skill.cpp 752 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. // ranges reserved for mapping skill ids to skilldb offsets
  48. #define HM_SKILLRANGEMIN 700
  49. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  50. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  51. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  52. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  53. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  54. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  55. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  56. #if GD_SKILLRANGEMAX > 999
  57. #error GD_SKILLRANGEMAX is greater than 999
  58. #endif
  59. static uint16 skilldb_id2idx[(UINT16_MAX + 1)]; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  60. static uint16 skill_num = 1; /// Skill count, also as last index
  61. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  62. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  63. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  64. /**
  65. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  66. */
  67. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  68. struct skill_usave {
  69. uint16 skill_id, skill_lv;
  70. };
  71. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  72. static unsigned short skill_produce_count;
  73. AbraDatabase abra_db;
  74. ReadingSpellbookDatabase reading_spellbook_db;
  75. SkillArrowDatabase skill_arrow_db;
  76. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  77. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  78. struct s_skill_changematerial_db {
  79. t_itemid nameid;
  80. unsigned short rate;
  81. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  82. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  83. };
  84. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  85. static unsigned short skill_changematerial_count;
  86. MagicMushroomDatabase magic_mushroom_db;
  87. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  88. int firewall_unit_pos;
  89. int icewall_unit_pos;
  90. int earthstrain_unit_pos;
  91. int firerain_unit_pos;
  92. int wallofthorn_unit_pos;
  93. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  94. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  95. //Early declaration
  96. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  97. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  98. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  99. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  100. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  101. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  102. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  103. // Use this function for splash skills that can't hit icewall when cast by players
  104. static inline int splash_target(struct block_list* bl) {
  105. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  106. }
  107. uint16 SKILL_MAX_DB(void) {
  108. return skill_num;
  109. }
  110. /**
  111. * Get skill id from name
  112. * @param name
  113. * @return Skill ID of the skill, or 0 if not found.
  114. **/
  115. uint16 skill_name2id(const char* name) {
  116. if (name == nullptr)
  117. return 0;
  118. for (const auto &it : skill_db) {
  119. if (strcmpi(it.second->name, name) == 0)
  120. return it.first;
  121. }
  122. return 0;
  123. }
  124. /**
  125. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  126. * @param skill_id
  127. * @param silent If Skill is undefined, show error message!
  128. * @return Skill Index or 0 if not found/unset
  129. **/
  130. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line) {
  131. uint16 idx = skilldb_id2idx[skill_id];
  132. if (!idx && skill_id != 0 && !silent)
  133. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  134. return idx;
  135. }
  136. /**
  137. * Get Skill name
  138. * @param skill_id
  139. * @return AEGIS Skill name
  140. **/
  141. const char* skill_get_name( uint16 skill_id ) {
  142. return skill_db.find(skill_id)->name;
  143. }
  144. /**
  145. * Get Skill name
  146. * @param skill_id
  147. * @return English Skill name
  148. **/
  149. const char* skill_get_desc( uint16 skill_id ) {
  150. return skill_db.find(skill_id)->desc;
  151. }
  152. static bool skill_check(uint16 id) {
  153. if (id == 0 || skill_get_index(id) == 0)
  154. return false;
  155. return true;
  156. }
  157. #define skill_get(id, var) do {\
  158. if (!skill_check(id))\
  159. return 0;\
  160. return var;\
  161. } while(0)
  162. #define skill_get_lv(id, lv, arrvar) do {\
  163. if (!skill_check(id))\
  164. return 0;\
  165. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  166. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  167. int a__ = arrvar[lv_idx - 2];\
  168. int b__ = arrvar[lv_idx - 1];\
  169. int c__ = arrvar[lv_idx];\
  170. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  171. }\
  172. return arrvar[lv_idx];\
  173. } while(0)
  174. // Skill DB
  175. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  176. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  177. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  178. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  179. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  180. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  181. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  182. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  183. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  184. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  185. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  186. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  187. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  188. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  189. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  190. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  191. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  192. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  193. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  194. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  195. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  196. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  197. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  198. 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); }
  199. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  200. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  201. 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); }
  202. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  203. #ifdef RENEWAL_CAST
  204. 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); }
  205. #endif
  206. // Skill requirements
  207. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  208. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  209. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  210. 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); }
  211. 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); }
  212. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  213. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  214. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  215. 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); }
  216. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  217. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  218. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  219. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  220. int splash = skill_get_splash_(skill_id, skill_lv);
  221. if (splash < 0)
  222. return AREA_SIZE;
  223. return splash;
  224. }
  225. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  226. if( skill_id == 0 ){
  227. return false;
  228. }
  229. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  230. if (!skill)
  231. return false;
  232. for (const auto &nkit : nk) {
  233. if (skill->nk[nkit])
  234. return true;
  235. }
  236. return false;
  237. }
  238. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  239. if( skill_id == 0 ){
  240. return false;
  241. }
  242. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  243. if (!skill)
  244. return false;
  245. for (const auto &inf2it : inf2) {
  246. if (skill->inf2[inf2it])
  247. return true;
  248. }
  249. return false;
  250. }
  251. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  252. if( skill_id == 0 ){
  253. return false;
  254. }
  255. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  256. if (!skill)
  257. return false;
  258. for (const auto &unitit : unit) {
  259. if (skill->unit_flag[unitit])
  260. return true;
  261. }
  262. return false;
  263. }
  264. int skill_tree_get_max(uint16 skill_id, int b_class)
  265. {
  266. int i;
  267. b_class = pc_class2idx(b_class);
  268. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  269. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  270. return skill_tree[b_class][i].skill_lv;
  271. else
  272. return skill_get_max(skill_id);
  273. }
  274. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  275. int skill_attack_area(struct block_list *bl,va_list ap);
  276. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  277. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  278. int skill_greed(struct block_list *bl, va_list ap);
  279. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  280. static int skill_trap_splash(struct block_list *bl, va_list ap);
  281. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  282. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  283. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  284. static int skill_unit_effect(struct block_list *bl,va_list ap);
  285. static int skill_bind_trap(struct block_list *bl, va_list ap);
  286. e_cast_type skill_get_casttype (uint16 skill_id) {
  287. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  288. if( skill == nullptr ){
  289. return CAST_DAMAGE;
  290. }
  291. if (skill->inf&(INF_GROUND_SKILL))
  292. return CAST_GROUND;
  293. if (skill->inf&INF_SUPPORT_SKILL)
  294. return CAST_NODAMAGE;
  295. if (skill->inf&INF_SELF_SKILL) {
  296. if(skill->inf2[INF2_NOTARGETSELF])
  297. return CAST_DAMAGE; //Combo skill.
  298. return CAST_NODAMAGE;
  299. }
  300. if (skill->nk[NK_NODAMAGE])
  301. return CAST_NODAMAGE;
  302. return CAST_DAMAGE;
  303. }
  304. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  305. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  306. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  307. return 9; //Mobs have a range of 9 regardless of skill used.
  308. int32 range = skill_get_range(skill_id, skill_lv);
  309. if( range < 0 ) {
  310. if( battle_config.use_weapon_skill_range&bl->type )
  311. return status_get_range(bl);
  312. range *=-1;
  313. }
  314. if (isServer && range > 14) {
  315. range = 14; // Server-sided base range can't be above 14
  316. }
  317. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  318. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  319. if( bl->type == BL_PC ) {
  320. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  321. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  322. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  323. } else
  324. range += battle_config.mob_eye_range_bonus;
  325. }
  326. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  327. if( bl->type == BL_PC ) {
  328. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  329. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  330. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  331. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  332. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  333. }
  334. }
  335. }
  336. if( !range && bl->type != BL_PC )
  337. return 9; // Enable non players to use self skills on others. [Skotlex]
  338. return range;
  339. }
  340. /** Copy Referral: dummy skills should point to their source.
