium
  11676. case WZ_ESTIMATION:
  11677. case SL_SKE:
  11678. case SL_SKA:
  11679. case RK_PHANTOMTHRUST:
  11680. case NPC_PHANTOMTHRUST:
  11681. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11682. return USESKILL_FAIL_MAX;
  11683. break;
  11684. }
  11685. if (inf && battle_check_target(src, target, inf) <= 0) {
  11686. switch(skill_id) {
  11687. case RK_PHANTOMTHRUST:
  11688. case NPC_PHANTOMTHRUST:
  11689. case AB_CLEARANCE:
  11690. return USESKILL_FAIL_TOTARGET;
  11691. default:
  11692. return USESKILL_FAIL_LEVEL;
  11693. }
  11694. }
  11695. // Fogwall makes all offensive-type targetted skills fail at 75%
  11696. // Jump Kick can still fail even though you can jump to friendly targets.
  11697. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11698. return USESKILL_FAIL_LEVEL;
  11699. return -1;
  11700. }
  11701. TIMER_FUNC( skill_keep_using ){
  11702. map_session_data* sd = map_id2sd( id );
  11703. if( sd && sd->skill_keep_using.skill_id ){
  11704. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11705. sd->skill_keep_using.tid = INVALID_TIMER;
  11706. }
  11707. return 0;
  11708. }
  11709. /**
  11710. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11711. * @param tid
  11712. * @param tick
  11713. * @param data
  11714. **/
  11715. TIMER_FUNC(skill_castend_id){
  11716. struct block_list *target, *src;
  11717. map_session_data *sd;
  11718. struct mob_data *md;
  11719. struct unit_data *ud;
  11720. status_change *sc = NULL;
  11721. int flag = 0;
  11722. src = map_id2bl(id);
  11723. if( src == NULL )
  11724. {
  11725. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11726. return 0;// not found
  11727. }
  11728. ud = unit_bl2ud(src);
  11729. if( ud == NULL )
  11730. {
  11731. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11732. return 0;// ???
  11733. }
  11734. sd = BL_CAST(BL_PC, src);
  11735. md = BL_CAST(BL_MOB, src);
  11736. if( src->prev == NULL ) {
  11737. ud->skilltimer = INVALID_TIMER;
  11738. return 0;
  11739. }
  11740. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11741. if( ud->skilltimer != tid ) {
  11742. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11743. ud->skilltimer = INVALID_TIMER;
  11744. return 0;
  11745. }
  11746. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11747. {// restore original walk speed
  11748. ud->skilltimer = INVALID_TIMER;
  11749. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11750. } else
  11751. ud->skilltimer = INVALID_TIMER;
  11752. }
  11753. if (ud->skilltarget == id)
  11754. target = src;
  11755. else
  11756. target = map_id2bl(ud->skilltarget);
  11757. // Use a do so that you can break out of it when the skill fails.
  11758. do {
  11759. bool fail = false;
  11760. int8 res = USESKILL_FAIL_LEVEL;
  11761. if (!target || target->prev == NULL)
  11762. break;
  11763. if (src->m != target->m || status_isdead(src))
  11764. break;
  11765. //These should become skill_castend_pos
  11766. switch (ud->skill_id) {
  11767. case WE_CALLPARTNER:
  11768. if (sd) {
  11769. map_session_data *p_sd = pc_get_partner(sd);
  11770. if (p_sd && p_sd->state.autotrade) {
  11771. fail = true;
  11772. break;
  11773. } else
  11774. clif_callpartner(*sd);
  11775. }
  11776. break;
  11777. case WE_CALLPARENT:
  11778. if (sd) {
  11779. map_session_data *f_sd = pc_get_father(sd);
  11780. map_session_data *m_sd = pc_get_mother(sd);
  11781. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11782. fail = true;
  11783. break;
  11784. }
  11785. }
  11786. break;
  11787. case WE_CALLBABY:
  11788. if (sd) {
  11789. map_session_data *c_sd = pc_get_child(sd);
  11790. if (c_sd && c_sd->state.autotrade) {
  11791. fail = true;
  11792. break;
  11793. }
  11794. }
  11795. break;
  11796. case AM_RESURRECTHOMUN:
  11797. case PF_SPIDERWEB:
  11798. {
  11799. //Find a random spot to place the skill. [Skotlex]
  11800. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11801. ud->skillx = target->x + splash;
  11802. ud->skilly = target->y + splash;
  11803. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11804. ud->skillx = target->x;
  11805. ud->skilly = target->y;
  11806. }
  11807. ud->skilltimer = tid;
  11808. return skill_castend_pos(tid,tick,id,data);
  11809. }
  11810. case GN_WALLOFTHORN:
  11811. case SC_ESCAPE:
  11812. case WL_FROSTMISTY:
  11813. case SU_CN_POWDERING:
  11814. case AG_RAIN_OF_CRYSTAL:
  11815. ud->skillx = target->x;
  11816. ud->skilly = target->y;
  11817. ud->skilltimer = tid;
  11818. return skill_castend_pos(tid,tick,id,data);
  11819. }
  11820. // Failing
  11821. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11822. if (sd && res != USESKILL_FAIL_MAX)
  11823. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11824. break;
  11825. }
  11826. //Avoid doing double checks for instant-cast skills.
  11827. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11828. break;
  11829. if(md) {
  11830. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11831. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11832. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11833. }
  11834. if (src != target && battle_config.skill_add_range &&
  11835. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11836. {
  11837. if (sd) {
  11838. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11839. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11840. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11841. }
  11842. break;
  11843. }
  11844. #ifdef OFFICIAL_WALKPATH
  11845. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  11846. {
  11847. if (sd) {
  11848. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11849. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11850. }
  11851. break;
  11852. }
  11853. #endif
  11854. if( sd )
  11855. {
  11856. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11857. break;
  11858. else {
  11859. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11860. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11861. // Give AP
  11862. if (add_ap > 0) {
  11863. switch (ud->skill_id) {
  11864. case TR_ROSEBLOSSOM:
  11865. case TR_RHYTHMSHOOTING:
  11866. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11867. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11868. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11869. break;
  11870. case TR_GEF_NOCTURN:
  11871. case TR_ROKI_CAPRICCIO:
  11872. case TR_AIN_RHAPSODY:
  11873. case TR_MUSICAL_INTERLUDE:
  11874. case TR_JAWAII_SERENADE:
  11875. case TR_NIPELHEIM_REQUIEM:
  11876. case TR_PRON_MARCH:
  11877. if (sd->skill_id_old == TR_RETROSPECTION) {
  11878. add_ap += add_ap * 50 / 100;
  11879. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11880. }
  11881. break;
  11882. }
  11883. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11884. }
  11885. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  11886. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11887. break; // Show a skill fail message (Damage type consumes requirements)
  11888. }
  11889. }
  11890. }
  11891. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11892. break;
  11893. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11894. ud->state.running = 0;
  11895. status_change_end(src, SC_RUN);
  11896. flag = 1;
  11897. }
  11898. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11899. unit_stop_walking(src,1);
  11900. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11901. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11902. if (sd) { //Cooldown application
  11903. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11904. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11905. }
  11906. if( battle_config.display_status_timers && sd )
  11907. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11908. if( sd )
  11909. {
  11910. switch( ud->skill_id )
  11911. {
  11912. case GS_DESPERADO:
  11913. case RL_FIREDANCE:
  11914. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11915. break;
  11916. case KN_BRANDISHSPEAR:
  11917. case CR_GRANDCROSS: {
  11918. sc_type type;
  11919. if (ud->skill_id == KN_BRANDISHSPEAR)
  11920. type = SC_STRIPWEAPON;
  11921. else
  11922. type = SC_STRIPSHIELD;
  11923. if ((sc = status_get_sc(src)) && sc->getSCE(type)) {
  11924. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  11925. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11926. break;
  11927. }
  11928. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11929. break;
  11930. }
  11931. }
  11932. }
  11933. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11934. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11935. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11936. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11937. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11938. map_freeblock_lock();
  11939. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11940. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11941. else
  11942. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11943. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){
  11944. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11945. }
  11946. sc = status_get_sc(src);
  11947. if(sc && sc->count) {
  11948. if (ud->skill_id != RA_CAMOUFLAGE)
  11949. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11950. if(sc->getSCE(SC_SPIRIT) &&
  11951. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  11952. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  11953. ud->skill_id != WZ_WATERBALL)
  11954. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  11955. #ifndef RENEWAL
  11956. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11957. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11958. #endif
  11959. }
  11960. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11961. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11962. if (ud->skilltimer == INVALID_TIMER) {
  11963. if(md) md->skill_idx = -1;
  11964. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11965. ud->skill_lv = ud->skilltarget = 0;
  11966. }
  11967. map_freeblock_unlock();
  11968. return 1;
  11969. } while(0);
  11970. //Skill failed.
  11971. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  11972. { //When Asura fails... (except when it fails from Wall of Fog)
  11973. //Consume SP/spheres
  11974. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  11975. status_set_sp(src, 0, 0);
  11976. sc = &sd->sc;
  11977. if (sc->count)
  11978. { //End states
  11979. status_change_end(src, SC_EXPLOSIONSPIRITS);
  11980. status_change_end(src, SC_BLADESTOP);
  11981. #ifdef RENEWAL
  11982. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  11983. #endif
  11984. }
  11985. if( target && target->m == src->m ) { //Move character to target anyway.
  11986. short x, y;
  11987. short dir = map_calc_dir(src,target->x,target->y);
  11988. //Move 3 cells (From Caster)
  11989. if( dir > 0 && dir < 4 )
  11990. x = -3;
  11991. else if( dir > 4 )
  11992. x = 3;
  11993. else
  11994. x = 0;
  11995. if( dir > 2 && dir < 6 )
  11996. y = -3;
  11997. else if( dir == 7 || dir < 2 )
  11998. y = 3;
  11999. else
  12000. y = 0;
  12001. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12002. clif_blown(src);
  12003. clif_spiritball(src);
  12004. }
  12005. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12006. }
  12007. }
  12008. ud->skill_id = ud->skilltarget = 0;
  12009. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12010. ud->canact_tick = tick;
  12011. //You can't place a skill failed packet here because it would be
  12012. //sent in ALL cases, even cases where skill_check_condition fails
  12013. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12014. if (sd) {
  12015. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12016. if (sd->skill_keep_using.skill_id > 0) {
  12017. sd->skill_keep_using.skill_id = 0;
  12018. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12019. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12020. sd->skill_keep_using.tid = INVALID_TIMER;
  12021. }
  12022. }
  12023. } else if (md)
  12024. md->skill_idx = -1;
  12025. return 0;
  12026. }
  12027. /*==========================================
  12028. *
  12029. *------------------------------------------*/
  12030. TIMER_FUNC(skill_castend_pos){
  12031. struct block_list* src = map_id2bl(id);
  12032. map_session_data *sd;
  12033. struct unit_data *ud = unit_bl2ud(src);
  12034. struct mob_data *md;
  12035. nullpo_ret(ud);
  12036. sd = BL_CAST(BL_PC , src);
  12037. md = BL_CAST(BL_MOB, src);
  12038. if( src->prev == NULL ) {
  12039. ud->skilltimer = INVALID_TIMER;
  12040. return 0;
  12041. }
  12042. if( ud->skilltimer != tid )
  12043. {
  12044. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12045. ud->skilltimer = INVALID_TIMER;
  12046. return 0;
  12047. }
  12048. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12049. {// restore original walk speed
  12050. ud->skilltimer = INVALID_TIMER;
  12051. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12052. } else
  12053. ud->skilltimer = INVALID_TIMER;
  12054. do {
  12055. if( status_isdead(src) )
  12056. break;
  12057. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12058. break;
  12059. if(tid != INVALID_TIMER)
  12060. { //Avoid double checks on instant cast skills. [Skotlex]
  12061. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  12062. break;
  12063. if (battle_config.skill_add_range &&
  12064. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12065. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12066. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12067. break;
  12068. }
  12069. }
  12070. if( sd )
  12071. {
  12072. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  12073. break;
  12074. else {
  12075. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12076. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12077. // Give AP
  12078. if (add_ap > 0) {
  12079. switch (ud->skill_id) {
  12080. case WH_DEEPBLINDTRAP:
  12081. case WH_SOLIDTRAP:
  12082. case WH_SWIFTTRAP:
  12083. case WH_FLAMETRAP:
  12084. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12085. add_ap += 1;
  12086. break;
  12087. }
  12088. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12089. }
  12090. }
  12091. }
  12092. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12093. break;
  12094. if(md) {
  12095. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12096. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12097. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12098. }
  12099. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12100. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12101. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12102. if (ud->walktimer != INVALID_TIMER)
  12103. unit_stop_walking(src,1);
  12104. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12105. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12106. if (sd) { //Cooldown application
  12107. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12108. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12109. }
  12110. if( battle_config.display_status_timers && sd )
  12111. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12112. // if( sd )
  12113. // {
  12114. // switch( ud->skill_id )
  12115. // {
  12116. // case ????:
  12117. // sd->canequip_tick = tick + ????;
  12118. // break;
  12119. // }
  12120. // }
  12121. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12122. map_freeblock_lock();
  12123. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12124. if (ud->skill_id != RA_CAMOUFLAGE)
  12125. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12126. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12127. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12128. if (ud->skilltimer == INVALID_TIMER) {
  12129. if (md) md->skill_idx = -1;
  12130. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12131. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12132. }
  12133. map_freeblock_unlock();
  12134. return 1;
  12135. } while(0);
  12136. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12137. ud->canact_tick = tick;
  12138. ud->skill_id = ud->skill_lv = 0;
  12139. if(sd)
  12140. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12141. else if(md)
  12142. md->skill_idx = -1;
  12143. return 0;
  12144. }
  12145. /* skill count without self */
  12146. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12147. struct block_list* src = va_arg(ap, struct block_list*);
  12148. if( src->id != bl->id ) {
  12149. return 1;
  12150. }
  12151. return 0;
  12152. }
  12153. /*==========================================
  12154. *
  12155. *------------------------------------------*/
  12156. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12157. {
  12158. map_session_data* sd;
  12159. status_change* sc;
  12160. struct status_change_entry *sce;
  12161. std::shared_ptr<s_skill_unit_group> sg;
  12162. enum sc_type type;
  12163. int i;
  12164. //if(skill_lv <= 0) return 0;
  12165. if(skill_id > 0 && !skill_lv) return 0; // celest
  12166. nullpo_ret(src);
  12167. if(status_isdead(src))
  12168. return 0;
  12169. sd = BL_CAST(BL_PC, src);
  12170. sc = status_get_sc(src);
  12171. type = skill_get_sc(skill_id);
  12172. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  12173. switch (skill_id) { //Skill effect.
  12174. case WZ_METEOR:
  12175. case WZ_ICEWALL:
  12176. case MO_BODYRELOCATION:
  12177. case CR_CULTIVATION:
  12178. case HW_GANBANTEIN:
  12179. case LG_EARTHDRIVE:
  12180. case SC_ESCAPE:
  12181. case SU_CN_METEOR:
  12182. case NPC_RAINOFMETEOR:
  12183. break; //Effect is displayed on respective switch case.
  12184. default:
  12185. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12186. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12187. else
  12188. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12189. }
  12190. switch(skill_id)
  12191. {
  12192. case PR_BENEDICTIO:
  12193. skill_area_temp[1] = src->id;
  12194. i = skill_get_splash(skill_id, skill_lv);
  12195. map_foreachinallarea(skill_area_sub,
  12196. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12197. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12198. skill_castend_nodamage_id);
  12199. map_foreachinallarea(skill_area_sub,
  12200. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12201. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12202. skill_castend_damage_id);
  12203. break;
  12204. case BS_HAMMERFALL:
  12205. i = skill_get_splash(skill_id, skill_lv);
  12206. map_foreachinallarea(skill_area_sub,
  12207. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12208. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12209. skill_castend_nodamage_id);
  12210. break;
  12211. case HT_DETECTING:
  12212. i = skill_get_splash(skill_id, skill_lv);
  12213. map_foreachinallarea( status_change_timer_sub,
  12214. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12215. src,NULL,SC_SIGHT,tick);
  12216. skill_reveal_trap_inarea(src, i, x, y);
  12217. break;
  12218. case SR_RIDEINLIGHTNING:
  12219. i = skill_get_splash(skill_id, skill_lv);
  12220. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12221. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12222. break;
  12223. case NPC_LEX_AETERNA:
  12224. i = skill_get_splash(skill_id, skill_lv);
  12225. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12226. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12227. break;
  12228. case SA_VOLCANO:
  12229. case SA_DELUGE:
  12230. case SA_VIOLENTGALE:
  12231. { //Does not consumes if the skill is already active. [Skotlex]
  12232. std::shared_ptr<s_skill_unit_group> sg2;
  12233. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12234. {
  12235. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12236. {
  12237. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12238. return 0; // not to consume items
  12239. }
  12240. else
  12241. sg2->limit = 0; //Disable it.
  12242. }
  12243. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12244. break;
  12245. }
  12246. // Skill Unit Setting
  12247. case MG_SAFETYWALL: {
  12248. int dummy = 1;
  12249. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12250. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12251. return 0; // Don't consume gems if cast on Land Protector
  12252. }
  12253. }
  12254. case MG_FIREWALL:
  12255. case MG_THUNDERSTORM:
  12256. case AL_PNEUMA:
  12257. case WZ_FIREPILLAR:
  12258. case WZ_QUAGMIRE:
  12259. case WZ_VERMILION:
  12260. case WZ_STORMGUST:
  12261. case WZ_HEAVENDRIVE:
  12262. case NPC_GROUNDDRIVE:
  12263. case PR_SANCTUARY:
  12264. case PR_MAGNUS:
  12265. case CR_GRANDCROSS:
  12266. case NPC_GRANDDARKNESS:
  12267. case HT_SKIDTRAP:
  12268. case MA_SKIDTRAP:
  12269. case HT_LANDMINE:
  12270. case MA_LANDMINE:
  12271. case HT_ANKLESNARE:
  12272. case HT_SHOCKWAVE:
  12273. case HT_SANDMAN:
  12274. case MA_SANDMAN:
  12275. case HT_FLASHER:
  12276. case HT_FREEZINGTRAP:
  12277. case MA_FREEZINGTRAP:
  12278. case HT_BLASTMINE:
  12279. case HT_CLAYMORETRAP:
  12280. case AS_VENOMDUST:
  12281. case AM_DEMONSTRATION:
  12282. case PF_FOGWALL:
  12283. case PF_SPIDERWEB:
  12284. case HT_TALKIEBOX:
  12285. case WE_CALLPARTNER:
  12286. case WE_CALLPARENT:
  12287. case WE_CALLBABY:
  12288. case SA_LANDPROTECTOR:
  12289. #ifndef RENEWAL
  12290. case BD_LULLABY:
  12291. case BD_RICHMANKIM:
  12292. case BD_ETERNALCHAOS:
  12293. case BD_DRUMBATTLEFIELD:
  12294. case BD_RINGNIBELUNGEN:
  12295. case BD_ROKISWEIL:
  12296. case BD_INTOABYSS:
  12297. case BD_SIEGFRIED:
  12298. case BA_DISSONANCE:
  12299. case BA_POEMBRAGI:
  12300. case BA_WHISTLE:
  12301. case BA_ASSASSINCROSS:
  12302. case BA_APPLEIDUN:
  12303. case DC_UGLYDANCE:
  12304. case DC_HUMMING:
  12305. case DC_DONTFORGETME:
  12306. case DC_FORTUNEKISS:
  12307. case DC_SERVICEFORYOU:
  12308. #endif
  12309. case CG_MOONLIT:
  12310. case GS_DESPERADO:
  12311. case NJ_KAENSIN:
  12312. case NJ_BAKUENRYU:
  12313. case NJ_SUITON:
  12314. case NJ_HYOUSYOURAKU:
  12315. case NJ_RAIGEKISAI:
  12316. case NJ_KAMAITACHI:
  12317. #ifdef RENEWAL
  12318. case HW_GRAVITATION:
  12319. #endif
  12320. case NPC_EVILLAND:
  12321. case NPC_VENOMFOG:
  12322. case NPC_COMET:
  12323. case NPC_WIDESUCK:
  12324. case NPC_ICEMINE:
  12325. case NPC_FLAMECROSS:
  12326. case NPC_HELLBURNING:
  12327. case NPC_REVERBERATION:
  12328. case WL_COMET:
  12329. case RA_ELECTRICSHOCKER:
  12330. case RA_CLUSTERBOMB:
  12331. case RA_MAGENTATRAP:
  12332. case RA_COBALTTRAP:
  12333. case RA_MAIZETRAP:
  12334. case RA_VERDURETRAP:
  12335. case RA_FIRINGTRAP:
  12336. case RA_ICEBOUNDTRAP:
  12337. case SC_MANHOLE:
  12338. case SC_DIMENSIONDOOR:
  12339. case SC_CHAOSPANIC:
  12340. case SC_MAELSTROM:
  12341. case SC_BLOODYLUST:
  12342. case WM_POEMOFNETHERWORLD:
  12343. case SO_PSYCHIC_WAVE:
  12344. case NPC_PSYCHIC_WAVE:
  12345. case SO_VACUUM_EXTREME:
  12346. case GN_THORNS_TRAP:
  12347. case SO_EARTHGRAVE:
  12348. case SO_DIAMONDDUST:
  12349. case SO_FIRE_INSIGNIA:
  12350. case SO_WATER_INSIGNIA:
  12351. case SO_WIND_INSIGNIA:
  12352. case SO_EARTH_INSIGNIA:
  12353. case KO_ZENKAI:
  12354. case MH_LAVA_SLIDE:
  12355. case MH_VOLCANIC_ASH:
  12356. case MH_BLAST_FORGE:
  12357. case MH_POISON_MIST:
  12358. case MH_STEINWAND:
  12359. case MH_XENO_SLASHER:
  12360. case LG_KINGS_GRACE:
  12361. case SJ_BOOKOFCREATINGSTAR:
  12362. case RL_B_TRAP:
  12363. case NPC_STORMGUST2:
  12364. case AG_RAIN_OF_CRYSTAL:
  12365. case AG_MYSTERY_ILLUSION:
  12366. case AG_STRANTUM_TREMOR:
  12367. case AG_TORNADO_STORM:
  12368. case AG_FLORAL_FLARE_ROAD:
  12369. case IG_CROSS_RAIN:
  12370. case CD_PNEUMATICUS_PROCELLA:
  12371. case ABC_ABYSS_STRIKE:
  12372. case ABC_ABYSS_SQUARE:
  12373. case WH_DEEPBLINDTRAP:
  12374. case WH_SOLIDTRAP:
  12375. case WH_SWIFTTRAP:
  12376. case WH_FLAMETRAP:
  12377. case BO_ACIDIFIED_ZONE_WATER:
  12378. case BO_ACIDIFIED_ZONE_GROUND:
  12379. case BO_ACIDIFIED_ZONE_WIND:
  12380. case BO_ACIDIFIED_ZONE_FIRE:
  12381. case EM_DIAMOND_STORM:
  12382. case EM_LIGHTNING_LAND:
  12383. case EM_VENOM_SWAMP:
  12384. case EM_CONFLAGRATION:
  12385. case EM_TERRA_DRIVE:
  12386. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12387. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12388. case GN_WALLOFTHORN:
  12389. case GN_DEMONIC_FIRE:
  12390. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12391. break;
  12392. case WZ_ICEWALL:
  12393. flag|=1;
  12394. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12395. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12396. break;
  12397. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12398. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12399. flag|=1;
  12400. break;
  12401. case NPC_EARTHQUAKE:
  12402. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12403. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12404. break;
  12405. #ifndef RENEWAL
  12406. case HP_BASILICA:
  12407. if( sc->getSCE(SC_BASILICA) ) {
  12408. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12409. return 0;
  12410. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12411. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12412. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12413. return 0;
  12414. }
  12415. skill_clear_unitgroup(src);
  12416. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12417. flag|=1;
  12418. }
  12419. break;
  12420. #endif
  12421. #ifndef RENEWAL
  12422. case CG_HERMODE:
  12423. skill_clear_unitgroup(src);
  12424. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12425. sc_start4(src,src,SC_DANCING,100,
  12426. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12427. flag|=1;
  12428. #endif
  12429. break;
  12430. case RG_CLEANER: // [Valaris]
  12431. i = skill_get_splash(skill_id, skill_lv);
  12432. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12433. break;
  12434. case SO_WARMER:
  12435. case SO_CLOUD_KILL:
  12436. case NPC_CLOUD_KILL:
  12437. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12438. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12439. break;
  12440. case SU_CN_POWDERING:
  12441. case SU_NYANGGRASS:
  12442. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12443. if (skill_id == SU_CN_POWDERING)
  12444. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12445. else
  12446. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12447. }
  12448. flag |= 1;
  12449. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12450. break;
  12451. case SU_CN_METEOR:
  12452. if (sd) {
  12453. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12454. skill_id = SU_CN_METEOR2;
  12455. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12456. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12457. }
  12458. // Fall through
  12459. case WZ_METEOR:
  12460. {
  12461. int area = skill_get_splash(skill_id, skill_lv);
  12462. short tmpx = 0, tmpy = 0;
  12463. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12464. // Creates a random Cell in the Splash Area
  12465. tmpx = x - area + rnd() % (area * 2 + 1);
  12466. tmpy = y - area + rnd() % (area * 2 + 1);
  12467. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12468. }
  12469. }
  12470. break;
  12471. case AL_WARP:
  12472. if(sd)
  12473. {
  12474. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12475. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12476. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12477. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12478. );
  12479. }
  12480. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12481. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12482. return 0; // not to consume item.
  12483. case MO_BODYRELOCATION:
  12484. if (unit_movepos(src, x, y, 2, 1)) {
  12485. #if PACKETVER >= 20111005
  12486. clif_snap(src, src->x, src->y);
  12487. #else
  12488. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12489. #endif
  12490. if (sd)
  12491. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12492. }
  12493. break;
  12494. case NJ_SHADOWJUMP:
  12495. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12496. clif_blown(src);
  12497. status_change_end(src, SC_HIDING);
  12498. break;
  12499. case AM_SPHEREMINE:
  12500. case AM_CANNIBALIZE:
  12501. {
  12502. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12503. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12504. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12505. struct mob_data *md;
  12506. // Correct info, don't change any of this! [celest]
  12507. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12508. if (md) {
  12509. md->master_id = src->id;
  12510. md->special_state.ai = ai;
  12511. if( md->deletetimer != INVALID_TIMER )
  12512. delete_timer(md->deletetimer, mob_timer_delete);
  12513. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12514. mob_spawn (md); //Now it is ready for spawning.
  12515. }
  12516. }
  12517. break;
  12518. // Slim Pitcher [Celest]
  12519. case CR_SLIMPITCHER:
  12520. if (sd) {
  12521. int i_lv = 0, j = 0;
  12522. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12523. i_lv = skill_lv%11 - 1;
  12524. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12525. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12526. {
  12527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12528. return 1;
  12529. }
  12530. potion_flag = 1;
  12531. potion_hp = 0;
  12532. potion_sp = 0;
  12533. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12534. potion_flag = 0;
  12535. //Apply skill bonuses
  12536. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12537. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12538. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12539. + pc_skillheal_bonus(sd, skill_id);
  12540. potion_hp = potion_hp * (100+i_lv)/100;
  12541. potion_sp = potion_sp * (100+i_lv)/100;
  12542. // Final heal increased by HPlus.
  12543. // Is this the right place for this??? [Rytech]
  12544. // Can HPlus also affect SP recovery???
  12545. status_data *sstatus = status_get_status_data(src);
  12546. if (sstatus && sstatus->hplus > 0) {
  12547. potion_hp += potion_hp * sstatus->hplus / 100;
  12548. potion_sp += potion_sp * sstatus->hplus / 100;
  12549. }
  12550. if(potion_hp > 0 || potion_sp > 0) {
  12551. i_lv = skill_get_splash(skill_id, skill_lv);
  12552. map_foreachinallarea(skill_area_sub,
  12553. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12554. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12555. skill_castend_nodamage_id);
  12556. }
  12557. } else {
  12558. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12559. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12560. potion_flag = 1;
  12561. potion_hp = 0;
  12562. potion_sp = 0;
  12563. run_script(item->script,0,src->id,0);
  12564. potion_flag = 0;
  12565. potion_hp = potion_hp * (100+id)/100;
  12566. potion_sp = potion_sp * (100+id)/100;
  12567. if(potion_hp > 0 || potion_sp > 0) {
  12568. id = skill_get_splash(skill_id, skill_lv);
  12569. map_foreachinallarea(skill_area_sub,
  12570. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12571. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12572. skill_castend_nodamage_id);
  12573. }
  12574. }
  12575. break;
  12576. case HW_GANBANTEIN:
  12577. if (rnd()%100 < 80) {
  12578. int dummy = 1;
  12579. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12580. i = skill_get_splash(skill_id, skill_lv);
  12581. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12582. } else {
  12583. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12584. return 1;
  12585. }
  12586. break;
  12587. #ifndef RENEWAL
  12588. case HW_GRAVITATION:
  12589. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12590. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12591. flag|=1;
  12592. break;
  12593. #endif
  12594. // Plant Cultivation [Celest]
  12595. case CR_CULTIVATION:
  12596. if (sd) {
  12597. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12598. {
  12599. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12600. return 1;
  12601. }
  12602. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12603. if (rnd()%100 < 50) {
  12604. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12605. } else {
  12606. TBL_MOB* md = NULL;
  12607. int t, mob_id;
  12608. if (skill_lv == 1)
  12609. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12610. else {
  12611. int rand_val = rnd() % 100;
  12612. if (rand_val < 30)
  12613. mob_id = MOBID_GREEN_PLANT;
  12614. else if (rand_val < 55)
  12615. mob_id = MOBID_RED_PLANT;
  12616. else if (rand_val < 80)
  12617. mob_id = MOBID_YELLOW_PLANT;
  12618. else if (rand_val < 90)
  12619. mob_id = MOBID_WHITE_PLANT;
  12620. else if (rand_val < 98)
  12621. mob_id = MOBID_BLUE_PLANT;
  12622. else
  12623. mob_id = MOBID_SHINING_PLANT;
  12624. }
  12625. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12626. if (!md)
  12627. break;
  12628. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12629. {
  12630. if( md->deletetimer != INVALID_TIMER )
  12631. delete_timer(md->deletetimer, mob_timer_delete);
  12632. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12633. }
  12634. mob_spawn(md);
  12635. }
  12636. }
  12637. break;
  12638. case SG_SUN_WARM:
  12639. case SG_MOON_WARM:
  12640. case SG_STAR_WARM:
  12641. skill_clear_unitgroup(src);
  12642. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12643. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12644. flag|=1;
  12645. break;
  12646. case PA_GOSPEL:
  12647. if (sce && sce->val4 == BCT_SELF)
  12648. {
  12649. status_change_end(src, SC_GOSPEL);
  12650. return 0;
  12651. }
  12652. else
  12653. {
  12654. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12655. if (!sg) break;
  12656. if (sce)
  12657. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12658. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12659. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12660. }
  12661. break;
  12662. case NJ_TATAMIGAESHI:
  12663. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12664. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12665. break;
  12666. case AM_RESURRECTHOMUN: //[orn]
  12667. if (sd)
  12668. {
  12669. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12670. {
  12671. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12672. break;
  12673. }
  12674. }
  12675. break;
  12676. case AC_SHOWER:
  12677. status_change_end(src, SC_CAMOUFLAGE);
  12678. case MA_SHOWER:
  12679. case NC_COLDSLOWER:
  12680. case RK_DRAGONBREATH:
  12681. case RK_DRAGONBREATH_WATER:
  12682. case NPC_DRAGONBREATH:
  12683. case WL_FROSTMISTY:
  12684. case RL_HAMMER_OF_GOD:
  12685. // Cast center might be relevant later (e.g. for knockback direction)
  12686. skill_area_temp[4] = x;
  12687. skill_area_temp[5] = y;
  12688. i = skill_get_splash(skill_id,skill_lv);
  12689. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12690. break;
  12691. case SO_ARRULLO:
  12692. i = skill_get_splash(skill_id,skill_lv);
  12693. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12694. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12695. break;
  12696. case GC_POISONSMOKE:
  12697. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12698. if( sd )
  12699. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12700. return 0;
  12701. }
  12702. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12703. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12704. break;
  12705. case AB_EPICLESIS:
  12706. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12707. i = skill_get_splash(skill_id, skill_lv);
  12708. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12709. }
  12710. break;
  12711. case WL_EARTHSTRAIN:
  12712. {
  12713. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12714. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12715. for( w = 1; w <= wave; w++ )
  12716. {
  12717. switch( dir ){
  12718. case 0: case 1: case 7: sy = y + w; break;
  12719. case 3: case 4: case 5: sy = y - w; break;
  12720. case 2: sx = x - w; break;
  12721. case 6: sx = x + w; break;
  12722. }
  12723. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12724. }
  12725. }
  12726. break;
  12727. case RA_DETONATOR:
  12728. i = skill_get_splash(skill_id, skill_lv);
  12729. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12730. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12731. break;
  12732. case NC_NEUTRALBARRIER:
  12733. case NC_STEALTHFIELD:
  12734. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12735. skill_clear_unitgroup(src);
  12736. return 0;
  12737. }
  12738. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12739. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12740. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12741. }
  12742. break;
  12743. case NC_SILVERSNIPER:
  12744. {
  12745. struct mob_data *md;
  12746. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12747. if( md ) {
  12748. md->master_id = src->id;
  12749. md->special_state.ai = AI_FAW;
  12750. if( md->deletetimer != INVALID_TIMER )
  12751. delete_timer(md->deletetimer, mob_timer_delete);
  12752. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12753. mob_spawn(md);
  12754. }
  12755. }
  12756. break;
  12757. case NC_MAGICDECOY:
  12758. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12759. break;
  12760. case SC_FEINTBOMB: {
  12761. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12762. if( group == nullptr || group->unit == nullptr ) {
  12763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12764. return 1;
  12765. }
  12766. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12767. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12768. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12769. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12770. }
  12771. break;
  12772. case SC_ESCAPE:
  12773. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12774. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  12775. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12776. flag |= 1;
  12777. break;
  12778. case LG_BANDING:
  12779. if( sc && sc->getSCE(SC_BANDING) )
  12780. status_change_end(src,SC_BANDING);
  12781. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12782. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12783. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12784. break;
  12785. case WM_DOMINION_IMPULSE:
  12786. i = skill_get_splash(skill_id, skill_lv);
  12787. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12788. break;
  12789. case WM_GREAT_ECHO:
  12790. i = skill_get_splash(skill_id,skill_lv);
  12791. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12792. break;
  12793. case WM_SEVERE_RAINSTORM:
  12794. flag |= 1;
  12795. if (sd)
  12796. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12797. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12798. break;
  12799. case GN_CRAZYWEED: {
  12800. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12801. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12802. int x1 = x - area + rnd()%(area * 2 + 1);
  12803. int y1 = y - area + rnd()%(area * 2 + 1);
  12804. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12805. }
  12806. }
  12807. break;
  12808. case GN_FIRE_EXPANSION: {
  12809. struct unit_data* ud = unit_bl2ud(src);
  12810. if (!ud) break;
  12811. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  12812. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  12813. if (it != ud->skillunits.end()) {
  12814. auto* unit_group = it->get();
  12815. skill_unit* su = unit_group->unit;
  12816. switch (skill_lv) {
  12817. case 1: {
  12818. // TODO:
  12819. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  12820. skill_delunit(su);
  12821. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12822. flag |= 1;
  12823. }
  12824. break;
  12825. case 2:
  12826. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  12827. if (su != NULL)
  12828. skill_delunit(su);
  12829. break;
  12830. case 3:
  12831. skill_delunit(su);
  12832. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12833. flag |= 1;
  12834. break;
  12835. case 4:
  12836. skill_delunit(su);
  12837. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12838. flag |= 1;
  12839. break;
  12840. case 5: {
  12841. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12842. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12843. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12844. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  12845. if (su != NULL)
  12846. skill_delunit(su);
  12847. }
  12848. break;
  12849. }
  12850. }
  12851. }
  12852. break;
  12853. case SO_FIREWALK:
  12854. case SO_ELECTRICWALK:
  12855. case NPC_FIREWALK:
  12856. case NPC_ELECTRICWALK:
  12857. if( sc && sc->getSCE(type) )
  12858. status_change_end(src,type);
  12859. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12860. break;
  12861. case KO_MAKIBISHI:
  12862. for( i = 0; i < (skill_lv+2); i++ ) {
  12863. x = src->x - 1 + rnd()%3;
  12864. y = src->y - 1 + rnd()%3;
  12865. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12866. }
  12867. break;
  12868. case KO_MUCHANAGE: {
  12869. struct status_data *sstatus;
  12870. int rate = 0;
  12871. sstatus = status_get_status_data(src);
  12872. i = skill_get_splash(skill_id,skill_lv);
  12873. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12874. if( rate < 0 )
  12875. rate = 0;
  12876. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  12877. if( rnd()%100 < rate )
  12878. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12879. }
  12880. break;
  12881. case RL_FALLEN_ANGEL:
  12882. if (unit_movepos(src,x,y,1,1)) {
  12883. clif_snap(src, src->x, src->y);
  12884. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12885. } else {
  12886. if (sd)
  12887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12888. }
  12889. break;
  12890. case RL_FIRE_RAIN: {
  12891. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12892. int sx = x = src->x, sy = y = src->y;
  12893. for (w = 0; w <= wave; w++) {
  12894. switch (dir) {
  12895. case DIR_NORTH:
  12896. case DIR_NORTHWEST:
  12897. case DIR_NORTHEAST:
  12898. sy = y + w;
  12899. break;
  12900. case DIR_WEST:
  12901. sx = x - w;
  12902. break;
  12903. case DIR_SOUTHWEST:
  12904. case DIR_SOUTH:
  12905. case DIR_SOUTHEAST:
  12906. sy = y - w;
  12907. break;
  12908. case DIR_EAST:
  12909. sx = x + w;
  12910. break;
  12911. }
  12912. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12913. }
  12914. }
  12915. break;
  12916. case NPC_MAGMA_ERUPTION:
  12917. case NC_MAGMA_ERUPTION:
  12918. // 1st, AoE 'slam' damage
  12919. i = skill_get_splash(skill_id, skill_lv);
  12920. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12921. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12922. // 2nd, AoE 'eruption' unit
  12923. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12924. break;
  12925. case SU_LOPE:
  12926. {
  12927. uint8 dir = map_calc_dir(src, x, y);
  12928. // Fails on noteleport maps, except for GvG and BG maps
  12929. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12930. x = src->x;
  12931. y = src->y;
  12932. }
  12933. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12934. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  12935. clif_blown(src);
  12936. }
  12937. break;
  12938. case AG_ASTRAL_STRIKE:
  12939. i = skill_get_splash(skill_id, skill_lv);
  12940. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12941. flag |= 1;
  12942. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12943. break;
  12944. case AG_VIOLENT_QUAKE:
  12945. case AG_ALL_BLOOM: {
  12946. int area = skill_get_splash(skill_id, skill_lv);
  12947. int unit_time = skill_get_time(skill_id, skill_lv);
  12948. int unit_interval = skill_get_unit_interval(skill_id);
  12949. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12950. // Grab Climax's effect level if active.
  12951. // This affects the behavior of certain skills in certain ways.
  12952. if (sc && sc->getSCE(SC_CLIMAX))
  12953. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  12954. if (skill_id == AG_VIOLENT_QUAKE) {
  12955. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12956. // Fixes rising rocks spawn area to 7x7.
  12957. if (climax_lv == 5)
  12958. area = 3;
  12959. } else { // AG_ALL_BLOOM
  12960. sub_skill = AG_ALL_BLOOM_ATK;
  12961. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12962. unit_time /= 2;
  12963. unit_interval /= 2;
  12964. }
  12965. }
  12966. // Displays the earthquake / flower garden.