  341. * @param skill_id Dummy skill ID
  342. * @return Real skill id if found
  343. **/
  344. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  345. switch (skill_id) {
  346. case AB_DUPLELIGHT_MELEE:
  347. case AB_DUPLELIGHT_MAGIC:
  348. return AB_DUPLELIGHT;
  349. case WL_CHAINLIGHTNING_ATK:
  350. return WL_CHAINLIGHTNING;
  351. case WL_TETRAVORTEX_FIRE:
  352. case WL_TETRAVORTEX_WATER:
  353. case WL_TETRAVORTEX_WIND:
  354. case WL_TETRAVORTEX_GROUND:
  355. return WL_TETRAVORTEX;
  356. case WL_SUMMON_ATK_FIRE:
  357. return WL_SUMMONFB;
  358. case WL_SUMMON_ATK_WIND:
  359. return WL_SUMMONBL;
  360. case WL_SUMMON_ATK_WATER:
  361. return WL_SUMMONWB;
  362. case WL_SUMMON_ATK_GROUND:
  363. return WL_SUMMONSTONE;
  364. case LG_OVERBRAND_BRANDISH:
  365. case LG_OVERBRAND_PLUSATK:
  366. return LG_OVERBRAND;
  367. case WM_REVERBERATION_MELEE:
  368. case WM_REVERBERATION_MAGIC:
  369. return WM_REVERBERATION;
  370. case WM_SEVERE_RAINSTORM_MELEE:
  371. return WM_SEVERE_RAINSTORM;
  372. case GN_CRAZYWEED_ATK:
  373. return GN_CRAZYWEED;
  374. case GN_HELLS_PLANT_ATK:
  375. return GN_HELLS_PLANT;
  376. case GN_SLINGITEM_RANGEMELEEATK:
  377. return GN_SLINGITEM;
  378. case RL_R_TRIP_PLUSATK:
  379. return RL_R_TRIP;
  380. case NPC_MAXPAIN_ATK:
  381. return NPC_MAXPAIN;
  382. case SU_CN_METEOR2:
  383. return SU_CN_METEOR;
  384. case SU_SV_ROOTTWIST_ATK:
  385. return SU_SV_ROOTTWIST;
  386. case SU_LUNATICCARROTBEAT2:
  387. return SU_LUNATICCARROTBEAT;
  388. case NPC_REVERBERATION_ATK:
  389. return NPC_REVERBERATION;
  390. }
  391. return skill_id;
  392. }
  393. /**
  394. * Check skill unit maxcount
  395. * @param src: Caster to check against
  396. * @param x: X location of skill
  397. * @param y: Y location of skill
  398. * @param skill_id: Skill used
  399. * @param skill_lv: Skill level used
  400. * @param type: Type of unit to check against for battle_config checks
  401. * @param display_failure: Display skill failure message
  402. * @return True on skill cast success or false on failure
  403. */
  404. 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) {
  405. if (!src)
  406. return false;
  407. struct unit_data *ud = unit_bl2ud(src);
  408. struct map_session_data *sd = map_id2sd(src->id);
  409. int maxcount = 0;
  410. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  411. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  412. if (sd && display_failure)
  413. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  414. return false;
  415. }
  416. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  417. if (sd && display_failure)
  418. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  419. return false;
  420. }
  421. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  422. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  423. if (maxcount == 0) {
  424. if (sd && display_failure)
  425. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  426. return false;
  427. }
  428. }
  429. return true;
  430. }
  431. /**
  432. * Calculates heal value of skill's effect
  433. * @param src: Unit casting heal
  434. * @param target: Target of src
  435. * @param skill_id: Skill ID used
  436. * @param skill_lv: Skill Level used
  437. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  438. * @return modified heal value
  439. */
  440. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  441. int skill, hp = 0;
  442. #ifdef RENEWAL
  443. int hp_bonus = 0;
  444. double global_bonus = 1;
  445. #endif
  446. struct map_session_data *sd = BL_CAST(BL_PC, src);
  447. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  448. struct status_change *sc, *tsc;
  449. sc = status_get_sc(src);
  450. tsc = status_get_sc(target);
  451. switch( skill_id ) {
  452. #ifndef RENEWAL
  453. case BA_APPLEIDUN:
  454. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  455. if (sd)
  456. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  457. break;
  458. #endif
  459. case PR_SANCTUARY:
  460. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  461. break;
  462. case NPC_EVILLAND:
  463. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  464. break;
  465. case AB_HIGHNESSHEAL:
  466. #ifdef RENEWAL
  467. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  468. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  469. hp_bonus += skill * 2;
  470. #else
  471. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  472. hp = (hp * (17 + 3 * skill_lv)) / 10;
  473. #endif
  474. break;
  475. case SU_FRESHSHRIMP:
  476. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  477. break;
  478. case SU_BUNCHOFSHRIMP:
  479. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  480. break;
  481. default:
  482. if (skill_lv >= battle_config.max_heal_lv)
  483. return battle_config.max_heal;
  484. #ifdef RENEWAL
  485. /**
  486. * Renewal Heal Formula
  487. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  488. */
  489. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  490. #else
  491. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  492. #endif
  493. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  494. #ifdef RENEWAL
  495. hp_bonus += skill * 2;
  496. #else
  497. hp += hp * skill * 2 / 100;
  498. #endif
  499. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  500. #ifdef RENEWAL
  501. hp_bonus += skill * 2;
  502. #else
  503. hp += hp * skill * 2 / 100;
  504. #endif
  505. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  506. hp *= 2;
  507. break;
  508. }
  509. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  510. hp >>= 1;
  511. if (sd) {
  512. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  513. #ifdef RENEWAL
  514. hp_bonus += 10;
  515. #else
  516. hp += hp * 10 / 100;
  517. #endif
  518. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  519. #ifdef RENEWAL
  520. hp_bonus += 20;
  521. #else
  522. hp += hp * 20 / 100;
  523. #endif
  524. }
  525. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  526. #ifdef RENEWAL
  527. hp_bonus += 2;
  528. #else
  529. hp += hp * skill * 2 / 100;
  530. #endif
  531. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  532. #ifdef RENEWAL
  533. hp_bonus += 3;
  534. #else
  535. hp += hp * skill * 3 / 100;
  536. #endif
  537. if (skill = pc_skillheal_bonus(sd, skill_id))
  538. #ifdef RENEWAL
  539. hp_bonus += skill;
  540. #else
  541. hp += hp * skill / 100;
  542. #endif
  543. }
  544. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  545. #ifdef RENEWAL
  546. hp_bonus += skill;
  547. #else
  548. hp += hp * skill / 100;
  549. #endif
  550. if (sc && sc->count) {
  551. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  552. #ifdef RENEWAL
  553. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  554. #else
  555. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  556. #endif
  557. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  558. #ifdef RENEWAL
  559. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  560. #else
  561. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  562. #endif
  563. }
  564. if (tsc && tsc->count) {
  565. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  566. if (tsc->data[SC_INCHEALRATE])
  567. #ifdef RENEWAL
  568. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  569. #else
  570. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  571. #endif
  572. if (tsc->data[SC_GLASTHEIM_HEAL])
  573. #ifdef RENEWAL
  574. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  575. #else
  576. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  577. #endif
  578. if (tsc->data[SC_ANCILLA])
  579. #ifdef RENEWAL
  580. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  581. #else
  582. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  583. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  584. hp += hp / 10;
  585. #endif
  586. #ifdef RENEWAL
  587. if (tsc->data[SC_ASSUMPTIO])
  588. hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
  589. #endif
  590. }
  591. }
  592. #ifdef RENEWAL
  593. if (hp_bonus)
  594. hp += hp * hp_bonus / 100;
  595. // MATK part of the RE heal formula [malufett]
  596. // Note: in this part matk bonuses from items or skills are not applied
  597. switch( skill_id ) {
  598. case BA_APPLEIDUN:
  599. case PR_SANCTUARY:
  600. case NPC_EVILLAND:
  601. break;
  602. default:
  603. {
  604. struct status_data *status = status_get_status_data(src);
  605. int min, max;
  606. min = status_base_matk_min(src, status, status_get_lv(src));
  607. max = status_base_matk_max(src, status, status_get_lv(src));
  608. if( status->rhw.matk > 0 ){
  609. int wMatk, variance;
  610. wMatk = status->rhw.matk;
  611. variance = wMatk * status->rhw.wlv / 10;
  612. min += wMatk - variance;
  613. max += wMatk + variance;
  614. }
  615. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  616. min = max;
  617. if( sd && sd->right_weapon.overrefine > 0 ){
  618. min++;
  619. max += sd->right_weapon.overrefine - 1;
  620. }
  621. if(max > min)
  622. hp += min+rnd()%(max-min);
  623. else
  624. hp += min;
  625. }
  626. }
  627. // Global multipliers are applied after the MATK is applied
  628. if (tsc && tsc->count) {
  629. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  630. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  631. global_bonus *= 1.1f;
  632. }
  633. }
  634. if (skill_id == AB_HIGHNESSHEAL)
  635. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  636. #endif
  637. if (heal && tsc && tsc->count) {
  638. uint8 penalty = 0;
  639. if (tsc->data[SC_CRITICALWOUND])
  640. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  641. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  642. penalty += 20;
  643. if (tsc->data[SC_NORECOVER_STATE])
  644. penalty = 100;
  645. if (penalty > 0) {
  646. #ifdef RENEWAL
  647. penalty = cap_value(penalty, 1, 100);
  648. global_bonus *= (100 - penalty) / 100.f;
  649. #else
  650. hp -= hp * penalty / 100;
  651. #endif
  652. }
  653. }
  654. #ifdef RENEWAL
  655. hp = (int)(hp * global_bonus);
  656. return (heal) ? max(1, hp) : hp;
  657. #else
  658. return hp;
  659. #endif
  660. }
  661. /**
  662. * Making Plagiarism and Reproduce check their own function
  663. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  664. * @param sd: Player who will copy the skill
  665. * @param skill_id: Target skill
  666. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  667. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  668. */
  669. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  670. uint16 skill_idx = skill_get_index(skill_id);
  671. if (!skill_idx)
  672. return 0;
  673. // Only copy skill that player doesn't have or the skill is old clone
  674. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  675. return 0;
  676. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  677. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  678. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  679. return 1;
  680. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  681. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  682. return 2;
  683. return 0;
  684. }
  685. /**
  686. * Check if the skill is ok to cast and when.
  687. * Done before skill_check_condition_castbegin, requirement
  688. * @param skill_id: Skill ID that casted
  689. * @param sd: Player who casted
  690. * @return true: Skill cannot be used, false: otherwise
  691. * @author [MouseJstr]
  692. */
  693. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  694. {
  695. nullpo_retr(1,sd);
  696. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  697. return false; // can do any damn thing they want
  698. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  699. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  700. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  701. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  702. return true;
  703. // Epoque:
  704. // This code will compare the player's attack motion value which is influenced by ASPD before
  705. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  706. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  707. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  708. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  709. {// attempted to cast a skill before the attack motion has finished
  710. return true;
  711. }
  712. if (skill_blockpc_get(sd, skill_id) != -1){
  713. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  714. return true;
  715. }
  716. /**
  717. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  718. * 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
  719. */
  720. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  721. return false;
  722. uint32 skill_nocast = skill_get_nocast(skill_id);
  723. // Check skill restrictions [Celest]
  724. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  725. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  726. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  727. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  728. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  729. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  730. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  731. return true;
  732. }
  733. if( sd->sc.data[SC_ALL_RIDING] )
  734. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  735. switch (skill_id) {
  736. case AL_WARP:
  737. case RETURN_TO_ELDICASTES:
  738. case ALL_GUARDIAN_RECALL:
  739. case ECLAGE_RECALL:
  740. case ALL_PRONTERA_RECALL:
  741. if(mapdata->flag[MF_NOWARP]) {
  742. clif_skill_teleportmessage(sd,0);
  743. return true;
  744. }
  745. return false;
  746. case AL_TELEPORT:
  747. case SC_DIMENSIONDOOR:
  748. case ALL_ODINS_RECALL:
  749. case WE_CALLALLFAMILY:
  750. if(mapdata->flag[MF_NOTELEPORT]) {
  751. clif_skill_teleportmessage(sd,0);
  752. return true;
  753. }
  754. return false; // gonna be checked in 'skill_castend_nodamage_id'
  755. case WE_CALLPARTNER:
  756. case WE_CALLPARENT:
  757. case WE_CALLBABY:
  758. if (mapdata->flag[MF_NOMEMO]) {
  759. clif_skill_teleportmessage(sd,1);
  760. return true;
  761. }
  762. break;
  763. case MC_VENDING:
  764. case ALL_BUYING_STORE:
  765. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  766. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  768. return true;
  769. }
  770. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  771. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  772. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  773. return true;
  774. }
  775. if( npc_isnear(&sd->bl) ) {
  776. // uncomment to send msg_txt.