  12967. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12968. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12969. i = skill_get_splash(skill_id, skill_lv);
  12970. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  12971. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12972. tmpx = x - area + rnd() % (area * 2 + 1);
  12973. tmpy = y - area + rnd() % (area * 2 + 1);
  12974. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12975. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  12976. tmpx = x - area + rnd() % (area * 2 + 1);
  12977. tmpy = y - area + rnd() % (area * 2 + 1);
  12978. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12979. }
  12980. }
  12981. // One final attack the size of the flower garden is dealt after
  12982. // all rose buds explode if Climax level 5 is active.
  12983. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  12984. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  12985. }
  12986. break;
  12987. case NPC_RAINOFMETEOR:
  12988. {
  12989. int area = skill_get_splash(skill_id, skill_lv);
  12990. short tmpx = 0, tmpy = 0;
  12991. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  12992. // Casts a double meteor in the first interval.
  12993. if (i == 1) {
  12994. // The first meteor is at the center
  12995. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  12996. // The second meteor is near the first
  12997. tmpx = x - 1 + rnd()%3;
  12998. tmpy = y - 1 + rnd()%3;
  12999. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13000. }
  13001. else { // Casts 1 meteor per interval in the splash area
  13002. tmpx = x - area + rnd()%(area * 2 + 1);
  13003. tmpy = y - area + rnd()%(area * 2 + 1);
  13004. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13005. }
  13006. }
  13007. }
  13008. break;
  13009. default:
  13010. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13011. return 1;
  13012. }
  13013. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13014. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13015. if( sd )
  13016. {// ensure that the skill last-cast tick is recorded
  13017. sd->canskill_tick = gettick();
  13018. if( sd->state.arrow_atk && !(flag&1) )
  13019. {// consume arrow if this is a ground skill
  13020. battle_consume_ammo(sd, skill_id, skill_lv);
  13021. }
  13022. skill_onskillusage(sd, NULL, skill_id, tick);
  13023. // perform skill requirement consumption
  13024. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13025. }
  13026. return 0;
  13027. }
  13028. /*==========================================
  13029. *
  13030. *------------------------------------------*/
  13031. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13032. {
  13033. nullpo_ret(sd);
  13034. //Simplify skill_failed code.
  13035. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13036. if(skill_id != sd->menuskill_id)
  13037. return 0;
  13038. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  13039. skill_failed(sd);
  13040. return 0;
  13041. }
  13042. if( sd->sc.cant.cast ) {
  13043. skill_failed(sd);
  13044. return 0;
  13045. }
  13046. pc_stop_attack(sd);
  13047. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13048. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13049. if(strcmp(mapname,"cancel")==0) {
  13050. skill_failed(sd);
  13051. return 0;
  13052. }
  13053. switch(skill_id)
  13054. {
  13055. case AL_TELEPORT:
  13056. case ALL_ODINS_RECALL:
  13057. //The storage window is closed automatically by the client when there's
  13058. //any kind of map change, so we need to restore it automatically
  13059. //bugreport:8027
  13060. if(strcmp(mapname,"Random") == 0)
  13061. pc_randomwarp(sd,CLR_TELEPORT);
  13062. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13063. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13064. clif_refresh_storagewindow(sd);
  13065. break;
  13066. case AL_WARP:
  13067. {
  13068. const struct s_point_str *p[4];
  13069. std::shared_ptr<s_skill_unit_group> group;
  13070. int i, lv, wx, wy;
  13071. int maxcount=0;
  13072. int x,y;
  13073. unsigned short mapindex;
  13074. mapindex = mapindex_name2id((char*)mapname);
  13075. if(!mapindex) { //Given map not found?
  13076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13077. skill_failed(sd);
  13078. return 0;
  13079. }
  13080. p[0] = &sd->status.save_point;
  13081. p[1] = &sd->status.memo_point[0];
  13082. p[2] = &sd->status.memo_point[1];
  13083. p[3] = &sd->status.memo_point[2];
  13084. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13085. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13086. if (maxcount == 0) {
  13087. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13088. skill_failed(sd);
  13089. return 0;
  13090. }
  13091. }
  13092. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13093. wx = sd->menuskill_val>>16;
  13094. wy = sd->menuskill_val&0xffff;
  13095. if( lv <= 0 ) return 0;
  13096. if( lv > 4 ) lv = 4; // crash prevention
  13097. // check if the chosen map exists in the memo list
  13098. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13099. if( i < lv ) {
  13100. x=p[i]->x;
  13101. y=p[i]->y;
  13102. } else {
  13103. skill_failed(sd);
  13104. return 0;
  13105. }
  13106. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  13107. { // This checks versus skill_id/skill_lv...
  13108. skill_failed(sd);
  13109. return 0;
  13110. }
  13111. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13112. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13113. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13114. skill_failed(sd);
  13115. return 0;
  13116. }
  13117. group->val1 = (group->val1<<16)|(short)0;
  13118. // record the destination coordinates
  13119. group->val2 = (x<<16)|y;
  13120. group->val3 = mapindex;
  13121. }
  13122. break;
  13123. }
  13124. sd->menuskill_id = sd->menuskill_val = 0;
  13125. return 0;
  13126. #undef skill_failed
  13127. }
  13128. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13129. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13130. {
  13131. struct skill_unit* target = (struct skill_unit*)bl;
  13132. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13133. int flag = va_arg(ap, int);
  13134. if (src == target)
  13135. return 0;
  13136. if (!target->group || !(target->group->state.song_dance&0x1))
  13137. return 0;
  13138. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13139. return 0;
  13140. if (flag) //Set dissonance
  13141. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13142. else //Remove dissonance
  13143. target->val2 &= ~(1 << UF_ENSEMBLE);
  13144. skill_getareachar_skillunit_visibilty(target, AREA);
  13145. return 1;
  13146. }
  13147. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13148. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13149. //When 1, this unit has been positioned, so start the cancel effect.
  13150. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13151. {
  13152. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13153. return 0;
  13154. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13155. return 0; //Nothing to remove, this unit is not overlapped.
  13156. if (unit->val1 != unit->group->skill_id)
  13157. { //Reset state
  13158. unit->val1 = unit->group->skill_id;
  13159. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13160. }
  13161. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13162. }
  13163. /**
  13164. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13165. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13166. * @param flag 0 Convert
  13167. * @param flag 1 Revert
  13168. * @return true success
  13169. * @TODO: This should be completely removed later and rewritten
  13170. * The entire execution of the overlapping songs instances is dirty and hacked together
  13171. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13172. */
  13173. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13174. {
  13175. static int prevflag = 1; // by default the backup is empty
  13176. static s_skill_unit_group backup;
  13177. std::shared_ptr<s_skill_unit_group> group;
  13178. if( unit == nullptr || (group = unit->group) == nullptr )
  13179. return false;
  13180. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13181. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13182. return false;
  13183. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13184. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13185. flag ? "read an empty backup" : "write to a full backup",
  13186. group->skill_id, group->skill_lv, group->src_id);
  13187. return false;
  13188. }
  13189. prevflag = flag;
  13190. if (!flag) { //Transform
  13191. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13192. // backup
  13193. backup.skill_id = group->skill_id;
  13194. backup.skill_lv = group->skill_lv;
  13195. backup.unit_id = group->unit_id;
  13196. backup.target_flag = group->target_flag;
  13197. backup.bl_flag = group->bl_flag;
  13198. backup.interval = group->interval;
  13199. // replace
  13200. group->skill_id = skill_id;
  13201. group->skill_lv = 1;
  13202. group->unit_id = skill_get_unit_id(skill_id);
  13203. group->target_flag = skill_get_unit_target(skill_id);
  13204. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13205. group->interval = skill_get_unit_interval(skill_id);
  13206. } else { //Restore
  13207. group->skill_id = backup.skill_id;
  13208. group->skill_lv = backup.skill_lv;
  13209. group->unit_id = backup.unit_id;
  13210. group->target_flag = backup.target_flag;
  13211. group->bl_flag = backup.bl_flag;
  13212. group->interval = backup.interval;
  13213. }
  13214. return true;
  13215. }
  13216. /**
  13217. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13218. * @param src Object that triggers the skill
  13219. * @param skill_id Skill ID
  13220. * @param skill_lv Skill level of used skill
  13221. * @param x Position x
  13222. * @param y Position y
  13223. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13224. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13225. * @return s_skill_unit_group
  13226. */
  13227. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13228. {
  13229. std::shared_ptr<s_skill_unit_group> group;
  13230. int i, val1 = 0, val2 = 0, val3 = 0;
  13231. t_tick limit;
  13232. int link_group_id = 0;
  13233. int target, interval, range;
  13234. t_itemid req_item = 0;
  13235. struct s_skill_unit_layout *layout;
  13236. map_session_data *sd;
  13237. struct status_data *status;
  13238. status_change *sc;
  13239. int active_flag = 1;
  13240. int subunt = 0;
  13241. bool hidden = false;
  13242. struct map_data *mapdata;
  13243. nullpo_retr(nullptr, src);
  13244. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13245. mapdata = map_getmapdata(src->m);
  13246. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13247. range = skill_get_unit_range(skill_id,skill_lv);
  13248. interval = skill->unit_interval;
  13249. target = skill_get_unit_target(skill_id);
  13250. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13251. sd = BL_CAST(BL_PC, src);
  13252. status = status_get_status_data(src);
  13253. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13254. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13255. switch( skill_id ) {
  13256. case MH_STEINWAND:
  13257. val2 = 4 + skill_lv;
  13258. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13259. break;
  13260. case MG_SAFETYWALL:
  13261. val2 = skill_lv + 1;
  13262. #ifdef RENEWAL
  13263. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13264. #endif
  13265. break;
  13266. case MG_FIREWALL:
  13267. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13268. limit = limit*3/2;
  13269. val2 = 4+skill_lv;
  13270. break;
  13271. case AL_WARP:
  13272. val1=skill_lv+6;
  13273. if(!(flag&1))
  13274. limit=2000;
  13275. else // previous implementation (not used anymore)
  13276. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13277. if( src->type != BL_SKILL ) return nullptr;
  13278. group = ((TBL_SKILL*)src)->group;
  13279. src = map_id2bl(group->src_id);
  13280. if( !src ) return nullptr;
  13281. val2 = group->val2; //Copy the (x,y) position you warp to
  13282. val3 = group->val3; //as well as the mapindex to warp to.
  13283. }
  13284. break;
  13285. #ifndef RENEWAL
  13286. case HP_BASILICA:
  13287. val1 = src->id; // Store caster id.
  13288. break;
  13289. #endif
  13290. case PR_SANCTUARY:
  13291. case NPC_EVILLAND:
  13292. val1=skill_lv+3;
  13293. break;
  13294. case WZ_METEOR:
  13295. case SU_CN_METEOR:
  13296. case SU_CN_METEOR2:
  13297. case NPC_RAINOFMETEOR:
  13298. limit = flag;
  13299. flag = 0; // Flag should not influence anything else for these skills
  13300. break;
  13301. case WZ_FIREPILLAR:
  13302. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13303. return nullptr;
  13304. if((flag&1)!=0)
  13305. limit=1000;
  13306. val1=skill_lv+2;
  13307. break;
  13308. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13309. case AM_DEMONSTRATION:
  13310. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13311. target = BCT_ALL;
  13312. break;
  13313. case HT_SKIDTRAP:
  13314. case MA_SKIDTRAP:
  13315. //Save position of caster
  13316. val1 = ((src->x)<<16)|(src->y);
  13317. case HT_ANKLESNARE:
  13318. case HT_SHOCKWAVE:
  13319. case HT_SANDMAN:
  13320. case MA_SANDMAN:
  13321. case HT_CLAYMORETRAP:
  13322. case HT_LANDMINE:
  13323. case MA_LANDMINE:
  13324. case HT_FLASHER:
  13325. case HT_FREEZINGTRAP:
  13326. case MA_FREEZINGTRAP:
  13327. case HT_BLASTMINE:
  13328. case RA_ELECTRICSHOCKER:
  13329. case RA_CLUSTERBOMB:
  13330. case RA_MAGENTATRAP:
  13331. case RA_COBALTTRAP:
  13332. case RA_MAIZETRAP:
  13333. case RA_VERDURETRAP:
  13334. case RA_FIRINGTRAP:
  13335. case RA_ICEBOUNDTRAP:
  13336. case RL_B_TRAP:
  13337. case SC_ESCAPE:
  13338. {
  13339. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13340. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13341. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13342. req_item = req.itemid[i];
  13343. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13344. break;
  13345. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13346. target = BCT_ALL;
  13347. }
  13348. break;
  13349. case SA_LANDPROTECTOR:
  13350. case SA_VOLCANO:
  13351. case SA_DELUGE:
  13352. case SA_VIOLENTGALE:
  13353. case SC_CHAOSPANIC:
  13354. {
  13355. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13356. if (old_sg != nullptr)
  13357. { //HelloKitty confirmed that these are interchangeable,
  13358. //so you can change element and not consume gemstones.
  13359. if ((
  13360. old_sg->skill_id == SA_VOLCANO ||
  13361. old_sg->skill_id == SA_DELUGE ||
  13362. old_sg->skill_id == SA_VIOLENTGALE
  13363. ) && old_sg->limit > 0)
  13364. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13365. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13366. if (limit < 0) //This can happen...
  13367. limit = skill_get_time(skill_id,skill_lv);
  13368. }
  13369. skill_clear_group(src,1);
  13370. }
  13371. break;
  13372. }
  13373. case BA_WHISTLE:
  13374. val1 = skill_lv + status->agi / 10; // Flee increase
  13375. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13376. if (sd) {
  13377. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13378. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13379. }
  13380. break;
  13381. case DC_HUMMING:
  13382. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13383. if (sd)
  13384. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13385. break;
  13386. case BA_POEMBRAGI:
  13387. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13388. //For some reason at level 10 the base delay reduction is 50%.
  13389. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13390. if (sd) {
  13391. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13392. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13393. }
  13394. break;
  13395. case DC_DONTFORGETME:
  13396. #ifdef RENEWAL
  13397. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13398. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13399. #else
  13400. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13401. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13402. #endif
  13403. if (sd) {
  13404. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13405. #ifdef RENEWAL
  13406. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13407. #else
  13408. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13409. #endif
  13410. }
  13411. val1 *= 10; //Because 10 is actually 1% aspd
  13412. break;
  13413. case DC_SERVICEFORYOU:
  13414. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13415. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13416. if (sd) {
  13417. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13418. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13419. }
  13420. break;
  13421. case BA_ASSASSINCROSS:
  13422. if (sd)
  13423. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13424. val1 += 5 + skill_lv + (status->agi / 20);
  13425. val1 *= 10; // ASPD works with 1000 as 100%
  13426. break;
  13427. case DC_FORTUNEKISS:
  13428. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13429. val1 *= 10; //Because every 10 crit is an actual cri point.
  13430. if (sd)
  13431. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13432. break;
  13433. case BD_DRUMBATTLEFIELD:
  13434. val1 = (skill_lv+1)*25; //Atk increase
  13435. val2 = (skill_lv+1)*2; //Def increase
  13436. break;
  13437. case BD_RINGNIBELUNGEN:
  13438. val1 = (skill_lv+2)*25; //Atk increase
  13439. break;
  13440. case BD_RICHMANKIM:
  13441. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13442. break;
  13443. case BD_SIEGFRIED:
  13444. val1 = 55 + skill_lv*5; //Elemental Resistance
  13445. val2 = skill_lv*10; //Status ailment resistance
  13446. break;
  13447. case WE_CALLPARTNER:
  13448. if (sd) val1 = sd->status.partner_id;
  13449. break;
  13450. case WE_CALLPARENT:
  13451. if (sd) {
  13452. val1 = sd->status.father;
  13453. val2 = sd->status.mother;
  13454. }
  13455. break;
  13456. case WE_CALLBABY:
  13457. if (sd) val1 = sd->status.child;
  13458. break;
  13459. case NJ_KAENSIN:
  13460. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13461. val2 = (skill_lv+1)/2 + 4;
  13462. break;
  13463. case NJ_SUITON:
  13464. skill_clear_group(src, 1);
  13465. break;
  13466. case GS_GROUNDDRIFT:
  13467. {
  13468. // Ground Drift Element is decided when it's placed.
  13469. int ele = skill_get_ele(skill_id, skill_lv);
  13470. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13471. if (ele == ELE_RANDOM)
  13472. val1 = element[rnd()%5]; // Use random from available unit visual?
  13473. else if (ele == ELE_ENDOWED)
  13474. val1 = status_get_attack_sc_element(src,sc);
  13475. else if (ele == ELE_WEAPON) {
  13476. val1 = status->rhw.ele;
  13477. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13478. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13479. }
  13480. switch (val1) {
  13481. case ELE_FIRE:
  13482. subunt++;
  13483. case ELE_WATER:
  13484. subunt++;
  13485. case ELE_POISON:
  13486. subunt++;
  13487. case ELE_DARK:
  13488. subunt++;
  13489. case ELE_WIND:
  13490. break;
  13491. default:
  13492. subunt = rnd()%5;
  13493. break;
  13494. }
  13495. break;
  13496. }
  13497. case GC_POISONSMOKE:
  13498. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13499. return nullptr;
  13500. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13501. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13502. limit = skill_get_time(skill_id, skill_lv);
  13503. break;
  13504. case NPC_COMET:
  13505. case WL_COMET:
  13506. if (sc) {
  13507. sc->comet_x = x;
  13508. sc->comet_y = y;
  13509. }
  13510. break;
  13511. case GD_LEADERSHIP:
  13512. case GD_GLORYWOUNDS:
  13513. case GD_SOULCOLD:
  13514. case GD_HAWKEYES:
  13515. limit = 1000000;//it doesn't matter
  13516. break;
  13517. case LG_BANDING:
  13518. limit = -1;
  13519. break;
  13520. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13521. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13522. target = BCT_ALL;
  13523. case WM_SEVERE_RAINSTORM:
  13524. case SO_WATER_INSIGNIA:
  13525. case SO_FIRE_INSIGNIA:
  13526. case SO_WIND_INSIGNIA:
  13527. case SO_EARTH_INSIGNIA:
  13528. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13529. return nullptr;
  13530. break;
  13531. case SO_CLOUD_KILL:
  13532. case NPC_CLOUD_KILL:
  13533. skill_clear_group(src, 4);
  13534. break;
  13535. case SO_WARMER:
  13536. skill_clear_group(src, 8);
  13537. break;
  13538. case SO_FIREWALK:
  13539. case SO_ELECTRICWALK:
  13540. limit = skill_get_time2(skill_id, skill_lv);
  13541. break;
  13542. case GN_WALLOFTHORN:
  13543. // Turns to Firewall
  13544. if( flag&1 )
  13545. limit = 3000;
  13546. val3 = (x<<16)|y;
  13547. break;
  13548. case GN_DEMONIC_FIRE:
  13549. if (flag) { // Fire Expansion level 1
  13550. limit = flag + 10000;
  13551. flag = 0;
  13552. }
  13553. break;
  13554. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13555. case GN_FIRE_EXPANSION_TEAR_GAS:
  13556. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13557. break;
  13558. case KO_ZENKAI:
  13559. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13560. val1 = sd->spiritcharm;
  13561. val2 = sd->spiritcharm_type;
  13562. limit = 6000 * val1;
  13563. subunt = sd->spiritcharm_type - 1;
  13564. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13565. }
  13566. break;
  13567. #ifndef RENEWAL
  13568. case HW_GRAVITATION:
  13569. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13570. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13571. break;
  13572. #endif
  13573. case SO_VACUUM_EXTREME:
  13574. // Coordinates
  13575. val1 = x;
  13576. val2 = y;
  13577. val3 = 0; // Suck target at n seconds.
  13578. break;
  13579. case MH_POISON_MIST:
  13580. case MH_BLAST_FORGE:
  13581. case MH_LAVA_SLIDE:
  13582. skill_clear_group(src, 1);
  13583. break;
  13584. case MH_VOLCANIC_ASH:
  13585. if (!map_flag_vs(src->m))
  13586. target = BCT_ENEMY;
  13587. break;
  13588. case AG_VIOLENT_QUAKE:
  13589. case AG_ALL_BLOOM:
  13590. if (sc && sc->getSCE(SC_CLIMAX)) {
  13591. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13592. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13593. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13594. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13595. }
  13596. break;
  13597. case AG_VIOLENT_QUAKE_ATK:
  13598. case AG_ALL_BLOOM_ATK:
  13599. case AG_ALL_BLOOM_ATK2:
  13600. limit = flag;
  13601. flag = 0;
  13602. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13603. range = 4; // Rising rocks splash is increased to 9x9.
  13604. break;
  13605. case WH_DEEPBLINDTRAP:
  13606. case WH_SOLIDTRAP:
  13607. case WH_SWIFTTRAP:
  13608. case WH_FLAMETRAP:
  13609. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13610. break;
  13611. }
  13612. // Init skill unit group
  13613. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13614. if (group == nullptr)
  13615. return nullptr;
  13616. group->val1 = val1;
  13617. group->val2 = val2;
  13618. group->val3 = val3;
  13619. group->link_group_id = link_group_id;
  13620. group->target_flag = target;
  13621. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13622. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13623. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13624. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13625. group->item_id = req_item;
  13626. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13627. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13628. active_flag = 0;
  13629. // Put message for Talkie Box & Graffiti
  13630. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13631. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13632. if (sd)
  13633. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13634. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13635. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13636. }
  13637. // Dance skill
  13638. if (group->state.song_dance) {
  13639. if(sd) {
  13640. sd->skill_id_dance = skill_id;
  13641. sd->skill_lv_dance = skill_lv;
  13642. }
  13643. if (
  13644. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13645. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13646. )
  13647. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13648. }
  13649. // Set skill unit
  13650. limit = group->limit;
  13651. for( i = 0; i < layout->count; i++ ) {
  13652. struct skill_unit *unit;
  13653. int ux = x + layout->dx[i];
  13654. int uy = y + layout->dy[i];
  13655. int unit_val1 = skill_lv;
  13656. int unit_val2 = 0;
  13657. int alive = 1;
  13658. // are the coordinates out of range?
  13659. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13660. continue;
  13661. }
  13662. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13663. continue; // don't place skill units on walls (except for songs/dances/encores)
  13664. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13665. continue; // no path between cell and caster
  13666. switch( skill_id ) {
  13667. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13668. case HT_LANDMINE:
  13669. case MA_LANDMINE:
  13670. case HT_ANKLESNARE:
  13671. case HT_SHOCKWAVE:
  13672. case HT_SANDMAN:
  13673. case MA_SANDMAN:
  13674. case HT_FLASHER:
  13675. case HT_FREEZINGTRAP:
  13676. case MA_FREEZINGTRAP:
  13677. case HT_SKIDTRAP:
  13678. case MA_SKIDTRAP:
  13679. case HT_CLAYMORETRAP:
  13680. case HT_BLASTMINE:
  13681. case SC_ESCAPE:
  13682. unit_val1 = 3500;
  13683. break;
  13684. case MG_FIREWALL:
  13685. case NJ_KAENSIN:
  13686. unit_val2 = group->val2;
  13687. break;
  13688. case CR_GRANDCROSS:
  13689. case NPC_GRANDDARKNESS:
  13690. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13691. break;
  13692. case WZ_ICEWALL:
  13693. unit_val1 = 200 + 200*skill_lv;
  13694. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13695. break;
  13696. case WZ_WATERBALL:
  13697. //Check if there are cells that can be turned into waterball units
  13698. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13699. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  13700. break; //Turn water, deluge or suiton into waterball cell
  13701. continue;
  13702. case GS_DESPERADO:
  13703. unit_val1 = abs(layout->dx[i]);
  13704. unit_val2 = abs(layout->dy[i]);
  13705. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13706. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13707. if (unit_val1) unit_val1--;
  13708. unit_val1 = 36 -12*unit_val1;
  13709. } else //Diagonal edges
  13710. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13711. if (unit_val1 < 1) unit_val1 = 1;
  13712. unit_val2 = 0;
  13713. break;
  13714. case NPC_REVERBERATION:
  13715. unit_val1 = 1 + skill_lv;
  13716. break;
  13717. case WM_POEMOFNETHERWORLD:
  13718. unit_val1 = 1 + skill_lv;
  13719. break;
  13720. case GN_WALLOFTHORN:
  13721. if (flag&1) // Turned become Firewall
  13722. break;
  13723. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13724. unit_val2 = 20; // Max hits
  13725. break;
  13726. case RL_B_TRAP:
  13727. unit_val1 = 3500;
  13728. unit_val2 = 0;
  13729. break;
  13730. default:
  13731. if (group->state.song_dance&0x1)
  13732. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  13733. break;
  13734. }
  13735. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13736. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13737. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13738. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13739. // Check active cell to failing or remove current unit
  13740. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13741. if( !alive )
  13742. continue;
  13743. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13744. unit->limit = limit;
  13745. unit->range = range;
  13746. if (skill_id == PF_FOGWALL && alive == 2)
  13747. { //Double duration of cells on top of Deluge/Suiton
  13748. unit->limit *= 2;
  13749. group->limit = unit->limit;
  13750. }
  13751. // Execute on all targets standing on this cell
  13752. if (range == 0 && active_flag)
  13753. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13754. }
  13755. if (!group->alive_count)
  13756. { //No cells? Something that was blocked completely by Land Protector?
  13757. skill_delunitgroup(group);
  13758. return nullptr;
  13759. }
  13760. //success, unit created.
  13761. switch( skill_id ) {
  13762. case NJ_TATAMIGAESHI: //Store number of tiles.
  13763. group->val1 = group->alive_count;
  13764. break;
  13765. }
  13766. return group;
  13767. }
  13768. /*==========================================
  13769. *
  13770. *------------------------------------------*/
  13771. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13772. {
  13773. skill_unit_onplace(unit, bl, tick);
  13774. }
  13775. /**
  13776. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13777. * while skill unit initialized or moved (such by knock back).
  13778. * As a follow of skill_unit_effect flag &1
  13779. * @param unit
  13780. * @param bl Target
  13781. * @param tick
  13782. */
  13783. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13784. {
  13785. struct block_list *ss; // Actual source that cast the skill unit
  13786. status_change *sc;
  13787. struct status_change_entry *sce;
  13788. struct status_data *tstatus;
  13789. enum sc_type type;
  13790. uint16 skill_id;
  13791. nullpo_ret(unit);
  13792. nullpo_ret(bl);
  13793. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13794. return 0;
  13795. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13796. if (sg == nullptr)
  13797. return 0;
  13798. nullpo_ret(ss = map_id2bl(sg->src_id));
  13799. tstatus = status_get_status_data(bl);
  13800. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  13801. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13802. return 0; //AoE skills are ineffective. [Skotlex]
  13803. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13804. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13805. return 0; //Songs don't work in Basilica
  13806. sc = status_get_sc(bl);
  13807. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13808. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13809. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13810. status_change_end(bl, SC_VACUUM_EXTREME);
  13811. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  13812. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13813. type = skill_get_sc(sg->skill_id);
  13814. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : NULL;
  13815. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13816. switch (sg->unit_id) {
  13817. case UNT_SPIDERWEB:
  13818. if (sc) {
  13819. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13820. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13821. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13822. const struct TimerData* td;
  13823. struct map_data *mapdata = map_getmapdata(bl->m);
  13824. if (mapdata_flag_vs(mapdata))
  13825. sec /= 2;
  13826. if (sc->getSCE(type)) {
  13827. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  13828. //Already triple affected, immune
  13829. sg->limit = DIFF_TICK(tick, sg->tick);
  13830. break;
  13831. }
  13832. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13833. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  13834. sec *= (sc->getSCE(type)->val1 + 1);
  13835. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  13836. sec *= (sc->getSCE(type)->val1 + 1);
  13837. //Add group id to status change
  13838. if (sc->getSCE(type)->val2 == 0)
  13839. sc->getSCE(type)->val2 = sg->group_id;
  13840. else if (sc->getSCE(type)->val3 == 0)
  13841. sc->getSCE(type)->val3 = sg->group_id;
  13842. else if (sc->getSCE(type)->val4 == 0)
  13843. sc->getSCE(type)->val4 = sg->group_id;
  13844. //Overwrite status change with new duration
  13845. if ((td = get_timer(sc->getSCE(type)->timer))!=NULL)
  13846. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  13847. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13848. }
  13849. else {
  13850. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13851. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : NULL;
  13852. if (td)
  13853. sec = DIFF_TICK(td->tick, tick);
  13854. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13855. clif_fixpos(bl);
  13856. }
  13857. else
  13858. sec = 3000; //Couldn't trap it?
  13859. }
  13860. sg->val2 = bl->id;
  13861. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13862. }
  13863. break;
  13864. case UNT_SAFETYWALL:
  13865. if (!sce)
  13866. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13867. break;
  13868. case UNT_BLOODYLUST:
  13869. if (sg->src_id == bl->id)
  13870. break; //Does not affect the caster.
  13871. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13872. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13873. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13874. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13875. break;
  13876. case UNT_PNEUMA:
  13877. if (!sce)
  13878. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13879. break;
  13880. case UNT_CHAOSPANIC:
  13881. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13882. break;
  13883. case UNT_WARP_WAITING: {
  13884. int working = sg->val1&0xffff;
  13885. if(bl->type==BL_PC && !working){
  13886. map_session_data *sd = (map_session_data *)bl;
  13887. if((!sd->chatID || battle_config.chat_warpportal)
  13888. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13889. {
  13890. int x = sg->val2>>16;
  13891. int y = sg->val2&0xffff;
  13892. int count = sg->val1>>16;
  13893. unsigned short m = sg->val3;
  13894. if( --count <= 0 )
  13895. skill_delunitgroup(sg);
  13896. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13897. working = 1;/* we break it because officials break it, lovely stuff. */
  13898. sg->val1 = (count<<16)|working;
  13899. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  13900. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13901. }
  13902. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13903. int16 m = map_mapindex2mapid(sg->val3);
  13904. if (m < 0) break; //Map not available on this map-server.
  13905. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13906. }
  13907. }
  13908. break;
  13909. case UNT_QUAGMIRE:
  13910. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13911. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13912. break;
  13913. case UNT_VOLCANO:
  13914. case UNT_DELUGE:
  13915. case UNT_VIOLENTGALE:
  13916. case UNT_FIRE_INSIGNIA:
  13917. case UNT_WATER_INSIGNIA:
  13918. case UNT_WIND_INSIGNIA:
  13919. case UNT_EARTH_INSIGNIA:
  13920. if(!sce)
  13921. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13922. break;
  13923. case UNT_WATER_BARRIER:
  13924. case UNT_ZEPHYR:
  13925. case UNT_POWER_OF_GAIA:
  13926. if (bl->id == ss->id)
  13927. break; // Doesn't affect the Elemental
  13928. if (!sce)
  13929. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13930. break;
  13931. case UNT_SUITON:
  13932. if(!sce)
  13933. sc_start4(ss, bl,type,100,sg->skill_lv,
  13934. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13935. 0,0,sg->limit);
  13936. break;
  13937. case UNT_HERMODE:
  13938. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13939. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  13940. case UNT_RICHMANKIM:
  13941. case UNT_ETERNALCHAOS:
  13942. case UNT_DRUMBATTLEFIELD:
  13943. case UNT_RINGNIBELUNGEN:
  13944. case UNT_ROKISWEIL:
  13945. case UNT_INTOABYSS:
  13946. case UNT_SIEGFRIED:
  13947. //Needed to check when a dancer/bard leaves their ensemble area.
  13948. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13949. return skill_id;
  13950. if (!sce)
  13951. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13952. break;
  13953. case UNT_WHISTLE:
  13954. case UNT_ASSASSINCROSS:
  13955. case UNT_POEMBRAGI:
  13956. case UNT_APPLEIDUN:
  13957. case UNT_HUMMING:
  13958. case UNT_DONTFORGETME:
  13959. case UNT_FORTUNEKISS:
  13960. case UNT_SERVICEFORYOU:
  13961. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  13962. return 0;
  13963. if (!sc) return 0;
  13964. if (!sce)
  13965. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13966. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13967. sce->val4 = 0; //remove the mark that we stepped out
  13968. delete_timer(sce->timer, status_change_timer);
  13969. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13970. }
  13971. break;
  13972. case UNT_FOGWALL:
  13973. if (!sce)
  13974. {
  13975. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  13976. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13977. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  13978. }
  13979. break;
  13980. #ifndef RENEWAL
  13981. case UNT_GRAVITATION:
  13982. if (!sce)
  13983. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  13984. break;
  13985. case UNT_BASILICA:
  13986. {
  13987. int i = battle_check_target(bl, bl, BCT_ENEMY);
  13988. if (i > 0) {
  13989. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13990. break;
  13991. }
  13992. if (!sce && i <= 0)
  13993. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13994. }
  13995. break;
  13996. #endif
  13997. case UNT_MOONLIT:
  13998. //Knockback out of area if affected char isn't in Moonlit effect
  13999. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14000. break;
  14001. if (ss == bl) //Also needed to prevent infinite loop crash.
  14002. break;
  14003. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14004. break;
  14005. case UNT_REVERBERATION:
  14006. if (sg->src_id == bl->id)
  14007. break; //Does not affect the caster.
  14008. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14009. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14010. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14011. sg->unit_id = UNT_USED_TRAPS;
  14012. break;
  14013. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14014. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14015. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14016. break;
  14017. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14018. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14019. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14020. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14021. break;
  14022. case UNT_VOLCANIC_ASH:
  14023. if (!sce)
  14024. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14025. break;
  14026. case UNT_KINGS_GRACE:
  14027. if (!sce) {
  14028. int state = 0;
  14029. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14030. state |= BCT_GUILD;
  14031. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14032. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14033. }
  14034. break;
  14035. case UNT_STEALTHFIELD:
  14036. if( bl->id == sg->src_id )
  14037. break; // Doesn't work on self (video shows that)
  14038. if (!sce)
  14039. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14040. break;
  14041. case UNT_NEUTRALBARRIER:
  14042. if (!sce)
  14043. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14044. break;
  14045. case UNT_WARMER:
  14046. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14047. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14048. break;
  14049. case UNT_CATNIPPOWDER:
  14050. if (sg->src_id == bl->id)
  14051. break; // Does not affect the caster or Boss.
  14052. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14053. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14054. break;
  14055. case UNT_NYANGGRASS:
  14056. if (!sce)
  14057. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14058. break;
  14059. case UNT_CREATINGSTAR:
  14060. if (!sce)
  14061. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14062. break;
  14063. case UNT_GD_LEADERSHIP:
  14064. case UNT_GD_GLORYWOUNDS:
  14065. case UNT_GD_SOULCOLD:
  14066. case UNT_GD_HAWKEYES:
  14067. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14068. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14069. break;
  14070. }
  14071. return skill_id;
  14072. }
  14073. /**
  14074. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14075. * @param unit Skill unit
  14076. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14077. * @param tick
  14078. */
  14079. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14080. {
  14081. struct block_list *ss;
  14082. TBL_PC* tsd;
  14083. struct status_data *tstatus;
  14084. status_change *sc, *tsc;
  14085. struct skill_unit_group_tickset *ts;
  14086. enum sc_type type;
  14087. uint16 skill_id;
  14088. t_tick diff = 0;
  14089. nullpo_ret(unit);
  14090. nullpo_ret(bl);
  14091. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  14092. return 0;
  14093. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14094. if (sg == nullptr)
  14095. return 0;
  14096. nullpo_ret(ss = map_id2bl(sg->src_id));
  14097. tsd = BL_CAST(BL_PC, bl);
  14098. tsc = status_get_sc(bl);
  14099. sc = status_get_sc(ss);
  14100. tstatus = status_get_status_data(bl);
  14101. type = skill_get_sc(sg->skill_id);
  14102. skill_id = sg->skill_id;
  14103. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14104. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14105. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14106. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14107. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14108. if (sg->interval == -1) {
  14109. switch (sg->unit_id) {
  14110. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14111. case UNT_FIREPILLAR_ACTIVE:
  14112. case UNT_ELECTRICSHOCKER:
  14113. case UNT_MANHOLE:
  14114. return 0;
  14115. default:
  14116. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14117. return 0;
  14118. }
  14119. }
  14120. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14121. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14122. diff = DIFF_TICK(tick,ts->tick);
  14123. if (diff < 0)
  14124. return 0;
  14125. ts->tick = tick+sg->interval;
  14126. }
  14127. // Wall of Thorn damaged by Fire element unit [Cydh]
  14128. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14129. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14130. struct skill_unit *su = (struct skill_unit *)bl;
  14131. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14132. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14133. su->group->limit = sg->limit = 0;
  14134. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14135. return skill_id;
  14136. }
  14137. }
  14138. switch (sg->unit_id) {
  14139. // Units that deals simple attack
  14140. case UNT_GRAVITATION:
  14141. case UNT_EARTHSTRAIN:
  14142. case UNT_FIREWALK:
  14143. case UNT_ELECTRICWALK:
  14144. case UNT_PSYCHIC_WAVE:
  14145. case UNT_LAVA_SLIDE:
  14146. case UNT_MAKIBISHI:
  14147. case UNT_VENOMFOG:
  14148. case UNT_ICEMINE:
  14149. case UNT_FLAMECROSS:
  14150. case UNT_HELLBURNING:
  14151. case UNT_RAIN_OF_CRYSTAL:
  14152. case UNT_MYSTERY_ILLUSION:
  14153. case UNT_STRANTUM_TREMOR:
  14154. case UNT_TORNADO_STORM:
  14155. case UNT_FLORAL_FLARE_ROAD:
  14156. case UNT_CROSS_RAIN:
  14157. case UNT_PNEUMATICUS_PROCELLA:
  14158. case UNT_LIGHTNING_LAND:
  14159. case UNT_VENOM_SWAMP:
  14160. case UNT_CONFLAGRATION:
  14161. case UNT_DEEPBLINDTRAP:
  14162. case UNT_SOLIDTRAP:
  14163. case UNT_SWIFTTRAP:
  14164. case UNT_FLAMETRAP:
  14165. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14166. break;
  14167. case UNT_DUMMYSKILL:
  14168. switch (sg->skill_id) {
  14169. case SG_SUN_WARM: //SG skills [Komurka]
  14170. case SG_MOON_WARM:
  14171. case SG_STAR_WARM: {
  14172. int count = 0;
  14173. const int x = bl->x, y = bl->y;
  14174. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14175. do {
  14176. if( bl->type == BL_PC )
  14177. status_zap(bl, 0, 15); // sp damage to players
  14178. else // mobs
  14179. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14180. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14181. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14182. } else { //should end when out of sp.
  14183. sg->limit = DIFF_TICK(tick,sg->tick);
  14184. break;
  14185. }
  14186. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14187. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14188. }
  14189. break;
  14190. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14191. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14192. if (tsc)
  14193. tsc->sg_counter++; //SG hit counter.
  14194. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14195. tsc->sg_counter=0; //Attack absorbed.
  14196. break;
  14197. #endif
  14198. case GS_DESPERADO:
  14199. if (rnd()%100 < unit->val1)
  14200. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14201. break;
  14202. case NPC_COMET:
  14203. case WL_COMET:
  14204. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14205. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14206. break;
  14207. case NPC_WIDESUCK: {
  14208. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14209. if (heal > 0) {
  14210. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14211. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14212. status_heal(ss,heal,0,0);
  14213. }
  14214. }
  14215. break;
  14216. case CR_GRANDCROSS:
  14217. case NPC_GRANDDARKNESS:
  14218. if(!battle_config.gx_allhit)
  14219. unit->val1--;
  14220. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14221. break;
  14222. default:
  14223. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14224. }
  14225. break;
  14226. case UNT_FIREWALL:
  14227. case UNT_KAEN: {
  14228. int count = 0;
  14229. const int x = bl->x, y = bl->y;
  14230. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14231. break;
  14232. //Take into account these hit more times than the timer interval can handle.