  777. //char output[150];
  778. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  779. //clif_displaymessage(sd->fd, output);
  780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  781. return true;
  782. }
  783. case MC_IDENTIFY:
  784. return false; // always allowed
  785. case WZ_ICEWALL:
  786. // noicewall flag [Valaris]
  787. if (mapdata->flag[MF_NOICEWALL]) {
  788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  789. return true;
  790. }
  791. break;
  792. case GC_DARKILLUSION:
  793. if( mapdata_flag_gvg2(mapdata) ) {
  794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  795. return true;
  796. }
  797. break;
  798. case GD_EMERGENCYCALL:
  799. case GD_ITEMEMERGENCYCALL:
  800. if (
  801. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  802. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  803. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  804. ) {
  805. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  806. return true;
  807. }
  808. break;
  809. case WM_SIRCLEOFNATURE:
  810. case WM_SOUND_OF_DESTRUCTION:
  811. case WM_LULLABY_DEEPSLEEP:
  812. case WM_GLOOMYDAY:
  813. case WM_SATURDAY_NIGHT_FEVER:
  814. if( !mapdata_flag_vs(mapdata) ) {
  815. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  816. return true;
  817. }
  818. break;
  819. }
  820. return false;
  821. }
  822. /**
  823. * Check if the homunculus skill is ok to be processed
  824. * After checking from Homunculus side, also check the master condition
  825. * @param hd: Homunculus who casted
  826. * @param skill_id: Skill ID casted
  827. * @param skill_lv: Skill level casted
  828. * @return true: Skill cannot be used, false: otherwise
  829. */
  830. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  831. {
  832. struct map_session_data *sd = NULL;
  833. struct status_change *sc;
  834. int8 spiritball = 0;
  835. nullpo_retr(true, hd);
  836. spiritball = skill_get_spiritball(skill_id, skill_lv);
  837. sd = hd->master;
  838. sc = status_get_sc(&hd->bl);
  839. if (!sd)
  840. return true;
  841. if (sc && !sc->count)
  842. sc = NULL;
  843. if (util::vector_exists(hd->blockskill, skill_id))
  844. return true;
  845. switch(skill_id) {
  846. case HFLI_SBR44:
  847. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  848. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  849. return true;
  850. }
  851. break;
  852. case HVAN_EXPLOSION:
  853. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  854. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  855. return true;
  856. }
  857. break;
  858. case MH_LIGHT_OF_REGENE: // Must be cordial
  859. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  860. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  861. return true;
  862. }
  863. break;
  864. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  865. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  866. return true;
  867. break;
  868. case MH_ANGRIFFS_MODUS:
  869. if (sc && sc->data[SC_GOLDENE_FERSE])
  870. return true;
  871. break;
  872. case MH_TINDER_BREAKER: // Must be in grappling mode
  873. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  874. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  875. return true;
  876. }
  877. break;
  878. case MH_SONIC_CRAW: // Must be in fighting mode
  879. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  881. return true;
  882. }
  883. break;
  884. case MH_SILVERVEIN_RUSH:
  885. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  886. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  887. return true;
  888. }
  889. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  890. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  891. return true;
  892. }
  893. break;
  894. case MH_MIDNIGHT_FRENZY:
  895. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  897. return true;
  898. }
  899. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  900. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  901. return true;
  902. }
  903. break;
  904. case MH_CBC:
  905. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  906. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  907. return true;
  908. }
  909. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  911. return true;
  912. }
  913. break;
  914. case MH_EQC:
  915. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  917. return true;
  918. }
  919. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  920. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  921. return true;
  922. }
  923. break;
  924. }
  925. if (spiritball) {
  926. if (hd->homunculus.spiritball < spiritball) {
  927. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  928. return true;
  929. }
  930. hom_delspiritball(hd, spiritball, 1);
  931. }
  932. //Use master's criteria.
  933. return skill_isNotOk(skill_id, hd->master);
  934. }
  935. /**
  936. * Check if the mercenary skill is ok to be processed
  937. * After checking from Homunculus side, also check the master condition
  938. * @param skill_id: Skill ID that casted
  939. * @param md: Mercenary who casted
  940. * @return true: Skill cannot be used, false: otherwise
  941. */
  942. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  943. {
  944. nullpo_retr(1, md);
  945. if (util::vector_exists(md->blockskill, skill_id))
  946. return true;
  947. return skill_isNotOk(skill_id, md->master);
  948. }
  949. /**
  950. * Check if the skill can be casted near NPC or not
  951. * @param src Object who casted
  952. * @param skill_id Skill ID that casted
  953. * @param skill_lv Skill Lv
  954. * @param pos_x Position x of the target
  955. * @param pos_y Position y of the target
  956. * @return true: Skill cannot be used, false: otherwise
  957. * @author [Cydh]
  958. */
  959. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  960. if (!src)
  961. return false;
  962. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  963. return false;
  964. //if self skill
  965. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  966. pos_x = src->x;
  967. pos_y = src->y;
  968. }
  969. if (pos_x <= 0) pos_x = src->x;
  970. if (pos_y <= 0) pos_y = src->y;
  971. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  972. }
  973. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  974. {
  975. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  976. uint8 dir;
  977. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  978. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  979. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  980. }
  981. nullpo_retr(NULL, src);
  982. //Monsters sometimes deploy more units on level 10
  983. if (src->type == BL_MOB && skill_lv >= 10) {
  984. if (skill_id == WZ_WATERBALL)
  985. pos = 4; //9x9 Area
  986. }
  987. if (pos != -1) // simple single-definition layout
  988. return &skill_unit_layout[pos];
  989. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  990. if (skill_id == MG_FIREWALL)
  991. return &skill_unit_layout [firewall_unit_pos + dir];
  992. else if (skill_id == WZ_ICEWALL)
  993. return &skill_unit_layout [icewall_unit_pos + dir];
  994. else if( skill_id == WL_EARTHSTRAIN )
  995. return &skill_unit_layout [earthstrain_unit_pos + dir];
  996. else if( skill_id == RL_FIRE_RAIN )
  997. return &skill_unit_layout[firerain_unit_pos + dir];
  998. else if( skill_id == GN_WALLOFTHORN )
  999. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1000. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1001. return &skill_unit_layout[0]; // default 1x1 layout
  1002. }
  1003. /** Stores temporary values.
  1004. * Common usages:
  1005. * [0] holds number of targets in area
  1006. * [1] holds the id of the original target
  1007. * [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)
  1008. */
  1009. static int skill_area_temp[8];
  1010. /*==========================================
  1011. * Add effect to skill when hit succesfully target
  1012. *------------------------------------------*/
  1013. 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)
  1014. {
  1015. struct map_session_data *sd, *dstsd;
  1016. struct mob_data *md, *dstmd;
  1017. struct status_data *sstatus, *tstatus;
  1018. struct status_change *sc, *tsc;
  1019. int skill;
  1020. int rate;
  1021. nullpo_ret(src);
  1022. nullpo_ret(bl);
  1023. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1024. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1025. return 0;
  1026. sd = BL_CAST(BL_PC, src);
  1027. md = BL_CAST(BL_MOB, src);
  1028. dstsd = BL_CAST(BL_PC, bl);
  1029. dstmd = BL_CAST(BL_MOB, bl);
  1030. sc = status_get_sc(src);
  1031. tsc = status_get_sc(bl);
  1032. sstatus = status_get_status_data(src);
  1033. tstatus = status_get_status_data(bl);
  1034. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1035. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1036. // Chance to trigger Taekwon kicks
  1037. if (sc->data[SC_READYSTORM] &&
  1038. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1039. 0, 2, 0,
  1040. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1041. ; //Stance triggered
  1042. else if (sc->data[SC_READYDOWN] &&
  1043. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1044. 0, 2, 0,
  1045. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1046. ; //Stance triggered
  1047. else if (sc->data[SC_READYTURN] &&
  1048. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1049. 0, 2, 0,
  1050. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1051. ; //Stance triggered
  1052. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1053. rate = 20;
  1054. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1055. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1056. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1057. }
  1058. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1059. 0, 2, 0,
  1060. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1061. ; //Stance triggered
  1062. }
  1063. }
  1064. if (!tsc) //skill additional effect is about adding effects to the target...
  1065. //So if the target can't be inflicted with statuses, this is pointless.
  1066. return 0;
  1067. if( sd )
  1068. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1069. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1070. #ifndef RENEWAL
  1071. && skill_id != ASC_BREAKER
  1072. #endif
  1073. ) {
  1074. // Trigger status effects
  1075. enum sc_type type;
  1076. unsigned int time;
  1077. for (const auto &it : sd->addeff) {
  1078. rate = it.rate;
  1079. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1080. rate += it.arrow_rate;
  1081. if( !rate )
  1082. continue;
  1083. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1084. // Trigger has attack type consideration.