  14233. do
  14234. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14235. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14236. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14237. if (unit->val2 <= 0)
  14238. skill_delunit(unit);
  14239. }
  14240. break;
  14241. case UNT_SANCTUARY:
  14242. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14243. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14244. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14245. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14246. } else {
  14247. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14248. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14249. #ifdef RENEWAL
  14250. if (md && md->mob_id == MOBID_EMPERIUM)
  14251. break;
  14252. #endif
  14253. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14254. break;
  14255. if( tstatus->hp >= tstatus->max_hp )
  14256. break;
  14257. if( status_isimmune(bl) )
  14258. heal = 0;
  14259. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14260. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14261. heal = ~heal + 1;
  14262. status_heal(bl, heal, 0, 0);
  14263. }
  14264. break;
  14265. case UNT_EVILLAND:
  14266. //Will heal demon and undead element monsters, but not players.
  14267. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14268. { //Damage enemies
  14269. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14270. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14271. } else {
  14272. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14273. if (tstatus->hp >= tstatus->max_hp)
  14274. break;
  14275. if (status_isimmune(bl))
  14276. heal = 0;
  14277. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14278. status_heal(bl, heal, 0, 0);
  14279. }
  14280. break;
  14281. case UNT_MAGNUS:
  14282. #ifndef RENEWAL
  14283. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14284. break;
  14285. #endif
  14286. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14287. break;
  14288. case UNT_FIREPILLAR_WAITING:
  14289. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14290. skill_delunit(unit);
  14291. break;
  14292. case UNT_SKIDTRAP: {
  14293. //Knockback away from position of user during placement [Playtester]
  14294. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14295. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14296. sg->unit_id = UNT_USED_TRAPS;
  14297. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14298. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14299. //Target will be stopped for 3 seconds
  14300. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14301. }
  14302. break;
  14303. case UNT_ANKLESNARE:
  14304. case UNT_MANHOLE:
  14305. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14306. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14307. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14308. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14309. if( td )
  14310. sec = DIFF_TICK(td->tick, tick);
  14311. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14312. || !unit_blown_immune(bl,0x1) )
  14313. {
  14314. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14315. clif_fixpos(bl);
  14316. }
  14317. sg->val2 = bl->id;
  14318. } else
  14319. sec = 3000; //Couldn't trap it?
  14320. if (sg->unit_id == UNT_ANKLESNARE) {
  14321. clif_skillunit_update(&unit->bl);
  14322. /**
  14323. * If you're snared from a trap that was invisible this makes the trap be
  14324. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14325. * bugreport:3961
  14326. **/
  14327. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14328. }
  14329. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14330. sg->interval = -1;
  14331. unit->range = 0;
  14332. }
  14333. break;
  14334. case UNT_EARTHQUAKE:
  14335. sg->val1++; // Hit count
  14336. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14337. break;
  14338. case UNT_ELECTRICSHOCKER:
  14339. if( bl->id != ss->id ) {
  14340. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14341. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14342. clif_fixpos(bl);
  14343. }
  14344. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14345. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14346. }
  14347. break;
  14348. case UNT_VENOMDUST:
  14349. if(tsc && !tsc->getSCE(type))
  14350. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14351. break;
  14352. case UNT_LANDMINE:
  14353. //Land Mine only hits single target
  14354. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14355. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14356. sg->limit = 1500;
  14357. break;
  14358. case UNT_MAGENTATRAP:
  14359. case UNT_COBALTTRAP:
  14360. case UNT_MAIZETRAP:
  14361. case UNT_VERDURETRAP:
  14362. if( bl->type == BL_PC )// it won't work on players
  14363. break;
  14364. case UNT_FIRINGTRAP:
  14365. case UNT_ICEBOUNDTRAP:
  14366. case UNT_CLUSTERBOMB:
  14367. if( bl->id == ss->id )// it won't trigger on caster
  14368. break;
  14369. case UNT_BLASTMINE:
  14370. case UNT_SHOCKWAVE:
  14371. case UNT_SANDMAN:
  14372. case UNT_FLASHER:
  14373. case UNT_FREEZINGTRAP:
  14374. case UNT_FIREPILLAR_ACTIVE:
  14375. case UNT_CLAYMORETRAP:
  14376. {
  14377. int bl_flag = sg->bl_flag;
  14378. if (tsc && tsc->getSCE(SC__MANHOLE))
  14379. break;
  14380. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14381. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14382. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14383. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14384. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14385. sg->limit = DIFF_TICK(tick, sg->tick) +
  14386. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14387. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14388. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14389. }
  14390. break;
  14391. case UNT_TALKIEBOX:
  14392. if (sg->src_id == bl->id)
  14393. break;
  14394. if (sg->val2 == 0) {
  14395. clif_talkiebox(&unit->bl, sg->valstr);
  14396. sg->unit_id = UNT_USED_TRAPS;
  14397. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14398. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14399. sg->val2 = -1;
  14400. }
  14401. break;
  14402. case UNT_LULLABY:
  14403. if (ss->id == bl->id)
  14404. break;
  14405. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14406. break;
  14407. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14408. if (ss->id != bl->id)
  14409. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14410. break;
  14411. case UNT_DISSONANCE:
  14412. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14413. break;
  14414. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14415. int heal;
  14416. #ifdef RENEWAL
  14417. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14418. if (md && md->mob_id == MOBID_EMPERIUM)
  14419. break;
  14420. #endif
  14421. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14422. break; // affects self only when soullinked
  14423. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14424. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14425. heal = ~heal + 1;
  14426. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14427. status_heal(bl, heal, 0, 0);
  14428. }
  14429. break;
  14430. case UNT_TATAMIGAESHI:
  14431. case UNT_DEMONSTRATION:
  14432. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14433. break;
  14434. case UNT_GOSPEL:
  14435. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14436. break;
  14437. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14438. { // Support Effect only on party, not guild
  14439. int heal;
  14440. int i = rnd() % 13; // Positive buff count
  14441. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14442. switch (i)
  14443. {
  14444. case 0: // Heal 1000~9999 HP
  14445. heal = rnd() % 9000 + 1000;
  14446. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14447. status_heal(bl, heal, 0, 0);
  14448. break;
  14449. case 1: // End all negative status
  14450. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14451. if (tsd) clif_gospel_info(tsd, 0x15);
  14452. break;
  14453. case 2: // Immunity to all status
  14454. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14455. if (tsd) clif_gospel_info(tsd, 0x16);
  14456. break;
  14457. case 3: // MaxHP +100%
  14458. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14459. if (tsd) clif_gospel_info(tsd, 0x17);
  14460. break;
  14461. case 4: // MaxSP +100%
  14462. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14463. if (tsd) clif_gospel_info(tsd, 0x18);
  14464. break;
  14465. case 5: // All stats +20
  14466. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14467. if (tsd) clif_gospel_info(tsd, 0x19);
  14468. break;
  14469. case 6: // Level 10 Blessing
  14470. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14471. break;
  14472. case 7: // Level 10 Increase AGI
  14473. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14474. break;
  14475. case 8: // Enchant weapon with Holy element
  14476. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14477. if (tsd) clif_gospel_info(tsd, 0x1c);
  14478. break;
  14479. case 9: // Enchant armor with Holy element
  14480. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14481. if (tsd) clif_gospel_info(tsd, 0x1d);
  14482. break;
  14483. case 10: // DEF +25%
  14484. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14485. if (tsd) clif_gospel_info(tsd, 0x1e);
  14486. break;
  14487. case 11: // ATK +100%
  14488. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14489. if (tsd) clif_gospel_info(tsd, 0x1f);
  14490. break;
  14491. case 12: // HIT/Flee +50
  14492. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14493. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14494. if (tsd) clif_gospel_info(tsd, 0x20);
  14495. break;
  14496. }
  14497. }
  14498. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14499. { // Offensive Effect
  14500. int i = rnd() % 10; // Negative buff count
  14501. switch (i)
  14502. {
  14503. case 0: // Deal 3000~7999 damage reduced by DEF
  14504. case 1: // Deal 1500~5499 damage unreducable
  14505. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14506. break;
  14507. case 2: // Curse
  14508. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14509. break;
  14510. case 3: // Blind
  14511. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14512. break;
  14513. case 4: // Poison
  14514. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14515. break;
  14516. case 5: // Level 10 Provoke
  14517. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14518. break;
  14519. case 6: // DEF -100%
  14520. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14521. break;
  14522. case 7: // ATK -100%
  14523. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14524. break;
  14525. case 8: // Flee -100%
  14526. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14527. break;
  14528. case 9: // Speed/ASPD -25%
  14529. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14530. break;
  14531. }
  14532. }
  14533. break;
  14534. #ifndef RENEWAL
  14535. case UNT_BASILICA:
  14536. {
  14537. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14538. if (i > 0) {
  14539. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14540. break;
  14541. }
  14542. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14543. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14544. }
  14545. break;
  14546. #endif
  14547. case UNT_GROUNDDRIFT_WIND:
  14548. case UNT_GROUNDDRIFT_DARK:
  14549. case UNT_GROUNDDRIFT_POISON:
  14550. case UNT_GROUNDDRIFT_WATER:
  14551. case UNT_GROUNDDRIFT_FIRE:
  14552. map_foreachinrange(skill_trap_splash,&unit->bl,
  14553. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14554. &unit->bl,tick);
  14555. sg->unit_id = UNT_USED_TRAPS;
  14556. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14557. sg->limit=DIFF_TICK(tick,sg->tick);
  14558. break;
  14559. case UNT_POISONSMOKE:
  14560. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14561. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14562. break;
  14563. case UNT_EPICLESIS:
  14564. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14565. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14566. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14567. int hp, sp;
  14568. switch( sg->skill_lv ) {
  14569. case 1: case 2: hp = 3; sp = 2; break;
  14570. case 3: case 4: hp = 4; sp = 3; break;
  14571. case 5: default: hp = 5; sp = 4; break;
  14572. }
  14573. hp = tstatus->max_hp * hp / 100;
  14574. sp = tstatus->max_sp * sp / 100;
  14575. if (tstatus->hp < tstatus->max_hp)
  14576. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14577. if (tstatus->sp < tstatus->max_sp)
  14578. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14579. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14580. hp = ~hp + 1;
  14581. status_heal(bl, hp, sp, 3);
  14582. }
  14583. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14584. // Doesn't remove Invisibility or Chase Walk.
  14585. status_change_end(bl,SC_HIDING);
  14586. status_change_end(bl,SC_CLOAKING);
  14587. status_change_end(bl,SC_CLOAKINGEXCEED);
  14588. status_change_end(bl,SC_CAMOUFLAGE);
  14589. status_change_end(bl,SC_NEWMOON);
  14590. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14591. status_change_end(bl, SC__SHADOWFORM);
  14592. }
  14593. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14594. }
  14595. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14596. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14597. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14598. break;
  14599. case UNT_DIMENSIONDOOR:
  14600. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14601. pc_randomwarp(tsd,CLR_TELEPORT);
  14602. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14603. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14604. break;
  14605. case UNT_REVERBERATION:
  14606. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14607. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14608. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14609. sg->unit_id = UNT_USED_TRAPS;
  14610. break;
  14611. case UNT_SEVERE_RAINSTORM:
  14612. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14613. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14614. break;
  14615. case UNT_NETHERWORLD:
  14616. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14617. if (!(tsc && tsc->getSCE(type))) {
  14618. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14619. sg->limit = DIFF_TICK(tick,sg->tick);
  14620. sg->unit_id = UNT_USED_TRAPS;
  14621. }
  14622. }
  14623. break;
  14624. case UNT_THORNS_TRAP:
  14625. if( tsc ) {
  14626. if( !sg->val2 ) {
  14627. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14628. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14629. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):NULL;
  14630. if( td )
  14631. sec = DIFF_TICK(td->tick, tick);
  14632. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14633. clif_fixpos(bl);
  14634. sg->val2 = bl->id;
  14635. } else
  14636. sec = 3000; // Couldn't trap it?
  14637. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14638. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14639. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14640. }
  14641. break;
  14642. case UNT_WALLOFTHORN:
  14643. if (unit->val2-- <= 0) // Max hit reached
  14644. break;
  14645. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14646. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14647. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14648. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  14649. break;
  14650. case UNT_DEMONIC_FIRE:
  14651. switch( sg->val2 ) {
  14652. case 1:
  14653. default:
  14654. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14655. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14656. break;
  14657. }
  14658. break;
  14659. case UNT_ZEPHYR:
  14660. if (ss == bl)
  14661. break; // Doesn't affect the Elemental
  14662. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14663. break;
  14664. case UNT_CLOUD_KILL:
  14665. if (tsc && !tsc->getSCE(type))
  14666. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  14667. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14668. break;
  14669. case UNT_VACUUM_EXTREME:
  14670. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  14671. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  14672. return 0;
  14673. // Apply effect and suck targets one-by-one each n seconds
  14674. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  14675. break;
  14676. case UNT_BANDING:
  14677. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  14678. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  14679. break;
  14680. case UNT_FIRE_MANTLE:
  14681. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14682. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14683. break;
  14684. case UNT_ZENKAI_WATER:
  14685. case UNT_ZENKAI_LAND:
  14686. case UNT_ZENKAI_FIRE:
  14687. case UNT_ZENKAI_WIND:
  14688. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14689. switch( sg->unit_id ) {
  14690. case UNT_ZENKAI_WATER:
  14691. switch (rnd()%2 + 1) {
  14692. case 1:
  14693. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14694. break;
  14695. case 2:
  14696. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14697. break;
  14698. }
  14699. break;
  14700. case UNT_ZENKAI_LAND:
  14701. switch (rnd()%2 + 1) {
  14702. case 1:
  14703. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  14704. break;
  14705. case 2:
  14706. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  14707. break;
  14708. }
  14709. break;
  14710. case UNT_ZENKAI_FIRE:
  14711. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  14712. break;
  14713. case UNT_ZENKAI_WIND:
  14714. switch (rnd()%3 + 1) {
  14715. case 1:
  14716. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14717. break;
  14718. case 2:
  14719. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14720. break;
  14721. case 3:
  14722. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14723. break;
  14724. }
  14725. break;
  14726. }
  14727. } else
  14728. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  14729. break;
  14730. case UNT_POISON_MIST:
  14731. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14732. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  14733. break;
  14734. case UNT_CHAOSPANIC:
  14735. if (tsc && tsc->getSCE(type))
  14736. break;
  14737. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14738. break;
  14739. case UNT_B_TRAP:
  14740. if (tsc && tsc->getSCE(type))
  14741. break;
  14742. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14743. unit->val2++; // Mark as ever been used
  14744. break;
  14745. case UNT_FIRE_RAIN:
  14746. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14747. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14748. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14749. break;
  14750. case UNT_MAGMA_ERUPTION:
  14751. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14752. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14753. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14754. else
  14755. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14756. break;
  14757. case UNT_ACIDIFIED_ZONE_WATER:
  14758. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14759. break;
  14760. case UNT_ACIDIFIED_ZONE_GROUND:
  14761. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14762. break;
  14763. case UNT_ACIDIFIED_ZONE_WIND:
  14764. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14765. break;
  14766. case UNT_ACIDIFIED_ZONE_FIRE:
  14767. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14768. break;
  14769. case UNT_ASTRAL_STRIKE:
  14770. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14771. break;
  14772. case UNT_ABYSS_SQUARE: {
  14773. short flag = 0;
  14774. // Check to see if the caster is in the AoE.
  14775. if (distance_bl(ss, &unit->bl) <= unit->range)
  14776. flag |= 2; // If yes, skill hits twice.
  14777. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14778. }
  14779. break;
  14780. }
  14781. if (bl->type == BL_MOB && ss != bl)
  14782. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14783. return skill_id;
  14784. }
  14785. /**
  14786. * Triggered when a char steps out of a skill unit
  14787. * @param src Skill unit from char moved out
  14788. * @param bl Char
  14789. * @param tick
  14790. */
  14791. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14792. {
  14793. status_change *sc;
  14794. struct status_change_entry *sce;
  14795. enum sc_type type;
  14796. nullpo_ret(src);
  14797. nullpo_ret(bl);
  14798. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14799. if (sg == nullptr)
  14800. return 0;
  14801. sc = status_get_sc(bl);
  14802. type = skill_get_sc(sg->skill_id);
  14803. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14804. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14805. return 0;
  14806. switch(sg->unit_id){
  14807. case UNT_SAFETYWALL:
  14808. case UNT_PNEUMA:
  14809. case UNT_EPICLESIS://Arch Bishop
  14810. if (sce)
  14811. status_change_end(bl, type);
  14812. break;
  14813. #ifndef RENEWAL
  14814. case UNT_BASILICA:
  14815. if (sce && sce->val4 != bl->id)
  14816. status_change_end(bl, type);
  14817. break;
  14818. #endif
  14819. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14820. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14821. status_change_end(bl, type);
  14822. break;
  14823. case UNT_DISSONANCE:
  14824. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14825. {
  14826. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14827. if(skill_get_inf2(i, INF2_ISSONG)) {
  14828. type = skill_get_sc(i);
  14829. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14830. if(sce)
  14831. return i;
  14832. }
  14833. }
  14834. }
  14835. case UNT_WHISTLE:
  14836. case UNT_ASSASSINCROSS:
  14837. case UNT_POEMBRAGI:
  14838. case UNT_APPLEIDUN:
  14839. case UNT_HUMMING:
  14840. case UNT_DONTFORGETME:
  14841. case UNT_FORTUNEKISS:
  14842. case UNT_SERVICEFORYOU:
  14843. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14844. return -1;
  14845. }
  14846. return sg->skill_id;
  14847. }
  14848. /**
  14849. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14850. * @param skill_id Skill ID
  14851. * @param bl A char
  14852. * @param tick
  14853. */
  14854. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14855. {
  14856. status_change *sc;
  14857. struct status_change_entry *sce;
  14858. enum sc_type type;
  14859. sc = status_get_sc(bl);
  14860. if (sc && !sc->count)
  14861. sc = NULL;
  14862. type = skill_get_sc(skill_id);
  14863. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14864. switch (skill_id)
  14865. {
  14866. case WZ_QUAGMIRE:
  14867. if (bl->type==BL_MOB)
  14868. break;
  14869. if (sce)
  14870. status_change_end(bl, type);
  14871. break;
  14872. case BD_LULLABY:
  14873. case BD_RICHMANKIM:
  14874. case BD_ETERNALCHAOS:
  14875. case BD_DRUMBATTLEFIELD:
  14876. case BD_RINGNIBELUNGEN:
  14877. case BD_ROKISWEIL:
  14878. case BD_INTOABYSS:
  14879. case BD_SIEGFRIED:
  14880. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  14881. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14882. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14883. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14884. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14885. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14886. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14887. status_change_end(bl, SC_DANCING);
  14888. }
  14889. case MH_STEINWAND:
  14890. case MG_SAFETYWALL:
  14891. case AL_PNEUMA:
  14892. case SA_VOLCANO:
  14893. case SA_DELUGE:
  14894. case SA_VIOLENTGALE:
  14895. case CG_HERMODE:
  14896. #ifndef RENEWAL
  14897. case HW_GRAVITATION:
  14898. case HP_BASILICA:
  14899. #endif
  14900. case NJ_SUITON:
  14901. case SC_MAELSTROM:
  14902. case EL_WATER_BARRIER:
  14903. case EL_ZEPHYR:
  14904. case EL_POWER_OF_GAIA:
  14905. case SO_WARMER:
  14906. case SO_FIRE_INSIGNIA:
  14907. case SO_WATER_INSIGNIA:
  14908. case SO_WIND_INSIGNIA:
  14909. case SO_EARTH_INSIGNIA:
  14910. case SJ_BOOKOFCREATINGSTAR:
  14911. case SC_BLOODYLUST:
  14912. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14913. case GN_FIRE_EXPANSION_TEAR_GAS:
  14914. case LG_KINGS_GRACE:
  14915. case NC_STEALTHFIELD:
  14916. case NC_NEUTRALBARRIER:
  14917. case SU_NYANGGRASS:
  14918. if (sce)
  14919. status_change_end(bl, type);
  14920. break;
  14921. case BA_DISSONANCE:
  14922. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14923. {
  14924. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14925. if(skill_get_inf2(i, INF2_ISSONG)){
  14926. type = skill_get_sc(i);
  14927. sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL;
  14928. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14929. delete_timer(sce->timer, status_change_timer);
  14930. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14931. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14932. }
  14933. }
  14934. }
  14935. }
  14936. break;
  14937. case BA_POEMBRAGI:
  14938. case BA_WHISTLE:
  14939. case BA_ASSASSINCROSS:
  14940. case BA_APPLEIDUN:
  14941. case DC_HUMMING:
  14942. case DC_DONTFORGETME:
  14943. case DC_FORTUNEKISS:
  14944. case DC_SERVICEFORYOU:
  14945. if (sce)
  14946. {
  14947. delete_timer(sce->timer, status_change_timer);
  14948. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14949. //not possible on our current implementation.
  14950. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14951. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14952. }
  14953. break;
  14954. case PF_FOGWALL:
  14955. if (sce)
  14956. {
  14957. status_change_end(bl, type);
  14958. if ((sce=sc->getSCE(SC_BLIND)))
  14959. {
  14960. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14961. status_change_end(bl, SC_BLIND);
  14962. else {
  14963. delete_timer(sce->timer, status_change_timer);
  14964. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14965. }
  14966. }
  14967. }
  14968. break;
  14969. case GD_LEADERSHIP:
  14970. case GD_GLORYWOUNDS:
  14971. case GD_SOULCOLD:
  14972. case GD_HAWKEYES:
  14973. if( !(sce && sce->val4) )
  14974. status_change_end(bl, type);
  14975. break;
  14976. }
  14977. return skill_id;
  14978. }
  14979. /*==========================================
  14980. * Invoked when a unit cell has been placed/removed/deleted.
  14981. * flag values:
  14982. * flag&1: Invoke onplace function (otherwise invoke onout)
  14983. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  14984. * flag&8: Recursive
  14985. *------------------------------------------*/
  14986. static int skill_unit_effect(struct block_list* bl, va_list ap)
  14987. {
  14988. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  14989. t_tick tick = va_arg(ap,t_tick);
  14990. unsigned int flag = va_arg(ap,unsigned int);
  14991. uint16 skill_id;
  14992. bool dissonance = false;
  14993. bool isTarget = false;
  14994. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  14995. return 0;
  14996. std::shared_ptr<s_skill_unit_group> group = unit->group;
  14997. if (group == nullptr)
  14998. return 0;
  14999. if( !(flag&8) ) {
  15000. dissonance = skill_dance_switch(unit, 0);
  15001. //Target-type check.
  15002. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15003. }
  15004. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15005. skill_id = group->skill_id;
  15006. if( isTarget ){
  15007. if( flag&1 )
  15008. skill_unit_onplace(unit,bl,tick);
  15009. else {
  15010. if( skill_unit_onout(unit,bl,tick) == -1 )
  15011. return 0; // Don't let a Bard/Dancer update their own song timer
  15012. }
  15013. if( flag&4 )
  15014. skill_unit_onleft(skill_id, bl, tick);
  15015. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15016. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15017. if( dissonance ) {
  15018. skill_dance_switch(unit, 1);
  15019. //we placed a dissonance, let's update
  15020. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15021. }
  15022. return 0;
  15023. }
  15024. /**
  15025. * Check skill unit while receiving damage
  15026. * @param unit Skill unit
  15027. * @param damage Received damage
  15028. * @return Damage
  15029. */
  15030. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15031. {
  15032. nullpo_ret(unit);
  15033. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15034. if (sg == nullptr)
  15035. return 0;
  15036. switch( sg->unit_id ) {
  15037. case UNT_BLASTMINE:
  15038. case UNT_SKIDTRAP:
  15039. case UNT_LANDMINE:
  15040. case UNT_SHOCKWAVE:
  15041. case UNT_SANDMAN:
  15042. case UNT_FLASHER:
  15043. case UNT_CLAYMORETRAP:
  15044. case UNT_FREEZINGTRAP:
  15045. case UNT_ANKLESNARE:
  15046. case UNT_ICEWALL:
  15047. case UNT_WALLOFTHORN:
  15048. case UNT_REVERBERATION:
  15049. case UNT_NETHERWORLD:
  15050. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15051. break;
  15052. default:
  15053. damage = 0;
  15054. break;
  15055. }
  15056. return damage;
  15057. }
  15058. /**
  15059. * Check char condition around the skill caster
  15060. * @param bl Char around area
  15061. * @param *c Counter for 'valid' condition found
  15062. * @param *p_sd Stores 'rid' of char found
  15063. * @param skill_id Skill ID
  15064. * @param skill_lv Level of used skill
  15065. */
  15066. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15067. {
  15068. int *c, skill_id;
  15069. struct block_list *src;
  15070. map_session_data *sd;
  15071. map_session_data *tsd;
  15072. int *p_sd; //Contains the list of characters found.
  15073. nullpo_ret(bl);
  15074. nullpo_ret(tsd=(map_session_data*)bl);
  15075. nullpo_ret(src=va_arg(ap,struct block_list *));
  15076. nullpo_ret(sd=(map_session_data*)src);
  15077. c=va_arg(ap,int *);
  15078. p_sd = va_arg(ap, int *);
  15079. skill_id = va_arg(ap,int);
  15080. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15081. if (skill_id == PR_BENEDICTIO) {
  15082. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15083. return 0;
  15084. }
  15085. else if (is_chorus) {
  15086. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15087. return 0;
  15088. }
  15089. else if (*c >= 1) // Check for one companion for all other cases.
  15090. return 0;
  15091. if (bl == src)
  15092. return 0;
  15093. if(pc_isdead(tsd))
  15094. return 0;
  15095. if (tsd->sc.cant.cast)
  15096. return 0;
  15097. if( is_chorus ) {
  15098. if( tsd->status.party_id && sd->status.party_id &&
  15099. tsd->status.party_id == sd->status.party_id &&
  15100. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15101. p_sd[(*c)++] = tsd->bl.id;
  15102. return 1;
  15103. } else {
  15104. switch(skill_id) {
  15105. case PR_BENEDICTIO: {
  15106. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15107. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15108. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15109. && sd->status.sp >= 10)
  15110. p_sd[(*c)++]=tsd->bl.id;
  15111. return 1;
  15112. }
  15113. case AB_ADORAMUS:
  15114. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15115. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15116. p_sd[(*c)++] = tsd->bl.id;
  15117. return 1;
  15118. case TR_GEF_NOCTURN:
  15119. case TR_ROKI_CAPRICCIO:
  15120. case TR_AIN_RHAPSODY:
  15121. case TR_MUSICAL_INTERLUDE:
  15122. case TR_JAWAII_SERENADE:
  15123. case TR_NIPELHEIM_REQUIEM:
  15124. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15125. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15126. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15127. p_sd[(*c)++] = tsd->bl.id;
  15128. return 1;
  15129. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15130. {
  15131. uint16 skill_lv;
  15132. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15133. return 0;
  15134. if (sd->status.sex != tsd->status.sex &&
  15135. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15136. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15137. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15138. sd->status.party_id && tsd->status.party_id &&
  15139. sd->status.party_id == tsd->status.party_id &&
  15140. !tsd->sc.getSCE(SC_DANCING))
  15141. {
  15142. p_sd[(*c)++]=tsd->bl.id;
  15143. return skill_lv;
  15144. }
  15145. }
  15146. break;
  15147. }
  15148. }
  15149. return 0;
  15150. }
  15151. /**
  15152. * Checks and stores partners for ensemble skills [Skotlex]
  15153. * Max partners is 2.
  15154. * @param sd Caster
  15155. * @param skill_id
  15156. * @param skill_lv
  15157. * @param range Area range to check
  15158. * @param cast_flag Special handle
  15159. */
  15160. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15161. {
  15162. static int c=0;
  15163. static int p_sd[MAX_PARTY];
  15164. int i;
  15165. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15166. if (!sd)
  15167. return 0;
  15168. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15169. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15170. if (cast_flag) { //Execute the skill on the partners.
  15171. map_session_data* tsd;
  15172. switch (skill_id) {
  15173. case PR_BENEDICTIO:
  15174. case WM_GREAT_ECHO:
  15175. for (i = 0; i < c; i++) {
  15176. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  15177. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15178. }
  15179. return c;
  15180. case AB_ADORAMUS:
  15181. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  15182. i = 2 * (*skill_lv);
  15183. status_charge(&tsd->bl, 0, i);
  15184. }
  15185. break;
  15186. default:
  15187. if( is_chorus )
  15188. break;//Chorus skills are not to be parsed as ensembles
  15189. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15190. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != NULL) {
  15191. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15192. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15193. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15194. tsd->skill_id_dance = skill_id;
  15195. tsd->skill_lv_dance = *skill_lv;
  15196. #ifdef RENEWAL
  15197. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15198. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15199. #endif
  15200. }
  15201. }
  15202. return c;
  15203. }
  15204. }
  15205. //Else: new search for partners.
  15206. c = 0;
  15207. memset (p_sd, 0, sizeof(p_sd));
  15208. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15209. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15210. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15211. *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.
  15212. return c;
  15213. }
  15214. /**
  15215. * Sub function to count how many spawned mob is around.
  15216. * Some skills check with matched AI.
  15217. * @param rid Source ID
  15218. * @param mob_class Monster ID
  15219. * @param skill_id Used skill
  15220. * @param *c Counter for found monster
  15221. */
  15222. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15223. {
  15224. int *c,src_id,mob_class,skill;
  15225. uint16 ai;
  15226. struct mob_data *md;
  15227. md=(struct mob_data*)bl;
  15228. src_id=va_arg(ap,int);
  15229. mob_class=va_arg(ap,int);
  15230. skill=va_arg(ap,int);
  15231. c=va_arg(ap,int *);
  15232. switch (skill) {
  15233. case AM_SPHEREMINE:
  15234. ai = AI_SPHERE;
  15235. break;
  15236. case AM_CANNIBALIZE:
  15237. ai = AI_FLORA;
  15238. break;
  15239. case KO_ZANZOU:
  15240. ai = AI_ZANZOU;
  15241. break;
  15242. case MH_SUMMON_LEGION:
  15243. ai = AI_LEGION;
  15244. break;
  15245. case NC_SILVERSNIPER:
  15246. case NC_MAGICDECOY:
  15247. ai = AI_FAW;
  15248. break;
  15249. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15250. case MT_SUMMON_ABR_DUAL_CANNON:
  15251. case MT_SUMMON_ABR_MOTHER_NET:
  15252. case MT_SUMMON_ABR_INFINITY:
  15253. ai = AI_ABR;
  15254. break;
  15255. case BO_WOODENWARRIOR:
  15256. case BO_WOODEN_FAIRY:
  15257. case BO_CREEPER:
  15258. case BO_HELLTREE:
  15259. ai = AI_BIONIC;
  15260. break;
  15261. default:
  15262. ai = AI_FLORA;
  15263. break;
  15264. }
  15265. if( md->master_id != src_id || md->special_state.ai != ai)
  15266. return 0; //Non alchemist summoned mobs have nothing to do here.
  15267. if(md->mob_id==mob_class)
  15268. (*c)++;
  15269. return 1;
  15270. }
  15271. /**
  15272. * Determines if a given skill should be made to consume ammo
  15273. * when used by the player. [Skotlex]
  15274. * @param sd Player
  15275. * @param skill_id Skill ID
  15276. * @return True if skill is need ammo; False otherwise.
  15277. */
  15278. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15279. {
  15280. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15281. return (
  15282. battle_config.arrow_decrement == 2 &&
  15283. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15284. skill_id != HT_PHANTASMIC &&
  15285. skill->skill_type == BF_WEAPON &&
  15286. !skill->nk[NK_NODAMAGE] &&
  15287. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15288. );
  15289. }
  15290. /**
  15291. * Check SC required to cast a skill
  15292. * @param sc
  15293. * @param skill_id
  15294. * @return True if condition is met, False otherwise
  15295. **/
  15296. static bool skill_check_condition_sc_required(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15297. if (require == nullptr || require->status.empty())
  15298. return true;
  15299. nullpo_ret(sd);
  15300. status_change *sc = &sd->sc;
  15301. if (sc == nullptr) {
  15302. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15303. return false;
  15304. }
  15305. // May have multiple requirements
  15306. for (const auto &reqStatus : require->status) {
  15307. if (reqStatus == SC_NONE)
  15308. continue;
  15309. useskill_fail_cause cause;
  15310. switch (reqStatus) {
  15311. // Official fail message
  15312. case SC_PUSH_CART:
  15313. cause = USESKILL_FAIL_CART;
  15314. break;
  15315. case SC_POISONINGWEAPON:
  15316. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15317. break;
  15318. case SC_WEAPONBLOCK_ON:
  15319. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15320. break;
  15321. default:
  15322. cause = USESKILL_FAIL_LEVEL;
  15323. break;
  15324. }
  15325. if (!sc->getSCE(reqStatus)) {
  15326. clif_skill_fail(sd, skill_id, cause, 0);
  15327. return false;
  15328. }
  15329. }
  15330. return true;
  15331. }
  15332. /**
  15333. * Check skill condition when cast begin
  15334. * For ammo, only check if the skill need ammo
  15335. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15336. * @param sd Player who uses skill
  15337. * @param skill_id ID of used skill
  15338. * @param skill_lv Level of used skill
  15339. * @return true: All condition passed, false: Failed
  15340. */
  15341. bool skill_check_condition_castbegin(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15342. {
  15343. struct status_data *status;
  15344. status_change *sc;
  15345. struct s_skill_condition require;
  15346. int i;
  15347. nullpo_retr(false,sd);
  15348. if (sd->chatID)
  15349. return false;
  15350. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15351. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15352. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15353. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15354. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15355. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15356. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15357. return true;
  15358. }
  15359. switch( sd->menuskill_id ) {
  15360. case AM_PHARMACY:
  15361. switch( skill_id ) {
  15362. case AM_PHARMACY:
  15363. case AC_MAKINGARROW:
  15364. case BS_REPAIRWEAPON:
  15365. case AM_TWILIGHT1:
  15366. case AM_TWILIGHT2:
  15367. case AM_TWILIGHT3:
  15368. return false;
  15369. }
  15370. break;
  15371. case GN_MIX_COOKING:
  15372. case GN_MAKEBOMB:
  15373. case GN_S_PHARMACY:
  15374. case GN_CHANGEMATERIAL:
  15375. case MT_M_MACHINE:
  15376. case BO_BIONIC_PHARMACY:
  15377. if( sd->menuskill_id != skill_id )
  15378. return false;
  15379. break;
  15380. }
  15381. status = &sd->battle_status;
  15382. sc = &sd->sc;
  15383. if( !sc->count )
  15384. sc = NULL;
  15385. if( sd->skillitem == skill_id )
  15386. {
  15387. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15388. sd->state.abra_flag = 0;
  15389. else
  15390. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15391. if( (i = sd->itemindex) == -1 ||
  15392. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15393. sd->inventory_data[i] == NULL ||
  15394. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15395. sd->inventory.u.items_inventory[i].amount < 1
  15396. )
  15397. { //Something went wrong, item exploit?
  15398. sd->itemid = 0;
  15399. sd->itemindex = -1;
  15400. return false;
  15401. }
  15402. //Consume
  15403. sd->itemid = 0;
  15404. sd->itemindex = -1;
  15405. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15406. ; //Do not consume item.
  15407. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15408. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15409. }
  15410. if(!sd->skillitem_keep_requirement)
  15411. return true;
  15412. }
  15413. if( pc_is90overweight(sd) ) {
  15414. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15415. return false;
  15416. }
  15417. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15418. return false;
  15419. //Checks if disabling skill - in which case no SP requirements are necessary
  15420. if( sc && skill_disable_check(*sc,skill_id))
  15421. return true;
  15422. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15423. // Check the skills that can be used while mounted on a warg
  15424. if( pc_isridingwug(sd) ) {
  15425. if(!inf2[INF2_ALLOWONWARG])
  15426. return false; // in official there is no message.
  15427. }
  15428. if( pc_ismadogear(sd) ) {
  15429. // Skills that are unusable when Mado is equipped. [Jobbie]
  15430. if(!inf2[INF2_ALLOWONMADO]){
  15431. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15432. return false;
  15433. }
  15434. }
  15435. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15436. // return false;
  15437. require = skill_get_requirement(sd,skill_id,skill_lv);
  15438. //Can only update state when weapon/arrow info is checked.
  15439. sd->state.arrow_atk = require.ammo?1:0;
  15440. // perform skill-group checks
  15441. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15442. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15443. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15444. return false;
  15445. }
  15446. }
  15447. else if(inf2[INF2_ISENSEMBLE]) {
  15448. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15449. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15450. return false;
  15451. }
  15452. }
  15453. // perform skill-specific checks (and actions)
  15454. switch( skill_id ) {
  15455. case RG_GRAFFITI:
  15456. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15457. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15458. return false;
  15459. }
  15460. break;
  15461. case SO_SPELLFIST:
  15462. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15463. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15464. return false;
  15465. }
  15466. case SA_CASTCANCEL:
  15467. if(sd->ud.skilltimer == INVALID_TIMER) {
  15468. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15469. return false;
  15470. }
  15471. break;
  15472. case AS_CLOAKING:
  15473. {
  15474. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15475. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15476. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15477. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15478. int di;
  15479. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15480. if( di == 8 ) {
  15481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15482. return false;
  15483. }
  15484. }
  15485. break;
  15486. }
  15487. case AL_WARP:
  15488. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15489. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15490. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15491. return false;
  15492. }
  15493. break;
  15494. case AL_HOLYWATER:
  15495. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15496. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15497. return false;
  15498. }
  15499. break;
  15500. case MO_CALLSPIRITS:
  15501. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15502. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15503. if(sd->spiritball >= skill_lv) {
  15504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15505. return false;
  15506. }
  15507. break;
  15508. case MO_FINGEROFFENSIVE:
  15509. case GS_FLING:
  15510. case SR_RIDEINLIGHTNING:
  15511. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15512. sd->spiritball_old = require.spiritball = sd->spiritball;
  15513. else
  15514. sd->spiritball_old = require.spiritball;
  15515. break;
  15516. case MO_CHAINCOMBO:
  15517. if(!sc)
  15518. return false;
  15519. if(sc->getSCE(SC_BLADESTOP))
  15520. break;
  15521. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15522. break;
  15523. return false;
  15524. case MO_COMBOFINISH:
  15525. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15526. return false;
  15527. break;
  15528. case CH_TIGERFIST:
  15529. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15530. return false;
  15531. break;
  15532. case CH_CHAINCRUSH:
  15533. if(!(sc && sc->getSCE(SC_COMBO)))
  15534. return false;
  15535. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15536. return false;
  15537. break;
  15538. case SJ_SOLARBURST:
  15539. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15540. return 0;
  15541. break;
  15542. case MO_EXTREMITYFIST:
  15543. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15544. // return false;
  15545. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15546. break;
  15547. if( sc && sc->getSCE(SC_COMBO) ) {
  15548. switch(sc->getSCE(SC_COMBO)->val1) {
  15549. case MO_COMBOFINISH:
  15550. case CH_TIGERFIST:
  15551. case CH_CHAINCRUSH:
  15552. break;
  15553. default:
  15554. return false;
  15555. }
  15556. }
  15557. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15559. return false;
  15560. }
  15561. #ifdef RENEWAL
  15562. sd->spiritball_old = sd->spiritball;
  15563. #endif
  15564. break;
  15565. case TK_MISSION:
  15566. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15567. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15568. return false;
  15569. }
  15570. break;
  15571. case ASC_EDP:
  15572. #ifdef RENEWAL
  15573. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15574. #else
  15575. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15576. #endif
  15577. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15578. return false;
  15579. }
  15580. break;
  15581. case TK_READYCOUNTER:
  15582. case TK_READYDOWN:
  15583. case TK_READYSTORM:
  15584. case TK_READYTURN:
  15585. case TK_JUMPKICK:
  15586. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15587. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15588. return false;
  15589. }
  15590. break;
  15591. case TK_TURNKICK:
  15592. case TK_STORMKICK:
  15593. case TK_DOWNKICK:
  15594. case TK_COUNTER:
  15595. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15596. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15597. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15598. return false; //Combo needs to be ready
  15599. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15600. //Do not repeat a kick.