  1085. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1086. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1087. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1088. ;
  1089. else
  1090. continue;
  1091. }
  1092. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1093. // Trigger has range consideration.
  1094. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1095. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1096. continue; //Range Failed.
  1097. }
  1098. type = it.sc;
  1099. time = it.duration;
  1100. if (it.flag&ATF_TARGET)
  1101. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1102. if (it.flag&ATF_SELF)
  1103. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1104. }
  1105. }
  1106. if( skill_id ) {
  1107. // Trigger status effects on skills
  1108. enum sc_type type;
  1109. unsigned int time;
  1110. for (const auto &it : sd->addeff_onskill) {
  1111. if (skill_id != it.skill_id || !it.rate)
  1112. continue;
  1113. type = it.sc;
  1114. time = it.duration;
  1115. if (it.target&ATF_TARGET)
  1116. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1117. if (it.target&ATF_SELF)
  1118. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1119. }
  1120. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1121. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1122. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1123. #ifdef RENEWAL
  1124. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1125. #else
  1126. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1127. #endif
  1128. clif_emotion(bl,ET_HUK);
  1129. }
  1130. }
  1131. }
  1132. if( dmg_lv < ATK_DEF ) // no damage, return;
  1133. return 0;
  1134. switch(skill_id) {
  1135. case 0:
  1136. { // Normal attacks (no skill used)
  1137. if( attack_type&BF_SKILL )
  1138. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1139. if(sd) {
  1140. // Automatic trigger of Blitz Beat
  1141. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1142. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1143. rate=(sd->status.job_level+9)/10;
  1144. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1145. }
  1146. // Automatic trigger of Warg Strike [Jobbie]
  1147. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1148. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1149. // Gank
  1150. if(dstmd && sd->status.weapon != W_BOW &&
  1151. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1152. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1153. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1154. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1155. else
  1156. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1157. }
  1158. }
  1159. if (sc) {
  1160. struct status_change_entry *sce;
  1161. // Enchant Poison gives a chance to poison attacked enemies
  1162. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1163. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1164. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1165. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1166. if((sce=sc->data[SC_EDP]))
  1167. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1168. skill_get_time2(ASC_EDP,sce->val1));
  1169. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1170. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1171. }
  1172. }
  1173. break;
  1174. case SM_BASH:
  1175. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1176. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1177. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1178. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1179. }
  1180. break;
  1181. case MER_CRASH:
  1182. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1183. break;
  1184. case AS_VENOMKNIFE:
  1185. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1186. skill_lv = pc_checkskill(sd, TF_POISON);
  1187. case TF_POISON:
  1188. case AS_SPLASHER:
  1189. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1190. && sd && skill_id==TF_POISON
  1191. )
  1192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1193. break;
  1194. case AS_SONICBLOW:
  1195. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1196. break;
  1197. case AS_GRIMTOOTH:
  1198. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1199. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1200. break;
  1201. case WZ_FIREPILLAR:
  1202. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1203. break;
  1204. case MG_FROSTDIVER:
  1205. 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)
  1206. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1207. break;
  1208. case WZ_FROSTNOVA:
  1209. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1210. break;
  1211. case WZ_STORMGUST:
  1212. // Storm Gust counter was dropped in renewal
  1213. #ifdef RENEWAL
  1214. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1215. #else
  1216. //On third hit, there is a 150% to freeze the target
  1217. if(tsc->sg_counter >= 3 &&
  1218. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1219. tsc->sg_counter = 0;
  1220. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1221. else if( tsc->sg_counter > 250 )
  1222. tsc->sg_counter = 0;
  1223. #endif
  1224. break;
  1225. case WZ_METEOR:
  1226. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1227. break;
  1228. case WZ_VERMILION:
  1229. #ifdef RENEWAL
  1230. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1231. #else
  1232. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1233. #endif
  1234. break;
  1235. case WZ_HEAVENDRIVE:
  1236. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1237. break;
  1238. case HT_FREEZINGTRAP:
  1239. case MA_FREEZINGTRAP:
  1240. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1241. break;
  1242. case HT_FLASHER:
  1243. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1244. break;
  1245. case HT_LANDMINE:
  1246. case MA_LANDMINE:
  1247. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1248. break;
  1249. case HT_SHOCKWAVE:
  1250. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1251. break;
  1252. case HT_SANDMAN:
  1253. case MA_SANDMAN:
  1254. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1255. break;
  1256. case TF_SPRINKLESAND:
  1257. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1258. break;
  1259. case TF_THROWSTONE:
  1260. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1261. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1262. break;
  1263. case NPC_DARKCROSS:
  1264. case CR_HOLYCROSS:
  1265. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1266. break;
  1267. case NPC_GRANDDARKNESS:
  1268. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1269. attack_type |= BF_WEAPON;
  1270. break;
  1271. case CR_GRANDCROSS:
  1272. //Chance to cause blind status vs demon and undead element, but not against players
  1273. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1274. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1275. attack_type |= BF_WEAPON;
  1276. break;
  1277. case AM_ACIDTERROR:
  1278. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1279. #ifdef RENEWAL
  1280. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1281. #else
  1282. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1283. #endif
  1284. clif_emotion(bl,ET_HUK);
  1285. break;
  1286. case AM_DEMONSTRATION:
  1287. #ifdef RENEWAL
  1288. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1289. #else
  1290. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1291. #endif
  1292. break;
  1293. case CR_SHIELDCHARGE:
  1294. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1295. break;
  1296. #ifndef RENEWAL
  1297. case PA_PRESSURE:
  1298. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1299. //Fall through
  1300. case HW_GRAVITATION:
  1301. //Pressure and Gravitation can trigger physical autospells
  1302. attack_type |= BF_NORMAL;
  1303. attack_type |= BF_WEAPON;
  1304. break;
  1305. #endif
  1306. case RG_RAID:
  1307. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1308. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1309. #ifdef RENEWAL
  1310. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1311. break;
  1312. case RG_BACKSTAP:
  1313. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1314. #endif
  1315. break;
  1316. case BA_FROSTJOKER:
  1317. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1318. break;
  1319. case DC_SCREAM:
  1320. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1321. break;
  1322. case BD_LULLABY:
  1323. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1324. break;
  1325. case DC_UGLYDANCE:
  1326. rate = 5+5*skill_lv;
  1327. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1328. rate += 5+skill;
  1329. #ifdef RENEWAL
  1330. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1331. #else
  1332. status_zap(bl, 0, rate);
  1333. #endif
  1334. break;
  1335. case SL_STUN:
  1336. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1337. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1338. break;
  1339. case NPC_PETRIFYATTACK:
  1340. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1341. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1342. skill_get_time2(skill_id,skill_lv));
  1343. break;
  1344. case NPC_CURSEATTACK:
  1345. case NPC_SLEEPATTACK:
  1346. case NPC_BLINDATTACK:
  1347. case NPC_POISON:
  1348. case NPC_SILENCEATTACK:
  1349. case NPC_STUNATTACK:
  1350. case NPC_BLEEDING:
  1351. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1352. break;
  1353. case NPC_ACIDBREATH:
  1354. case NPC_ICEBREATH:
  1355. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1356. break;
  1357. case NPC_MENTALBREAKER:
  1358. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1359. //equal to Matk*skLevel.
  1360. rate = sstatus->matk_min;
  1361. if (rate < sstatus->matk_max)
  1362. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1363. rate*=skill_lv;
  1364. status_zap(bl, 0, rate);
  1365. break;
  1366. }
  1367. // Equipment breaking monster skills [Celest]
  1368. case NPC_WEAPONBRAKER:
  1369. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1370. break;
  1371. case NPC_ARMORBRAKE:
  1372. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1373. break;
  1374. case NPC_HELMBRAKE:
  1375. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1376. break;
  1377. case NPC_SHIELDBRAKE:
  1378. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1379. break;
  1380. case CH_TIGERFIST: {
  1381. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1382. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1383. if (status_get_class_(bl) == CLASS_BOSS)
  1384. basetime /= 5;
  1385. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1386. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1387. }
  1388. break;
  1389. case LK_SPIRALPIERCE:
  1390. case ML_SPIRALPIERCE:
  1391. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1392. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1393. break;
  1394. case ST_REJECTSWORD:
  1395. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1396. break;
  1397. case PF_FOGWALL:
  1398. if (src != bl && !tsc->data[SC_DELUGE])
  1399. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1400. break;
  1401. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1402. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1403. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1404. break;
  1405. case ASC_METEORASSAULT:
  1406. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1407. switch(rnd()%3) {
  1408. case 0:
  1409. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1410. break;
  1411. case 1:
  1412. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1413. break;
  1414. default:
  1415. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1416. }
  1417. break;
  1418. case HW_NAPALMVULCAN:
  1419. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1420. break;
  1421. case WS_CARTTERMINATION: // Cart termination
  1422. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1423. break;
  1424. case CR_ACIDDEMONSTRATION:
  1425. case GN_FIRE_EXPANSION_ACID:
  1426. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1427. break;
  1428. case TK_DOWNKICK:
  1429. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1430. break;
  1431. case TK_JUMPKICK:
  1432. // debuff the following statuses
  1433. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1434. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1435. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1436. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1437. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1438. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1439. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1440. // New soul links confirmed to not dispell with this skill
  1441. // but thats likely a bug since soul links can't stack and
  1442. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1443. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1444. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1445. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1446. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1447. }
  1448. break;
  1449. case TK_TURNKICK:
  1450. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1451. if(attack_type&BF_MISC) //70% base stun chance...
  1452. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1453. break;
  1454. case GS_BULLSEYE: //0.1% coma rate.
  1455. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1456. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1457. break;
  1458. case GS_PIERCINGSHOT:
  1459. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1460. break;
  1461. case NJ_HYOUSYOURAKU:
  1462. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1463. break;
  1464. case GS_FLING:
  1465. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1466. break;
  1467. case GS_DISARM:
  1468. skill_strip_equip(src, bl, skill_id, skill_lv);
  1469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1470. break;
  1471. case NPC_EVILLAND:
  1472. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1473. break;
  1474. case NPC_HELLJUDGEMENT:
  1475. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1476. break;
  1477. case NPC_CRITICALWOUND:
  1478. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1479. break;
  1480. case NPC_FIRESTORM:
  1481. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1482. break;
  1483. case RK_DRAGONBREATH:
  1484. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1485. break;
  1486. case RK_DRAGONBREATH_WATER:
  1487. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1488. break;
  1489. case AB_ADORAMUS:
  1490. 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));
  1491. break;
  1492. case WL_COMET:
  1493. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, 20000);
  1494. break;
  1495. case NPC_COMET:
  1496. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1497. break;
  1498. case NPC_JACKFROST:
  1499. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1500. break;
  1501. case RA_WUGBITE: {
  1502. 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);
  1503. if (wug_rate < 50)
  1504. wug_rate = 50;
  1505. 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))) );
  1506. }
  1507. break;
  1508. case RA_SENSITIVEKEEN:
  1509. if( rnd()%100 < 8 * skill_lv )
  1510. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1511. break;
  1512. case RA_FIRINGTRAP:
  1513. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1514. break;
  1515. case RA_ICEBOUNDTRAP:
  1516. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1517. break;
  1518. case NC_PILEBUNKER:
  1519. if( rnd()%100 < 25 + 15*skill_lv ) {
  1520. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1521. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1522. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1523. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1524. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1525. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1526. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1527. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1528. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1529. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1530. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1531. }
  1532. break;
  1533. case NC_FLAMELAUNCHER:
  1534. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1535. break;
  1536. case NC_COLDSLOWER:
  1537. // Status chances are applied officially through a check
  1538. // The skill first trys to give the frozen status to targets that are hit
  1539. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1540. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1541. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1542. break;
  1543. case NC_POWERSWING:
  1544. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1545. break;
  1546. case GC_WEAPONCRUSH:
  1547. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1548. break;
  1549. case LG_PINPOINTATTACK:
  1550. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1551. switch( skill_lv ) {
  1552. case 1:
  1553. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1554. break;
  1555. case 2:
  1556. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1557. break;
  1558. case 3:
  1559. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1560. break;
  1561. case 4:
  1562. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1563. break;
  1564. case 5:
  1565. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1566. break;
  1567. }
  1568. break;
  1569. case LG_MOONSLASHER:
  1570. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1571. break;
  1572. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1573. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1574. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1575. break;
  1576. case LG_HESPERUSLIT:
  1577. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1578. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1579. break;
  1580. case SR_DRAGONCOMBO:
  1581. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1582. break;
  1583. case SR_WINDMILL:
  1584. if( dstsd )
  1585. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1586. else if( dstmd )
  1587. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1588. break;
  1589. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1590. 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));
  1591. break;
  1592. case SR_EARTHSHAKER:
  1593. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1594. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1595. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1596. break;
  1597. case SO_EARTHGRAVE:
  1598. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1599. break;
  1600. case SO_DIAMONDDUST:
  1601. rate = 5 + 5 * skill_lv;
  1602. if( sc && sc->data[SC_COOLER_OPTION] )
  1603. rate += (sd ? sd->status.job_level / 5 : 0);
  1604. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1605. break;
  1606. case SO_VARETYR_SPEAR:
  1607. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1608. break;
  1609. case SO_POISON_BUSTER:
  1610. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1611. break;
  1612. case GN_SPORE_EXPLOSION:
  1613. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1614. break;
  1615. case GN_SLINGITEM_RANGEMELEEATK:
  1616. if( sd ) {
  1617. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1618. case ITEMID_COCONUT_BOMB:
  1619. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1620. 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);
  1621. break;
  1622. case ITEMID_MELON_BOMB:
  1623. 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);
  1624. break;
  1625. case ITEMID_BANANA_BOMB:
  1626. {
  1627. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1628. 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);
  1629. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1630. break;
  1631. }
  1632. }
  1633. sd->itemid = 0;
  1634. }
  1635. break;
  1636. case GN_HELLS_PLANT_ATK:
  1637. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1638. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1639. break;
  1640. case EL_WIND_SLASH: // Non confirmed rate.
  1641. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1642. break;
  1643. case EL_STONE_HAMMER:
  1644. rate = 10 * skill_lv;
  1645. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1646. break;
  1647. case EL_ROCK_CRUSHER:
  1648. case EL_ROCK_CRUSHER_ATK:
  1649. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1650. break;
  1651. case EL_TYPOON_MIS:
  1652. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1653. break;
  1654. case KO_JYUMONJIKIRI:
  1655. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1656. break;
  1657. case SP_SOULEXPLOSION:
  1658. case KO_SETSUDAN: // Remove soul link when hit.
  1659. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1660. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  1661. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  1662. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  1663. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  1664. break;
  1665. case KO_MAKIBISHI:
  1666. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1667. break;
  1668. case MH_EQC:
  1669. {
  1670. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1671. if (hd) {
  1672. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1673. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1674. }
  1675. }
  1676. break;
  1677. case MH_STAHL_HORN:
  1678. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1679. break;
  1680. case MH_NEEDLE_OF_PARALYZE:
  1681. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1682. break;
  1683. case MH_XENO_SLASHER:
  1684. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1685. break;
  1686. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1687. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1688. break;
  1689. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1690. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1691. break;
  1692. case GN_ILLUSIONDOPING:
  1693. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1694. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1695. break;
  1696. case RL_MASS_SPIRAL:
  1697. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1698. break;
  1699. case RL_SLUGSHOT:
  1700. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1701. break;
  1702. case RL_BANISHING_BUSTER: {
  1703. uint16 i, n = skill_lv;
  1704. if (!tsc || !tsc->count)
  1705. break;
  1706. if (status_isimmune(bl))
  1707. break;
  1708. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1709. if (sd)
  1710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1711. break;
  1712. }
  1713. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1714. if (!tsc->data[i])
  1715. continue;
  1716. switch (i) {
  1717. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1718. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1719. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1720. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1721. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1722. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1723. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1724. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1725. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1726. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1727. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1728. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1729. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1730. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1731. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1732. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1733. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1734. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1735. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1736. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1737. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1738. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1739. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1740. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1741. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1742. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1743. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1744. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1745. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1746. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1747. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1748. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1749. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1750. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1751. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1752. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1753. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1754. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1755. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1756. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1757. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1758. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1759. case SC_P_ALTER: case SC_E_CHAIN:
  1760. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1761. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1762. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1763. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1764. case SC_SPORE_EXPLOSION:
  1765. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  1766. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  1767. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  1768. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  1769. #ifdef RENEWAL
  1770. case SC_EXTREMITYFIST2:
  1771. #endif
  1772. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1773. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1774. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1775. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1776. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1777. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1778. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1779. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1780. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1781. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1782. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1783. case SC_SPRITEMABLE: case SC_BITESCAR:
  1784. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1785. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1786. case SC_DAILYSENDMAILCNT:
  1787. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1788. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1789. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1790. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  1791. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  1792. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  1793. case SC_EMERGENCY_MOVE: case SC_MADOGEAR: case SC_HOMUN_TIME:
  1794. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  1795. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  1796. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  1797. continue;
  1798. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1799. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1800. case SC_FORTUNE: case SC_SERVICE4U:
  1801. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1802. continue; //If in song area don't end it, even if config enabled
  1803. break;
  1804. case SC_ASSUMPTIO:
  1805. if( bl->type == BL_MOB )
  1806. continue;
  1807. break;
  1808. }
  1809. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1810. tsc->data[i]->val2 = 0;
  1811. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1812. n--;
  1813. }
  1814. //Remove bonus_script by Banishing Buster
  1815. if (dstsd)
  1816. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1817. }
  1818. break;
  1819. case RL_S_STORM:
  1820. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1821. 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