  15601. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15602. break;
  15603. status_change_end(&sd->bl, SC_COMBO);
  15604. return false;
  15605. }
  15606. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15607. unit_cancel_combo(&sd->bl);
  15608. return false;
  15609. }
  15610. break; //Combo ready.
  15611. #ifndef RENEWAL
  15612. case BD_ADAPTATION:
  15613. {
  15614. int time;
  15615. if(!(sc && sc->getSCE(SC_DANCING))) {
  15616. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15617. return false;
  15618. }
  15619. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15620. if (skill_get_time(
  15621. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15622. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15623. - time < skill_get_time2(skill_id,skill_lv))
  15624. {
  15625. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15626. return false;
  15627. }
  15628. }
  15629. break;
  15630. #endif
  15631. case PR_BENEDICTIO:
  15632. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15633. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15634. return false;
  15635. }
  15636. break;
  15637. case SL_SMA:
  15638. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  15639. return false;
  15640. break;
  15641. case HT_POWER:
  15642. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  15643. return false;
  15644. break;
  15645. #ifndef RENEWAL
  15646. case CG_HERMODE:
  15647. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15649. return false;
  15650. }
  15651. break;
  15652. #endif
  15653. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15654. {
  15655. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15656. int size = range*2+1;
  15657. for (s=0;s<size*size;s++) {
  15658. int x = sd->bl.x+(s%size-range);
  15659. int y = sd->bl.y+(s/size-range);
  15660. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15662. return false;
  15663. }
  15664. }
  15665. }
  15666. break;
  15667. #ifndef RENEWAL
  15668. case PR_REDEMPTIO:
  15669. {
  15670. t_exp exp = pc_nextbaseexp(sd);
  15671. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15672. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15673. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15674. return false;
  15675. }
  15676. break;
  15677. }
  15678. case HP_BASILICA:
  15679. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  15680. if( sd ) {
  15681. // When castbegin, needs 7x7 clear area
  15682. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15683. int size = range*2+1;
  15684. for( s=0;s<size*size;s++ ) {
  15685. int x = sd->bl.x+(s%size-range);
  15686. int y = sd->bl.y+(s/size-range);
  15687. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15688. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15689. return false;
  15690. }
  15691. }
  15692. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15693. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15694. return false;
  15695. }
  15696. }
  15697. }
  15698. break;
  15699. #endif
  15700. case AM_TWILIGHT2:
  15701. case AM_TWILIGHT3:
  15702. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15704. return false;
  15705. }
  15706. break;
  15707. case SG_SUN_WARM:
  15708. case SG_MOON_WARM:
  15709. case SG_STAR_WARM:
  15710. if (sc && sc->getSCE(SC_MIRACLE))
  15711. break;
  15712. i = skill_id-SG_SUN_WARM;
  15713. if (sd->bl.m == sd->feel_map[i].m)
  15714. break;
  15715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15716. return false;
  15717. break;
  15718. case SG_SUN_COMFORT:
  15719. case SG_MOON_COMFORT:
  15720. case SG_STAR_COMFORT:
  15721. if (sc && sc->getSCE(SC_MIRACLE))
  15722. break;
  15723. i = skill_id-SG_SUN_COMFORT;
  15724. if (sd->bl.m == sd->feel_map[i].m &&
  15725. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15726. break;
  15727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15728. return false;
  15729. case SG_FUSION:
  15730. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  15731. break;
  15732. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15733. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15734. if( require.sp > 0 ) {
  15735. if (status->sp < (unsigned int)require.sp)
  15736. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15737. else
  15738. status_zap(&sd->bl, 0, require.sp);
  15739. }
  15740. return false;
  15741. case GD_BATTLEORDER:
  15742. case GD_REGENERATION:
  15743. case GD_RESTORE:
  15744. case GD_CHARGESHOUT_FLAG:
  15745. case GD_CHARGESHOUT_BEATING:
  15746. case GD_EMERGENCY_MOVE:
  15747. if (!map_flag_gvg2(sd->bl.m)) {
  15748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15749. return false;
  15750. }
  15751. case GD_EMERGENCYCALL:
  15752. case GD_ITEMEMERGENCYCALL:
  15753. // other checks were already done in skill_isNotOk()
  15754. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15755. return false;
  15756. break;
  15757. case GS_GLITTERING:
  15758. case RL_RICHS_COIN:
  15759. if(sd->spiritball >= 10) {
  15760. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15761. return false;
  15762. }
  15763. break;
  15764. case NJ_ISSEN:
  15765. #ifdef RENEWAL
  15766. if (status->hp < (status->hp/100)) {
  15767. #else
  15768. if (status->hp < 2) {
  15769. #endif
  15770. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15771. return false;
  15772. }
  15773. case NJ_BUNSINJYUTSU:
  15774. if (!(sc && sc->getSCE(SC_NEN))) {
  15775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15776. return false;
  15777. }
  15778. break;
  15779. case NJ_ZENYNAGE:
  15780. case KO_MUCHANAGE:
  15781. if(sd->status.zeny < require.zeny) {
  15782. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15783. return false;
  15784. }
  15785. break;
  15786. case PF_HPCONVERSION:
  15787. if (status->sp == status->max_sp)
  15788. return false; //Unusable when at full SP.
  15789. break;
  15790. case SP_KAUTE: // Fail if below 30% MaxHP.
  15791. if (status->hp < 30 * status->max_hp / 100) {
  15792. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15793. return false;
  15794. }
  15795. break;
  15796. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15797. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15799. return false;
  15800. }
  15801. break;
  15802. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15803. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15804. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15805. return false;
  15806. }
  15807. break;
  15808. case AB_ANCILLA: {
  15809. int count = 0;
  15810. for( i = 0; i < MAX_INVENTORY; i++ )
  15811. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15812. count += sd->inventory.u.items_inventory[i].amount;
  15813. if( count >= 3 ) {
  15814. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15815. return false;
  15816. }
  15817. }
  15818. break;
  15819. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15820. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15821. && sd->special_state.no_gemstone == 0
  15822. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15823. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15824. return false;
  15825. }
  15826. break;
  15827. case WL_SUMMONFB:
  15828. case WL_SUMMONBL:
  15829. case WL_SUMMONWB:
  15830. case WL_SUMMONSTONE:
  15831. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15832. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  15833. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15834. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15835. return false;
  15836. }
  15837. }
  15838. break;
  15839. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15840. case WL_RELEASE: {
  15841. int active_spheres = 0, req_spheres = 0;
  15842. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15843. if (sc && sc->getSCE(i))
  15844. active_spheres++;
  15845. }
  15846. // Cast requirement
  15847. if (skill_id == WL_TETRAVORTEX)
  15848. req_spheres = 4;
  15849. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15850. req_spheres = 1;
  15851. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15852. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15853. return false;
  15854. }
  15855. }
  15856. break;
  15857. case GC_HALLUCINATIONWALK:
  15858. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  15859. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15860. return false;
  15861. }
  15862. break;
  15863. case NPC_HALLUCINATIONWALK:
  15864. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  15865. return false;
  15866. }
  15867. break;
  15868. case RA_WUGMASTERY:
  15869. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.getSCE(SC__GROOMY)) {
  15870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15871. return false;
  15872. }
  15873. break;
  15874. case RA_WUGSTRIKE:
  15875. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15877. return false;
  15878. }
  15879. break;
  15880. case RA_WUGRIDER:
  15881. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15883. return false;
  15884. }
  15885. break;
  15886. case RA_WUGDASH:
  15887. if(!pc_isridingwug(sd)) {
  15888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15889. return false;
  15890. }
  15891. else {
  15892. int16 sx = sd->bl.x;
  15893. int16 sy = sd->bl.y;
  15894. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15895. switch (dir) {
  15896. case 0: case 8: sy++; break;
  15897. case 1: sx--; sy++; break;
  15898. case 2: sx--; break;
  15899. case 3: sx--; sy--; break;
  15900. case 4: sy--; break;
  15901. case 5: sx++; sy--; break;
  15902. case 6: sx++; break;
  15903. case 7: sx++; sy++; break;
  15904. }
  15905. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15906. return false;
  15907. }
  15908. }
  15909. break;
  15910. case LG_RAYOFGENESIS:
  15911. case LG_BANDING:
  15912. if( sc && sc->getSCE(SC_INSPIRATION) )
  15913. return true; // Don't check for partner.
  15914. break;
  15915. case LG_PRESTIGE:
  15916. if( sc && sc->getSCE(SC_INSPIRATION) )
  15917. return true; // Don't check for partner.
  15918. if( sc && sc->getSCE(SC_BANDING) ) {
  15919. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15920. return false;
  15921. }
  15922. break;
  15923. case LG_RAGEBURST:
  15924. if( sd->spiritball == 0 ) {
  15925. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15926. return false;
  15927. }
  15928. sd->spiritball_old = require.spiritball = sd->spiritball;
  15929. break;
  15930. case SR_FALLENEMPIRE:
  15931. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  15932. return false;
  15933. break;
  15934. case SR_CRESCENTELBOW:
  15935. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  15936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15937. return false;
  15938. }
  15939. break;
  15940. case SR_CURSEDCIRCLE:
  15941. if (map_flag_gvg2(sd->bl.m)) {
  15942. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15943. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15944. char output[128];
  15945. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15946. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15947. return false;
  15948. }
  15949. }
  15950. if( sd->spiritball > 0 )
  15951. sd->spiritball_old = require.spiritball = sd->spiritball;
  15952. else {
  15953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15954. return false;
  15955. }
  15956. break;
  15957. case SR_GATEOFHELL:
  15958. if( sd->spiritball > 0 )
  15959. sd->spiritball_old = require.spiritball;
  15960. break;
  15961. case SC_MANHOLE:
  15962. case SC_DIMENSIONDOOR:
  15963. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  15964. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15965. return false;
  15966. }
  15967. break;
  15968. case SC_FEINTBOMB:
  15969. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  15970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15971. return false;
  15972. }
  15973. break;
  15974. case WM_GREAT_ECHO: {
  15975. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  15976. if (count > 0)
  15977. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  15978. }
  15979. break;
  15980. case SO_FIREWALK:
  15981. case SO_ELECTRICWALK:
  15982. case NPC_FIREWALK:
  15983. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  15984. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  15985. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  15986. if( sd )
  15987. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15988. return false;
  15989. }
  15990. break;
  15991. case SO_EL_CONTROL:
  15992. if( !sd->status.ele_id || !sd->ed ) {
  15993. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15994. return false;
  15995. }
  15996. break;
  15997. case KO_JYUMONJIKIRI:
  15998. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  15999. return true;
  16000. else {
  16001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16002. return false;
  16003. }
  16004. break;
  16005. case KO_KAHU_ENTEN:
  16006. case KO_HYOUHU_HUBUKI:
  16007. case KO_KAZEHU_SEIRAN:
  16008. case KO_DOHU_KOUKAI:
  16009. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  16010. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  16011. return false;
  16012. }
  16013. break;
  16014. case KO_KAIHOU:
  16015. case KO_ZENKAI:
  16016. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  16017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  16018. return false;
  16019. }
  16020. break;
  16021. case SJ_FULLMOONKICK:
  16022. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16023. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16024. return false;
  16025. }
  16026. break;
  16027. case SJ_STAREMPEROR:
  16028. case SJ_NOVAEXPLOSING:
  16029. case SJ_GRAVITYCONTROL:
  16030. case SJ_BOOKOFDIMENSION:
  16031. case SJ_BOOKOFCREATINGSTAR:
  16032. case SP_SOULDIVISION:
  16033. case SP_SOULEXPLOSION:
  16034. if (!map_flag_vs(sd->bl.m)) {
  16035. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16036. return false;
  16037. }
  16038. break;
  16039. case SP_SWHOO:
  16040. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16041. return false;
  16042. break;
  16043. case DK_SERVANT_W_PHANTOM:
  16044. case DK_SERVANT_W_DEMOL:
  16045. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  16046. sd->servantball_old = require.spiritball = sd->servantball;
  16047. else
  16048. sd->servantball_old = require.spiritball;
  16049. break;
  16050. case IQ_SECOND_FAITH:
  16051. case IQ_THIRD_PUNISH:
  16052. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16053. return false;
  16054. break;
  16055. case IQ_SECOND_JUDGEMENT:
  16056. case IQ_THIRD_CONSECRATION:
  16057. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16058. return false;
  16059. break;
  16060. case IQ_SECOND_FLAME:
  16061. case IQ_THIRD_FLAME_BOMB:
  16062. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16063. return false;
  16064. break;
  16065. }
  16066. /* check state required */
  16067. switch (require.state) {
  16068. case ST_HIDDEN:
  16069. if(!pc_ishiding(sd)) {
  16070. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16071. return false;
  16072. }
  16073. break;
  16074. case ST_RIDING:
  16075. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  16076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16077. return false;
  16078. }
  16079. break;
  16080. case ST_FALCON:
  16081. if(!pc_isfalcon(sd)) {
  16082. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16083. return false;
  16084. }
  16085. break;
  16086. case ST_CART:
  16087. if(!pc_iscarton(sd)) {
  16088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  16089. return false;
  16090. }
  16091. break;
  16092. case ST_SHIELD:
  16093. if(sd->status.shield <= 0) {
  16094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16095. return false;
  16096. }
  16097. break;
  16098. case ST_RECOVER_WEIGHT_RATE:
  16099. #ifdef RENEWAL
  16100. if(pc_is70overweight(sd)) {
  16101. #else
  16102. if(pc_is50overweight(sd)) {
  16103. #endif
  16104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16105. return false;
  16106. }
  16107. break;
  16108. case ST_MOVE_ENABLE:
  16109. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16110. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16111. if (!unit_can_move(&sd->bl)) {
  16112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16113. return false;
  16114. }
  16115. break;
  16116. case ST_WATER:
  16117. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16118. break;
  16119. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  16120. break;
  16121. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16122. return false;
  16123. case ST_RIDINGDRAGON:
  16124. if( !pc_isridingdragon(sd) ) {
  16125. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  16126. return false;
  16127. }
  16128. break;
  16129. case ST_WUG:
  16130. if( !pc_iswug(sd) ) {
  16131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16132. return false;
  16133. }
  16134. break;
  16135. case ST_RIDINGWUG:
  16136. if( !pc_isridingwug(sd) ) {
  16137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16138. return false;
  16139. }
  16140. break;
  16141. case ST_MADO:
  16142. if( !pc_ismadogear(sd) ) {
  16143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  16144. return false;
  16145. }
  16146. break;
  16147. case ST_ELEMENTALSPIRIT:
  16148. case ST_ELEMENTALSPIRIT2:
  16149. if(!sd->ed) {
  16150. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  16151. return false;
  16152. }
  16153. break;
  16154. case ST_PECO:
  16155. if(!pc_isriding(sd)) {
  16156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16157. return false;
  16158. }
  16159. break;
  16160. case ST_SUNSTANCE:
  16161. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16162. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16163. return false;
  16164. }
  16165. break;
  16166. case ST_MOONSTANCE:
  16167. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16168. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16169. return false;
  16170. }
  16171. break;
  16172. case ST_STARSTANCE:
  16173. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16174. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16175. return false;
  16176. }
  16177. break;
  16178. case ST_UNIVERSESTANCE:
  16179. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16180. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  16181. return false;
  16182. }
  16183. break;
  16184. }
  16185. /* check the status required */
  16186. if (!require.status.empty()) {
  16187. switch (skill_id) {
  16188. // Being checked later in skill_check_condition_castend()
  16189. case WZ_SIGHTRASHER:
  16190. break;
  16191. default:
  16192. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16193. return false;
  16194. break;
  16195. }
  16196. }
  16197. // Check for equipped item(s)
  16198. if (!require.eqItem.empty()) {
  16199. size_t count = require.eqItem.size();
  16200. for (const auto &it : require.eqItem) {
  16201. t_itemid reqeqit = it;
  16202. if (!reqeqit)
  16203. break; // Skill has no required item(s); get out of here
  16204. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16205. case NC_PILEBUNKER:
  16206. case RL_P_ALTER:
  16207. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16208. count--;
  16209. if (!count) {
  16210. if( skill_id == RL_P_ALTER ){
  16211. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  16212. }else{
  16213. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16214. }
  16215. return false;
  16216. } else
  16217. continue;
  16218. }
  16219. break;
  16220. case NC_ACCELERATION:
  16221. case NC_SELFDESTRUCTION:
  16222. case NC_SHAPESHIFT:
  16223. case NC_EMERGENCYCOOL:
  16224. case NC_MAGNETICFIELD:
  16225. case NC_NEUTRALBARRIER:
  16226. case NC_STEALTHFIELD:
  16227. if (pc_search_inventory(sd, reqeqit) == -1) {
  16228. count--;
  16229. if (!count) {
  16230. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  16231. return false;
  16232. } else
  16233. continue;
  16234. }
  16235. break;
  16236. default:
  16237. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16238. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  16239. return false;
  16240. }
  16241. break;
  16242. }
  16243. }
  16244. }
  16245. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16246. //mhp is the max-hp-requirement, that is,
  16247. //you must have this % or less of HP to cast it.
  16248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16249. return false;
  16250. }
  16251. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16252. switch(skill_id) {
  16253. case RA_AIMEDBOLT:
  16254. break;
  16255. default:
  16256. switch((unsigned int)log2(require.weapon)) {
  16257. case W_REVOLVER:
  16258. clif_msg(sd, SKILL_NEED_REVOLVER);
  16259. break;
  16260. case W_RIFLE:
  16261. clif_msg(sd, SKILL_NEED_RIFLE);
  16262. break;
  16263. case W_GATLING:
  16264. clif_msg(sd, SKILL_NEED_GATLING);
  16265. break;
  16266. case W_SHOTGUN:
  16267. clif_msg(sd, SKILL_NEED_SHOTGUN);
  16268. break;
  16269. case W_GRENADE:
  16270. clif_msg(sd, SKILL_NEED_GRENADE);
  16271. break;
  16272. default:
  16273. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  16274. break;
  16275. }
  16276. return false;
  16277. }
  16278. }
  16279. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16280. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16281. return false;
  16282. }
  16283. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16285. return false;
  16286. }
  16287. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16288. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16289. return false;
  16290. }
  16291. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16292. switch (skill_id) { // Skills that require soul spheres.
  16293. case SP_SOULGOLEM:
  16294. case SP_SOULSHADOW:
  16295. case SP_SOULFALCON:
  16296. case SP_SOULFAIRY:
  16297. case SP_SOULCURSE:
  16298. case SP_SPA:
  16299. case SP_SHA:
  16300. case SP_SWHOO:
  16301. case SP_SOULUNITY:
  16302. case SP_SOULDIVISION:
  16303. case SP_SOULREAPER:
  16304. case SP_SOULEXPLOSION:
  16305. case SP_KAUTE:
  16306. if (sd->soulball < require.spiritball) {
  16307. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16308. return false;
  16309. }
  16310. break;
  16311. // Skills that requires servants.
  16312. case DK_SERVANT_W_SIGN:
  16313. case DK_SERVANT_W_PHANTOM:
  16314. case DK_SERVANT_W_DEMOL:
  16315. if (sd->servantball < require.spiritball) {
  16316. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16317. return false;
  16318. }
  16319. break;
  16320. default: // Skills that require spirit/coin spheres.
  16321. if (sd->spiritball < require.spiritball) {
  16322. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16323. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16324. else
  16325. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16326. return false;
  16327. }
  16328. break;
  16329. }
  16330. }
  16331. return true;
  16332. }
  16333. /**
  16334. * Check skill condition when cast end.
  16335. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16336. * @param sd Player who uses skill
  16337. * @param skill_id ID of used skill
  16338. * @param skill_lv Level of used skill
  16339. * @return true: All condition passed, false: Failed
  16340. */
  16341. bool skill_check_condition_castend(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16342. {
  16343. struct s_skill_condition require;
  16344. struct status_data *status;
  16345. int i;
  16346. short index[MAX_SKILL_ITEM_REQUIRE];
  16347. nullpo_retr(false,sd);
  16348. if( sd->chatID )
  16349. return false;
  16350. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16351. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16352. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16353. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16354. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16355. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16356. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16357. return true;
  16358. }
  16359. switch( sd->menuskill_id ) { // Cast start or cast end??
  16360. case AM_PHARMACY:
  16361. switch( skill_id ) {
  16362. case AM_PHARMACY:
  16363. case AC_MAKINGARROW:
  16364. case BS_REPAIRWEAPON:
  16365. case AM_TWILIGHT1:
  16366. case AM_TWILIGHT2:
  16367. case AM_TWILIGHT3:
  16368. return false;
  16369. }
  16370. break;
  16371. case GN_MIX_COOKING:
  16372. case GN_MAKEBOMB:
  16373. case GN_S_PHARMACY:
  16374. case GN_CHANGEMATERIAL:
  16375. case MT_M_MACHINE:
  16376. case BO_BIONIC_PHARMACY:
  16377. if( sd->menuskill_id != skill_id )
  16378. return false;
  16379. break;
  16380. }
  16381. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16382. return true;
  16383. if( pc_is90overweight(sd) ) {
  16384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16385. return false;
  16386. }
  16387. // perform skill-specific checks (and actions)
  16388. switch( skill_id ) {
  16389. case PR_BENEDICTIO:
  16390. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16391. break;
  16392. case AM_CANNIBALIZE:
  16393. case AM_SPHEREMINE: {
  16394. int c=0;
  16395. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16396. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16397. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16398. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16399. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16400. if(c >= maxcount ||
  16401. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16402. { //Fails when: exceed max limit. There are other plant types already out.
  16403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16404. return false;
  16405. }
  16406. }
  16407. break;
  16408. }
  16409. case NC_SILVERSNIPER:
  16410. case NC_MAGICDECOY: {
  16411. int c = 0;
  16412. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16413. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16414. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16415. if( skill_id == NC_MAGICDECOY ) {
  16416. int j;
  16417. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16418. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16419. } else
  16420. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16421. if( c >= maxcount ) {
  16422. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16423. return false;
  16424. }
  16425. }
  16426. }
  16427. break;
  16428. case KO_ZANZOU: {
  16429. int c = 0;
  16430. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16431. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16432. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16433. return false;
  16434. }
  16435. }
  16436. break;
  16437. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16438. case MT_SUMMON_ABR_DUAL_CANNON:
  16439. case MT_SUMMON_ABR_MOTHER_NET:
  16440. case MT_SUMMON_ABR_INFINITY: {
  16441. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16442. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16443. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16444. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16445. if (c >= maxcount) {
  16446. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16447. return false;
  16448. }
  16449. }
  16450. break;
  16451. }
  16452. case BO_WOODENWARRIOR:
  16453. case BO_WOODEN_FAIRY:
  16454. case BO_CREEPER:
  16455. case BO_HELLTREE: {
  16456. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16457. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16458. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16459. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16460. if (c >= maxcount) {
  16461. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16462. return false;
  16463. }
  16464. }
  16465. break;
  16466. }
  16467. #ifdef RENEWAL
  16468. case ASC_EDP:
  16469. if(sd) {
  16470. int16 item_edp = itemdb_group.item_exists_pc(sd, IG_EDP);
  16471. if (item_edp < 0) {
  16472. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16473. return false;
  16474. } else
  16475. pc_delitem(sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16476. }
  16477. break;
  16478. #endif
  16479. }
  16480. status = &sd->battle_status;
  16481. require = skill_get_requirement(sd,skill_id,skill_lv);
  16482. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16484. return false;
  16485. }
  16486. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16487. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16488. return false;
  16489. }
  16490. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16491. uint8 extra_ammo = 0;
  16492. #ifdef RENEWAL
  16493. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16494. case WM_SEVERE_RAINSTORM:
  16495. case RL_FIREDANCE:
  16496. case RL_R_TRIP:
  16497. case RL_FIRE_RAIN:
  16498. extra_ammo = 1;
  16499. break;
  16500. default:
  16501. break;
  16502. }
  16503. #endif
  16504. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16505. clif_arrow_fail(sd,0);
  16506. return false;
  16507. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16508. char e_msg[100];
  16509. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16511. return false;
  16512. }
  16513. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16515. return false;
  16516. }
  16517. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16518. skill_get_desc(skill_id),
  16519. require.ammo_qty,
  16520. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16521. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16522. return false;
  16523. }
  16524. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16525. //which is the closest we have to wrong ammo type. [Skotlex]
  16526. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16527. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16528. return false;
  16529. }
  16530. }
  16531. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16532. if( !require.itemid[i] )
  16533. continue;
  16534. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16535. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16536. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16537. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16538. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16540. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16541. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16542. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16543. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16544. else if( require.itemid[i] == ITEMID_ANCILLA )
  16545. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16546. else
  16547. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16548. return false;
  16549. }
  16550. }
  16551. /* check the status required */
  16552. if (!require.status.empty()) {
  16553. switch (skill_id) {
  16554. case WZ_SIGHTRASHER:
  16555. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16556. return false;
  16557. break;
  16558. default:
  16559. break;
  16560. }
  16561. }
  16562. return true;
  16563. }
  16564. /** Consume skill requirement
  16565. * @param sd Player who uses the skill
  16566. * @param skill_id ID of used skill
  16567. * @param skill_lv Level of used skill
  16568. * @param type Consume type
  16569. * type&1: consume the others (before skill was used);
  16570. * type&2: consume items (after skill was used)
  16571. */
  16572. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16573. {
  16574. struct s_skill_condition require;
  16575. nullpo_retv(sd);
  16576. require = skill_get_requirement(sd,skill_id,skill_lv);
  16577. if( type&1 ) {
  16578. switch( skill_id ) {
  16579. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16580. case MC_IDENTIFY:
  16581. require.sp = 0;
  16582. break;
  16583. case MO_KITRANSLATION:
  16584. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16585. require.spiritball = 0;
  16586. //Fall through
  16587. default:
  16588. if(sd->state.autocast)
  16589. require.sp = 0;
  16590. break;
  16591. }
  16592. if(require.hp || require.sp || require.ap)
  16593. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16594. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16595. switch (skill_id) { // Skills that require soul spheres.
  16596. case SP_SOULGOLEM:
  16597. case SP_SOULSHADOW:
  16598. case SP_SOULFALCON:
  16599. case SP_SOULFAIRY:
  16600. case SP_SOULCURSE:
  16601. case SP_SPA:
  16602. case SP_SHA:
  16603. case SP_SWHOO:
  16604. case SP_SOULUNITY:
  16605. case SP_SOULDIVISION:
  16606. case SP_SOULREAPER:
  16607. case SP_SOULEXPLOSION:
  16608. case SP_KAUTE:
  16609. pc_delsoulball(sd, require.spiritball, false);
  16610. break;
  16611. // Skills that require servants.
  16612. // Note: We don't update the servants display here
  16613. // since using these skills auto trigger an animation
  16614. // with them in unique ways that makes them vanish.
  16615. case DK_SERVANT_W_SIGN:
  16616. case DK_SERVANT_W_PHANTOM:
  16617. case DK_SERVANT_W_DEMOL:
  16618. pc_delservantball( *sd, require.spiritball );
  16619. break;
  16620. default: // Skills that require spirit/coin spheres.
  16621. pc_delspiritball(sd, require.spiritball, 0);
  16622. break;
  16623. }
  16624. }
  16625. else if(require.spiritball == -1) {
  16626. sd->spiritball_old = sd->spiritball;
  16627. pc_delspiritball(sd,sd->spiritball,0);
  16628. }
  16629. if(require.zeny > 0)
  16630. {
  16631. if( skill_id == NJ_ZENYNAGE )
  16632. require.zeny = 0; //Zeny is reduced on skill_attack.
  16633. if( sd->status.zeny < require.zeny )
  16634. require.zeny = sd->status.zeny;
  16635. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16636. }
  16637. }
  16638. if( type&2 ) {
  16639. status_change *sc = &sd->sc;
  16640. int n,i;
  16641. if( !sc->count )
  16642. sc = NULL;
  16643. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16644. {
  16645. if( !require.itemid[i] )
  16646. continue;
  16647. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  16648. continue; //Gemstones are checked, but not substracted from inventory.
  16649. switch( skill_id ){
  16650. case SA_SEISMICWEAPON:
  16651. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  16652. continue;
  16653. break;
  16654. case SA_FLAMELAUNCHER:
  16655. case SA_VOLCANO:
  16656. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  16657. continue;
  16658. break;
  16659. case SA_FROSTWEAPON:
  16660. case SA_DELUGE:
  16661. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  16662. continue;
  16663. break;
  16664. case SA_LIGHTNINGLOADER:
  16665. case SA_VIOLENTGALE:
  16666. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  16667. continue;
  16668. break;
  16669. }
  16670. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16671. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16672. }
  16673. }
  16674. }
  16675. /**
  16676. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16677. * @param sd Player's that will be checked
  16678. * @param skill_id Skill that's being used
  16679. * @param skill_lv Skill level of used skill
  16680. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16681. */
  16682. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16683. {
  16684. struct s_skill_condition req;
  16685. struct status_data *status;
  16686. status_change *sc;
  16687. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16688. memset(&req,0,sizeof(req));
  16689. if( !sd )
  16690. return req;
  16691. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16692. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16693. sc = &sd->sc;
  16694. if( !sc->count )
  16695. sc = NULL;
  16696. //Checks if disabling skill - in which case no SP requirements are necessary
  16697. if( sc && skill_disable_check(*sc,skill_id) )
  16698. return req;
  16699. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16700. status = &sd->battle_status;
  16701. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16702. req.hp = skill->require.hp[skill_lv - 1];
  16703. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16704. if(hp_rate > 0)
  16705. req.hp += (status->hp * hp_rate)/100;
  16706. else
  16707. req.hp += (status->max_hp * (-hp_rate))/100;
  16708. req.sp = skill->require.sp[skill_lv-1];
  16709. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16710. req.sp /= 2;
  16711. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16712. req.sp -= req.sp * 30 / 100;
  16713. sp_rate = skill->require.sp_rate[skill_lv-1];
  16714. if(sp_rate > 0)
  16715. req.sp += (status->sp * sp_rate)/100;
  16716. else
  16717. req.sp += (status->max_sp * (-sp_rate))/100;
  16718. if( sd->dsprate != 100 )
  16719. req.sp = req.sp * sd->dsprate / 100;
  16720. for (auto &it : sd->skillusesprate) {
  16721. if (it.id == skill_id) {
  16722. sp_skill_rate_bonus -= it.val;
  16723. break;
  16724. }
  16725. }
  16726. for (auto &it : sd->skillusesp) {
  16727. if (it.id == skill_id) {
  16728. req.sp -= it.val;
  16729. break;
  16730. }
  16731. }
  16732. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16733. req.sp += req.sp * 30 / 100;
  16734. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16735. if( sc ) {
  16736. if( sc->getSCE(SC__LAZINESS) )
  16737. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  16738. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  16739. req.sp += req.sp / 4;
  16740. if( sc->getSCE(SC_OFFERTORIUM))
  16741. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  16742. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16743. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  16744. #ifdef RENEWAL
  16745. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16746. req.sp -= req.sp * 20 / 100;
  16747. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  16748. req.sp -= req.sp * 30 / 100;
  16749. #endif
  16750. if (sc->getSCE(SC_GLOOMYDAY))
  16751. req.sp += req.sp * (skill_lv * 10) / 100;
  16752. if (sc->getSCE(SC_CRESCIVEBOLT))
  16753. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  16754. }
  16755. req.ap = skill->require.ap[skill_lv - 1];
  16756. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16757. if (ap_rate > 0)
  16758. req.ap += (status->ap * ap_rate) / 100;
  16759. else
  16760. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16761. req.zeny = skill->require.zeny[skill_lv-1];
  16762. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  16763. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  16764. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  16765. else
  16766. req.zeny += 1000;
  16767. }
  16768. req.spiritball = skill->require.spiritball[skill_lv-1];
  16769. req.state = skill->require.state;
  16770. req.mhp = skill->require.mhp[skill_lv-1];
  16771. req.weapon = skill->require.weapon;
  16772. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16773. if (req.ammo_qty)
  16774. req.ammo = skill->require.ammo;
  16775. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16776. { //Assume this skill is using the weapon, therefore it requires arrows.
  16777. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16778. req.ammo_qty = 1;
  16779. }
  16780. req.status = skill->require.status;
  16781. req.eqItem = skill->require.eqItem;
  16782. // Level dependence flag is determined based on the ItemCost Level label
  16783. bool level_dependent = skill->require.itemid_level_dependent;
  16784. switch( skill_id ) {
  16785. /* Skill level-dependent checks */
  16786. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16787. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16788. req.itemid[1] = skill->require.itemid[skill->max];
  16789. req.amount[1] = skill->require.amount[skill->max];
  16790. // Fall through
  16791. /* Normal skill requirements and gemstone checks */
  16792. default:
  16793. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16794. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16795. if (!level_dependent) {
  16796. switch( skill_id ) {
  16797. case AM_POTIONPITCHER:
  16798. case CR_SLIMPITCHER:
  16799. case CR_CULTIVATION:
  16800. if (i != skill_lv%11 - 1)
  16801. continue;
  16802. break;
  16803. #ifdef RENEWAL
  16804. case AM_CALLHOMUN:
  16805. // Player has no homunculus, only requires first item
  16806. if (i > 0 && sd->hd == nullptr) {
  16807. i = MAX_SKILL_ITEM_REQUIRE;
  16808. continue;
  16809. }
  16810. // Recalling from Rest state has a different consume item (stored as second item)
  16811. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16812. req.itemid[0] = skill->require.itemid[1];
  16813. req.amount[0] = skill->require.amount[1];
  16814. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16815. skill_area_temp[0] = 0;
  16816. i = MAX_SKILL_ITEM_REQUIRE;
  16817. continue;
  16818. }
  16819. break;
  16820. #else
  16821. case AM_CALLHOMUN:
  16822. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16823. continue;
  16824. break;
  16825. #endif
  16826. case AB_ADORAMUS:
  16827. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  16828. continue;
  16829. break;
  16830. }
  16831. req.itemid[i] = skill->require.itemid[i];
  16832. req.amount[i] = skill->require.amount[i];
  16833. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16834. int16 itIndex;
  16835. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16836. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16837. req.itemid[i] = ITEMID_TRAP;
  16838. else
  16839. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16840. req.amount[i] = 1;
  16841. }
  16842. break;
  16843. }
  16844. }
  16845. else {
  16846. // Process level_dependent requirement
  16847. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  16848. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  16849. req.amount[0] = skill->require.amount[skill_lv - 1];
  16850. }
  16851. }
  16852. // Check requirement for gemstone.
  16853. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16854. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16855. req.itemid[i] = req.amount[i] = 0;
  16856. else {
  16857. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  16858. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16859. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16860. req.itemid[i] = req.amount[i] = 0;
  16861. else if( --req.amount[i] < 1 )
  16862. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16863. }
  16864. }
  16865. }
  16866. // Check requirement for Magic Gear Fuel
  16867. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16868. req.itemid[i] = req.amount[i] = 0;
  16869. }
  16870. break;
  16871. }
  16872. // Check for cost reductions due to skills & SCs
  16873. switch(skill_id) {
  16874. case MC_MAMMONITE:
  16875. #ifdef RENEWAL
  16876. case WS_CARTTERMINATION:
  16877. #endif
  16878. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16879. #ifdef RENEWAL
  16880. req.zeny -= req.zeny*20/100;
  16881. #else
  16882. req.zeny -= req.zeny*10/100;
  16883. #endif
  16884. break;
  16885. case AL_HOLYLIGHT:
  16886. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  16887. req.sp *= 5;
  16888. break;
  16889. case SL_SMA:
  16890. case SL_STUN:
  16891. case SL_STIN:
  16892. {
  16893. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16894. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16895. break;
  16896. if(sd->status.base_level>=90)
  16897. req.sp -= req.sp*7*kaina_lv/100;
  16898. else if(sd->status.base_level>=80)
  16899. req.sp -= req.sp*5*kaina_lv/100;
  16900. else if(sd->status.base_level>=70)
  16901. req.sp -= req.sp*3*kaina_lv/100;
  16902. }
  16903. break;
  16904. case MO_CHAINCOMBO:
  16905. case MO_COMBOFINISH:
  16906. case CH_TIGERFIST:
  16907. case CH_CHAINCRUSH:
  16908. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  16909. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16910. break;
  16911. case MO_BODYRELOCATION:
  16912. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  16913. req.spiritball = 0;
  16914. break;
  16915. case MO_EXTREMITYFIST:
  16916. if( sc ) {
  16917. if( sc->getSCE(SC_BLADESTOP) )
  16918. req.spiritball--;
  16919. else if( sc->getSCE(SC_COMBO) ) {
  16920. #ifndef RENEWAL
  16921. switch( sc->getSCE(SC_COMBO)->val1 ) {
  16922. case MO_COMBOFINISH:
  16923. req.spiritball = 4;
  16924. break;
  16925. case CH_TIGERFIST:
  16926. req.spiritball = 3;
  16927. break;
  16928. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16929. req.spiritball = sd->spiritball?sd->spiritball:1;
  16930. break;
  16931. }
  16932. #else
  16933. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16934. #endif
  16935. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  16936. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16937. }
  16938. break;
  16939. case LG_RAGEBURST:
  16940. req.spiritball = sd->spiritball?sd->spiritball:1;
  16941. break;
  16942. case SR_FALLENEMPIRE:
  16943. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16944. req.spiritball = 0;
  16945. break;
  16946. case SR_TIGERCANNON:
  16947. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  16948. req.spiritball = 0;
  16949. break;
  16950. case SR_RAMPAGEBLASTER:
  16951. case SR_RIDEINLIGHTNING:
  16952. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  16953. req.spiritball = 0;
  16954. break;
  16955. case SR_GATEOFHELL:
  16956. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  16957. req.sp -= req.sp * 10 / 100;
  16958. break;
  16959. case SR_FLASHCOMBO:
  16960. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16961. req.spiritball = 0;
  16962. break;
  16963. case SO_SUMMON_AGNI:
  16964. case SO_SUMMON_AQUA:
  16965. case SO_SUMMON_VENTUS:
  16966. case SO_SUMMON_TERA: {
  16967. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16968. if( spirit_sympathy )
  16969. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16970. }
  16971. break;
  16972. case NPC_PSYCHIC_WAVE:
  16973. case SO_PSYCHIC_WAVE:
  16974. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  16975. req.sp += req.sp / 2; // 1.5x SP cost
  16976. break;
  16977. }
  16978. //Check if player is using the copied skill [Cydh]
  16979. uint16 idx = skill_get_index(skill_id);
  16980. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  16981. uint16 req_opt = skill->copyable.req_opt;
  16982. if (req_opt & SKILL_REQ_HPCOST)
  16983. req.hp = 0;
  16984. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  16985. req.mhp = 0;
  16986. if (req_opt & SKILL_REQ_SPCOST)
  16987. req.sp = 0;
  16988. if (req_opt & SKILL_REQ_HPRATECOST)
  16989. req.hp_rate = 0;
  16990. if (req_opt & SKILL_REQ_SPRATECOST)
  16991. req.sp_rate = 0;
  16992. if (req_opt & SKILL_REQ_ZENYCOST)
  16993. req.zeny = 0;
  16994. if (req_opt & SKILL_REQ_WEAPON)
  16995. req.weapon = 0;
  16996. if (req_opt & SKILL_REQ_AMMO) {
  16997. req.ammo = 0;
  16998. req.ammo_qty = 0;
  16999. }
  17000. if (req_opt & SKILL_REQ_STATE)
  17001. req.state = ST_NONE;
  17002. if (req_opt & SKILL_REQ_STATUS) {
  17003. req.status.clear();
  17004. req.status.shrink_to_fit();
  17005. }
  17006. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17007. req.spiritball = 0;
  17008. if (req_opt & SKILL_REQ_ITEMCOST) {
  17009. memset(req.itemid, 0, sizeof(req.itemid));
  17010. memset(req.amount, 0, sizeof(req.amount));
  17011. }
  17012. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17013. req.eqItem.clear();
  17014. req.eqItem.shrink_to_fit();
  17015. }
  17016. if (req_opt & SKILL_REQ_APCOST)
  17017. req.ap = 0;
  17018. if (req_opt & SKILL_REQ_APRATECOST)
  17019. req.ap_rate = 0;
  17020. }
  17021. return req;
  17022. }
  17023. /*==========================================
  17024. * Does cast-time reductions based on dex, item bonuses and config setting
  17025. *------------------------------------------*/
  17026. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17027. nullpo_ret(bl);
  17028. double time = skill_get_cast(skill_id, skill_lv);
  17029. #ifndef RENEWAL_CAST
  17030. {
  17031. map_session_data *sd = BL_CAST(BL_PC, bl);
  17032. status_change *sc = status_get_sc(bl);
  17033. int reduce_cast_rate = 0;
  17034. uint8 flag = skill_get_castnodex(skill_id);
  17035. // Calculate base cast time (reduced by dex)
  17036. if (!(flag&1)) {
  17037. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17038. if (scale > 0) // not instant cast
  17039. time = time * (float)scale / battle_config.castrate_dex_scale;
  17040. else
  17041. return 0; // instant cast
  17042. }
  17043. // Calculate cast time reduced by item/card bonuses
  17044. if (sd) {
  17045. if (!(flag&4)) {
  17046. if (sd->castrate != 100)
  17047. reduce_cast_rate += 100 - sd->castrate;
  17048. if (sd->bonus.add_varcast != 0)
  17049. time += sd->bonus.add_varcast; // bonus bVariableCast
  17050. }
  17051. // Skill-specific reductions work regardless of flag
  17052. for (const auto &it : sd->skillcastrate) {
  17053. if (it.id == skill_id) {
  17054. time += time * it.val / 100;
  17055. break;
  17056. }
  17057. }
  17058. for (const auto &it : sd->skillvarcast) {
  17059. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17060. time += it.val;
  17061. break;
  17062. }
  17063. }
  17064. }
  17065. // These cast time reductions are processed even if the skill fails
  17066. if (sc && sc->count) {
  17067. // Magic Strings stacks additively with item bonuses
  17068. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17069. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17070. // Foresight halves the cast time, it does not stack additively
  17071. if (sc->getSCE(SC_MEMORIZE)) {
  17072. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17073. if(!(flag&2))
  17074. time -= time * 50 / 100;
  17075. // Foresight counter gets reduced even if the skill is not affected by it
  17076. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17077. status_change_end(bl, SC_MEMORIZE);
  17078. }
  17079. }
  17080. }
  17081. time = time * (1 - (float)reduce_cast_rate / 100);
  17082. }
  17083. #endif
  17084. // config cast time multiplier
  17085. if (battle_config.cast_rate != 100)
  17086. time = time * battle_config.cast_rate / 100;
  17087. // return final cast time
  17088. time = max((int)time, 0);
  17089. //ShowInfo("Castime castfix = %f\n",time);
  17090. return (int)time;
  17091. }
  17092. #ifndef RENEWAL_CAST
  17093. /**
  17094. * Get the skill cast time for Pre-Re cast
  17095. * @param bl: The caster
  17096. * @param time: Cast time before Status Change addition or reduction
  17097. * @return time: Modified castime after status change addition or reduction
  17098. */
  17099. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17100. {
  17101. if (time < 0)
  17102. return 0;
  17103. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17104. return (int)time;
  17105. status_change *sc = status_get_sc(bl);
  17106. if (sc && sc->count) {
  17107. if (!(flag&2)) {
  17108. if (sc->getSCE(SC_SLOWCAST))
  17109. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17110. if (sc->getSCE(SC_PARALYSIS))
  17111. time += sc->getSCE(SC_PARALYSIS)->val3;
  17112. if (sc->getSCE(SC_IZAYOI))
  17113. time -= time * 50 / 100;
  17114. if (sc->getSCE(SC_2011RWC_SCROLL))
  17115. time -= time * 5 / 100;
  17116. }
  17117. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17118. if(!(flag&2))
  17119. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17120. //Suffragium ends even if the skill is not affected by it
  17121. status_change_end(bl, SC_SUFFRAGIUM);
  17122. }
  17123. }
  17124. time = std::max(time, 0.0);
  17125. //ShowInfo("Castime castfix_sc = %f\n",time);
  17126. return (int)time;
  17127. }
  17128. #else
  17129. /**
  17130. * Get the skill cast time for RENEWAL_CAST.