  1822. break;
  1823. case RL_AM_BLAST:
  1824. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1825. break;
  1826. case SU_SCRATCH:
  1827. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1828. break;
  1829. case SU_SV_STEMSPEAR:
  1830. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1831. break;
  1832. case SU_CN_METEOR2:
  1833. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1834. break;
  1835. case SU_SCAROFTAROU:
  1836. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1837. break;
  1838. case SU_LUNATICCARROTBEAT2:
  1839. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1840. break;
  1841. case SJ_FULLMOONKICK:
  1842. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1843. break;
  1844. case SJ_STAREMPEROR:
  1845. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1846. break;
  1847. case SP_CURSEEXPLOSION:
  1848. status_change_end(bl, SC_SOULCURSE, INVALID_TIMER);
  1849. break;
  1850. case SP_SHA:
  1851. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1852. break;
  1853. } //end switch skill_id
  1854. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1855. { //Pass heritage to Master for status causing effects. [Skotlex]
  1856. sd = map_id2sd(md->master_id);
  1857. src = sd?&sd->bl:src;
  1858. }
  1859. // Coma
  1860. 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)) {
  1861. rate = 0;
  1862. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1863. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1864. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1865. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1866. }
  1867. if (attack_type&BF_WEAPON) {
  1868. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1869. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1870. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1871. }
  1872. if (rate > 0)
  1873. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1874. }
  1875. if( attack_type&BF_WEAPON )
  1876. { // Breaking Equipment
  1877. if( sd && battle_config.equip_self_break_rate )
  1878. { // Self weapon breaking
  1879. rate = battle_config.equip_natural_break_rate;
  1880. #ifndef RENEWAL
  1881. if( sc )
  1882. {
  1883. if(sc->data[SC_OVERTHRUST])
  1884. rate += 10;
  1885. if(sc->data[SC_MAXOVERTHRUST])
  1886. rate += 10;
  1887. }
  1888. #endif
  1889. if( rate )
  1890. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1891. }
  1892. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1893. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1894. // Target weapon breaking
  1895. rate = 0;
  1896. if( sd )
  1897. rate += sd->bonus.break_weapon_rate;
  1898. if( sc && sc->data[SC_MELTDOWN] )
  1899. rate += sc->data[SC_MELTDOWN]->val2;
  1900. if( rate )
  1901. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1902. // Target armor breaking
  1903. rate = 0;
  1904. if( sd )
  1905. rate += sd->bonus.break_armor_rate;
  1906. if( sc && sc->data[SC_MELTDOWN] )
  1907. rate += sc->data[SC_MELTDOWN]->val3;
  1908. if( rate )
  1909. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1910. }
  1911. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1912. if (sd->def_set_race[tstatus->race].rate)
  1913. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1914. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1915. if (sd->mdef_set_race[tstatus->race].rate)
  1916. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1917. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1918. if (sd->norecover_state_race[tstatus->race].rate)
  1919. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1920. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1921. }
  1922. }
  1923. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1924. struct unit_data *ud = unit_bl2ud(src);
  1925. if( sc->data[SC_WILD_STORM_OPTION] )
  1926. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1927. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1928. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1929. else if( sc->data[SC_TROPIC_OPTION] )
  1930. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1931. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1932. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1933. else
  1934. skill = 0;
  1935. if ( rnd()%100 < 25 && skill ){
  1936. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1937. if (ud) {
  1938. rate = skill_delayfix(src, skill, skill_lv);
  1939. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1940. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1941. if ( battle_config.display_status_timers )
  1942. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1943. }
  1944. }
  1945. }
  1946. }
  1947. // Autospell when attacking
  1948. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1949. {
  1950. for (const auto &it : sd->autospell) {
  1951. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  1952. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  1953. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  1954. continue; // one or more trigger conditions were not fulfilled
  1955. skill = it.id;
  1956. sd->state.autocast = 1;
  1957. if ( skill_isNotOk(skill, sd) ) {
  1958. sd->state.autocast = 0;
  1959. continue;
  1960. }
  1961. sd->state.autocast = 0;
  1962. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  1963. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  1964. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  1965. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1966. if (rnd()%1000 >= rate)
  1967. continue;
  1968. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  1969. e_cast_type type = skill_get_casttype(skill);
  1970. if (type == CAST_GROUND) {
  1971. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1972. continue;
  1973. }
  1974. if (battle_config.autospell_check_range &&
  1975. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1976. continue;
  1977. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1978. type = CAST_GROUND;
  1979. #ifndef RENEWAL
  1980. else if (skill == AS_SONICBLOW)
  1981. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1982. #endif
  1983. sd->state.autocast = 1;
  1984. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1985. #ifndef RENEWAL
  1986. skill_toggle_magicpower(src, skill);
  1987. #endif
  1988. switch (type) {
  1989. case CAST_GROUND:
  1990. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1991. break;
  1992. case CAST_NODAMAGE:
  1993. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1994. break;
  1995. case CAST_DAMAGE:
  1996. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1997. break;
  1998. }
  1999. sd->state.autocast = 0;
  2000. //Set canact delay. [Skotlex]
  2001. unit_data *ud = unit_bl2ud(src);
  2002. if (ud) {
  2003. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2004. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2005. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2006. if ( battle_config.display_status_timers && sd )
  2007. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2008. }
  2009. }
  2010. }
  2011. }
  2012. //Autobonus when attacking
  2013. if( sd && !sd->autobonus.empty() )
  2014. {
  2015. for(auto &it : sd->autobonus) {
  2016. if( it == nullptr ){
  2017. continue;
  2018. }
  2019. if (rnd()%1000 >= it->rate)
  2020. continue;
  2021. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2022. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2023. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2024. continue; // one or more trigger conditions were not fulfilled
  2025. pc_exeautobonus(*sd, &sd->autobonus, it);
  2026. }
  2027. }
  2028. //Polymorph
  2029. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2030. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2031. (rnd()%10000 < sd->bonus.classchange))
  2032. {
  2033. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2034. if (class_ != 0 && mobdb_checkid(class_))
  2035. mob_class_change(dstmd,class_);
  2036. }
  2037. return 0;
  2038. }
  2039. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2040. if( sd == nullptr || !skill_id )
  2041. return 0;
  2042. for (auto &it : sd->autospell3) {
  2043. if (it.trigger_skill != skill_id)
  2044. continue;
  2045. if (it.lock)
  2046. continue; // autospell already being executed
  2047. uint16 skill = it.id;
  2048. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2049. if( skill_isNotOk(skill, sd) ) {
  2050. sd->state.autocast = 0;
  2051. continue;
  2052. }
  2053. sd->state.autocast = 0;
  2054. // DANGER DANGER: here force target actually means use yourself as target!
  2055. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2056. if( tbl == nullptr ){
  2057. continue; // No target
  2058. }
  2059. if( rnd()%1000 >= it.rate )
  2060. continue;
  2061. uint16 skill_lv = it.lv ? it.lv : 1;
  2062. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2063. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2064. e_cast_type type = skill_get_casttype(skill);
  2065. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2066. continue;
  2067. if (battle_config.autospell_check_range &&
  2068. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2069. continue;
  2070. sd->state.autocast = 1;
  2071. it.lock = true;
  2072. skill_consume_requirement(sd,skill,skill_lv,1);
  2073. switch( type ) {
  2074. case CAST_GROUND:
  2075. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2076. break;
  2077. case CAST_NODAMAGE:
  2078. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2079. break;
  2080. case CAST_DAMAGE:
  2081. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2082. break;
  2083. }
  2084. it.lock = false;
  2085. sd->state.autocast = 0;
  2086. }
  2087. if( sd && !sd->autobonus3.empty() ) {
  2088. for (auto &it : sd->autobonus3) {
  2089. if (it == nullptr)
  2090. continue;
  2091. if (rnd()%1000 >= it->rate)
  2092. continue;
  2093. if (it->atk_type != skill_id)
  2094. continue;
  2095. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2096. }
  2097. }
  2098. return 1;
  2099. }
  2100. /* Splitted off from skill_additional_effect, which is never called when the
  2101. * attack skill kills the enemy. Place in this function counter status effects
  2102. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2103. * from cards) that will take effect on the source, not the target. [Skotlex]
  2104. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2105. * type of skills, so not every instance of skill_additional_effect needs a call
  2106. * to this one.
  2107. */
  2108. 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)
  2109. {
  2110. int rate;
  2111. struct map_session_data *sd=NULL;
  2112. struct map_session_data *dstsd=NULL;
  2113. nullpo_ret(src);
  2114. nullpo_ret(bl);
  2115. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2116. sd = BL_CAST(BL_PC, src);
  2117. dstsd = BL_CAST(BL_PC, bl);
  2118. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2119. enum sc_type type;
  2120. unsigned int time;
  2121. for (const auto &it : dstsd->addeff_atked) {
  2122. rate = it.rate;
  2123. if (attack_type&BF_LONG)
  2124. rate += it.arrow_rate;
  2125. if (!rate)
  2126. continue;
  2127. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2128. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2129. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2130. continue; //Range Failed.
  2131. }
  2132. type = it.sc;
  2133. time = it.duration;
  2134. if (it.flag&ATF_TARGET && src != bl)
  2135. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2136. if (it.flag&ATF_SELF && !status_isdead(bl))
  2137. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2138. }
  2139. }
  2140. switch(skill_id) {
  2141. case MO_EXTREMITYFIST:
  2142. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2143. break;
  2144. case GS_FULLBUSTER:
  2145. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2146. break;
  2147. case HFLI_SBR44: //[orn]
  2148. case HVAN_EXPLOSION:
  2149. if(src->type == BL_HOM){
  2150. TBL_HOM *hd = (TBL_HOM*)src;
  2151. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2152. if (hd->master)
  2153. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2154. }
  2155. break;
  2156. case CR_GRANDCROSS:
  2157. case NPC_GRANDDARKNESS:
  2158. attack_type |= BF_WEAPON;
  2159. break;
  2160. case LG_HESPERUSLIT:
  2161. {
  2162. status_change *sc = status_get_sc(src);
  2163. if( sc && sc->data[SC_FORCEOFVANGUARD]) {
  2164. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2165. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2166. }
  2167. }
  2168. break;
  2169. case SP_SPA:
  2170. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2171. break;
  2172. case SP_SHA:
  2173. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2174. break;
  2175. case SP_SWHOO:
  2176. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2177. break;
  2178. }
  2179. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2180. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2181. 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);
  2182. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2183. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2184. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2185. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2186. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2187. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2188. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2189. }
  2190. if( sd && status_isdead(bl) ) {
  2191. int sp = 0, hp = 0;
  2192. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2193. sp += sd->bonus.sp_gain_value;
  2194. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2195. hp += sd->bonus.hp_gain_value;
  2196. }
  2197. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2198. sp += sd->bonus.long_sp_gain_value;
  2199. hp += sd->bonus.long_hp_gain_value;
  2200. }
  2201. if( attack_type&BF_MAGIC ) {
  2202. sp += sd->bonus.magic_sp_gain_value;
  2203. hp += sd->bonus.magic_hp_gain_value;
  2204. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2205. struct status_change *sc = NULL;
  2206. if( ( sc = status_get_sc(src) ) ) {
  2207. if(sc->data[SC_SPIRIT] &&
  2208. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2209. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2210. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2211. }
  2212. }
  2213. }
  2214. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2215. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2216. }
  2217. }
  2218. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2219. struct status_change *sc = status_get_sc(bl);
  2220. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2221. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2222. }
  2223. // Trigger counter-spells to retaliate against damage causing skills.
  2224. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2225. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2226. {
  2227. for (const auto &it : dstsd->autospell2) {
  2228. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2229. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2230. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2231. continue; // one or more trigger conditions were not fulfilled
  2232. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2233. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2234. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2235. int autospl_rate = it.rate;
  2236. //Physical range attacks only trigger autospells half of the time
  2237. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2238. autospl_rate>>=1;
  2239. dstsd->state.autocast = 1;
  2240. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2241. dstsd->state.autocast = 0;
  2242. continue;
  2243. }
  2244. dstsd->state.autocast = 0;
  2245. if (rnd()%1000 >= autospl_rate)
  2246. continue;
  2247. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2248. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2249. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2250. continue;
  2251. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2252. continue;
  2253. dstsd->state.autocast = 1;
  2254. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2255. switch (type) {
  2256. case CAST_GROUND:
  2257. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2258. break;
  2259. case CAST_NODAMAGE:
  2260. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2261. break;
  2262. case CAST_DAMAGE:
  2263. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2264. break;
  2265. }
  2266. dstsd->state.autocast = 0;
  2267. //Set canact delay. [Skotlex]
  2268. unit_data *ud = unit_bl2ud(bl);
  2269. if (ud) {
  2270. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2271. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2272. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2273. if ( battle_config.display_status_timers && dstsd )
  2274. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2275. }
  2276. }
  2277. }
  2278. }
  2279. //Autobonus when attacked
  2280. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2281. for (auto &it : dstsd->autobonus2) {
  2282. if( it == nullptr ){
  2283. continue;
  2284. }
  2285. if (rnd()%1000 >= it->rate)
  2286. continue;
  2287. if (!(((it->atk_type)&attack_type)&BF_WEAPONMASK &&
  2288. ((it->atk_type)&attack_type)&BF_RANGEMASK &&
  2289. ((it->atk_type)&attack_type)&BF_SKILLMASK))
  2290. continue; // one or more trigger conditions were not fulfilled
  2291. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2292. }
  2293. }
  2294. return 0;
  2295. }
  2296. /*=========================================================================
  2297. Breaks equipment. On-non players causes the corresponding strip effect.
  2298. - rate goes from 0 to 10000 (100.00%)
  2299. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2300. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2301. --------------------------------------------------------------------------*/
  2302. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2303. {
  2304. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2305. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2306. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2307. struct status_change *sc = status_get_sc(bl);
  2308. int i;
  2309. TBL_PC *sd;
  2310. sd = BL_CAST(BL_PC, bl);
  2311. if (sc && !sc->count)
  2312. sc = NULL;
  2313. if (sd) {
  2314. if (sd->bonus.unbreakable_equip)
  2315. where &= ~sd->bonus.unbreakable_equip;
  2316. if (sd->bonus.unbreakable)
  2317. rate -= rate*sd->bonus.unbreakable/100;
  2318. if (where&EQP_WEAPON) {
  2319. switch (sd->status.weapon) {
  2320. case W_FIST: //Bare fists should not break :P
  2321. case W_1HAXE:
  2322. case W_2HAXE:
  2323. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2324. case W_2HMACE:
  2325. case W_STAFF:
  2326. case W_2HSTAFF:
  2327. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2328. case W_HUUMA:
  2329. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2330. case W_DOUBLE_DA:
  2331. case W_DOUBLE_SA:
  2332. where &= ~EQP_WEAPON;
  2333. }
  2334. }
  2335. }
  2336. if (flag&BCT_ENEMY) {
  2337. if (battle_config.equip_skill_break_rate != 100)
  2338. rate = rate*battle_config.equip_skill_break_rate/100;
  2339. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2340. if (battle_config.equip_self_break_rate != 100)
  2341. rate = rate*battle_config.equip_self_break_rate/100;
  2342. }
  2343. for (i = 0; i < 4; i++) {
  2344. if (where&where_list[i]) {
  2345. if (sc && sc->count && sc->data[scdef[i]])
  2346. where&=~where_list[i];
  2347. else if (rnd()%10000 >= rate)
  2348. where&=~where_list[i];
  2349. else if (!sd) //Cause Strip effect.
  2350. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2351. }
  2352. }
  2353. if (!where) //Nothing to break.
  2354. return 0;
  2355. if (sd) {
  2356. for (i = 0; i < EQI_MAX; i++) {
  2357. short j = sd->equip_index[i];
  2358. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2359. continue;
  2360. switch(i) {
  2361. case EQI_HEAD_TOP: //Upper Head
  2362. flag = (where&EQP_HELM);
  2363. break;
  2364. case EQI_ARMOR: //Body
  2365. flag = (where&EQP_ARMOR);
  2366. break;
  2367. case EQI_HAND_R: //Left/Right hands
  2368. case EQI_HAND_L:
  2369. flag = (
  2370. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2371. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2372. break;
  2373. case EQI_SHOES:
  2374. flag = (where&EQP_SHOES);
  2375. break;
  2376. case EQI_GARMENT:
  2377. flag = (where&EQP_GARMENT);
  2378. break;
  2379. default:
  2380. continue;
  2381. }
  2382. if (flag) {
  2383. sd->inventory.u.items_inventory[j].attribute = 1;
  2384. pc_unequipitem(sd, j, 3);
  2385. }
  2386. }
  2387. clif_equiplist(sd);
  2388. }
  2389. return where; //Return list of pieces broken.
  2390. }
  2391. /**
  2392. * Strip equipment from a target
  2393. * @param src: Source of call
  2394. * @param target: Target to strip
  2395. * @param skill_id: Skill used
  2396. * @param skill_lv: Skill level used
  2397. * @return True on successful strip or false otherwise
  2398. */
  2399. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2400. {
  2401. nullpo_retr(false, src);
  2402. nullpo_retr(false, target);
  2403. struct status_change *tsc = status_get_sc(target);
  2404. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2405. return false;
  2406. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2407. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2408. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2409. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2410. int rate, time, location, mod = 100;
  2411. switch (skill_id) { // Rate
  2412. case RG_STRIPWEAPON:
  2413. case RG_STRIPARMOR:
  2414. case RG_STRIPSHIELD:
  2415. case RG_STRIPHELM:
  2416. case GC_WEAPONCRUSH:
  2417. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2418. mod = 1000;
  2419. break;
  2420. case ST_FULLSTRIP: {
  2421. int min_rate = 50 + 20 * skill_lv;
  2422. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2423. rate = max(min_rate, rate);
  2424. mod = 1000;
  2425. break;
  2426. }
  2427. case GS_DISARM:
  2428. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2429. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2430. break;
  2431. case WL_EARTHSTRAIN: {
  2432. int job_lv = 0;
  2433. if (src->type == BL_PC)
  2434. job_lv = ((TBL_PC*)src)->status.job_level;
  2435. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2436. break;
  2437. }
  2438. case SC_STRIPACCESSARY:
  2439. rate = 12 + 2 * skill_lv;
  2440. break;
  2441. default:
  2442. return false;
  2443. }
  2444. if (rnd()%mod >= rate)
  2445. return false;
  2446. switch (skill_id) { // Duration
  2447. case SC_STRIPACCESSARY:
  2448. case GS_DISARM:
  2449. time = skill_get_time(skill_id, skill_lv);
  2450. break;
  2451. case WL_EARTHSTRAIN:
  2452. case RG_STRIPWEAPON:
  2453. case RG_STRIPARMOR:
  2454. case RG_STRIPSHIELD:
  2455. case RG_STRIPHELM:
  2456. case GC_WEAPONCRUSH:
  2457. case ST_FULLSTRIP:
  2458. if (skill_id == WL_EARTHSTRAIN)
  2459. time = skill_get_time2(skill_id, skill_lv);
  2460. else
  2461. time = skill_get_time(skill_id, skill_lv);
  2462. if (target->type == BL_PC)
  2463. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2464. else {
  2465. time += 15000;
  2466. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2467. }
  2468. break;
  2469. }
  2470. switch (skill_id) { // Location
  2471. case GC_WEAPONCRUSH:
  2472. case RG_STRIPWEAPON:
  2473. case GS_DISARM:
  2474. location = EQP_WEAPON;
  2475. break;
  2476. case RG_STRIPARMOR:
  2477. location = EQP_ARMOR;
  2478. break;
  2479. case RG_STRIPSHIELD:
  2480. location = EQP_SHIELD;
  2481. break;
  2482. case RG_STRIPHELM:
  2483. location = EQP_HELM;
  2484. break;
  2485. case ST_FULLSTRIP:
  2486. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2487. break;
  2488. case SC_STRIPACCESSARY:
  2489. location = EQP_ACC;
  2490. break;
  2491. }
  2492. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2493. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2494. location &=~ pos[i];
  2495. }
  2496. if (!location)
  2497. return false;
  2498. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2499. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2500. location &=~ pos[i];
  2501. }
  2502. return location ? true : false;
  2503. }
  2504. /**
  2505. * Used to knock back players, monsters, traps, etc
  2506. * @param src Object that give knock back
  2507. * @param target Object that receive knock back
  2508. * @param count Number of knock back cell requested
  2509. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2510. * @param flag
  2511. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2512. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2513. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2514. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2515. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2516. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2517. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2518. * @return Number of knocked back cells done
  2519. */
  2520. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2521. {
  2522. int dx = 0, dy = 0;
  2523. uint8 checkflag = 0;
  2524. struct status_change *tsc = status_get_sc(target);
  2525. enum e_unit_blown reason = UB_KNOCKABLE;
  2526. nullpo_ret(src);
  2527. nullpo_ret(target);
  2528. if (!count)
  2529. return count; // Actual knockback distance is 0.