  17131. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17132. * Additive value:
  17133. * Variable CastTime : time += value
  17134. * Fixed CastTime : fixed += value
  17135. * Multipicative value
  17136. * Variable CastTime : VARCAST_REDUCTION(value)
  17137. * Fixed CastTime : FIXEDCASTRATE2(value)
  17138. * @param bl: The caster
  17139. * @param time: Cast time without reduction
  17140. * @param skill_id: Skill ID of the casted skill
  17141. * @param skill_lv: Skill level of the casted skill
  17142. * @return time: Modified castime after status and bonus addition or reduction
  17143. */
  17144. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17145. {
  17146. nullpo_ret(bl);
  17147. if (time < 0)
  17148. return 0;
  17149. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17150. return (int)time;
  17151. status_change *sc = status_get_sc(bl);
  17152. map_session_data *sd = BL_CAST(BL_PC, bl);
  17153. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17154. uint8 flag = skill_get_castnodex(skill_id);
  17155. if (fixed < 0) {
  17156. if (battle_config.default_fixed_castrate > 0) {
  17157. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17158. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17159. } else
  17160. fixed = 0;
  17161. }
  17162. // Additive Variable Cast bonus adjustments by items
  17163. if (sd && !(flag&4)) {
  17164. if (sd->bonus.varcastrate != 0)
  17165. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17166. if (sd->bonus.fixcastrate != 0)
  17167. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17168. if (sd->bonus.add_varcast != 0)
  17169. time += sd->bonus.add_varcast; // bonus bVariableCast
  17170. if (sd->bonus.add_fixcast != 0)
  17171. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17172. for (const auto &it : sd->skillfixcast) {
  17173. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17174. fixed += it.val;
  17175. break;
  17176. }
  17177. }
  17178. for (const auto &it : sd->skillvarcast) {
  17179. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17180. time += it.val;
  17181. break;
  17182. }
  17183. }
  17184. for (const auto &it : sd->skillcastrate) {
  17185. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17186. reduce_cast_rate += it.val;
  17187. break;
  17188. }
  17189. }
  17190. for (const auto &it : sd->skillfixcastrate) {
  17191. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17192. fixcast_r = max(fixcast_r, it.val);
  17193. break;
  17194. }
  17195. }
  17196. }
  17197. // Adjusted by active statuses
  17198. if (sc && sc->count && !(flag&2)) {
  17199. // Multiplicative Variable CastTime values
  17200. if (sc->getSCE(SC_SLOWCAST))
  17201. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17202. if (sc->getSCE(SC__LAZINESS))
  17203. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17204. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17205. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17206. #ifndef RENEWAL
  17207. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17208. #endif
  17209. }
  17210. if (sc->getSCE(SC_MEMORIZE)) {
  17211. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17212. reduce_cast_rate += 50;
  17213. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17214. status_change_end(bl, SC_MEMORIZE);
  17215. }
  17216. }
  17217. if (sc->getSCE(SC_POEMBRAGI))
  17218. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17219. if (sc->getSCE(SC_IZAYOI))
  17220. VARCAST_REDUCTION(50);
  17221. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17222. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17223. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17224. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17225. if (sc->getSCE(SC_SOULFAIRY))
  17226. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17227. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17228. VARCAST_REDUCTION(80);
  17229. // Multiplicative Fixed CastTime values
  17230. if (sc->getSCE(SC_SECRAMENT))
  17231. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17232. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17233. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17234. if (sc->getSCE(SC_DANCEWITHWUG))
  17235. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17236. if (sc->getSCE(SC_HEAT_BARREL))
  17237. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17238. if (sc->getSCE(SC_FREEZING))
  17239. fixcast_r -= 50;
  17240. if (sc->getSCE(SC_SWINGDANCE))
  17241. fixcast_r = max(fixcast_r, skill_lv * 6);
  17242. // Additive Fixed CastTime values
  17243. if (sc->getSCE(SC_MANDRAGORA))
  17244. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17245. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17246. fixed -= 1000;
  17247. if (sc->getSCE(SC_IZAYOI))
  17248. fixed = 0;
  17249. if (sc->getSCE(SC_GLOOMYDAY))
  17250. fixed += skill_lv * 500;
  17251. if (sc->getSCE(SC_2011RWC_SCROLL))
  17252. VARCAST_REDUCTION(5);
  17253. }
  17254. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17255. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17256. if (varcast_r < 0)
  17257. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17258. // Apply Variable CastTime calculation by INT & DEX
  17259. if (!(flag&1))
  17260. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17261. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17262. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17263. return (int)time;
  17264. }
  17265. #endif
  17266. /*==========================================
  17267. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17268. *------------------------------------------*/
  17269. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17270. {
  17271. nullpo_ret(bl);
  17272. if (skill_id == SA_ABRACADABRA)
  17273. return 0; //Will use picked skill's delay.
  17274. if (bl->type&battle_config.no_skill_delay)
  17275. return battle_config.min_skill_delay_limit;
  17276. int delaynodex = skill_get_delaynodex(skill_id);
  17277. double time = skill_get_delay(skill_id, skill_lv);
  17278. if (time < 0)
  17279. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17280. status_change* sc = status_get_sc(bl);
  17281. // Delay reductions
  17282. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17283. case MO_TRIPLEATTACK:
  17284. case MO_CHAINCOMBO:
  17285. case MO_COMBOFINISH:
  17286. case CH_TIGERFIST:
  17287. case CH_CHAINCRUSH:
  17288. case SR_DRAGONCOMBO:
  17289. case SR_FALLENEMPIRE:
  17290. case SJ_PROMINENCEKICK:
  17291. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17292. if (time == 0)
  17293. time = 1000;
  17294. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17295. break;
  17296. #ifndef RENEWAL
  17297. case HP_BASILICA:
  17298. if (sc && !sc->getSCE(SC_BASILICA))
  17299. time = 0; // There is no Delay on Basilica creation, only on cancel
  17300. break;
  17301. #endif
  17302. default:
  17303. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17304. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17305. if (scale > 0)
  17306. time = time * scale / battle_config.castrate_dex_scale;
  17307. else //To be capped later to minimum.
  17308. time = 0;
  17309. }
  17310. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17311. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17312. if (scale > 0)
  17313. time = time * scale / battle_config.castrate_dex_scale;
  17314. else //To be capped later to minimum.
  17315. time = 0;
  17316. }
  17317. }
  17318. if (sc && sc->count) {
  17319. if (sc->getSCE(SC_SPIRIT)) {
  17320. switch (skill_id) {
  17321. case CR_SHIELDBOOMERANG:
  17322. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17323. time /= 2;
  17324. break;
  17325. case AS_SONICBLOW:
  17326. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17327. time /= 2;
  17328. break;
  17329. }
  17330. }
  17331. }
  17332. int delay = 0;
  17333. if (!(delaynodex&2)) {
  17334. if (sc && sc->count) {
  17335. if (sc->getSCE(SC_POEMBRAGI))
  17336. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17337. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17338. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17339. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17340. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17341. }
  17342. }
  17343. if (!(delaynodex&4) && bl->type == BL_PC) {
  17344. map_session_data* sd = (map_session_data*)bl;
  17345. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17346. delay += sd->bonus.delayrate;
  17347. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17348. if (it.id == skill_id) {
  17349. time += it.val;
  17350. break;
  17351. }
  17352. }
  17353. }
  17354. if (delay != 0)
  17355. time = time * (1 - (float)min(delay, 100) / 100);
  17356. if (battle_config.delay_rate != 100)
  17357. time = time * battle_config.delay_rate / 100;
  17358. //ShowInfo("Delay delayfix = %f\n",time);
  17359. return max((int)time,0);
  17360. }
  17361. /*==========================================
  17362. * Weapon Repair [Celest/DracoRPG]
  17363. *------------------------------------------*/
  17364. void skill_repairweapon(map_session_data *sd, int idx) {
  17365. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17366. ITEMID_IRON_ORE,
  17367. ITEMID_IRON,
  17368. ITEMID_STEEL,
  17369. ITEMID_ORIDECON_STONE,
  17370. #ifdef RENEWAL
  17371. 0
  17372. #endif
  17373. };
  17374. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17375. ITEMID_STEEL,
  17376. #ifdef RENEWAL
  17377. 0
  17378. #endif
  17379. };
  17380. t_itemid material = 0;
  17381. struct item *item;
  17382. map_session_data *target_sd;
  17383. nullpo_retv(sd);
  17384. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17385. return;
  17386. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17387. return;
  17388. if( idx < 0 || idx >= MAX_INVENTORY )
  17389. return; //Invalid index??
  17390. item = &target_sd->inventory.u.items_inventory[idx];
  17391. if( !item->nameid || !item->attribute )
  17392. return; //Again invalid item....
  17393. if (itemdb_ishatched_egg(item))
  17394. return;
  17395. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17396. clif_item_repaireffect(sd, idx, 1);
  17397. return;
  17398. }
  17399. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17400. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17401. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17402. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17403. }
  17404. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17405. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17406. return;
  17407. }
  17408. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17409. item->attribute = 0;/* clear broken state */
  17410. clif_equiplist(target_sd);
  17411. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17412. clif_item_repaireffect(sd,idx,0);
  17413. if( sd != target_sd )
  17414. clif_item_repaireffect(target_sd,idx,0);
  17415. }
  17416. /*==========================================
  17417. * Item Appraisal
  17418. *------------------------------------------*/
  17419. void skill_identify(map_session_data *sd, int idx)
  17420. {
  17421. int flag=1;
  17422. nullpo_retv(sd);
  17423. sd->state.workinprogress = WIP_DISABLE_NONE;
  17424. if(idx >= 0 && idx < MAX_INVENTORY) {
  17425. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17426. flag=0;
  17427. sd->inventory.u.items_inventory[idx].identify = 1;
  17428. }
  17429. }
  17430. clif_item_identified(sd,idx,flag);
  17431. }
  17432. /*==========================================
  17433. * Weapon Refine [Celest]
  17434. *------------------------------------------*/
  17435. void skill_weaponrefine(map_session_data *sd, int idx)
  17436. {
  17437. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17438. ITEMID_PHRACON,
  17439. ITEMID_EMVERETARCON,
  17440. ITEMID_ORIDECON,
  17441. ITEMID_ORIDECON,
  17442. #ifdef RENEWAL
  17443. 0
  17444. #endif
  17445. };
  17446. nullpo_retv(sd);
  17447. if (idx >= 0 && idx < MAX_INVENTORY)
  17448. {
  17449. struct item *item;
  17450. struct item_data *ditem = sd->inventory_data[idx];
  17451. item = &sd->inventory.u.items_inventory[idx];
  17452. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17453. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17454. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17455. return;
  17456. }
  17457. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17458. clif_upgrademessage(sd, 2, item->nameid);
  17459. return;
  17460. }
  17461. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17462. if( i < 0 ) {
  17463. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17464. return;
  17465. }
  17466. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17467. if( info == nullptr ){
  17468. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17469. return;
  17470. }
  17471. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17472. if( cost == nullptr ){
  17473. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17474. return;
  17475. }
  17476. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17477. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17478. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17479. return;
  17480. }
  17481. int per = ( cost->chance / 100 );
  17482. if( sd->class_&JOBL_THIRD )
  17483. per += 10;
  17484. else
  17485. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17486. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17487. if (per > rnd() % 100) {
  17488. int ep=0;
  17489. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17490. item->refine++;
  17491. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17492. if(item->equip) {
  17493. ep = item->equip;
  17494. pc_unequipitem(sd,idx,3);
  17495. }
  17496. clif_delitem(sd,idx,1,3);
  17497. clif_upgrademessage(sd, 0, item->nameid);
  17498. clif_inventorylist(sd);
  17499. clif_refine(sd->fd,0,idx,item->refine);
  17500. if( ditem->type == IT_WEAPON ){
  17501. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17502. }
  17503. if (ep)
  17504. pc_equipitem(sd,idx,ep);
  17505. clif_misceffect(&sd->bl,3);
  17506. if(item->refine == 10 &&
  17507. item->card[0] == CARD0_FORGE &&
  17508. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17509. { // Fame point system [DracoRPG]
  17510. switch(ditem->weapon_level){
  17511. case 1:
  17512. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17513. break;
  17514. case 2:
  17515. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17516. break;
  17517. case 3:
  17518. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17519. break;
  17520. }
  17521. }
  17522. } else {
  17523. item->refine = 0;
  17524. if(item->equip)
  17525. pc_unequipitem(sd,idx,3);
  17526. clif_upgrademessage(sd, 1, item->nameid);
  17527. clif_refine(sd->fd,1,idx,item->refine);
  17528. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17529. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17530. clif_misceffect(&sd->bl,2);
  17531. clif_emotion(&sd->bl, ET_HUK);
  17532. }
  17533. }
  17534. }
  17535. }
  17536. /*==========================================
  17537. *
  17538. *------------------------------------------*/
  17539. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17540. {
  17541. nullpo_ret(sd);
  17542. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17543. return 0;
  17544. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17545. uint16 maxlv = 1;
  17546. if (skill_lv == 0 || lv == 0)
  17547. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17548. #ifdef RENEWAL
  17549. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17550. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17551. else
  17552. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17553. #else
  17554. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17555. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17556. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17557. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17558. else if(skill_lv==2) maxlv=1;
  17559. else if(skill_lv==3) maxlv=2;
  17560. else if(skill_lv>=4) maxlv=3;
  17561. }
  17562. else if(skill_id==MG_SOULSTRIKE){
  17563. if(skill_lv==5) maxlv=1;
  17564. else if(skill_lv==6) maxlv=2;
  17565. else if(skill_lv>=7) maxlv=3;
  17566. }
  17567. else if(skill_id==MG_FIREBALL){
  17568. if(skill_lv==8) maxlv=1;
  17569. else if(skill_lv>=9) maxlv=2;
  17570. }
  17571. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17572. else return 0;
  17573. #endif
  17574. maxlv = min(lv, maxlv);
  17575. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17576. skill_get_time(SA_AUTOSPELL,skill_lv));
  17577. return 0;
  17578. }
  17579. /**
  17580. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17581. * @param bl: Player object
  17582. * @param ap: va_arg list
  17583. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17584. */
  17585. static int skill_sit_count(struct block_list *bl, va_list ap)
  17586. {
  17587. map_session_data *sd = (map_session_data*)bl;
  17588. int flag = va_arg(ap, int);
  17589. if (!pc_issit(sd))
  17590. return 0;
  17591. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17592. return 1;
  17593. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17594. return 1;
  17595. return 0;
  17596. }
  17597. /**
  17598. * Triggered when a player sits down to activate bonus states.
  17599. * @param bl: Player object
  17600. * @param ap: va_arg list
  17601. * @return 0
  17602. */
  17603. static int skill_sit_in(struct block_list *bl, va_list ap)
  17604. {
  17605. map_session_data *sd = (map_session_data*)bl;
  17606. int flag = va_arg(ap, int);
  17607. if (!pc_issit(sd))
  17608. return 0;
  17609. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17610. sd->state.gangsterparadise = 1;
  17611. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17612. sd->state.rest = 1;
  17613. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17614. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17615. }
  17616. return 0;
  17617. }
  17618. /**
  17619. * Triggered when a player stands up to deactivate bonus states.
  17620. * @param bl: Player object
  17621. * @param ap: va_arg list
  17622. * @return 0
  17623. */
  17624. static int skill_sit_out(struct block_list *bl, va_list ap)
  17625. {
  17626. map_session_data *sd = (map_session_data*)bl;
  17627. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17628. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17629. return 0;
  17630. if (flag&1 && sd->state.gangsterparadise)
  17631. sd->state.gangsterparadise = 0;
  17632. if (flag&2 && sd->state.rest) {
  17633. sd->state.rest = 0;
  17634. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17635. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17636. }
  17637. return 0;
  17638. }
  17639. /**
  17640. * Toggle Sit icon and player bonuses when sitting/standing.
  17641. * @param sd: Player data
  17642. * @param sitting: True when sitting or false when standing
  17643. * @return 0
  17644. */
  17645. int skill_sit(map_session_data *sd, bool sitting)
  17646. {
  17647. int flag = 0, range = 0, lv;
  17648. nullpo_ret(sd);
  17649. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17650. flag |= 1;
  17651. range = skill_get_splash(RG_GANGSTER, lv);
  17652. }
  17653. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17654. flag |= 2;
  17655. range = skill_get_splash(TK_HPTIME, lv);
  17656. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17657. flag |= 2;
  17658. range = skill_get_splash(TK_SPTIME, lv);
  17659. }
  17660. if (sitting)
  17661. clif_status_load(&sd->bl, EFST_SIT, 1);
  17662. else
  17663. clif_status_load(&sd->bl, EFST_SIT, 0);
  17664. if (!flag) // No need to count area if no skills are learned.
  17665. return 0;
  17666. if (sitting) {
  17667. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17668. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17669. } else
  17670. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17671. return 0;
  17672. }
  17673. /*==========================================
  17674. * Do Forstjoke/Scream effect
  17675. *------------------------------------------*/
  17676. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17677. {
  17678. struct block_list *src;
  17679. uint16 skill_id,skill_lv;
  17680. t_tick tick;
  17681. nullpo_ret(bl);
  17682. nullpo_ret(src = va_arg(ap,struct block_list*));
  17683. skill_id = va_arg(ap,int);
  17684. skill_lv = va_arg(ap,int);
  17685. if(!skill_lv)
  17686. return 0;
  17687. tick = va_arg(ap,t_tick);
  17688. if (src == bl || status_isdead(bl))
  17689. return 0;
  17690. if (bl->type == BL_PC) {
  17691. map_session_data *sd = (map_session_data *)bl;
  17692. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17693. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17694. }
  17695. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17696. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17697. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17698. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17699. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17700. return 0;
  17701. }
  17702. /**
  17703. * Set map cell flag as skill unit effect
  17704. * @param src Skill unit
  17705. * @param skill_id
  17706. * @param skill_lv
  17707. * @param cell Cell type cell_t
  17708. * @param flag 0/1
  17709. */
  17710. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17711. {
  17712. int range = skill_get_unit_range(skill_id,skill_lv);
  17713. int x, y;
  17714. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17715. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17716. map_setcell(src->bl.m, x, y, cell, flag);
  17717. }
  17718. /**
  17719. * Do skill attack area (such splash effect) around the 'first' target.
  17720. * First target will skip skill condition, always receive damage. But,
  17721. * around it, still need target/condition validation by
  17722. * battle_check_target and status_check_skilluse
  17723. * @param bl
  17724. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17725. */
  17726. int skill_attack_area(struct block_list *bl, va_list ap)
  17727. {
  17728. struct block_list *src,*dsrc;
  17729. int atk_type,skill_id,skill_lv,flag,type;
  17730. t_tick tick;
  17731. if(status_isdead(bl))
  17732. return 0;
  17733. atk_type = va_arg(ap,int);
  17734. src = va_arg(ap,struct block_list*);
  17735. dsrc = va_arg(ap,struct block_list*);
  17736. skill_id = va_arg(ap,int);
  17737. skill_lv = va_arg(ap,int);
  17738. tick = va_arg(ap,t_tick);
  17739. flag = va_arg(ap,int);
  17740. type = va_arg(ap,int);
  17741. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17742. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17743. }
  17744. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17745. !status_check_skilluse(NULL, bl, skill_id, 2))
  17746. return 0;
  17747. switch (skill_id) {
  17748. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17749. if (src->x == bl->x && src->y == bl->y)
  17750. return 0; //Does not hit current cell
  17751. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17752. return 0;
  17753. //Fall through
  17754. case NPC_ACIDBREATH:
  17755. case NPC_DARKNESSBREATH:
  17756. case NPC_FIREBREATH:
  17757. case NPC_ICEBREATH:
  17758. case NPC_ICEBREATH2:
  17759. case NPC_THUNDERBREATH:
  17760. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17761. default:
  17762. //Area-splash, disable skill animation.
  17763. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17764. }
  17765. }
  17766. /**
  17767. * Clear skill unit group
  17768. * @param bl: Unit to check
  17769. * @param flag: Skill group to clear
  17770. */
  17771. int skill_clear_group(block_list *bl, uint8 flag)
  17772. {
  17773. nullpo_ret(bl);
  17774. unit_data *ud = unit_bl2ud(bl);
  17775. if (ud == nullptr)
  17776. return 0;
  17777. size_t count = 0;
  17778. bool deleted = false;
  17779. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17780. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17781. switch ((*it)->skill_id) {
  17782. case SA_DELUGE:
  17783. case SA_VOLCANO:
  17784. case SA_VIOLENTGALE:
  17785. case SA_LANDPROTECTOR:
  17786. case NJ_SUITON:
  17787. case NJ_KAENSIN:
  17788. case SC_CHAOSPANIC:
  17789. case MH_POISON_MIST:
  17790. case MH_LAVA_SLIDE:
  17791. if (flag & 1) {
  17792. skill_delunitgroup(*it);
  17793. count++;
  17794. deleted = true;
  17795. }
  17796. break;
  17797. case SO_CLOUD_KILL:
  17798. case NPC_CLOUD_KILL:
  17799. if (flag & 4) {
  17800. skill_delunitgroup(*it);
  17801. count++;
  17802. deleted = true;
  17803. }
  17804. break;
  17805. case SO_WARMER:
  17806. if (flag & 8) {
  17807. skill_delunitgroup(*it);
  17808. count++;
  17809. deleted = true;
  17810. }
  17811. break;
  17812. default:
  17813. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17814. skill_delunitgroup(*it);
  17815. count++;
  17816. deleted = true;
  17817. }
  17818. break;
  17819. }
  17820. }
  17821. return static_cast<int>(count);
  17822. }
  17823. /**
  17824. * Returns the first element field found [Skotlex]
  17825. * @param bl
  17826. * @return s_skill_unit_group
  17827. */
  17828. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17829. {
  17830. nullpo_ret(bl);
  17831. unit_data *ud = unit_bl2ud(bl);
  17832. if (ud == nullptr)
  17833. return nullptr;
  17834. for (const auto su : ud->skillunits) {
  17835. switch (su->skill_id) {
  17836. case SA_DELUGE:
  17837. case SA_VOLCANO:
  17838. case SA_VIOLENTGALE:
  17839. case SA_LANDPROTECTOR:
  17840. case NJ_SUITON:
  17841. case SO_CLOUD_KILL:
  17842. case NPC_CLOUD_KILL:
  17843. case SO_WARMER:
  17844. case SC_CHAOSPANIC:
  17845. case MH_POISON_MIST:
  17846. case MH_LAVA_SLIDE:
  17847. return su;
  17848. }
  17849. }
  17850. return nullptr;
  17851. }
  17852. /// Graffiti cleaner [Valaris]
  17853. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17854. {
  17855. struct skill_unit *unit = NULL;
  17856. int remove = va_arg(ap, int);
  17857. nullpo_retr(0, bl);
  17858. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17859. return 0;
  17860. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17861. if (remove == 1)
  17862. skill_delunit(unit);
  17863. return 1;
  17864. }
  17865. return 0;
  17866. }
  17867. /// Greed effect
  17868. int skill_greed(struct block_list *bl, va_list ap)
  17869. {
  17870. struct block_list *src;
  17871. map_session_data *sd = NULL;
  17872. struct flooritem_data *fitem = NULL;
  17873. nullpo_ret(bl);
  17874. nullpo_ret(src = va_arg(ap, struct block_list *));
  17875. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17876. pc_takeitem(sd, fitem);
  17877. return 0;
  17878. }
  17879. /// Ranger's Detonator [Jobbie/3CeAM]
  17880. int skill_detonator(struct block_list *bl, va_list ap)
  17881. {
  17882. nullpo_ret(bl);
  17883. if (bl->type != BL_SKILL)
  17884. return 0;
  17885. block_list *src = va_arg(ap, block_list *);
  17886. skill_unit *unit = (skill_unit *)bl;
  17887. if (unit == nullptr)
  17888. return 0;
  17889. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17890. if (group == nullptr || group->src_id != src->id)
  17891. return 0;
  17892. int unit_id = group->unit_id;
  17893. switch( unit_id )
  17894. { //List of Hunter and Ranger Traps that can be detonate.
  17895. case UNT_BLASTMINE:
  17896. case UNT_SANDMAN:
  17897. case UNT_CLAYMORETRAP:
  17898. case UNT_TALKIEBOX:
  17899. case UNT_CLUSTERBOMB:
  17900. case UNT_FIRINGTRAP:
  17901. case UNT_ICEBOUNDTRAP:
  17902. switch(unit_id) {
  17903. case UNT_TALKIEBOX:
  17904. clif_talkiebox(bl,group->valstr);
  17905. group->val2 = -1;
  17906. break;
  17907. case UNT_CLAYMORETRAP:
  17908. case UNT_FIRINGTRAP:
  17909. case UNT_ICEBOUNDTRAP:
  17910. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  17911. break;
  17912. default:
  17913. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17914. break;
  17915. }
  17916. if (unit->group == nullptr)
  17917. return 0;
  17918. clif_changetraplook(bl, UNT_USED_TRAPS);
  17919. group->unit_id = UNT_USED_TRAPS;
  17920. group->limit = DIFF_TICK(gettick(),group->tick) +
  17921. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17922. break;
  17923. }
  17924. return 0;
  17925. }
  17926. /**
  17927. * Calculate Royal Guard's Banding bonus
  17928. * @param sd: Player data
  17929. * @return Number of Royal Guard
  17930. */
  17931. int skill_banding_count(map_session_data *sd)
  17932. {
  17933. nullpo_ret(sd);
  17934. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17935. }
  17936. /**
  17937. * Rebellion's Bind Trap explosion
  17938. * @author [Cydh]
  17939. */
  17940. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17941. struct skill_unit *su = NULL;
  17942. struct block_list *src = NULL;
  17943. nullpo_ret(bl);
  17944. src = va_arg(ap,struct block_list *);
  17945. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17946. return 0;
  17947. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17948. return 0;
  17949. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17950. clif_changetraplook(bl, UNT_USED_TRAPS);
  17951. su->group->unit_id = UNT_USED_TRAPS;
  17952. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17953. return 1;
  17954. }
  17955. /*==========================================
  17956. * Check new skill unit cell when overlapping in other skill unit cell.
  17957. * Catched skill in cell value pushed to *unit pointer.
  17958. * Set (*alive) to 0 will ends 'new unit' check
  17959. *------------------------------------------*/
  17960. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17961. {
  17962. uint16 skill_id;
  17963. int *alive;
  17964. struct skill_unit *unit;
  17965. skill_id = va_arg(ap,int);
  17966. alive = va_arg(ap,int *);
  17967. unit = (struct skill_unit *)bl;
  17968. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17969. return 0;
  17970. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17971. return 0;
  17972. switch (skill_id) {
  17973. case SA_LANDPROTECTOR: {
  17974. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  17975. (*alive) = 0;
  17976. skill_delunit(unit);
  17977. return 1;
  17978. }
  17979. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  17980. //It deletes everything except traps and barriers
  17981. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  17982. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  17983. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17984. skill_delunitgroup(unit->group);
  17985. } else
  17986. skill_delunit(unit);
  17987. return 1;
  17988. }
  17989. }
  17990. break;
  17991. case GN_CRAZYWEED_ATK:
  17992. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  17993. break;
  17994. case HW_GANBANTEIN:
  17995. case LG_EARTHDRIVE:
  17996. // Officially songs/dances are removed
  17997. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  17998. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17999. skill_delunitgroup(unit->group);
  18000. } else
  18001. skill_delunit(unit);
  18002. return 1;
  18003. case SA_VOLCANO:
  18004. case SA_DELUGE:
  18005. case SA_VIOLENTGALE:
  18006. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18007. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18008. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18009. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18010. {
  18011. (*alive) = 0;
  18012. return 1;
  18013. }
  18014. /*
  18015. switch (unit->group->skill_id)
  18016. { //These cannot override each other.
  18017. case SA_VOLCANO:
  18018. case SA_DELUGE:
  18019. case SA_VIOLENTGALE:
  18020. (*alive) = 0;
  18021. return 1;
  18022. }
  18023. */
  18024. break;
  18025. case PF_FOGWALL:
  18026. switch(unit->group->skill_id) {
  18027. case SA_VOLCANO: //Can't be placed on top of these
  18028. case SA_VIOLENTGALE:
  18029. (*alive) = 0;
  18030. return 1;
  18031. case SA_DELUGE:
  18032. case NJ_SUITON:
  18033. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18034. (*alive) = 2;
  18035. break;
  18036. }
  18037. break;
  18038. case WZ_WATERBALL:
  18039. switch (unit->group->skill_id) {
  18040. case SA_DELUGE:
  18041. case NJ_SUITON:
  18042. //Consumes deluge/suiton
  18043. skill_delunit(unit);
  18044. return 1;
  18045. }
  18046. break;
  18047. case WZ_ICEWALL:
  18048. #ifndef RENEWAL
  18049. case HP_BASILICA:
  18050. case HW_GRAVITATION:
  18051. #endif
  18052. //These can't be placed on top of themselves (duration can't be refreshed)
  18053. if (unit->group->skill_id == skill_id)
  18054. {
  18055. (*alive) = 0;
  18056. return 1;
  18057. }
  18058. break;
  18059. case RL_FIRE_RAIN: {
  18060. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18061. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18062. if (uf[UF_RANGEDSINGLEUNIT]) {
  18063. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18064. skill_delunitgroup(unit->group);
  18065. } else
  18066. skill_delunit(unit);
  18067. return 1;
  18068. }
  18069. }
  18070. break;
  18071. }
  18072. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18073. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18074. (*alive) = 0;
  18075. return 1;
  18076. }
  18077. return 0;
  18078. }
  18079. /*==========================================
  18080. * Splash effect for skill unit 'trap type'.
  18081. * Chance triggered when damaged, timeout, or char step on it.
  18082. *------------------------------------------*/
  18083. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18084. {
  18085. struct block_list *src = va_arg(ap,struct block_list *);
  18086. struct skill_unit *unit = NULL;
  18087. t_tick tick = va_arg(ap,t_tick);
  18088. struct block_list *ss; //Skill src bl
  18089. nullpo_ret(src);
  18090. unit = (struct skill_unit *)src;
  18091. if (!unit || !unit->alive || bl->prev == NULL)
  18092. return 0;
  18093. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18094. if (sg == nullptr)
  18095. return 0;
  18096. nullpo_ret(ss = map_id2bl(sg->src_id));
  18097. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18098. return 0;
  18099. switch (sg->unit_id) {
  18100. case UNT_B_TRAP:
  18101. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18102. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18103. break;
  18104. case UNT_SHOCKWAVE:
  18105. case UNT_SANDMAN:
  18106. case UNT_FLASHER:
  18107. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18108. break;
  18109. case UNT_GROUNDDRIFT_WIND:
  18110. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18111. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18112. break;
  18113. case UNT_GROUNDDRIFT_DARK:
  18114. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18115. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18116. break;
  18117. case UNT_GROUNDDRIFT_POISON:
  18118. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18119. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18120. break;
  18121. case UNT_GROUNDDRIFT_WATER:
  18122. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18123. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18124. break;
  18125. case UNT_GROUNDDRIFT_FIRE:
  18126. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18127. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18128. break;
  18129. case UNT_ELECTRICSHOCKER:
  18130. if (bl->id != ss->id) {
  18131. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18132. break;
  18133. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18134. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18135. clif_fixpos(bl);
  18136. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18137. }
  18138. }
  18139. break;
  18140. case UNT_MAGENTATRAP:
  18141. case UNT_COBALTTRAP:
  18142. case UNT_MAIZETRAP:
  18143. case UNT_VERDURETRAP:
  18144. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18145. struct status_data *status = status_get_status_data(bl);
  18146. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18147. status->ele_lv = (unsigned char)sg->skill_lv;
  18148. }
  18149. break;
  18150. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18151. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18152. break;
  18153. case UNT_FIRINGTRAP:
  18154. case UNT_ICEBOUNDTRAP:
  18155. if( src->id == bl->id ) break;
  18156. if( bl->type == BL_SKILL ) {
  18157. struct skill_unit *su = (struct skill_unit *)bl;
  18158. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18159. break;
  18160. }
  18161. case UNT_CLUSTERBOMB:
  18162. if( ss != bl )
  18163. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18164. break;
  18165. case UNT_CLAYMORETRAP:
  18166. if( src->id == bl->id ) break;
  18167. if( bl->type == BL_SKILL ) {
  18168. struct skill_unit *su = (struct skill_unit *)bl;
  18169. if (!su)
  18170. return 0;
  18171. switch(su->group->unit_id) {
  18172. case UNT_CLAYMORETRAP:
  18173. case UNT_LANDMINE:
  18174. case UNT_BLASTMINE:
  18175. case UNT_SHOCKWAVE:
  18176. case UNT_SANDMAN:
  18177. case UNT_FLASHER:
  18178. case UNT_FREEZINGTRAP:
  18179. case UNT_FIRINGTRAP:
  18180. case UNT_ICEBOUNDTRAP:
  18181. clif_changetraplook(bl, UNT_USED_TRAPS);
  18182. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18183. su->group->unit_id = UNT_USED_TRAPS;
  18184. break;
  18185. }
  18186. }
  18187. default: {
  18188. int split_count = 0;
  18189. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18190. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18191. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18192. }
  18193. break;
  18194. }
  18195. return 1;
  18196. }
  18197. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18198. {
  18199. uint16 skill_id, skill_lv;
  18200. struct skill_unit *unit;
  18201. nullpo_ret(bl);
  18202. skill_id = va_arg(ap,int);
  18203. skill_lv = va_arg(ap,int);
  18204. unit = (struct skill_unit *)bl;
  18205. if( unit == NULL || unit->group == NULL )
  18206. return 0;
  18207. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18208. return 0;
  18209. if( unit->group->skill_id == SC_MAELSTROM ) {
  18210. struct block_list *src;
  18211. if( (src = map_id2bl(unit->group->src_id)) ){
  18212. int sp = unit->group->skill_lv * skill_lv;
  18213. if( src->type == BL_PC )
  18214. sp += ((TBL_PC*)src)->status.job_level / 5;
  18215. status_heal(src, 0, sp/2, 1);
  18216. }
  18217. }
  18218. return 0;
  18219. }
  18220. /**
  18221. * Check cloaking condition
  18222. * @param bl
  18223. * @param sce
  18224. * @return True if near wall; False otherwise
  18225. */
  18226. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18227. {
  18228. bool wall = true;
  18229. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18230. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18231. { //Check for walls.
  18232. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18233. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18234. int i;
  18235. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18236. if( i == 8 )
  18237. wall = false;
  18238. }
  18239. if( sce ) {
  18240. if( !wall ) {
  18241. if( sce->val1 < 3 ) //End cloaking.
  18242. status_change_end(bl, SC_CLOAKING);
  18243. else if( sce->val4&1 ) { //Remove wall bonus
  18244. sce->val4&=~1;
  18245. status_calc_bl(bl, { SCB_SPEED });
  18246. }
  18247. } else {
  18248. if( !(sce->val4&1) ) { //Add wall speed bonus
  18249. sce->val4|=1;
  18250. status_calc_bl(bl, { SCB_SPEED });
  18251. }
  18252. }
  18253. }
  18254. return wall;
  18255. }
  18256. /** Check Shadow Form on the target
  18257. * @param bl: Target
  18258. * @param damage: Damage amount
  18259. * @param hit
  18260. * @return true - in Shadow Form state; false - otherwise
  18261. */
  18262. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18263. {
  18264. status_change *sc;
  18265. nullpo_retr(false,bl);
  18266. if (!damage)
  18267. return false;
  18268. sc = status_get_sc(bl);
  18269. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18270. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18271. if( !src || src->m != bl->m ) {
  18272. status_change_end(bl, SC__SHADOWFORM);
  18273. return false;
  18274. }
  18275. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18276. if( src->type == BL_PC )
  18277. ((TBL_PC*)src)->shadowform_id = 0;
  18278. status_change_end(bl, SC__SHADOWFORM);
  18279. return false;
  18280. }
  18281. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18282. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18283. status_change_end(bl, SC__SHADOWFORM);
  18284. if( src->type == BL_PC )
  18285. ((TBL_PC*)src)->shadowform_id = 0;
  18286. }
  18287. return true;
  18288. }
  18289. return false;
  18290. }
  18291. /**
  18292. * Check camouflage condition
  18293. * @param bl
  18294. * @param sce
  18295. * @return True if near wall; False otherwise
  18296. * @TODO: Seems wrong
  18297. */
  18298. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18299. {
  18300. bool wall = true;
  18301. if( bl->type == BL_PC ) { //Check for walls.
  18302. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18303. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18304. int i;
  18305. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18306. if( i == 8 )
  18307. wall = false;
  18308. }
  18309. if( sce ) {
  18310. if( !wall && sce->val1 < 3 ) //End camouflage.
  18311. status_change_end(bl, SC_CAMOUFLAGE);
  18312. status_calc_bl(bl, { SCB_SPEED });
  18313. }
  18314. return wall;
  18315. }
  18316. /**
  18317. * Process skill unit visibilty for single BL in area
  18318. * @param bl
  18319. * @param ap
  18320. * @author [Cydh]
  18321. **/
  18322. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18323. struct skill_unit *su = NULL;
  18324. struct block_list *src = NULL;
  18325. unsigned int party1 = 0;
  18326. bool visible = true;
  18327. nullpo_ret(bl);
  18328. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18329. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18330. party1 = va_arg(ap, unsigned int);
  18331. if (src != bl) {
  18332. unsigned int party2 = status_get_party_id(bl);
  18333. if (!party1 || !party2 || party1 != party2)
  18334. visible = false;
  18335. }
  18336. clif_getareachar_skillunit(bl, su, SELF, visible);
  18337. return 1;
  18338. }
  18339. /**
  18340. * Check for skill unit visibilty in area on
  18341. * - skill first placement
  18342. * - skill moved (knocked back, moved dance)
  18343. * @param su Skill unit
  18344. * @param target Affected target for this visibility @see enum send_target
  18345. * @author [Cydh]
  18346. **/
  18347. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18348. nullpo_retv(su);
  18349. if (!su->hidden) // It's not hidden, just do this!
  18350. clif_getareachar_skillunit(&su->bl, su, target, true);
  18351. else {
  18352. struct block_list *src = battle_get_master(&su->bl);
  18353. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18354. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18355. }
  18356. }
  18357. /**
  18358. * Check for skill unit visibilty on single BL on insight/spawn action
  18359. * @param su Skill unit
  18360. * @param bl Block list
  18361. * @author [Cydh]
  18362. **/
  18363. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18364. bool visible = true;
  18365. struct block_list *src = NULL;
  18366. nullpo_retv(bl);
  18367. nullpo_retv(su);
  18368. nullpo_retv((src = battle_get_master(&su->bl)));
  18369. if (su->hidden && src != bl) {
  18370. unsigned int party1 = status_get_party_id(src);
  18371. unsigned int party2 = status_get_party_id(bl);
  18372. if (!party1 || !party2 || party1 != party2)
  18373. visible = false;
  18374. }
  18375. clif_getareachar_skillunit(bl, su, SELF, visible);
  18376. }
  18377. /**
  18378. * Initialize new skill unit for skill unit group.
  18379. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18380. * @param group Skill unit group
  18381. * @param idx
  18382. * @param x
  18383. * @param y
  18384. * @param val1
  18385. * @param val2
  18386. */
  18387. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18388. {
  18389. if (group == nullptr || group->unit == nullptr)
  18390. return nullptr;
  18391. skill_unit *unit = &group->unit[idx];
  18392. if (unit == nullptr)
  18393. return nullptr;
  18394. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18395. return unit;
  18396. if(!unit->alive)
  18397. group->alive_count++;
  18398. unit->bl.id = map_get_new_object_id();
  18399. unit->bl.type = BL_SKILL;
  18400. unit->bl.m = group->map;
  18401. unit->bl.x = x;
  18402. unit->bl.y = y;
  18403. unit->group = group;
  18404. unit->alive = 1;
  18405. unit->val1 = val1;
  18406. unit->val2 = val2;
  18407. unit->hidden = hidden;
  18408. // Stores new skill unit
  18409. idb_put(skillunit_db, unit->bl.id, unit);
  18410. map_addiddb(&unit->bl);
  18411. if(map_addblock(&unit->bl))
  18412. return NULL;
  18413. // Perform oninit actions
  18414. switch (group->skill_id) {
  18415. case WZ_ICEWALL:
  18416. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18417. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18418. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18419. break;
  18420. case SA_LANDPROTECTOR:
  18421. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18422. break;
  18423. #ifndef RENEWAL
  18424. case HP_BASILICA:
  18425. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18426. break;
  18427. #endif
  18428. case SC_MAELSTROM:
  18429. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18430. break;
  18431. default:
  18432. if (group->state.song_dance&0x1) //Check for dissonance.
  18433. skill_dance_overlap(unit, 1);
  18434. break;
  18435. }
  18436. skill_getareachar_skillunit_visibilty(unit, AREA);
  18437. return unit;
  18438. }
  18439. /**
  18440. * Remove unit
  18441. * @param unit
  18442. */
  18443. int skill_delunit(struct skill_unit* unit)
  18444. {
  18445. nullpo_ret(unit);
  18446. if( !unit->alive )
  18447. return 0;
  18448. unit->alive = 0;
  18449. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18450. if (group == nullptr)
  18451. return 0;
  18452. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18453. skill_dance_overlap(unit, 0);
  18454. // invoke onout event
  18455. if( !unit->range )
  18456. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18457. // perform ondelete actions
  18458. switch (group->skill_id) {
  18459. case HT_ANKLESNARE:
  18460. case SC_ESCAPE:
  18461. {
  18462. struct block_list* target = map_id2bl(group->val2);
  18463. if( target )
  18464. status_change_end(target, SC_ANKLE);
  18465. }
  18466. break;
  18467. case WZ_ICEWALL:
  18468. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18469. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18470. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18471. break;
  18472. case SA_LANDPROTECTOR:
  18473. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18474. break;
  18475. #ifndef RENEWAL
  18476. case HP_BASILICA:
  18477. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18478. break;
  18479. #endif
  18480. case RA_ELECTRICSHOCKER: {
  18481. struct block_list* target = map_id2bl(group->val2);
  18482. if( target )
  18483. status_change_end(target, SC_ELECTRICSHOCKER);
  18484. }
  18485. break;
  18486. case SC_MAELSTROM:
  18487. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18488. break;
  18489. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18490. if( group->val2 ) { // Someone Traped
  18491. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18492. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18493. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18494. }
  18495. break;
  18496. }
  18497. clif_skill_delunit(unit);
  18498. unit->group=NULL;
  18499. map_delblock(&unit->bl); // don't free yet
  18500. map_deliddb(&unit->bl);
  18501. idb_remove(skillunit_db, unit->bl.id);
  18502. if(--group->alive_count==0)
  18503. skill_delunitgroup(group);
  18504. return 0;
  18505. }
  18506. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18507. /// Returns the target s_skill_unit_group or nullptr if not found.
  18508. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18509. return util::umap_find(skillunit_group_db, group_id);
  18510. }
  18511. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18512. /**
  18513. * Returns a new group_id that isn't being used in skillunit_group_db.
  18514. * Fatal error if nothing is available.
  18515. */
  18516. static int skill_get_new_group_id(void)
  18517. {
  18518. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18519. return skill_unit_group_newid++;// available
  18520. {// find next id
  18521. int base_id = skill_unit_group_newid;
  18522. while( base_id != ++skill_unit_group_newid )
  18523. {
  18524. if( skill_unit_group_newid < MAX_SKILL )
  18525. skill_unit_group_newid = MAX_SKILL;
  18526. if( skill_id2group(skill_unit_group_newid) == NULL )
  18527. return skill_unit_group_newid++;// available
  18528. }
  18529. // full loop, nothing available
  18530. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18531. exit(1);
  18532. }
  18533. }
  18534. /**
  18535. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18536. * @param src Object that cast the skill
  18537. * @param count How many 'cells' used that needed. Related with skill layout
  18538. * @param skill_id ID of used skill
  18539. * @param skill_lv Skill level of used skill
  18540. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18541. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18542. * @param interval Time interval
  18543. * @return s_skill_unit_group
  18544. */
  18545. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18546. {
  18547. nullpo_retr(nullptr, src);
  18548. unit_data *ud = unit_bl2ud(src);
  18549. nullpo_retr(nullptr, ud);
  18550. if (skill_id == 0 || skill_lv == 0)
  18551. return 0;
  18552. auto group = std::make_shared<s_skill_unit_group>();
  18553. group->src_id = src->id;
  18554. group->party_id = status_get_party_id(src);
  18555. group->guild_id = status_get_guild_id(src);
  18556. group->bg_id = bg_team_get_id(src);
  18557. group->group_id = skill_get_new_group_id();
  18558. group->link_group_id = 0;
  18559. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18560. group->unit_count = count;
  18561. group->alive_count = 0;
  18562. group->val1 = 0;
  18563. group->val2 = 0;
  18564. group->val3 = 0;
  18565. group->skill_id = skill_id;
  18566. group->skill_lv = skill_lv;
  18567. group->unit_id = unit_id;
  18568. group->map = src->m;
  18569. group->limit = limit;
  18570. group->interval = interval;
  18571. group->tick = gettick();
  18572. group->valstr = nullptr;
  18573. ud->skillunits.push_back(group);
  18574. // Stores this new group
  18575. skillunit_group_db.insert({ group->group_id, group });
  18576. return group;
  18577. }
  18578. /**
  18579. * Remove skill unit group
  18580. * @param group
  18581. * @param file
  18582. * @param line
  18583. * @param *func
  18584. */
  18585. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18586. {
  18587. struct block_list* src;
  18588. struct unit_data *ud;
  18589. short i;
  18590. int link_group_id;
  18591. if( group == nullptr ) {
  18592. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18593. return 0;
  18594. }
  18595. src = map_id2bl(group->src_id);
  18596. ud = unit_bl2ud(src);
  18597. if (!src || !ud) {
  18598. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18599. return 0;
  18600. }
  18601. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18602. switch( group->skill_id ) {
  18603. case BA_DISSONANCE:
  18604. case BA_POEMBRAGI:
  18605. case BA_WHISTLE:
  18606. case BA_ASSASSINCROSS:
  18607. case BA_APPLEIDUN:
  18608. case DC_UGLYDANCE:
  18609. case DC_HUMMING:
  18610. case DC_DONTFORGETME:
  18611. case DC_FORTUNEKISS:
  18612. case DC_SERVICEFORYOU:
  18613. case NC_NEUTRALBARRIER:
  18614. case NC_STEALTHFIELD:
  18615. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18616. break;
  18617. }
  18618. }
  18619. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18620. status_change* sc = status_get_sc(src);
  18621. if (sc && sc->getSCE(SC_DANCING)) {
  18622. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18623. status_change_end(src, SC_DANCING);
  18624. }
  18625. }
  18626. // End SC from the master when the skill group is deleted
  18627. i = SC_NONE;
  18628. switch (group->unit_id) {
  18629. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18630. #ifndef RENEWAL
  18631. case UNT_BASILICA: i = SC_BASILICA; break;
  18632. #endif
  18633. }
  18634. if (i != SC_NONE) {
  18635. status_change *sc = status_get_sc(src);
  18636. if (sc && sc->getSCE(i)) {
  18637. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18638. status_change_end(src, (sc_type)i);
  18639. }
  18640. }
  18641. switch( group->skill_id ) {
  18642. case PF_SPIDERWEB:
  18643. {
  18644. struct block_list* target = map_id2bl(group->val2);
  18645. status_change *sc;
  18646. bool removed = true;
  18647. //Clear group id from status change
  18648. if (target && (sc = status_get_sc(target)) != NULL && sc->getSCE(SC_SPIDERWEB)) {
  18649. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  18650. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  18651. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  18652. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  18653. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  18654. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  18655. else //Group was already removed in status_change_end, don't call it again!
  18656. removed = false;
  18657. //The last group was cleared, end status change
  18658. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  18659. status_change_end(target, SC_SPIDERWEB);
  18660. }
  18661. }
  18662. break;
  18663. case SG_SUN_WARM:
  18664. case SG_MOON_WARM:
  18665. case SG_STAR_WARM: {
  18666. status_change *sc = status_get_sc(src);
  18667. if (sc && sc->getSCE(SC_WARM)) {
  18668. sc->getSCE(SC_WARM)->val4 = 0;
  18669. status_change_end(src, SC_WARM);
  18670. }
  18671. }
  18672. break;
  18673. case LG_BANDING: {
  18674. status_change *sc = status_get_sc(src);
  18675. if (sc && sc->getSCE(SC_BANDING)) {
  18676. sc->getSCE(SC_BANDING)->val4 = 0;
  18677. status_change_end(src, SC_BANDING);
  18678. }
  18679. }
  18680. break;
  18681. case NC_NEUTRALBARRIER:
  18682. {
  18683. status_change *sc = NULL;
  18684. if( (sc = status_get_sc(src)) != NULL ) {
  18685. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  18686. {
  18687. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  18688. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  18689. }
  18690. status_change_end(src,SC_NEUTRALBARRIER);
  18691. }
  18692. }
  18693. break;
  18694. case NC_STEALTHFIELD:
  18695. {
  18696. status_change *sc = NULL;
  18697. if( (sc = status_get_sc(src)) != NULL && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  18698. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  18699. status_change_end(src,SC_STEALTHFIELD_MASTER);
  18700. }
  18701. }
  18702. break;
  18703. }
  18704. if (src->type==BL_PC && group->state.ammo_consume)
  18705. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18706. group->alive_count=0;
  18707. // remove all unit cells
  18708. if(group->unit != NULL)
  18709. for( int j = 0; j < group->unit_count; j++ )
  18710. skill_delunit(&group->unit[j]);
  18711. // clear Talkie-box string
  18712. if( group->valstr != NULL ) {
  18713. aFree(group->valstr);
  18714. group->valstr = NULL;
  18715. }
  18716. link_group_id = group->link_group_id;
  18717. if (skillunit_group_db.erase(group->group_id) != 1)
  18718. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18719. util::vector_erase_if_exists(ud->skillunits, group);
  18720. if(link_group_id) {
  18721. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18722. if(group_cur)
  18723. skill_delunitgroup(group_cur);
  18724. }
  18725. return 1;
  18726. }
  18727. /**
  18728. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18729. * @param src
  18730. */
  18731. void skill_clear_unitgroup(struct block_list *src)
  18732. {
  18733. nullpo_retv(src);
  18734. unit_data *ud = unit_bl2ud(src);
  18735. nullpo_retv(ud);
  18736. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18737. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18738. skill_delunitgroup(*it);
  18739. }
  18740. }
  18741. /**
  18742. * Search tickset for skill unit in skill unit group
  18743. * @param bl Block List for skill_unit
  18744. * @param group Skill unit group
  18745. * @param tick
  18746. * @return skill_unit_group_tickset if found
  18747. */
  18748. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18749. {
  18750. int i, j = -1, s, id;
  18751. struct unit_data *ud;
  18752. struct skill_unit_group_tickset *set;
  18753. nullpo_ret(bl);
  18754. if (group->interval == -1)
  18755. return NULL;
  18756. ud = unit_bl2ud(bl);
  18757. if (!ud)
  18758. return NULL;
  18759. set = ud->skillunittick;
  18760. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18761. id = s = group->skill_id;
  18762. else
  18763. id = s = group->group_id;
  18764. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18765. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18766. if (set[k].id == id)
  18767. return &set[k];
  18768. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18769. j=k;
  18770. }
  18771. if (j == -1) {
  18772. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18773. j = id % MAX_SKILLUNITGROUPTICKSET;
  18774. }
  18775. set[j].id = id;
  18776. set[j].tick = tick;
  18777. return &set[j];
  18778. }
  18779. /*==========================================
  18780. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18781. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18782. *------------------------------------------*/
  18783. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18784. {
  18785. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18786. t_tick tick = va_arg(ap,t_tick);
  18787. nullpo_ret(unit);
  18788. if( !unit->alive || bl->prev == NULL )
  18789. return 0;
  18790. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18791. if (group == nullptr)
  18792. return 0;
  18793. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18794. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  18795. return 0; //AoE skills are ineffective. [Skotlex]
  18796. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18797. return 0;
  18798. skill_unit_onplace_timer(unit,bl,tick);
  18799. return 1;
  18800. }
  18801. /**
  18802. * @see DBApply
  18803. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18804. */
  18805. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18806. {
  18807. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18808. t_tick tick = va_arg(ap,t_tick);
  18809. bool dissonance;
  18810. struct block_list* bl = &unit->bl;
  18811. nullpo_ret(unit);
  18812. if( !unit->alive )
  18813. return 0;
  18814. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18815. if (group == nullptr)
  18816. return 0;
  18817. // Check for expiration
  18818. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18819. {// skill unit expired (inlined from skill_unit_onlimit())
  18820. switch( group->unit_id ) {
  18821. case UNT_ICEWALL:
  18822. unit->val1 -= 50; // icewall loses 50 hp every second
  18823. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18824. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18825. if( unit->val1 <= 0 )
  18826. skill_delunit(unit);
  18827. break;
  18828. case UNT_BLASTMINE:
  18829. #ifdef RENEWAL
  18830. case UNT_CLAYMORETRAP:
  18831. #endif
  18832. case UNT_GROUNDDRIFT_WIND:
  18833. case UNT_GROUNDDRIFT_DARK:
  18834. case UNT_GROUNDDRIFT_POISON:
  18835. case UNT_GROUNDDRIFT_WATER:
  18836. case UNT_GROUNDDRIFT_FIRE:
  18837. group->unit_id = UNT_USED_TRAPS;
  18838. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18839. group->limit=DIFF_TICK(tick+1500,group->tick);
  18840. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18841. break;
  18842. case UNT_ANKLESNARE:
  18843. case UNT_ELECTRICSHOCKER:
  18844. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18845. skill_delunit(unit);
  18846. break;
  18847. }
  18848. case UNT_SKIDTRAP:
  18849. case UNT_LANDMINE:
  18850. case UNT_SHOCKWAVE:
  18851. case UNT_SANDMAN:
  18852. case UNT_FLASHER:
  18853. case UNT_FREEZINGTRAP:
  18854. #ifndef RENEWAL
  18855. case UNT_CLAYMORETRAP:
  18856. #endif
  18857. case UNT_TALKIEBOX:
  18858. case UNT_CLUSTERBOMB:
  18859. case UNT_MAGENTATRAP:
  18860. case UNT_COBALTTRAP:
  18861. case UNT_MAIZETRAP:
  18862. case UNT_VERDURETRAP:
  18863. case UNT_FIRINGTRAP:
  18864. case UNT_ICEBOUNDTRAP:
  18865. {
  18866. struct block_list* src;
  18867. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18868. { // revert unit back into a trap
  18869. struct item item_tmp;
  18870. memset(&item_tmp,0,sizeof(item_tmp));
  18871. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18872. item_tmp.identify = 1;
  18873. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18874. }
  18875. skill_delunit(unit);
  18876. }
  18877. break;
  18878. case UNT_WARP_ACTIVE:
  18879. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18880. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18881. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18882. // restart timers
  18883. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18884. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18885. // apply effect to all units standing on it
  18886. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18887. break;
  18888. case UNT_CALLFAMILY:
  18889. {
  18890. map_session_data *sd = NULL;
  18891. if(group->val1) {
  18892. sd = map_charid2sd(group->val1);
  18893. group->val1 = 0;
  18894. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  18895. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18896. }
  18897. if(group->val2) {
  18898. sd = map_charid2sd(group->val2);
  18899. group->val2 = 0;
  18900. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  18901. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18902. }
  18903. skill_delunit(unit);
  18904. }
  18905. break;
  18906. case UNT_REVERBERATION:
  18907. case UNT_NETHERWORLD:
  18908. if( unit->val1 <= 0 ) { // If it was deactivated.
  18909. skill_delunit(unit);
  18910. break;
  18911. }
  18912. clif_changetraplook(bl,UNT_USED_TRAPS);
  18913. if (group->unit_id == UNT_REVERBERATION)
  18914. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18915. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18916. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18917. group->unit_id = UNT_USED_TRAPS;
  18918. break;
  18919. case UNT_FEINTBOMB: {
  18920. struct block_list *src = map_id2bl(group->src_id);
  18921. if (src)
  18922. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  18923. skill_delunit(unit);
  18924. }
  18925. break;
  18926. case UNT_BANDING:
  18927. {
  18928. struct block_list *src = map_id2bl(group->src_id);
  18929. status_change *sc;
  18930. if( !src || (sc = status_get_sc(src)) == NULL || !sc->getSCE(SC_BANDING) ) {
  18931. skill_delunit(unit);
  18932. break;
  18933. }
  18934. // This unit isn't removed while SC_BANDING is active.
  18935. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18936. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18937. }
  18938. break;
  18939. case UNT_B_TRAP:
  18940. {
  18941. struct block_list* src;
  18942. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18943. struct item item_tmp;
  18944. memset(&item_tmp, 0, sizeof(item_tmp));
  18945. item_tmp.nameid = group->item_id;
  18946. item_tmp.identify = 1;
  18947. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18948. }
  18949. skill_delunit(unit);
  18950. }
  18951. break;
  18952. default:
  18953. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18954. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR)) {
  18955. // Deal damage before expiration
  18956. break;
  18957. }
  18958. skill_delunit(unit);
  18959. break;
  18960. }
  18961. } else {// skill unit is still active
  18962. switch( group->unit_id ) {
  18963. case UNT_BLASTMINE:
  18964. case UNT_SKIDTRAP:
  18965. case UNT_LANDMINE:
  18966. case UNT_SHOCKWAVE:
  18967. case UNT_SANDMAN:
  18968. case UNT_FLASHER:
  18969. case UNT_CLAYMORETRAP:
  18970. case UNT_FREEZINGTRAP:
  18971. case UNT_TALKIEBOX:
  18972. case UNT_ANKLESNARE:
  18973. case UNT_B_TRAP:
  18974. if( unit->val1 <= 0 ) {
  18975. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  18976. skill_delunit(unit);
  18977. else {
  18978. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  18979. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  18980. group->unit_id = UNT_USED_TRAPS;
  18981. }
  18982. }
  18983. break;
  18984. case UNT_REVERBERATION:
  18985. case UNT_NETHERWORLD:
  18986. if (unit->val1 <= 0) {
  18987. clif_changetraplook(bl,UNT_USED_TRAPS);
  18988. if (group->unit_id == UNT_REVERBERATION)
  18989. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18990. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18991. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18992. group->unit_id = UNT_USED_TRAPS;
  18993. }
  18994. break;
  18995. case UNT_WALLOFTHORN:
  18996. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  18997. skill_delunitgroup(group);
  18998. break;
  18999. }
  19000. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19001. skill_delunit(unit);
  19002. break;
  19003. case UNT_SANCTUARY:
  19004. if (group->val1 <= 0) {
  19005. skill_delunitgroup(group);
  19006. }
  19007. break;
  19008. default:
  19009. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19010. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR) {
  19011. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19012. // Unit will expire the next interval, start dropping Meteor
  19013. block_list *src = map_id2bl(group->src_id);
  19014. if (src != nullptr) {
  19015. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19016. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19017. else
  19018. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19019. group->val2 = 1;
  19020. }
  19021. }
  19022. // No damage until expiration
  19023. return 0;
  19024. }
  19025. break;
  19026. }
  19027. }
  19028. //Don't continue if unit or even group is expired and has been deleted.
  19029. if( !group || !unit->alive )
  19030. return 0;
  19031. dissonance = skill_dance_switch(unit, 0);
  19032. if( unit->range >= 0 && group->interval != -1 )
  19033. {
  19034. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19035. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19036. group->unit_id = UNT_USED_TRAPS;
  19037. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19038. unit->range = -1; //Disable processed cell.
  19039. if (--group->val1 <= 0) { // number of live cells
  19040. //All tiles were processed, disable skill.
  19041. group->target_flag=BCT_NOONE;
  19042. group->bl_flag= BL_NUL;
  19043. }
  19044. }
  19045. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19046. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19047. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19048. skill_delunit(unit);
  19049. return 0;
  19050. }
  19051. }
  19052. if( dissonance )
  19053. skill_dance_switch(unit, 1);
  19054. return 0;
  19055. }
  19056. /*==========================================
  19057. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19058. *------------------------------------------*/
  19059. TIMER_FUNC(skill_unit_timer){
  19060. map_freeblock_lock();
  19061. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19062. map_freeblock_unlock();
  19063. return 0;
  19064. }
  19065. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  19066. /*==========================================
  19067. * flag :
  19068. * 1 : store that skill_unit in array
  19069. * 2 : clear that skill_unit
  19070. * 4 : call_on_left
  19071. *------------------------------------------*/
  19072. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19073. {
  19074. struct skill_unit* unit = (struct skill_unit *)bl;
  19075. struct block_list* target = va_arg(ap,struct block_list*);
  19076. t_tick tick = va_arg(ap,t_tick);
  19077. int flag = va_arg(ap,int);
  19078. bool dissonance;
  19079. uint16 skill_id;
  19080. int i;
  19081. nullpo_ret(unit);
  19082. nullpo_ret(target);
  19083. if( !unit->alive || target->prev == NULL )
  19084. return 0;
  19085. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19086. if (group == nullptr)
  19087. return 0;
  19088. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19089. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19090. dissonance = skill_dance_switch(unit, 0);
  19091. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19092. skill_id = group->skill_id;
  19093. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19094. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19095. if( dissonance ) {
  19096. skill_dance_switch(unit, 1);
  19097. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19098. }
  19099. return 0;
  19100. }
  19101. //Target-type check.
  19102. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19103. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19104. if( flag&1 ) {
  19105. if( flag&2 ) { //Clear this skill id.
  19106. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  19107. if( i < ARRAYLENGTH(skill_unit_temp) )
  19108. skill_unit_temp[i] = 0;
  19109. }
  19110. } else {
  19111. if( flag&2 ) { //Store this skill id.
  19112. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  19113. if( i < ARRAYLENGTH(skill_unit_temp) )
  19114. skill_unit_temp[i] = skill_id;
  19115. else
  19116. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  19117. }
  19118. }
  19119. if( flag&4 )
  19120. skill_unit_onleft(skill_id,target,tick);
  19121. }
  19122. if( dissonance )
  19123. skill_dance_switch(unit, 1);
  19124. return 0;
  19125. } else {
  19126. if( flag&1 ) {
  19127. int result = skill_unit_onplace(unit,target,tick);
  19128. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  19129. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  19130. if( i < ARRAYLENGTH(skill_unit_temp) )
  19131. skill_unit_temp[i] = 0;
  19132. }
  19133. } else {
  19134. int result = skill_unit_onout(unit,target,tick);
  19135. if( flag&2 && result ) { //Store this unit id.
  19136. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  19137. if( i < ARRAYLENGTH(skill_unit_temp) )
  19138. skill_unit_temp[i] = skill_id;
  19139. else
  19140. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  19141. }
  19142. }
  19143. //TODO: Normally, this is dangerous since the unit and group could be freed
  19144. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19145. //cells do not get deleted within them. [Skotlex]
  19146. if( dissonance )
  19147. skill_dance_switch(unit, 1);
  19148. if( flag&4 )
  19149. skill_unit_onleft(skill_id,target,tick);
  19150. return 1;
  19151. }
  19152. }
  19153. /*==========================================
  19154. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19155. * Flag values:
  19156. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19157. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19158. * units to figure out when they have left a group.
  19159. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19160. *------------------------------------------*/
  19161. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19162. {
  19163. nullpo_ret(bl);
  19164. if( bl->prev == NULL )
  19165. return 0;
  19166. if( flag&2 && !(flag&1) ) //Onout, clear data
  19167. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  19168. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19169. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19170. int i;
  19171. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  19172. if( skill_unit_temp[i] )
  19173. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  19174. }
  19175. return 0;
  19176. }
  19177. /*==========================================
  19178. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19179. * @param bl Skill unit
  19180. * @param m Map
  19181. * @param dx
  19182. * @param dy
  19183. *------------------------------------------*/
  19184. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19185. t_tick tick = gettick();
  19186. struct skill_unit *su;
  19187. if (bl->type != BL_SKILL)
  19188. return;
  19189. if (!(su = (struct skill_unit *)bl))
  19190. return;
  19191. if (!su->alive)
  19192. return;
  19193. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19194. return; //Ensembles may not be moved around.
  19195. if (!bl->prev) {
  19196. bl->x = dx;
  19197. bl->y = dy;
  19198. return;
  19199. }
  19200. map_moveblock(bl, dx, dy, tick);
  19201. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19202. skill_getareachar_skillunit_visibilty(su, AREA);
  19203. return;
  19204. }
  19205. /**
  19206. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19207. * @param group Skill Group
  19208. * @param m Map
  19209. * @param dx
  19210. * @param dy
  19211. */
  19212. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19213. {
  19214. int i, j;
  19215. t_tick tick = gettick();
  19216. int *m_flag;
  19217. struct skill_unit *unit1;
  19218. struct skill_unit *unit2;
  19219. if (group == NULL)
  19220. return;
  19221. if (group->unit_count <= 0)
  19222. return;
  19223. if (group->unit == NULL)
  19224. return;
  19225. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19226. return; //Ensembles may not be moved around.
  19227. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19228. // m_flag
  19229. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19230. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19231. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19232. // 3: Both 1+2.
  19233. for(i = 0; i < group->unit_count; i++) {
  19234. unit1 =& group->unit[i];
  19235. if (!unit1->alive || unit1->bl.m != m)
  19236. continue;
  19237. for(j = 0; j < group->unit_count; j++) {
  19238. unit2 = &group->unit[j];
  19239. if (!unit2->alive)
  19240. continue;
  19241. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19242. m_flag[i] |= 0x1;
  19243. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19244. m_flag[i] |= 0x2;
  19245. }
  19246. }
  19247. j = 0;
  19248. for (i = 0; i < group->unit_count; i++) {
  19249. unit1 = &group->unit[i];
  19250. if (!unit1->alive)
  19251. continue;
  19252. if (!(m_flag[i]&0x2)) {
  19253. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19254. skill_dance_overlap(unit1, 0);
  19255. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19256. }
  19257. //Move Cell using "smart" criteria (avoid useless moving around)
  19258. switch(m_flag[i]) {
  19259. case 0:
  19260. //Cell moves independently, safely move it.
  19261. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19262. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19263. break;
  19264. case 1:
  19265. //Cell moves unto another cell, look for a replacement cell that won't collide
  19266. //and has no cell moving into it (flag == 2)
  19267. for(; j < group->unit_count; j++) {
  19268. int dx2, dy2;
  19269. if(m_flag[j] != 2 || !group->unit[j].alive)
  19270. continue;
  19271. //Move to where this cell would had moved.
  19272. unit2 = &group->unit[j];
  19273. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19274. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19275. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19276. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19277. j++; //Skip this cell as we have used it.
  19278. break;
  19279. }
  19280. break;
  19281. case 2:
  19282. case 3:
  19283. break; //Don't move the cell as a cell will end on this tile anyway.
  19284. }
  19285. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19286. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19287. skill_dance_overlap(unit1, 1);
  19288. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19289. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19290. }
  19291. }
  19292. aFree(m_flag);
  19293. }
  19294. /**
  19295. * Checking product requirement in player's inventory.
  19296. * Checking if player has the item or not, the amount, and the weight limit.
  19297. * @param sd Player
  19298. * @param nameid Product requested
  19299. * @param trigger Trigger criteria to match will 'ItemLv'
  19300. * @param qty Amount of item will be created
  19301. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19302. */
  19303. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19304. {
  19305. nullpo_ret(sd);
  19306. if (!item_db.exists(nameid))
  19307. return 0;
  19308. short i, j;
  19309. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19310. if (skill_produce_db[i].nameid == nameid) {
  19311. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19312. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19313. continue; // must iterate again to check other skills that produce it. [malufett]
  19314. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19315. continue; // special case
  19316. break;
  19317. }
  19318. }
  19319. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19320. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19321. return 0;
  19322. }
  19323. if (i >= MAX_SKILL_PRODUCE_DB)
  19324. return 0;
  19325. // Cannot carry the produced stuff
  19326. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19327. return 0;
  19328. // Matching the requested produce list
  19329. if (trigger >= 0) {
  19330. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19331. if (skill_produce_db[i].itemlv != trigger)
  19332. return 0;
  19333. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19334. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19335. return 0;
  19336. } else { // Weapon (itemlv must be higher or equal)
  19337. if (skill_produce_db[i].itemlv > trigger)
  19338. return 0;
  19339. }
  19340. }
  19341. // Check on player's inventory
  19342. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19343. t_itemid nameid_produce;
  19344. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19345. continue;
  19346. if (skill_produce_db[i].mat_amount[j] == 0) {
  19347. if (pc_search_inventory(sd,nameid_produce) < 0)
  19348. return 0;
  19349. } else {
  19350. unsigned short idx, amt;
  19351. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19352. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19353. amt += sd->inventory.u.items_inventory[idx].amount;
  19354. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19355. return 0;
  19356. }
  19357. }
  19358. return i + 1;
  19359. }
  19360. /**
  19361. * Attempt to produce an item
  19362. * @param sd Player
  19363. * @param skill_id Skill used
  19364. * @param nameid Requested product
  19365. * @param slot1
  19366. * @param slot2
  19367. * @param slot3
  19368. * @param qty Amount of requested item
  19369. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19370. * @return True is success, False if failed
  19371. */
  19372. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19373. {
  19374. int slot[3];
  19375. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19376. int num = -1; // exclude the recipe
  19377. struct status_data *status;
  19378. nullpo_ret(sd);
  19379. status = status_get_status_data(&sd->bl);
  19380. if( sd->skill_id_old == skill_id )
  19381. skill_lv = sd->skill_lv_old;
  19382. if (produce_idx == -1) {
  19383. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19384. return false;
  19385. idx--;
  19386. }
  19387. else
  19388. idx = produce_idx;
  19389. if (qty < 1)
  19390. qty = 1;
  19391. if (!skill_id) //A skill can be specified for some override cases.
  19392. skill_id = skill_produce_db[idx].req_skill;
  19393. if( skill_id == GC_RESEARCHNEWPOISON )
  19394. skill_id = GC_CREATENEWPOISON;
  19395. slot[0] = slot1;
  19396. slot[1] = slot2;
  19397. slot[2] = slot3;
  19398. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19399. short j;
  19400. if (slot[i] <= 0)
  19401. continue;
  19402. j = pc_search_inventory(sd,slot[i]);
  19403. if (j < 0)
  19404. continue;
  19405. if (slot[i] == ITEMID_STAR_CRUMB) {
  19406. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19407. sc++;
  19408. }
  19409. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19410. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19411. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19412. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19413. }
  19414. }
  19415. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19416. short x, j;
  19417. t_itemid id = skill_produce_db[idx].mat_id[i];
  19418. if (!item_db.exists(id))
  19419. continue;
  19420. num++;
  19421. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19422. do {
  19423. int y = 0;
  19424. j = pc_search_inventory(sd,id);
  19425. if (j >= 0) {
  19426. y = sd->inventory.u.items_inventory[j].amount;
  19427. if (y > x)
  19428. y = x;
  19429. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19430. } else {
  19431. ShowError("skill_produce_mix: material item error\n");
  19432. return false;
  19433. }
  19434. x -= y;
  19435. } while( j >= 0 && x > 0 );
  19436. }
  19437. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19438. wlv = itemdb_wlv(nameid);
  19439. else
  19440. wlv = 0;
  19441. if (!equip) {
  19442. switch (skill_id) {
  19443. case BS_IRON:
  19444. case BS_STEEL:
  19445. case BS_ENCHANTEDSTONE:
  19446. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19447. i = pc_checkskill(sd,skill_id);
  19448. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19449. switch (nameid) {
  19450. case ITEMID_IRON:
  19451. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19452. break;
  19453. case ITEMID_STEEL:
  19454. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19455. break;
  19456. case ITEMID_STAR_CRUMB:
  19457. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19458. break;
  19459. default: // Enchanted Stones
  19460. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19461. break;
  19462. }
  19463. break;
  19464. case ASC_CDP:
  19465. make_per = (2000 + 40*status->dex + 20*status->luk);
  19466. break;
  19467. case AL_HOLYWATER:
  19468. case AB_ANCILLA:
  19469. make_per = 100000; //100% success
  19470. break;
  19471. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19472. case AM_TWILIGHT1:
  19473. case AM_TWILIGHT2:
  19474. case AM_TWILIGHT3:
  19475. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19476. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19477. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19478. if (hom_is_active(sd->hd)) {//Player got a homun
  19479. int skill;
  19480. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19481. make_per += skill*100; //+1% bonus per level
  19482. }
  19483. switch(nameid){
  19484. case ITEMID_RED_POTION:
  19485. case ITEMID_YELLOW_POTION:
  19486. case ITEMID_WHITE_POTION:
  19487. make_per += (1+rnd()%100)*10 + 2000;
  19488. break;
  19489. case ITEMID_ALCOHOL:
  19490. make_per += (1+rnd()%100)*10 + 1000;
  19491. break;
  19492. case ITEMID_FIRE_BOTTLE:
  19493. case ITEMID_ACID_BOTTLE:
  19494. case ITEMID_MAN_EATER_BOTTLE:
  19495. case ITEMID_MINI_BOTTLE:
  19496. make_per += (1+rnd()%100)*10;
  19497. break;
  19498. case ITEMID_YELLOW_SLIM_POTION:
  19499. make_per -= (1+rnd()%50)*10;
  19500. break;
  19501. case ITEMID_WHITE_SLIM_POTION:
  19502. case ITEMID_COATING_BOTTLE:
  19503. make_per -= (1+rnd()%100)*10;
  19504. break;
  19505. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19506. case ITEMID_BLUE_POTION:
  19507. case ITEMID_RED_SLIM_POTION:
  19508. case ITEMID_ANODYNE:
  19509. case ITEMID_ALOEBERA:
  19510. default:
  19511. break;
  19512. }
  19513. if (battle_config.pp_rate != 100)
  19514. make_per = make_per * battle_config.pp_rate / 100;
  19515. break;
  19516. case SA_CREATECON: // Elemental Converter Creation
  19517. make_per = 100000; // should be 100% success rate
  19518. break;
  19519. case RK_RUNEMASTERY: {
  19520. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19521. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19522. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19523. int D = 0;
  19524. switch (nameid) { //rune rank it_diff 9 craftable rune
  19525. case ITEMID_BERKANA:
  19526. D = -2000;
  19527. break; //Rank S
  19528. case ITEMID_NAUTHIZ:
  19529. case ITEMID_URUZ:
  19530. D = -1500;
  19531. break; //Rank A
  19532. case ITEMID_ISA:
  19533. case ITEMID_WYRD:
  19534. D = -1000;
  19535. break; //Rank B
  19536. case ITEMID_RAIDO:
  19537. case ITEMID_THURISAZ:
  19538. case ITEMID_HAGALAZ:
  19539. case ITEMID_OTHILA:
  19540. D = -500;
  19541. break; //Rank C
  19542. default:
  19543. D = -1500;
  19544. break; //not specified =-15%
  19545. }
  19546. make_per = A + B + C + D;
  19547. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19548. if (runemastery_skill_lv > 9)
  19549. qty = 2 + rnd() % 5; // 2~6
  19550. else if (runemastery_skill_lv > 4)
  19551. qty = 2 + rnd() % 3; // 2~4
  19552. else
  19553. qty = 2;
  19554. }
  19555. break;
  19556. case GC_CREATENEWPOISON:
  19557. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19558. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19559. break;
  19560. case GN_CHANGEMATERIAL:
  19561. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19562. if (skill_changematerial_db[i].nameid == nameid) {
  19563. make_per = skill_changematerial_db[i].rate * 10;
  19564. break;
  19565. }
  19566. }
  19567. break;
  19568. case GN_S_PHARMACY:
  19569. {
  19570. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19571. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19572. switch (nameid) { // Item difficulty factor
  19573. case ITEMID_HP_INCREASE_POTION_SMALL:
  19574. case ITEMID_SP_INCREASE_POTION_SMALL:
  19575. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19576. difficulty += 10;
  19577. break;
  19578. case ITEMID_BOMB_MUSHROOM_SPORE:
  19579. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19580. difficulty += 15;
  19581. break;
  19582. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19583. case ITEMID_SP_INCREASE_POTION_LARGE:
  19584. case ITEMID_VITATA500:
  19585. difficulty += 20;
  19586. break;
  19587. case ITEMID_SEED_OF_HORNY_PLANT:
  19588. case ITEMID_BLOODSUCK_PLANT_SEED:
  19589. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19590. difficulty += 30;
  19591. break;
  19592. case ITEMID_HP_INCREASE_POTION_LARGE:
  19593. case ITEMID_CURE_FREE:
  19594. difficulty += 40;
  19595. break;
  19596. }
  19597. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19598. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19599. make_per -= difficulty;
  19600. qty = production_count[skill_lv - 1];
  19601. // Determine quantity from difficulty
  19602. if (make_per < 1)
  19603. qty -= 6;
  19604. else if (make_per < 100)
  19605. qty -= 5;
  19606. else if (make_per < 300)
  19607. qty -= 4;
  19608. else if (make_per < 400)
  19609. qty -= 3;
  19610. make_per = 100000; // Adjust success back to 100% for crafting
  19611. }
  19612. break;
  19613. case GN_MAKEBOMB:
  19614. case GN_MIX_COOKING:
  19615. {
  19616. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19617. switch (nameid) { // Item difficulty factor
  19618. // GN_MAKEBOMB
  19619. case ITEMID_APPLE_BOMB:
  19620. difficulty += 5;
  19621. break;
  19622. case ITEMID_COCONUT_BOMB:
  19623. case ITEMID_MELON_BOMB:
  19624. difficulty += 10;
  19625. break;
  19626. case ITEMID_PINEAPPLE_BOMB:
  19627. difficulty += 15;
  19628. break;
  19629. case ITEMID_BANANA_BOMB:
  19630. difficulty += 20;
  19631. break;
  19632. // GN_MIX_COOKING
  19633. case ITEMID_SAVAGE_FULL_ROAST:
  19634. case ITEMID_COCKTAIL_WARG_BLOOD:
  19635. case ITEMID_MINOR_STEW:
  19636. case ITEMID_SIROMA_ICED_TEA:
  19637. case ITEMID_DROSERA_HERB_SALAD:
  19638. case ITEMID_PETITE_TAIL_NOODLES:
  19639. difficulty += 15;
  19640. break;
  19641. }
  19642. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  19643. if (skill_lv > 1) {
  19644. make_per -= difficulty;
  19645. // Determine quantity from difficulty
  19646. if (make_per >= 30)
  19647. qty = 10 + rnd() % 2;
  19648. else if (make_per >= 10)
  19649. qty = 10;
  19650. else if (make_per >= -10)
  19651. qty = 8;
  19652. else if (make_per >= -30)
  19653. qty = 5;
  19654. else
  19655. qty = 0;
  19656. } else {
  19657. if (make_per < difficulty)
  19658. qty = 0;
  19659. }
  19660. make_per = 100000; // Adjust success back to 100% for crafting
  19661. }
  19662. break;
  19663. case MT_M_MACHINE:
  19664. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19665. if (skill_id == MT_M_MACHINE)
  19666. qty = 7 + skill_lv;
  19667. else // BO_BIONIC_PHARMACY
  19668. qty = 10 + skill_lv;
  19669. make_per = 100000;
  19670. break;
  19671. default:
  19672. if (sd->menuskill_id == AM_PHARMACY &&
  19673. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19674. { //Assume Cooking Dish
  19675. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19676. make_per = 10000; //100% Success
  19677. else
  19678. make_per = 1200 * (sd->menuskill_val - 10)
  19679. + 20 * (sd->status.base_level + 1)
  19680. + 20 * (status->dex + 1)
  19681. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19682. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19683. - 10 * (100 - status->luk + 1)
  19684. - 500 * (num - 1)
  19685. - 100 * (rnd()%4 + 1);
  19686. break;
  19687. }
  19688. make_per = 5000;
  19689. break;
  19690. }
  19691. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19692. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19693. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19694. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19695. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19696. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19697. if( wlv >= 3 ){
  19698. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19699. }
  19700. // Element Stone: -20%
  19701. if( ele ){
  19702. make_per -= 2000;
  19703. }
  19704. // Star Crumb: -15% each
  19705. make_per -= sc * 1500;
  19706. // Weapon level malus: -0/-10/-20/-30
  19707. if( wlv > 1 ){
  19708. make_per -= ( wlv * 1000 );
  19709. }
  19710. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19711. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19712. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19713. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19714. if (battle_config.wp_rate != 100)
  19715. make_per = make_per * battle_config.wp_rate / 100;
  19716. }
  19717. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19718. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19719. if (make_per < 1) make_per = 1;
  19720. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19721. struct item tmp_item;
  19722. memset(&tmp_item,0,sizeof(tmp_item));
  19723. tmp_item.nameid = nameid;
  19724. tmp_item.amount = 1;
  19725. tmp_item.identify = 1;
  19726. if (equip) {
  19727. tmp_item.card[0] = CARD0_FORGE;
  19728. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19729. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19730. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19731. } else {
  19732. //Flag is only used on the end, so it can be used here. [Skotlex]
  19733. switch (skill_id) {
  19734. case BS_DAGGER:
  19735. case BS_SWORD:
  19736. case BS_TWOHANDSWORD:
  19737. case BS_AXE:
  19738. case BS_MACE:
  19739. case BS_KNUCKLE:
  19740. case BS_SPEAR:
  19741. flag = battle_config.produce_item_name_input&0x1;
  19742. break;
  19743. case AM_PHARMACY:
  19744. case AM_TWILIGHT1:
  19745. case AM_TWILIGHT2:
  19746. case AM_TWILIGHT3:
  19747. flag = battle_config.produce_item_name_input&0x2;
  19748. break;
  19749. case AL_HOLYWATER:
  19750. case AB_ANCILLA:
  19751. flag = battle_config.produce_item_name_input&0x8;
  19752. break;
  19753. case ASC_CDP:
  19754. flag = battle_config.produce_item_name_input&0x10;
  19755. break;
  19756. default:
  19757. flag = battle_config.produce_item_name_input&0x80;
  19758. break;
  19759. }
  19760. if (flag) {
  19761. tmp_item.card[0] = CARD0_CREATE;
  19762. tmp_item.card[1] = 0;
  19763. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19764. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19765. }
  19766. }
  19767. // if(log_config.produce > 0)
  19768. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19769. //TODO update PICKLOG
  19770. if (equip) {
  19771. clif_produceeffect(sd,0,nameid);
  19772. clif_misceffect(&sd->bl,3);
  19773. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19774. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19775. } else {
  19776. int fame = 0;
  19777. tmp_item.amount = 0;
  19778. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19779. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  19780. tmp_item.amount = qty;
  19781. break;
  19782. }
  19783. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19784. tmp_item.amount++;
  19785. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19786. continue;
  19787. if (skill_id != AM_PHARMACY &&
  19788. skill_id != AM_TWILIGHT1 &&
  19789. skill_id != AM_TWILIGHT2 &&
  19790. skill_id != AM_TWILIGHT3)
  19791. continue;
  19792. //Add fame as needed.
  19793. switch(++sd->potion_success_counter) {
  19794. case 3:
  19795. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19796. break;
  19797. case 5:
  19798. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19799. break;
  19800. case 7:
  19801. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19802. break;
  19803. case 10:
  19804. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19805. sd->potion_success_counter = 0;
  19806. break;
  19807. }
  19808. } else //Failure
  19809. sd->potion_success_counter = 0;
  19810. }
  19811. if (fame)
  19812. pc_addfame(*sd, fame);
  19813. //Visual effects and the like.
  19814. switch (skill_id) {
  19815. case AM_PHARMACY:
  19816. case AM_TWILIGHT1:
  19817. case AM_TWILIGHT2:
  19818. case AM_TWILIGHT3:
  19819. case ASC_CDP:
  19820. case GC_CREATENEWPOISON:
  19821. clif_produceeffect(sd,2,nameid);
  19822. clif_misceffect(&sd->bl,5);
  19823. break;
  19824. case BS_IRON:
  19825. case BS_STEEL:
  19826. case BS_ENCHANTEDSTONE:
  19827. clif_produceeffect(sd,0,nameid);
  19828. clif_misceffect(&sd->bl,3);
  19829. break;
  19830. default: //Those that don't require a skill?
  19831. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19832. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19833. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19834. }
  19835. break;
  19836. }
  19837. }
  19838. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19839. int j, k = 0, l;
  19840. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19841. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19842. if (skill_changematerial_db[i].nameid == nameid){
  19843. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19844. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19845. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19846. tmp_item.amount = (isStackable ? total_qty : 1);
  19847. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19848. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19849. clif_additem(sd,0,0,flag);
  19850. if( battle_config.skill_drop_items_full ){
  19851. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19852. }
  19853. }
  19854. }
  19855. k++;
  19856. }
  19857. }
  19858. break;
  19859. }
  19860. }
  19861. if (k) {
  19862. clif_produceeffect(sd,6,nameid);
  19863. clif_misceffect(&sd->bl,5);
  19864. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19865. return true;
  19866. }
  19867. } else if (tmp_item.amount) { //Success
  19868. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19869. clif_additem(sd,0,0,flag);
  19870. if( battle_config.skill_drop_items_full ){
  19871. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19872. }
  19873. }
  19874. switch (skill_id) {
  19875. case RK_RUNEMASTERY:
  19876. clif_produceeffect(sd, 4, nameid);
  19877. clif_misceffect(&sd->bl, 5);
  19878. break;
  19879. case GN_MIX_COOKING:
  19880. case GN_MAKEBOMB:
  19881. case GN_S_PHARMACY:
  19882. clif_produceeffect(sd, 6, nameid);
  19883. clif_misceffect(&sd->bl, 5);
  19884. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19885. break;
  19886. case MT_M_MACHINE:
  19887. clif_produceeffect(sd, 0, nameid);
  19888. clif_misceffect(&sd->bl, 3);
  19889. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19890. break;
  19891. case BO_BIONIC_PHARMACY:
  19892. clif_produceeffect(sd, 2, nameid);
  19893. clif_misceffect(&sd->bl, 5);
  19894. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19895. break;
  19896. }
  19897. return true;
  19898. }
  19899. }
  19900. //Failure
  19901. // if(log_config.produce)
  19902. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19903. //TODO update PICKLOG
  19904. if (equip) {
  19905. clif_produceeffect(sd,1,nameid);
  19906. clif_misceffect(&sd->bl,2);
  19907. } else {
  19908. switch (skill_id) {
  19909. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19910. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19911. case AM_PHARMACY:
  19912. case AM_TWILIGHT1:
  19913. case AM_TWILIGHT2:
  19914. case AM_TWILIGHT3:
  19915. case GC_CREATENEWPOISON:
  19916. clif_produceeffect(sd,3,nameid);
  19917. clif_misceffect(&sd->bl,6);
  19918. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19919. break;
  19920. case BS_IRON:
  19921. case BS_STEEL:
  19922. case BS_ENCHANTEDSTONE:
  19923. clif_produceeffect(sd,1,nameid);
  19924. clif_misceffect(&sd->bl,2);
  19925. break;
  19926. case RK_RUNEMASTERY:
  19927. clif_produceeffect(sd,5,nameid);
  19928. clif_misceffect(&sd->bl,6);
  19929. break;
  19930. case GN_MIX_COOKING:
  19931. if (qty == 0) {
  19932. item tmp_item;
  19933. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19934. int rate = rnd() % 1000 + 1;
  19935. memset(&tmp_item, 0, sizeof(tmp_item));
  19936. if (rate < 500)
  19937. i = 0;
  19938. else if (rate < 750)
  19939. i = 1;
  19940. else if (rate < 850)
  19941. i = 2;
  19942. else if (rate < 950)
  19943. i = 3;
  19944. else
  19945. i = 4;
  19946. tmp_item.nameid = compensation[i];
  19947. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19948. tmp_item.identify = 1;
  19949. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19950. clif_additem(sd,0,0,flag);
  19951. if( battle_config.skill_drop_items_full ){
  19952. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19953. }
  19954. }
  19955. clif_produceeffect(sd,7,nameid);
  19956. clif_misceffect(&sd->bl,6);
  19957. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19958. }
  19959. break;
  19960. case GN_MAKEBOMB:
  19961. case GN_S_PHARMACY:
  19962. case GN_CHANGEMATERIAL:
  19963. clif_produceeffect(sd,7,nameid);
  19964. clif_misceffect(&sd->bl,6);
  19965. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19966. break;
  19967. case MT_M_MACHINE:
  19968. clif_produceeffect(sd, 1, nameid);
  19969. clif_misceffect(&sd->bl, 2);
  19970. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19971. break;
  19972. case BO_BIONIC_PHARMACY:
  19973. clif_produceeffect(sd, 3, nameid);
  19974. clif_misceffect(&sd->bl, 6);
  19975. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19976. break;
  19977. default:
  19978. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  19979. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19980. // todo: What in the world is this calculation
  19981. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  19982. }
  19983. break;
  19984. }
  19985. }
  19986. return false;
  19987. }
  19988. /**
  19989. * Attempt to create arrow by specified material
  19990. * @param sd Player
  19991. * @param nameid Item ID of material
  19992. * @return True if created, False is failed
  19993. */
  19994. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  19995. {
  19996. nullpo_ret(sd);
  19997. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  19998. return false;
  19999. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20000. for (const auto &it : skill_arrow_db) {
  20001. if (nameid == it.second->nameid) {
  20002. arrow = it.second;
  20003. break;
  20004. }
  20005. }
  20006. short j;
  20007. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20008. return false;
  20009. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20010. for (const auto &it : arrow->created) {
  20011. char flag = 0;
  20012. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20013. continue;
  20014. struct item tmp_item = { 0 };
  20015. tmp_item.identify = 1;
  20016. tmp_item.nameid = it.first;
  20017. tmp_item.amount = it.second;
  20018. if (battle_config.produce_item_name_input&0x4) {
  20019. tmp_item.card[0] = CARD0_CREATE;
  20020. tmp_item.card[1] = 0;
  20021. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20022. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20023. }
  20024. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20025. clif_additem(sd,0,0,flag);
  20026. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20027. }
  20028. }
  20029. return true;
  20030. }
  20031. /**
  20032. * Enchant weapon with poison
  20033. * @param sd Player
  20034. * @nameid Item ID of poison type
  20035. */
  20036. int skill_poisoningweapon(map_session_data *sd, t_itemid nameid)
  20037. {
  20038. nullpo_ret(sd);
  20039. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20040. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20041. return 0;
  20042. }
  20043. sc_type type;
  20044. int chance;
  20045. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20046. char output[CHAT_SIZE_MAX];
  20047. const char *msg;
  20048. switch( nameid ) {
  20049. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20050. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20051. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20052. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20053. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20054. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20055. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20056. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20057. default:
  20058. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  20059. return 0;
  20060. }
  20061. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20062. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  20063. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  20064. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  20065. status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  20066. sprintf(output, msg_txt(sd,721), msg);
  20067. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  20068. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20069. clif_msg(sd,msg);
  20070. #endif*/
  20071. return 0;
  20072. }
  20073. /**
  20074. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20075. * @param bl: Object
  20076. * @param skill_id: Skill invoking to determine if Magic type
  20077. */
  20078. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20079. {
  20080. status_change *sc = status_get_sc(bl);
  20081. // non-offensive and non-magic skills do not affect the status
  20082. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20083. return;
  20084. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20085. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20086. status_change_end(bl, SC_MAGICPOWER);
  20087. } else {
  20088. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20089. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20090. if(bl->type == BL_PC){// update current display.
  20091. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  20092. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  20093. }
  20094. }
  20095. }
  20096. }
  20097. int skill_magicdecoy(map_session_data *sd, t_itemid nameid) {
  20098. int x, y, i, class_, skill;
  20099. struct mob_data *md;
  20100. nullpo_ret(sd);
  20101. skill = sd->menuskill_val;
  20102. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20103. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20104. return 0;
  20105. }
  20106. // Spawn Position
  20107. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  20108. x = sd->sc.comet_x;
  20109. y = sd->sc.comet_y;
  20110. sd->sc.comet_x = 0;
  20111. sd->sc.comet_y = 0;
  20112. sd->menuskill_val = 0;
  20113. // Item picked decides the mob class
  20114. switch(nameid) {
  20115. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20116. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20117. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20118. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20119. default:
  20120. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  20121. return 0;
  20122. }
  20123. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  20124. if( md ) {
  20125. struct unit_data *ud = unit_bl2ud(&md->bl);
  20126. md->master_id = sd->bl.id;
  20127. md->special_state.ai = AI_FAW;
  20128. if(ud) {
  20129. ud->skill_id = NC_MAGICDECOY;
  20130. ud->skill_lv = skill;
  20131. }
  20132. if( md->deletetimer != INVALID_TIMER )
  20133. delete_timer(md->deletetimer, mob_timer_delete);
  20134. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20135. mob_spawn(md);
  20136. }
  20137. return 0;
  20138. }
  20139. /**
  20140. * Process Warlock Spellbooks
  20141. * @param sd: Player data
  20142. * @param nameid: Spellbook item used
  20143. */
  20144. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20145. if (reading_spellbook_db.empty())
  20146. return;
  20147. status_change *sc = status_get_sc(&sd.bl);
  20148. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20149. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20150. break;
  20151. if (i == SC_MAXSPELLBOOK) {
  20152. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  20153. return;
  20154. }
  20155. }
  20156. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20157. if (spell == nullptr)
  20158. return;
  20159. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20160. if (skill_lv == 0) { // Caster hasn't learned the skill
  20161. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20162. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  20163. return;
  20164. }
  20165. uint16 points = spell->points;
  20166. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20167. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20168. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  20169. return;
  20170. }
  20171. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20172. if (!sc->getSCE(i)) {
  20173. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20174. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20175. break;
  20176. }
  20177. }
  20178. } else {
  20179. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20180. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20181. }
  20182. // Reading Spell Book SP cost same as the sealed spell.
  20183. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20184. }
  20185. int skill_select_menu(map_session_data *sd,uint16 skill_id) {
  20186. int lv, prob, aslvl = 0;
  20187. uint16 id, sk_idx = 0;
  20188. nullpo_ret(sd);
  20189. if (sd->sc.getSCE(SC_STOP)) {
  20190. aslvl = sd->sc.getSCE(SC_STOP)->val1;
  20191. status_change_end(&sd->bl,SC_STOP);
  20192. }
  20193. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20194. return 0;
  20195. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20196. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  20197. return 0;
  20198. }
  20199. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20200. lv = min(lv,sd->status.skill[sk_idx].lv);
  20201. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20202. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20203. return 0;
  20204. }
  20205. int skill_elementalanalysis(map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  20206. int i;
  20207. nullpo_ret(sd);
  20208. nullpo_ret(item_list);
  20209. if( n <= 0 )
  20210. return 1;
  20211. for( i = 0; i < n; i++ ) {
  20212. t_itemid nameid, product;
  20213. int add_amount, del_amount, idx;
  20214. struct item tmp_item;
  20215. idx = item_list[i*2+0]-2;
  20216. if( idx < 0 || idx >= MAX_INVENTORY ){
  20217. return 1;
  20218. }
  20219. del_amount = item_list[i*2+1];
  20220. if( skill_lv == 2 )
  20221. del_amount -= (del_amount % 10);
  20222. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20223. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  20224. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20225. return 1;
  20226. }
  20227. switch( nameid ) {
  20228. // Level 1
  20229. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20230. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20231. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20232. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20233. // Level 2
  20234. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20235. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20236. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20237. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20238. default:
  20239. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20240. return 1;
  20241. }
  20242. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20243. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20244. return 1;
  20245. }
  20246. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20247. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20248. return 1;
  20249. }
  20250. memset(&tmp_item,0,sizeof(tmp_item));
  20251. tmp_item.nameid = product;
  20252. tmp_item.amount = add_amount;
  20253. tmp_item.identify = 1;
  20254. if( tmp_item.amount ) {
  20255. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20256. if( flag != 0 ) {
  20257. clif_additem(sd,0,0,flag);
  20258. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20259. }
  20260. }
  20261. }
  20262. return 0;
  20263. }
  20264. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20265. int i, j, k, c, p = 0, amount;
  20266. t_itemid nameid;
  20267. nullpo_ret(sd);
  20268. nullpo_ret(item_list);
  20269. // Search for objects that can be created.
  20270. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20271. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20272. p = 0;
  20273. do {
  20274. c = 0;
  20275. // Verification of overlap between the objects required and the list submitted.
  20276. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20277. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20278. for( k = 0; k < n; k++ ) {
  20279. int idx = item_list[k*2+0]-2;
  20280. if( idx < 0 || idx >= MAX_INVENTORY ){
  20281. return 0;
  20282. }
  20283. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20284. amount = item_list[k*2+1];
  20285. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20286. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20287. return 0;
  20288. }
  20289. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  20290. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20291. c++; // match
  20292. }
  20293. }
  20294. else
  20295. break; // No more items required
  20296. }
  20297. p++;
  20298. } while(n == j && c == n);
  20299. p--;
  20300. if ( p > 0 ) {
  20301. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20302. return 1;
  20303. }
  20304. }
  20305. }
  20306. if( p == 0)
  20307. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20308. return 0;
  20309. }
  20310. /**
  20311. * For Royal Guard's LG_TRAMPLE
  20312. */
  20313. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20314. {
  20315. skill_unit *su = (struct skill_unit *)bl;
  20316. nullpo_ret(su);
  20317. std::shared_ptr<s_skill_unit_group> sg;
  20318. t_tick tick = va_arg(ap, t_tick);
  20319. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20320. switch( sg->unit_id ) {
  20321. case UNT_CLAYMORETRAP:
  20322. case UNT_FIRINGTRAP:
  20323. case UNT_ICEBOUNDTRAP:
  20324. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20325. break;
  20326. case UNT_LANDMINE:
  20327. case UNT_BLASTMINE:
  20328. case UNT_SHOCKWAVE:
  20329. case UNT_SANDMAN:
  20330. case UNT_FLASHER:
  20331. case UNT_FREEZINGTRAP:
  20332. case UNT_CLUSTERBOMB:
  20333. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20334. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20335. else
  20336. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20337. break;
  20338. }
  20339. // Traps aren't recovered.
  20340. skill_delunit(su);
  20341. }
  20342. return 0;
  20343. }
  20344. /*==========================================
  20345. *
  20346. *------------------------------------------*/
  20347. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20348. int i;
  20349. nullpo_retr(-1, sd);
  20350. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20351. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20352. }
  20353. TIMER_FUNC(skill_blockpc_end){
  20354. map_session_data *sd = map_id2sd(id);
  20355. int i = (int)data;
  20356. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20357. return 0;
  20358. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20359. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20360. return 0;
  20361. }
  20362. aFree(sd->scd[i]);
  20363. sd->scd[i] = NULL;
  20364. return 1;
  20365. }
  20366. /**
  20367. * Flags a singular skill as being blocked from persistent usage.
  20368. * @param sd the player the skill delay affects
  20369. * @param skill_id the skill which should be delayed
  20370. * @param tick the length of time the delay should last
  20371. * @param load whether this assignment is being loaded upon player login
  20372. * @return 0 if successful, -1 otherwise
  20373. */
  20374. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20375. int i;
  20376. nullpo_retr(-1, sd);
  20377. if (!skill_id || tick < 1)
  20378. return -1;
  20379. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20380. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20381. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20382. aFree(sd->scd[i]);
  20383. sd->scd[i] = NULL;
  20384. }
  20385. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20386. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20387. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20388. sd->scd[i]->skill_id = skill_id;
  20389. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20390. if (battle_config.display_status_timers)
  20391. clif_skill_cooldown(sd, skill_id, tick);
  20392. return 1;
  20393. } else {
  20394. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20395. return 0;
  20396. }
  20397. }
  20398. int skill_blockpc_clear(map_session_data *sd) {
  20399. int i;
  20400. nullpo_ret(sd);
  20401. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20402. if (!sd->scd[i])
  20403. continue;
  20404. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20405. aFree(sd->scd[i]);
  20406. sd->scd[i] = NULL;
  20407. }
  20408. return 1;
  20409. }
  20410. TIMER_FUNC(skill_blockhomun_end){
  20411. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20412. if (hd) {
  20413. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20414. if (skill != hd->blockskill.end())
  20415. hd->blockskill.erase(skill);
  20416. }
  20417. return 1;
  20418. }
  20419. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20420. {
  20421. nullpo_retr(-1, hd);
  20422. if (!skill_db.exists(skill_id))
  20423. return -1;
  20424. auto skill = util::vector_get(hd->blockskill, skill_id);
  20425. if (tick < 1 && skill != hd->blockskill.end()) {
  20426. hd->blockskill.erase(skill);
  20427. return -1;
  20428. }
  20429. hd->blockskill.push_back(skill_id);
  20430. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20431. }
  20432. TIMER_FUNC(skill_blockmerc_end){
  20433. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20434. if (md) {
  20435. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20436. if (skill != md->blockskill.end())
  20437. md->blockskill.erase(skill);
  20438. }
  20439. return 1;
  20440. }
  20441. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20442. {
  20443. nullpo_retr(-1, md);
  20444. if (!skill_db.exists(skill_id))
  20445. return -1;
  20446. auto skill = util::vector_get(md->blockskill, skill_id);
  20447. if (tick < 1 && skill != md->blockskill.end()) {
  20448. md->blockskill.erase(skill);
  20449. return -1;
  20450. }
  20451. md->blockskill.push_back(skill_id);
  20452. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20453. }
  20454. /**
  20455. * Adds a new skill unit entry for this player to recast after map load
  20456. * @param sd: Player
  20457. * @param skill_id: Skill ID to save
  20458. * @param skill_lv: Skill level to save
  20459. */
  20460. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20461. {
  20462. struct skill_usave *sus = NULL;
  20463. if (idb_exists(skillusave_db,sd->status.char_id))
  20464. idb_remove(skillusave_db,sd->status.char_id);
  20465. CREATE(sus, struct skill_usave, 1);
  20466. idb_put(skillusave_db, sd->status.char_id, sus);
  20467. sus->skill_id = skill_id;
  20468. sus->skill_lv = skill_lv;
  20469. }
  20470. /**
  20471. * Loads saved skill unit entries for this player after map load
  20472. * @param sd: Player
  20473. */
  20474. void skill_usave_trigger(map_session_data *sd)
  20475. {
  20476. skill_usave *sus;
  20477. std::shared_ptr<s_skill_unit_group> group;
  20478. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20479. return;
  20480. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20481. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20482. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20483. idb_remove(skillusave_db, sd->status.char_id);
  20484. }
  20485. /*
  20486. *
  20487. */
  20488. int skill_split_str (char *str, char **val, int num)
  20489. {
  20490. int i;
  20491. for( i = 0; i < num && str; i++ ) {
  20492. val[i] = str;
  20493. str = strchr(str,',');
  20494. if( str )
  20495. *str++ = 0;
  20496. }
  20497. return i;
  20498. }
  20499. /*
  20500. *
  20501. */
  20502. void skill_init_unit_layout (void) {
  20503. int i,j,pos = 0;
  20504. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20505. // standard square layouts go first
  20506. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20507. int size = i*2+1;
  20508. skill_unit_layout[i].count = size*size;
  20509. for (j=0; j<size*size; j++) {
  20510. skill_unit_layout[i].dx[j] = (j%size-i);
  20511. skill_unit_layout[i].dy[j] = (j/size-i);
  20512. }
  20513. }
  20514. // afterwards add special ones
  20515. pos = i;
  20516. for (const auto &it : skill_db) {
  20517. std::shared_ptr<s_skill_db> skill = it.second;
  20518. uint16 skill_id = skill->nameid;
  20519. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20520. continue;
  20521. if( skill_id == EL_FIRE_MANTLE ) {
  20522. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20523. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20524. skill_unit_layout[pos].count = 8;
  20525. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20526. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20527. } else {
  20528. switch (skill_id) {
  20529. case MG_FIREWALL:
  20530. case WZ_ICEWALL:
  20531. case WL_EARTHSTRAIN:
  20532. case RL_FIRE_RAIN:
  20533. // these will be handled later
  20534. break;
  20535. case PR_SANCTUARY:
  20536. case NPC_EVILLAND: {
  20537. static const int dx[] = {
  20538. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20539. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20540. static const int dy[]={
  20541. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20542. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20543. skill_unit_layout[pos].count = 21;
  20544. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20545. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20546. }
  20547. break;
  20548. case PR_MAGNUS: {
  20549. static const int dx[] = {
  20550. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20551. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20552. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20553. static const int dy[] = {
  20554. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20555. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20556. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20557. skill_unit_layout[pos].count = 33;
  20558. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20559. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20560. }
  20561. break;
  20562. case AS_VENOMDUST: {
  20563. static const int dx[] = {-1, 0, 0, 0, 1};
  20564. static const int dy[] = { 0,-1, 0, 1, 0};
  20565. skill_unit_layout[pos].count = 5;
  20566. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20567. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20568. }
  20569. break;
  20570. case CR_GRANDCROSS:
  20571. case NPC_GRANDDARKNESS: {
  20572. static const int dx[] = {
  20573. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20574. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20575. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20576. static const int dy[] = {
  20577. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20578. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20579. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20580. skill_unit_layout[pos].count = 29;
  20581. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20582. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20583. }
  20584. break;
  20585. case PF_FOGWALL: {
  20586. static const int dx[] = {
  20587. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20588. static const int dy[] = {
  20589. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20590. skill_unit_layout[pos].count = 15;
  20591. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20592. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20593. }
  20594. break;
  20595. case PA_GOSPEL: {
  20596. static const int dx[] = {
  20597. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20598. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20599. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20600. -1, 0, 1};
  20601. static const int dy[] = {
  20602. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20603. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20604. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20605. 3, 3, 3};
  20606. skill_unit_layout[pos].count = 33;
  20607. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20608. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20609. }
  20610. break;
  20611. case NJ_KAENSIN: {
  20612. 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};
  20613. 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};
  20614. skill_unit_layout[pos].count = 24;
  20615. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20616. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20617. }
  20618. break;
  20619. case NJ_TATAMIGAESHI: {
  20620. //Level 1 (count 4, cross of 3x3)
  20621. static const int dx1[] = {-1, 1, 0, 0};
  20622. static const int dy1[] = { 0, 0,-1, 1};
  20623. //Level 2-3 (count 8, cross of 5x5)
  20624. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20625. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20626. //Level 4-5 (count 12, cross of 7x7
  20627. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20628. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20629. //lv1
  20630. j = 0;
  20631. skill_unit_layout[pos].count = 4;
  20632. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20633. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20634. skill->unit_layout_type[j] = pos;
  20635. //lv2/3
  20636. j++;
  20637. pos++;
  20638. skill_unit_layout[pos].count = 8;
  20639. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20640. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20641. skill->unit_layout_type[j] = pos;
  20642. skill->unit_layout_type[++j] = pos;
  20643. //lv4/5
  20644. j++;
  20645. pos++;
  20646. skill_unit_layout[pos].count = 12;
  20647. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20648. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20649. skill->unit_layout_type[j] = pos;
  20650. skill->unit_layout_type[++j] = pos;
  20651. //Fill in the rest using lv 5.
  20652. for (;j<MAX_SKILL_LEVEL;j++)
  20653. skill->unit_layout_type[j] = pos;
  20654. //Skip, this way the check below will fail and continue to the next skill.
  20655. pos++;
  20656. }
  20657. break;
  20658. case GN_WALLOFTHORN: {
  20659. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20660. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20661. skill_unit_layout[pos].count = 16;
  20662. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20663. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20664. }
  20665. break;
  20666. case NPC_FLAMECROSS: {
  20667. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20668. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20669. skill_unit_layout[pos].count = 8;
  20670. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20671. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20672. }
  20673. break;
  20674. default:
  20675. ShowError("unknown unit layout at skill %d\n",i);
  20676. break;
  20677. }
  20678. }
  20679. if (!skill_unit_layout[pos].count)
  20680. continue;
  20681. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20682. skill->unit_layout_type[j] = pos;
  20683. pos++;
  20684. }
  20685. // firewall and icewall have 8 layouts (direction-dependent)
  20686. firewall_unit_pos = pos;
  20687. for (i=0;i<8;i++) {
  20688. if (i&1) {
  20689. skill_unit_layout[pos].count = 5;
  20690. if (i&0x2) {
  20691. int dx[] = {-1,-1, 0, 0, 1};
  20692. int dy[] = { 1, 0, 0,-1,-1};
  20693. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20694. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20695. } else {
  20696. int dx[] = { 1, 1 ,0, 0,-1};
  20697. int dy[] = { 1, 0, 0,-1,-1};
  20698. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20699. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20700. }
  20701. } else {
  20702. skill_unit_layout[pos].count = 3;
  20703. if (i%4==0) {
  20704. int dx[] = {-1, 0, 1};
  20705. int dy[] = { 0, 0, 0};
  20706. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20707. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20708. } else {
  20709. int dx[] = { 0, 0, 0};
  20710. int dy[] = {-1, 0, 1};
  20711. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20712. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20713. }
  20714. }
  20715. pos++;
  20716. }
  20717. icewall_unit_pos = pos;
  20718. for (i=0;i<8;i++) {
  20719. skill_unit_layout[pos].count = 5;
  20720. if (i&1) {
  20721. if (i&0x2) {
  20722. int dx[] = {-2,-1, 0, 1, 2};
  20723. int dy[] = { 2, 1, 0,-1,-2};
  20724. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20725. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20726. } else {
  20727. int dx[] = { 2, 1 ,0,-1,-2};
  20728. int dy[] = { 2, 1, 0,-1,-2};
  20729. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20730. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20731. }
  20732. } else {
  20733. if (i%4==0) {
  20734. int dx[] = {-2,-1, 0, 1, 2};
  20735. int dy[] = { 0, 0, 0, 0, 0};
  20736. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20737. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20738. } else {
  20739. int dx[] = { 0, 0, 0, 0, 0};
  20740. int dy[] = {-2,-1, 0, 1, 2};
  20741. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20742. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20743. }
  20744. }
  20745. pos++;
  20746. }
  20747. earthstrain_unit_pos = pos;
  20748. for( i = 0; i < 8; i++ )
  20749. { // For each Direction
  20750. skill_unit_layout[pos].count = 15;
  20751. switch( i )
  20752. {
  20753. case 0: case 1: case 3: case 4: case 5: case 7:
  20754. {
  20755. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20756. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20757. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20758. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20759. }
  20760. break;
  20761. case 2:
  20762. case 6:
  20763. {
  20764. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20765. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20766. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20767. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20768. }
  20769. break;
  20770. }
  20771. pos++;
  20772. }
  20773. firerain_unit_pos = pos;
  20774. for( i = 0; i < 8; i++ ) {
  20775. skill_unit_layout[pos].count = 3;
  20776. switch( i ) {
  20777. case 0: case 1: case 3: case 4: case 5: case 7:
  20778. {
  20779. static const int dx[] = {-1, 0, 1};
  20780. static const int dy[] = { 0, 0, 0};
  20781. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20782. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20783. }
  20784. break;
  20785. case 2:
  20786. case 6:
  20787. {
  20788. static const int dx[] = { 0, 0, 0};
  20789. static const int dy[] = {-1, 0, 1};
  20790. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20791. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20792. }
  20793. break;
  20794. }
  20795. pos++;
  20796. }
  20797. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20798. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20799. }
  20800. void skill_init_nounit_layout (void) {
  20801. int i, pos = 0;
  20802. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20803. for( i = 0; i < 8; i++ ) {
  20804. if( i&1 ) {
  20805. skill_nounit_layout[pos].count = 33;
  20806. if( i&2 ) {
  20807. if( i&4 ) { // 7
  20808. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  20809. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  20810. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20811. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20812. } else { // 3
  20813. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  20814. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  20815. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20816. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20817. }
  20818. } else {
  20819. if( i&4 ) { // 5
  20820. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  20821. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  20822. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20823. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20824. } else { // 1
  20825. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  20826. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  20827. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20828. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20829. }
  20830. }
  20831. } else {
  20832. skill_nounit_layout[pos].count = 21;
  20833. if( i&2 ) {
  20834. if( i&4 ) { // 6
  20835. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20836. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20837. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20838. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20839. } else { // 2
  20840. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20841. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20842. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20843. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20844. }
  20845. } else {
  20846. if( i&4 ) { // 4
  20847. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20848. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20849. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20850. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20851. } else { // 0
  20852. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20853. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20854. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20855. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20856. }
  20857. }
  20858. }
  20859. pos++;
  20860. }
  20861. for( i = 0; i < 8; i++ ) {
  20862. if( i&1 ) {
  20863. skill_nounit_layout[pos].count = 74;
  20864. if( i&2 ) {
  20865. if( i&4 ) { // 7
  20866. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20867. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20868. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20869. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20870. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20871. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20872. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20873. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20874. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20875. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20876. } else { // 3
  20877. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20878. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20879. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20880. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20881. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20882. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20883. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20884. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20885. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20886. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20887. }
  20888. } else {
  20889. if( i&4 ) { // 5
  20890. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20891. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20892. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20893. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20894. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20895. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20896. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20897. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20898. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20899. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20900. } else { // 1
  20901. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20902. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20903. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20904. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20905. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20906. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20907. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20908. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20909. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20910. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20911. }
  20912. }
  20913. } else {
  20914. skill_nounit_layout[pos].count = 44;
  20915. if( i&2 ) {
  20916. if( i&4 ) { // 6
  20917. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  20918. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  20919. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20920. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20921. } else { // 2
  20922. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  20923. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  20924. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20925. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20926. }
  20927. } else {
  20928. if( i&4 ) { // 4
  20929. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20930. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20931. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20932. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20933. } else { // 0
  20934. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20935. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20936. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20937. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20938. }
  20939. }
  20940. }
  20941. pos++;
  20942. }
  20943. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20944. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20945. }
  20946. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20947. status_change *sc = status_get_sc(bl);
  20948. if( !sc || !bl || !skill_id )
  20949. return 0; // Can do it
  20950. switch (type) {
  20951. case SC_ANKLE:
  20952. if (skill_id == AL_TELEPORT)
  20953. return 1;
  20954. break;
  20955. case SC_STASIS:
  20956. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20957. return 1; // Can't do it.
  20958. break;
  20959. case SC_KAGEHUMI:
  20960. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20961. return 1;
  20962. case SC_BITE:
  20963. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20964. return 1;
  20965. break;
  20966. }
  20967. return 0;
  20968. }
  20969. /**
  20970. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  20971. * @param sc: Status changes active on target
  20972. * @param skill_id: Skill to toggle
  20973. * @return True on success or false otherwise
  20974. */
  20975. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  20976. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  20977. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  20978. return false;
  20979. if (skill->inf2[INF2_TOGGLEABLE]) {
  20980. if (sc.getSCE(skill->sc))
  20981. return true;
  20982. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20983. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  20984. return true;
  20985. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  20986. return true;
  20987. }
  20988. return false;
  20989. }
  20990. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  20991. int type = 0;
  20992. switch( skill_id ) {
  20993. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  20994. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  20995. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  20996. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  20997. }
  20998. type += skill_lv - 1;
  20999. return type;
  21000. }
  21001. /**
  21002. * Check before do `unit_movepos` call
  21003. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21004. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21005. **/
  21006. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21007. status_change *sc;
  21008. nullpo_retr(false, bl);
  21009. struct map_data *mapdata = map_getmapdata(bl->m);
  21010. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  21011. return false;
  21012. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21013. return false;
  21014. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21015. return false;
  21016. sc = status_get_sc(bl);
  21017. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21018. return false;
  21019. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21020. }
  21021. /**
  21022. * Get skill duration after adjustments by skill_duration mapflag
  21023. * @param mapdata: Source map data
  21024. * @param skill_id: Skill ID
  21025. * @param skill_lv: Skill level
  21026. * @return Adjusted skill duration
  21027. */
  21028. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21029. int time = 0;
  21030. if (!(time = skill_get_time(skill_id, skill_lv)))
  21031. return 0;
  21032. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21033. return time / 100 * mapdata->skill_duration[skill_id];
  21034. return time;
  21035. }
  21036. const std::string SkillDatabase::getDefaultLocation() {
  21037. return std::string(db_path) + "/skill_db.yml";
  21038. }
  21039. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21040. int32 value;
  21041. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21042. if (!skNode.is_seq()) {
  21043. if (!this->asInt32(node, nodeName, value))
  21044. return false;
  21045. for (size_t i = 0; i < S; i++)
  21046. arr[i] = value;
  21047. } else {
  21048. uint16 max_level = 0;
  21049. for (const auto& it : skNode) {
  21050. uint16 skill_lv;
  21051. if (!this->asUInt16(it, "Level", skill_lv))
  21052. continue;
  21053. if (skill_lv > MAX_SKILL_LEVEL) {
  21054. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21055. return false;
  21056. }
  21057. if (!this->asInt32(it, subNodeName, value))
  21058. continue;
  21059. arr[skill_lv - 1] = value;
  21060. max_level = max(max_level, skill_lv);
  21061. }
  21062. size_t i = max_level, j;
  21063. // Check for linear change with increasing steps until we reach half of the data acquired.
  21064. for (size_t step = 1; step <= i / 2; step++) {
  21065. int diff = arr[i - 1] - arr[i - step - 1];
  21066. for (j = i - 1; j >= step; j--) {
  21067. if ((arr[j] - arr[j - step]) != diff)
  21068. break;
  21069. }
  21070. if (j >= step) // No match, try next step.
  21071. continue;
  21072. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21073. arr[i] = arr[i - step] + diff;
  21074. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21075. arr[i] = 1;
  21076. diff = 0;
  21077. step = 1;
  21078. }
  21079. }
  21080. return true;
  21081. }
  21082. // Unable to determine linear trend, fill remaining array values with last value
  21083. for (; i < S; i++)
  21084. arr[i] = arr[max_level - 1];
  21085. }
  21086. return true;
  21087. }
  21088. /**
  21089. * Reads and parses an entry from the skill_db.
  21090. * @param node: YAML node containing the entry.
  21091. * @return count of successfully parsed rows
  21092. */
  21093. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21094. uint16 skill_id;
  21095. if (!this->asUInt16(node, "Id", skill_id))
  21096. return 0;
  21097. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21098. bool exists = skill != nullptr;
  21099. if (!exists) {
  21100. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21101. return 0;
  21102. skill = std::make_shared<s_skill_db>();
  21103. skill->nameid = skill_id;
  21104. }
  21105. if (this->nodeExists(node, "Name")) {
  21106. std::string name;
  21107. if (!this->asString(node, "Name", name))
  21108. return 0;
  21109. name.resize(SKILL_NAME_LENGTH);
  21110. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21111. }
  21112. if (this->nodeExists(node, "Description")) {
  21113. std::string name;
  21114. if (!this->asString(node, "Description", name))
  21115. return 0;
  21116. name.resize(SKILL_DESC_LENGTH);
  21117. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21118. }
  21119. if (this->nodeExists(node, "MaxLevel")) {
  21120. uint16 skill_lv;
  21121. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21122. return 0;
  21123. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21124. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21125. return 0;
  21126. }
  21127. skill->max = skill_lv;
  21128. }
  21129. if (this->nodeExists(node, "Type")) {
  21130. std::string type;
  21131. if (!this->asString(node, "Type", type))
  21132. return 0;
  21133. std::string type_constant = "BF_" + type;
  21134. int64 constant;
  21135. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21136. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21137. return 0;
  21138. }
  21139. if (constant < BF_NONE || constant > BF_MISC) {
  21140. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21141. return 0;
  21142. }
  21143. skill->skill_type = static_cast<e_battle_flag>(constant);
  21144. } else {
  21145. if (!exists)
  21146. skill->skill_type = BF_NONE;
  21147. }
  21148. if (this->nodeExists(node, "TargetType")) {
  21149. std::string inf;
  21150. if (!this->asString(node, "TargetType", inf))
  21151. return 0;
  21152. std::string inf_constant = "INF_" + inf + "_SKILL";
  21153. int64 constant;
  21154. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21155. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21156. return 0;
  21157. }
  21158. skill->inf = static_cast<uint16>(constant);
  21159. }
  21160. if (this->nodeExists(node, "DamageFlags")) {
  21161. const auto& damageNode = node["DamageFlags"];
  21162. for (const auto& it : damageNode) {
  21163. std::string nk;
  21164. c4::from_chars(it.key(), &nk);
  21165. std::string nk_constant = "NK_" + nk;
  21166. int64 constant;
  21167. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21168. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21169. return 0;
  21170. }
  21171. bool active;
  21172. if (!this->asBool(damageNode, nk, active))
  21173. return 0;
  21174. if (active)
  21175. skill->nk.set(static_cast<uint8>(constant));
  21176. else
  21177. skill->nk.reset(static_cast<uint8>(constant));
  21178. }
  21179. }
  21180. if (this->nodeExists(node, "Flags")) {
  21181. const auto& infoNode = node["Flags"];
  21182. for (const auto& it : infoNode) {
  21183. std::string inf2;
  21184. c4::from_chars(it.key(), &inf2);
  21185. std::string inf2_constant = "INF2_" + inf2;
  21186. int64 constant;
  21187. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21188. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21189. continue;
  21190. }
  21191. bool active;
  21192. if (!this->asBool(infoNode, inf2, active))
  21193. return 0;
  21194. if (active)
  21195. skill->inf2.set(static_cast<uint8>(constant));
  21196. else
  21197. skill->inf2.reset(static_cast<uint8>(constant));
  21198. }
  21199. }
  21200. if (this->nodeExists(node, "Range")) {
  21201. if (!this->parseNode("Range", "Size", node, skill->range))
  21202. return 0;
  21203. } else {
  21204. if (!exists)
  21205. memset(skill->range, 0, sizeof(skill->range));
  21206. }
  21207. if (this->nodeExists(node, "Hit")) {
  21208. std::string hit;
  21209. if (!this->asString(node, "Hit", hit))
  21210. return 0;
  21211. std::string hit_constant = "DMG_" + hit;
  21212. int64 constant;
  21213. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21214. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21215. return 0;
  21216. }
  21217. skill->hit = static_cast<e_damage_type>(constant);
  21218. } else {
  21219. if (!exists)
  21220. skill->hit = DMG_NORMAL;
  21221. }
  21222. if (this->nodeExists(node, "HitCount")) {
  21223. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21224. return 0;
  21225. } else {
  21226. if (!exists)
  21227. memset(skill->num, 0, sizeof(skill->num));
  21228. }
  21229. if (this->nodeExists(node, "Element")) {
  21230. const auto elementNode = node["Element"];
  21231. std::string element;
  21232. if (!elementNode.is_seq()) {
  21233. if (!this->asString(node, "Element", element))
  21234. return 0;
  21235. std::string element_constant = "ELE_" + element;
  21236. int64 constant;
  21237. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21238. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21239. return 0;
  21240. }
  21241. if (constant == ELE_NONE) {
  21242. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21243. return 0;
  21244. }
  21245. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21246. } else {
  21247. for (const auto& it : elementNode) {
  21248. uint16 skill_lv;
  21249. if (!this->asUInt16(it, "Level", skill_lv))
  21250. continue;
  21251. if (skill_lv > MAX_SKILL_LEVEL) {
  21252. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21253. return false;
  21254. }
  21255. if (!this->asString(it, "Element", element))
  21256. continue;
  21257. std::string element_constant = "ELE_" + element;
  21258. int64 constant;
  21259. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21260. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21261. return 0;
  21262. }
  21263. if (constant == ELE_NONE) {
  21264. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21265. return 0;
  21266. }
  21267. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21268. }
  21269. }
  21270. } else {
  21271. if (!exists)
  21272. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21273. }
  21274. if (this->nodeExists(node, "SplashArea")) {
  21275. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21276. return 0;
  21277. } else {
  21278. if (!exists)
  21279. memset(skill->splash, 0, sizeof(skill->splash));
  21280. }
  21281. if (this->nodeExists(node, "ActiveInstance")) {
  21282. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21283. return 0;
  21284. } else {
  21285. if (!exists)
  21286. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21287. }
  21288. if (this->nodeExists(node, "Knockback")) {
  21289. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21290. return 0;
  21291. } else {
  21292. if (!exists)
  21293. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21294. }
  21295. if (this->nodeExists(node, "CopyFlags")) {
  21296. const auto& copyNode = node["CopyFlags"];
  21297. if (this->nodeExists(copyNode, "Skill")) {
  21298. const auto& copyskillNode = copyNode["Skill"];
  21299. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21300. bool active;
  21301. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21302. return 0;
  21303. if (active)
  21304. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21305. else
  21306. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21307. }
  21308. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21309. bool active;
  21310. if (!this->asBool(copyskillNode, "Reproduce", active))
  21311. return 0;
  21312. if (active)
  21313. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21314. else
  21315. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21316. }
  21317. } else {
  21318. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21319. return 0;
  21320. }
  21321. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21322. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21323. for (const auto& it : copyreqNode) {
  21324. std::string req;
  21325. c4::from_chars(it.key(), &req);
  21326. std::string req_constant = "SKILL_REQ_" + req;
  21327. int64 constant;
  21328. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21329. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21330. return 0;
  21331. }
  21332. skill->copyable.req_opt |= constant;
  21333. }
  21334. } else {
  21335. if (!exists)
  21336. skill->copyable.req_opt = 0;
  21337. }
  21338. }
  21339. if (this->nodeExists(node, "NoNearNpc")) {
  21340. const auto& npcNode = node["NoNearNpc"];
  21341. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21342. uint16 range;
  21343. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21344. return 0;
  21345. skill->unit_nonearnpc_range = range;
  21346. } else {
  21347. if (!exists)
  21348. skill->unit_nonearnpc_range = 0;
  21349. }
  21350. if (this->nodeExists(npcNode, "Type")) {
  21351. const auto& npctypeNode = npcNode["Type"];
  21352. for (const auto& it : npctypeNode) {
  21353. std::string type;
  21354. c4::from_chars(it.key(), &type);
  21355. std::string type_constant = "SKILL_NONEAR_" + type;
  21356. int64 constant;
  21357. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21358. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21359. return 0;
  21360. }
  21361. bool active;
  21362. if (!this->asBool(npctypeNode, type, active))
  21363. return 0;
  21364. if (active)
  21365. skill->unit_nonearnpc_type |= constant;
  21366. else
  21367. skill->unit_nonearnpc_type &= ~constant;
  21368. }
  21369. } else {
  21370. if (!exists)
  21371. skill->unit_nonearnpc_type = 0;
  21372. }
  21373. }
  21374. if (this->nodeExists(node, "CastCancel")) {
  21375. bool active;
  21376. if (!this->asBool(node, "CastCancel", active))
  21377. return 0;
  21378. skill->castcancel = active;
  21379. } else {
  21380. if (!exists)
  21381. skill->castcancel = false;
  21382. }
  21383. if (this->nodeExists(node, "CastDefenseReduction")) {
  21384. uint16 reduction;
  21385. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21386. return 0;
  21387. skill->cast_def_rate = reduction;
  21388. } else {
  21389. if (!exists)
  21390. skill->cast_def_rate = 0;
  21391. }
  21392. if (this->nodeExists(node, "CastTime")) {
  21393. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21394. return 0;
  21395. } else {
  21396. if (!exists)
  21397. memset(skill->cast, 0, sizeof(skill->cast));
  21398. }
  21399. if (this->nodeExists(node, "AfterCastActDelay")) {
  21400. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21401. return 0;
  21402. } else {
  21403. if (!exists)
  21404. memset(skill->delay, 0, sizeof(skill->delay));
  21405. }
  21406. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21407. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21408. return 0;
  21409. } else {
  21410. if (!exists)
  21411. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21412. }
  21413. if (this->nodeExists(node, "Duration1")) {
  21414. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21415. return 0;
  21416. } else {
  21417. if (!exists)
  21418. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21419. }
  21420. if (this->nodeExists(node, "Duration2")) {
  21421. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21422. return 0;
  21423. } else {
  21424. if (!exists)
  21425. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21426. }
  21427. if (this->nodeExists(node, "Cooldown")) {
  21428. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21429. return 0;
  21430. } else {
  21431. if (!exists)
  21432. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21433. }
  21434. #ifdef RENEWAL_CAST
  21435. if (this->nodeExists(node, "FixedCastTime")) {
  21436. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21437. return 0;
  21438. } else {
  21439. if (!exists)
  21440. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21441. }
  21442. #endif
  21443. if (this->nodeExists(node, "CastTimeFlags")) {
  21444. const auto& castNode = node["CastTimeFlags"];
  21445. for (const auto& it : castNode) {
  21446. std::string flag;
  21447. c4::from_chars(it.key(), &flag);
  21448. std::string flag_constant = "SKILL_CAST_" + flag;
  21449. int64 constant;
  21450. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21451. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21452. return 0;
  21453. }
  21454. bool active;
  21455. if (!this->asBool(castNode, flag, active))
  21456. return 0;
  21457. if (active)
  21458. skill->castnodex |= constant;
  21459. else
  21460. skill->castnodex &= ~constant;
  21461. }
  21462. }
  21463. if (this->nodeExists(node, "CastDelayFlags")) {
  21464. const auto& castNode = node["CastDelayFlags"];
  21465. for (const auto& it : castNode) {
  21466. std::string flag;
  21467. c4::from_chars(it.key(), &flag);
  21468. std::string flag_constant = "SKILL_CAST_" + flag;
  21469. int64 constant;
  21470. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21471. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21472. return 0;
  21473. }
  21474. bool active;
  21475. if (!this->asBool(castNode, flag, active))
  21476. return 0;
  21477. if (active)
  21478. skill->delaynodex |= constant;
  21479. else
  21480. skill->delaynodex &= ~constant;
  21481. }
  21482. }
  21483. if (this->nodeExists(node, "Requires")) {
  21484. const auto& requireNode = node["Requires"];
  21485. if (this->nodeExists(requireNode, "HpCost")) {
  21486. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21487. return 0;
  21488. } else {
  21489. if (!exists)
  21490. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21491. }
  21492. if (this->nodeExists(requireNode, "SpCost")) {
  21493. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21494. return 0;
  21495. } else {
  21496. if (!exists)
  21497. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21498. }
  21499. if (this->nodeExists(requireNode, "ApCost")) {
  21500. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21501. return 0;
  21502. } else {
  21503. if (!exists)
  21504. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21505. }
  21506. if (this->nodeExists(requireNode, "HpRateCost")) {
  21507. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21508. return 0;
  21509. } else {
  21510. if (!exists)
  21511. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21512. }
  21513. if (this->nodeExists(requireNode, "SpRateCost")) {
  21514. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21515. return 0;
  21516. } else {
  21517. if (!exists)
  21518. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21519. }
  21520. if (this->nodeExists(requireNode, "ApRateCost")) {
  21521. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21522. return 0;
  21523. } else {
  21524. if (!exists)
  21525. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21526. }
  21527. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21528. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21529. return 0;
  21530. } else {
  21531. if (!exists)
  21532. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21533. }
  21534. if (this->nodeExists(requireNode, "ZenyCost")) {
  21535. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21536. return 0;
  21537. } else {
  21538. if (!exists)
  21539. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21540. }
  21541. if (this->nodeExists(requireNode, "Weapon")) {
  21542. const auto& weaponNode = requireNode["Weapon"];
  21543. if (this->nodeExists(weaponNode, "All")) {
  21544. bool active;
  21545. if (!this->asBool(weaponNode, "All", active))
  21546. return 0;
  21547. if (active)
  21548. skill->require.weapon = 0;
  21549. } else {
  21550. for (const auto& it : weaponNode) {
  21551. std::string weapon;
  21552. c4::from_chars(it.key(), &weapon);
  21553. std::string weapon_constant = "W_" + weapon;
  21554. int64 constant;
  21555. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21556. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21557. return 0;
  21558. }
  21559. bool active;
  21560. if (!this->asBool(weaponNode, weapon, active))
  21561. return 0;
  21562. if (active)
  21563. skill->require.weapon |= 1 << constant;
  21564. else
  21565. skill->require.weapon &= ~(1 << constant);
  21566. }
  21567. }
  21568. } else {
  21569. if (!exists)
  21570. skill->require.weapon = 0;
  21571. }
  21572. if (this->nodeExists(requireNode, "Ammo")) {
  21573. const auto& ammoNode = requireNode["Ammo"];
  21574. if (this->nodeExists(ammoNode, "None")) {
  21575. bool active;
  21576. if (!this->asBool(ammoNode, "None", active))
  21577. return 0;
  21578. if (active)
  21579. skill->require.ammo = 0;
  21580. } else {
  21581. for (const auto& it : ammoNode) {
  21582. std::string ammo;
  21583. c4::from_chars(it.key(), &ammo);
  21584. std::string ammo_constant = "AMMO_" + ammo;
  21585. int64 constant;
  21586. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21587. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21588. return 0;
  21589. }
  21590. bool active;
  21591. if (!this->asBool(ammoNode, ammo, active))
  21592. return 0;
  21593. if (active)
  21594. skill->require.ammo |= 1 << constant;
  21595. else
  21596. skill->require.ammo &= ~(1 << constant);
  21597. }
  21598. }
  21599. } else {
  21600. if (!exists)
  21601. skill->require.ammo = 0;
  21602. }
  21603. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21604. if (skill->require.ammo == 0) {
  21605. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21606. return 0;
  21607. }
  21608. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21609. return 0;
  21610. } else {
  21611. if (!exists)
  21612. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21613. }
  21614. if (this->nodeExists(requireNode, "State")) {
  21615. std::string state;
  21616. if (!this->asString(requireNode, "State", state))
  21617. return 0;
  21618. std::string state_constant = "ST_" + state;
  21619. int64 constant;
  21620. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21621. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21622. return 0;
  21623. }
  21624. skill->require.state = static_cast<int32>(constant);
  21625. }
  21626. if (this->nodeExists(requireNode, "Status")) {
  21627. const auto& statusNode = requireNode["Status"];
  21628. for (const auto& it : statusNode) {
  21629. std::string status;
  21630. c4::from_chars(it.key(), &status);
  21631. std::string status_constant = "SC_" + status;
  21632. int64 constant;
  21633. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21634. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21635. return 0;
  21636. }
  21637. bool active;
  21638. if (!this->asBool(statusNode, status, active))
  21639. return 0;
  21640. auto status_exists = util::vector_get(skill->require.status, constant);
  21641. if (active && status_exists == skill->require.status.end())
  21642. skill->require.status.push_back(static_cast<sc_type>(constant));
  21643. else if (!active && status_exists != skill->require.status.end())
  21644. skill->require.status.erase(status_exists);
  21645. }
  21646. }
  21647. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21648. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21649. return 0;
  21650. } else {
  21651. if (!exists)
  21652. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21653. }
  21654. if (this->nodeExists(requireNode, "ItemCost")) {
  21655. const auto itemNode = requireNode["ItemCost"];
  21656. int32 count = 0;
  21657. for (const auto& it : itemNode) {
  21658. std::string item_name;
  21659. if (!this->asString(it, "Item", item_name))
  21660. continue;
  21661. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21662. if (item == nullptr) {
  21663. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21664. return 0;
  21665. }
  21666. int32 amount;
  21667. if (!this->asInt32(it, "Amount", amount))
  21668. continue;
  21669. if (this->nodeExists(it, "Level")) {
  21670. uint16 cost_level;
  21671. if (!this->asUInt16(it, "Level", cost_level))
  21672. continue;
  21673. if (cost_level < 1 || cost_level > skill->max) {
  21674. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  21675. return 0;
  21676. }
  21677. count = cost_level - 1;
  21678. if (!skill->require.itemid_level_dependent)
  21679. skill->require.itemid_level_dependent = true;
  21680. }
  21681. skill->require.itemid[count] = item->nameid;
  21682. skill->require.amount[count] = amount;
  21683. count++;
  21684. }
  21685. }
  21686. if (this->nodeExists(requireNode, "Equipment")) {
  21687. const auto& equipNode = requireNode["Equipment"];
  21688. for (const auto& it : equipNode) {
  21689. std::string item_name;
  21690. c4::from_chars(it.key(), &item_name);
  21691. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21692. if (item == nullptr) {
  21693. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21694. return 0;
  21695. }
  21696. bool active;
  21697. if (!this->asBool(equipNode, item_name, active))
  21698. return 0;
  21699. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21700. if (active && equip_exists == skill->require.eqItem.end())
  21701. skill->require.eqItem.push_back(item->nameid);
  21702. else if (!active && equip_exists != skill->require.eqItem.end())
  21703. skill->require.eqItem.erase(equip_exists);
  21704. }
  21705. }
  21706. }
  21707. if (this->nodeExists(node, "GiveAp")) {
  21708. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21709. return 0;
  21710. } else {
  21711. if (!exists)
  21712. memset(skill->giveap, 0, sizeof(skill->giveap));
  21713. }
  21714. if (this->nodeExists(node, "Unit")) {
  21715. const auto& unitNode = node["Unit"];
  21716. if (this->nodeExists(unitNode, "Id")) {
  21717. std::string unit;
  21718. if (!this->asString(unitNode, "Id", unit))
  21719. return 0;
  21720. std::string unit_constant = "UNT_" + unit;
  21721. int64 constant;
  21722. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21723. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21724. return 0;
  21725. }
  21726. skill->unit_id = static_cast<uint16>(constant);
  21727. } else {
  21728. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21729. return 0;
  21730. }
  21731. if (this->nodeExists(unitNode, "AlternateId")) {
  21732. std::string unit;
  21733. if (!this->asString(unitNode, "AlternateId", unit))
  21734. return 0;
  21735. std::string unit_constant = "UNT_" + unit;
  21736. int64 constant;
  21737. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21738. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21739. return 0;
  21740. }
  21741. skill->unit_id2 = static_cast<uint16>(constant);
  21742. } else {
  21743. if (!exists)
  21744. skill->unit_id2 = 0;
  21745. }
  21746. if (this->nodeExists(unitNode, "Layout")) {
  21747. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21748. return 0;
  21749. } else {
  21750. if (!exists)
  21751. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21752. }
  21753. if (this->nodeExists(unitNode, "Range")) {
  21754. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21755. return 0;
  21756. } else {
  21757. if (!exists)
  21758. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21759. }
  21760. if (this->nodeExists(unitNode, "Interval")) {
  21761. int16 interval;
  21762. if (!this->asInt16(unitNode, "Interval", interval))
  21763. return 0;
  21764. skill->unit_interval = interval;
  21765. } else {
  21766. if (!exists)
  21767. skill->unit_interval = 0;
  21768. }
  21769. if (this->nodeExists(unitNode, "Target")) {
  21770. std::string target;
  21771. if (!this->asString(unitNode, "Target", target))
  21772. return 0;
  21773. std::string target_constant = "BCT_" + target;
  21774. int64 constant;
  21775. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21776. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21777. return 0;
  21778. }
  21779. skill->unit_target = static_cast<int32>(constant);
  21780. } else {
  21781. if (!exists)
  21782. skill->unit_target = BCT_ALL;
  21783. }
  21784. if (this->nodeExists(unitNode, "Flag")) {
  21785. const auto& flagNode = unitNode["Flag"];
  21786. for (const auto& it : flagNode) {
  21787. std::string flag;
  21788. c4::from_chars(it.key(), &flag);
  21789. std::string flag_constant = "UF_" + flag;
  21790. int64 constant;
  21791. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21792. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21793. return 0;
  21794. }
  21795. bool active;
  21796. if (!this->asBool(flagNode, flag, active))
  21797. return 0;
  21798. if (active)
  21799. skill->unit_flag.set(static_cast<uint8>(constant));
  21800. else
  21801. skill->unit_flag.reset(static_cast<uint8>(constant));
  21802. }
  21803. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21804. skill->unit_target = BCT_NOENEMY;
  21805. // By default, target just characters.
  21806. skill->unit_target |= BL_CHAR;
  21807. if (skill->unit_flag[UF_NOPC])
  21808. skill->unit_target &= ~BL_PC;
  21809. if (skill->unit_flag[UF_NOMOB])
  21810. skill->unit_target &= ~BL_MOB;
  21811. if (skill->unit_flag[UF_SKILL])
  21812. skill->unit_target |= BL_SKILL;
  21813. } else {
  21814. if (!exists){
  21815. skill->unit_flag = UF_NONE;
  21816. // By default, target just characters.
  21817. skill->unit_target |= BL_CHAR;
  21818. }
  21819. }
  21820. }
  21821. if (this->nodeExists(node, "Status")) {
  21822. std::string status;
  21823. if (!this->asString(node, "Status", status))
  21824. return 0;
  21825. std::string status_constant = "SC_" + status;
  21826. int64 constant;
  21827. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21828. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21829. return 0;
  21830. }
  21831. if (constant < SC_NONE || constant >= SC_MAX) {
  21832. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21833. constant = SC_NONE;
  21834. }
  21835. skill->sc = static_cast<sc_type>(constant);
  21836. } else {
  21837. if (!exists)
  21838. skill->sc = SC_NONE;
  21839. }
  21840. if (!exists) {
  21841. this->put(skill_id, skill);
  21842. this->skilldb_id2idx[skill_id] = this->skill_num;
  21843. this->skill_num++;
  21844. }
  21845. return 1;
  21846. }
  21847. void SkillDatabase::clear() {
  21848. TypesafeCachedYamlDatabase::clear();
  21849. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21850. this->skill_num = 1;
  21851. }
  21852. void SkillDatabase::loadingFinished(){
  21853. if( this->skill_num > MAX_SKILL ){
  21854. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  21855. }
  21856. TypesafeCachedYamlDatabase::loadingFinished();
  21857. }
  21858. /**
  21859. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21860. * @param skill_id
  21861. * @param silent If Skill is undefined, show error message!
  21862. * @return Skill Index or 0 if not found/unset
  21863. **/
  21864. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21865. uint16 idx = this->skilldb_id2idx[skill_id];
  21866. if( idx == 0 && skill_id != 0 && !silent ){
  21867. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21868. }
  21869. return idx;
  21870. }
  21871. SkillDatabase skill_db;
  21872. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21873. return std::string(db_path) + "/spellbook_db.yml";
  21874. }
  21875. /**
  21876. * Reads and parses an entry from the spellbook_db.
  21877. * @param node: YAML node containing the entry.
  21878. * @return count of successfully parsed rows
  21879. */
  21880. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21881. std::string skill_name;
  21882. if (!this->asString(node, "Skill", skill_name))
  21883. return 0;
  21884. uint16 skill_id = skill_name2id(skill_name.c_str());
  21885. if (skill_id == 0) {
  21886. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21887. return 0;
  21888. }
  21889. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21890. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21891. return 0;
  21892. }
  21893. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21894. bool exists = spell != nullptr;
  21895. if (!exists) {
  21896. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21897. return 0;
  21898. spell = std::make_shared<s_skill_spellbook_db>();
  21899. spell->skill_id = skill_id;
  21900. }
  21901. if (this->nodeExists(node, "Book")) {
  21902. std::string book_name;
  21903. if (!this->asString(node, "Book", book_name))
  21904. return 0;
  21905. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21906. if (item == nullptr) {
  21907. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21908. return 0;
  21909. }
  21910. spell->nameid = item->nameid;
  21911. }
  21912. if (this->nodeExists(node, "PreservePoints")) {
  21913. uint16 points;
  21914. if (!this->asUInt16(node, "PreservePoints", points))
  21915. return 0;
  21916. spell->points = points;
  21917. }
  21918. if (!exists)
  21919. this->put(skill_id, spell);
  21920. return 1;
  21921. }
  21922. /**
  21923. * Check if the specified item is available in the spellbook_db or not
  21924. * @param nameid: Book Item ID
  21925. * @return Spell data or nullptr otherwise
  21926. */
  21927. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21928. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  21929. return nullptr;
  21930. for (const auto &spell : reading_spellbook_db) {
  21931. if (spell.second->nameid == nameid)
  21932. return spell.second;
  21933. }
  21934. return nullptr;
  21935. }
  21936. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21937. return std::string(db_path) + "/magicmushroom_db.yml";
  21938. }
  21939. /**
  21940. * Reads and parses an entry from the magicmushroom_db.
  21941. * @param node: YAML node containing the entry.
  21942. * @return count of successfully parsed rows
  21943. */
  21944. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21945. std::string skill_name;
  21946. if (!this->asString(node, "Skill", skill_name))
  21947. return 0;
  21948. uint16 skill_id = skill_name2id(skill_name.c_str());
  21949. if (!skill_id) {
  21950. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21951. return 0;
  21952. }
  21953. if (!skill_get_inf(skill_id)) {
  21954. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21955. return 0;
  21956. }
  21957. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21958. bool exists = mushroom != nullptr;
  21959. if (!exists) {
  21960. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21961. mushroom->skill_id = skill_id;
  21962. this->put(skill_id, mushroom);
  21963. }
  21964. return 1;
  21965. }
  21966. /** Reads skill no cast db
  21967. * Structure: SkillID,Flag
  21968. */
  21969. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21970. {
  21971. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21972. if (!skill)
  21973. return false;
  21974. skill->nocast |= atoi(split[1]);
  21975. return true;
  21976. }
  21977. /** Reads Produce db
  21978. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  21979. */
  21980. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  21981. {
  21982. unsigned short x, y;
  21983. unsigned short id = atoi(split[0]);
  21984. t_itemid nameid = 0;
  21985. bool found = false;
  21986. if (id >= ARRAYLENGTH(skill_produce_db)) {
  21987. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  21988. return false;
  21989. }
  21990. // Clear previous data, for importing support
  21991. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  21992. // Import just for clearing/disabling from original data
  21993. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  21994. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  21995. return true;
  21996. }
  21997. if (!item_db.exists(nameid)) {
  21998. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  21999. return false;
  22000. }
  22001. skill_produce_db[id].nameid = nameid;
  22002. skill_produce_db[id].itemlv = atoi(split[2]);
  22003. skill_produce_db[id].req_skill = atoi(split[3]);
  22004. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22005. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22006. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22007. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22008. }
  22009. if (!found)
  22010. skill_produce_count++;
  22011. return true;
  22012. }
  22013. const std::string SkillArrowDatabase::getDefaultLocation() {
  22014. return std::string(db_path) + "/create_arrow_db.yml";
  22015. }
  22016. /**
  22017. * Reads and parses an entry from the create_arrow_db.
  22018. * @param node: YAML node containing the entry.
  22019. * @return count of successfully parsed rows
  22020. */
  22021. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22022. std::string source_name;
  22023. if (!this->asString(node, "Source", source_name))
  22024. return 0;
  22025. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22026. if (item == nullptr) {
  22027. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22028. return 0;
  22029. }
  22030. t_itemid nameid = item->nameid;
  22031. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22032. bool exists = arrow != nullptr;
  22033. if (!exists) {
  22034. arrow = std::make_shared<s_skill_arrow_db>();
  22035. arrow->nameid = nameid;
  22036. }
  22037. const auto& MakeNode = node["Make"];
  22038. for (const auto &it : MakeNode) {
  22039. std::string item_name;
  22040. if (!this->asString(it, "Item", item_name))
  22041. return 0;
  22042. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22043. if (item == nullptr) {
  22044. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22045. return 0;
  22046. }
  22047. uint16 amount;
  22048. if (!this->asUInt16(it, "Amount", amount))
  22049. return 0;
  22050. if (amount == 0) {
  22051. if (arrow->created.erase(item->nameid) == 0)
  22052. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  22053. continue;
  22054. }
  22055. if (amount > MAX_AMOUNT) {
  22056. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22057. continue;
  22058. }
  22059. arrow->created[item->nameid] = amount;
  22060. }
  22061. if (!exists)
  22062. this->put(nameid, arrow);
  22063. return 1;
  22064. }
  22065. const std::string AbraDatabase::getDefaultLocation() {
  22066. return std::string(db_path) + "/abra_db.yml";
  22067. }
  22068. /**
  22069. * Reads and parses an entry from the abra_db.
  22070. * @param node: YAML node containing the entry.
  22071. * @return count of successfully parsed rows
  22072. */
  22073. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22074. std::string skill_name;
  22075. if (!this->asString(node, "Skill", skill_name))
  22076. return 0;
  22077. uint16 skill_id = skill_name2id(skill_name.c_str());
  22078. if (!skill_id) {
  22079. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22080. return 0;
  22081. }
  22082. if (!skill_get_inf(skill_id)) {
  22083. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22084. return 0;
  22085. }
  22086. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22087. bool exists = abra != nullptr;
  22088. if (!exists) {
  22089. abra = std::make_shared<s_skill_abra_db>();
  22090. abra->skill_id = skill_id;
  22091. }
  22092. if (this->nodeExists(node, "Probability")) {
  22093. const auto& probNode = node["Probability"];
  22094. uint16 probability;
  22095. if (!probNode.is_seq()) {
  22096. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22097. return 0;
  22098. abra->per.fill(probability);
  22099. } else {
  22100. abra->per.fill(0);
  22101. for (const auto& it : probNode) {
  22102. uint16 skill_lv;
  22103. if (!this->asUInt16(it, "Level", skill_lv))
  22104. continue;
  22105. if (skill_lv > MAX_SKILL_LEVEL) {
  22106. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22107. return 0;
  22108. }
  22109. if (!this->asUInt16Rate(it, "Probability", probability))
  22110. continue;
  22111. abra->per[skill_lv - 1] = probability;
  22112. }
  22113. }
  22114. } else {
  22115. if (!exists)
  22116. abra->per.fill(500);
  22117. }
  22118. if (!exists)
  22119. this->put(skill_id, abra);
  22120. return 1;
  22121. }
  22122. /** Reads change material db
  22123. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22124. */
  22125. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  22126. {
  22127. uint16 id = atoi(split[0]);
  22128. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22129. short rate = atoi(split[2]);
  22130. bool found = false;
  22131. int x, y;
  22132. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22133. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22134. return false;
  22135. }
  22136. // Clear previous data, for importing support
  22137. if (skill_changematerial_db[id].nameid > 0) {
  22138. found = true;
  22139. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22140. }
  22141. // Import just for clearing/disabling from original data
  22142. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22143. if (nameid == 0) {
  22144. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22145. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22146. return true;
  22147. }
  22148. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22149. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22150. if (skill_produce_db[x].nameid == nameid)
  22151. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22152. break;
  22153. }
  22154. if (x >= MAX_SKILL_PRODUCE_DB) {
  22155. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22156. return false;
  22157. }
  22158. skill_changematerial_db[id].nameid = nameid;
  22159. skill_changematerial_db[id].rate = rate;
  22160. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22161. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22162. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22163. }
  22164. if (!found)
  22165. skill_changematerial_count++;
  22166. return true;
  22167. }
  22168. /**
  22169. * Reads skill damage adjustment
  22170. * @author [Lilith]
  22171. */
  22172. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  22173. {
  22174. int64 caster_tmp;
  22175. uint16 id;
  22176. int caster, value;
  22177. char *result;
  22178. trim(split[0]);
  22179. if (ISDIGIT(split[0][0])) {
  22180. value = strtol(split[0], &result, 10);
  22181. if (*result) {
  22182. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22183. return false;
  22184. }
  22185. id = value;
  22186. } else
  22187. id = skill_name2id(split[0]);
  22188. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22189. if (!skill)
  22190. return false;
  22191. skill->damage = {};
  22192. trim(split[1]);
  22193. if (ISDIGIT(split[1][0])) {
  22194. value = strtol(split[1], &result, 10);
  22195. if (*result) {
  22196. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22197. return false;
  22198. }
  22199. caster = value;
  22200. } else { // Try to parse caster as constant
  22201. if (!script_get_constant(split[1], &caster_tmp)) {
  22202. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22203. return false;
  22204. }
  22205. caster = static_cast<uint16>(caster_tmp);
  22206. }
  22207. skill->damage.caster |= caster;
  22208. value = strtol(split[2], &result, 10);
  22209. if (*result) {
  22210. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22211. return false;
  22212. }
  22213. skill->damage.map |= value;
  22214. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22215. value = strtol(split[offset], &result, 10);
  22216. if (*result && *result != ' ') {
  22217. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22218. value = 0;
  22219. }
  22220. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22221. }
  22222. return true;
  22223. }
  22224. /** Reads skill database files */
  22225. static void skill_readdb(void) {
  22226. int i;
  22227. const char* dbsubpath[] = {
  22228. "",
  22229. "/" DBIMPORT,
  22230. //add other path here
  22231. };
  22232. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22233. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22234. skill_produce_count = skill_changematerial_count = 0;
  22235. skill_db.load();
  22236. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22237. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22238. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22239. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22240. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22241. if (i == 0) {
  22242. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22243. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22244. } else {
  22245. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22246. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22247. }
  22248. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22249. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22250. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22251. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22252. aFree(dbsubpath1);
  22253. aFree(dbsubpath2);
  22254. }
  22255. abra_db.load();
  22256. magic_mushroom_db.load();
  22257. reading_spellbook_db.load();
  22258. skill_arrow_db.load();
  22259. skill_init_unit_layout();
  22260. skill_init_nounit_layout();
  22261. }
  22262. void skill_reload (void) {
  22263. skill_db.clear();
  22264. abra_db.clear();
  22265. magic_mushroom_db.clear();
  22266. reading_spellbook_db.clear();
  22267. skill_arrow_db.clear();
  22268. skill_readdb();
  22269. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22270. s_mapiterator *iter = mapit_getallusers();
  22271. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22272. pc_validate_skill(sd);
  22273. clif_skillinfoblock(sd);
  22274. }
  22275. mapit_free(iter);
  22276. }
  22277. /*==========================================
  22278. *
  22279. *------------------------------------------*/
  22280. void do_init_skill(void)
  22281. {
  22282. skill_readdb();
  22283. skillunit_db = idb_alloc(DB_OPT_BASE);
  22284. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22285. bowling_db = idb_alloc(DB_OPT_BASE);
  22286. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22287. ers_chunk_size(skill_timer_ers, 150);
  22288. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22289. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22290. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22291. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22292. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22293. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22294. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22295. }
  22296. void do_final_skill(void)
  22297. {
  22298. skill_db.clear();
  22299. abra_db.clear();
  22300. magic_mushroom_db.clear();
  22301. reading_spellbook_db.clear();
  22302. skill_arrow_db.clear();
  22303. db_destroy(skillunit_db);
  22304. db_destroy(skillusave_db);
  22305. db_destroy(bowling_db);
  22306. ers_destroy(skill_timer_ers);
  22307. }