  2530. // Create flag needed in unit_blown_immune
  2531. if(src != target)
  2532. checkflag |= 0x1; // Offensive
  2533. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2534. checkflag |= 0x2; // Knockback type
  2535. if(status_get_class_(src) == CLASS_BOSS)
  2536. checkflag |= 0x4; // Boss attack
  2537. // Get reason and check for flags
  2538. reason = unit_blown_immune(target, checkflag);
  2539. switch(reason) {
  2540. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2541. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2542. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2543. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2544. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2545. }
  2546. if (dir == -1) // <optimized>: do the computation here instead of outside
  2547. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2548. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2549. dx = -dirx[dir];
  2550. dy = -diry[dir];
  2551. }
  2552. if (tsc) {
  2553. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2554. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2555. if (tsc->data[SC_ROLLINGCUTTER])
  2556. status_change_end(target, SC_ROLLINGCUTTER, INVALID_TIMER);
  2557. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2558. return 0;
  2559. }
  2560. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2561. }
  2562. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2563. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2564. // In case of success returns type of reflection, otherwise 0
  2565. // 1 - Regular reflection (Maya)
  2566. // 2 - SL_KAITE reflection
  2567. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2568. {
  2569. struct status_change *sc = status_get_sc(bl);
  2570. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2571. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2572. // Item-based reflection - Bypasses Boss check
  2573. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2574. return 1;
  2575. }
  2576. // Magic Mirror reflection - Bypasses Boss check
  2577. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2578. return 1;
  2579. if( status_get_class_(src) == CLASS_BOSS )
  2580. return 0;
  2581. // status-based reflection
  2582. if( !sc || sc->count == 0 )
  2583. return 0;
  2584. // Kaite reflection - Does not bypass Boss check
  2585. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2586. #ifdef RENEWAL
  2587. && type // Does not reflect AoE
  2588. #endif
  2589. ) {
  2590. // Kaite only works against non-players if they are low-level.
  2591. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2592. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2593. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2594. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2595. return 2;
  2596. }
  2597. return 0;
  2598. }
  2599. /**
  2600. * Checks whether a skill can be used in combos or not
  2601. * @param skill_id: Target skill
  2602. * @return 0: Skill is not a combo
  2603. * 1: Skill is a normal combo
  2604. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2605. * @author Panikon
  2606. */
  2607. int skill_is_combo(uint16 skill_id) {
  2608. switch(skill_id) {
  2609. case MO_CHAINCOMBO:
  2610. case MO_COMBOFINISH:
  2611. case CH_TIGERFIST:
  2612. case CH_CHAINCRUSH:
  2613. case MO_EXTREMITYFIST:
  2614. case TK_TURNKICK:
  2615. case TK_STORMKICK:
  2616. case TK_DOWNKICK:
  2617. case TK_COUNTER:
  2618. case TK_JUMPKICK:
  2619. case HT_POWER:
  2620. case SR_DRAGONCOMBO:
  2621. return 1;
  2622. case SR_FALLENEMPIRE:
  2623. case SR_TIGERCANNON:
  2624. case SR_GATEOFHELL:
  2625. return 2;
  2626. }
  2627. return 0;
  2628. }
  2629. /*
  2630. * Combo handler, start stop combo status
  2631. */
  2632. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2633. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2634. switch (skill_id) {
  2635. case MH_MIDNIGHT_FRENZY:
  2636. case MH_EQC:
  2637. {
  2638. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2639. short idx = hom_skill_get_index(skill_id2);
  2640. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2641. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2642. if (idx == -1)
  2643. break;
  2644. sd = hd->master;
  2645. hd->homunculus.hskill[idx].flag= flag;
  2646. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2647. }
  2648. break;
  2649. case MO_COMBOFINISH:
  2650. case CH_TIGERFIST:
  2651. case CH_CHAINCRUSH:
  2652. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2653. break;
  2654. case TK_JUMPKICK:
  2655. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2656. break;
  2657. case MO_TRIPLEATTACK:
  2658. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2659. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2660. break;
  2661. case SR_FALLENEMPIRE:
  2662. if (sd){
  2663. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2664. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2665. }
  2666. break;
  2667. }
  2668. }
  2669. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2670. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2671. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2672. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2673. struct status_change_entry *sce;
  2674. TBL_PC *sd = BL_CAST(BL_PC,src);
  2675. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2676. struct status_change *sc = status_get_sc(src);
  2677. if(sc == NULL) return;
  2678. //End previous combo state after skill is invoked
  2679. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2680. switch (skill_id) {
  2681. case TK_TURNKICK:
  2682. case TK_STORMKICK:
  2683. case TK_DOWNKICK:
  2684. case TK_COUNTER:
  2685. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2686. sce->val1 = skill_id; //Update combo-skill
  2687. sce->val3 = skill_id;
  2688. if( sce->timer != INVALID_TIMER )
  2689. delete_timer(sce->timer, status_change_timer);
  2690. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2691. break;
  2692. }
  2693. unit_cancel_combo(src); // Cancel combo wait
  2694. break;
  2695. default:
  2696. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2697. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2698. }
  2699. }
  2700. //start new combo
  2701. if (sd) { //player only
  2702. switch (skill_id) {
  2703. case MO_TRIPLEATTACK:
  2704. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2705. duration = 1;
  2706. target_id = 0; // Will target current auto-target instead
  2707. }
  2708. break;
  2709. case MO_CHAINCOMBO:
  2710. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2711. duration = 1;
  2712. target_id = 0; // Will target current auto-target instead
  2713. }
  2714. break;
  2715. case MO_COMBOFINISH:
  2716. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2717. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2718. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2719. duration = 1;
  2720. target_id = 0; // Will target current auto-target instead
  2721. }
  2722. case CH_TIGERFIST:
  2723. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2724. duration = 1;
  2725. target_id = 0; // Will target current auto-target instead
  2726. }
  2727. case CH_CHAINCRUSH:
  2728. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2729. duration = 1;
  2730. target_id = 0; // Will target current auto-target instead
  2731. }
  2732. break;
  2733. case AC_DOUBLE:
  2734. if (pc_checkskill(sd, HT_POWER)) {
  2735. duration = 2000;
  2736. nodelay = 1; //Neither gives walk nor attack delay
  2737. target_id = 0; //Does not need to be used on previous target
  2738. }
  2739. break;
  2740. case SR_DRAGONCOMBO:
  2741. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2742. duration = 1;
  2743. break;
  2744. case SR_FALLENEMPIRE:
  2745. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2746. duration = 1;
  2747. break;
  2748. case SJ_PROMINENCEKICK:
  2749. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2750. duration = 1;
  2751. break;
  2752. }
  2753. }
  2754. else { //other
  2755. switch(skill_id) {
  2756. case MH_TINDER_BREAKER:
  2757. case MH_CBC:
  2758. case MH_SONIC_CRAW:
  2759. case MH_SILVERVEIN_RUSH:
  2760. if(hd->homunculus.spiritball > 0) duration = 2000;
  2761. nodelay = 1;
  2762. break;
  2763. case MH_EQC:
  2764. case MH_MIDNIGHT_FRENZY:
  2765. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2766. nodelay = 1;
  2767. break;
  2768. }
  2769. }
  2770. if (duration) { //Possible to chain
  2771. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2772. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2773. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2774. clif_combo_delay(src, duration);
  2775. }
  2776. }
  2777. /**
  2778. * Copy skill by Plagiarism or Reproduce
  2779. * @param src: The caster
  2780. * @param bl: The target
  2781. * @param skill_id: Skill that casted
  2782. * @param skill_lv: Skill level of the casted skill
  2783. */
  2784. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2785. {
  2786. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2787. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2788. return;
  2789. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2790. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2791. return;
  2792. else {
  2793. uint16 idx;
  2794. uint8 lv;
  2795. skill_id = skill_dummy2skill_id(skill_id);
  2796. //Use skill index, avoiding out-of-bound array [Cydh]
  2797. if (!(idx = skill_get_index(skill_id)))
  2798. return;
  2799. switch (skill_isCopyable(tsd,skill_id)) {
  2800. case 1: //Copied by Plagiarism
  2801. {
  2802. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2803. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2804. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2805. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2806. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2807. }
  2808. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2809. tsd->cloneskill_idx = idx;
  2810. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2811. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2812. }
  2813. break;
  2814. case 2: //Copied by Reproduce
  2815. {
  2816. struct status_change *tsc = status_get_sc(bl);
  2817. //Already did SC check
  2818. //Skill level copied depends on Reproduce skill that used
  2819. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2820. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2821. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2822. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2823. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2824. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2825. }
  2826. //Level dependent and limitation.
  2827. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2828. lv = min(lv,skill_get_max(skill_id));
  2829. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2830. lv = min(lv,skill_lv);
  2831. tsd->reproduceskill_idx = idx;
  2832. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2833. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2834. }
  2835. break;
  2836. default: return;
  2837. }
  2838. tsd->status.skill[idx].id = skill_id;
  2839. tsd->status.skill[idx].lv = lv;
  2840. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2841. clif_addskill(tsd,skill_id);
  2842. }
  2843. }
  2844. /**
  2845. * Knockback the target on skill_attack
  2846. * @param src is the master behind the attack
  2847. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2848. * @param target is the target to be attacked.
  2849. * @param blewcount
  2850. * @param skill_id
  2851. * @param skill_lv
  2852. * @param damage
  2853. * @param tick
  2854. * @param flag can hold a bunch of information:
  2855. */
  2856. 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) {
  2857. int8 dir = -1; // Default direction
  2858. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2859. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2860. if (!blewcount || target == dsrc || status_isdead(target))
  2861. return;
  2862. // Skill specific direction
  2863. switch (skill_id) {
  2864. case MG_FIREWALL:
  2865. case EL_FIRE_MANTLE:
  2866. dir = unit_getdir(target); // Backwards
  2867. break;
  2868. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2869. case WZ_STORMGUST:
  2870. if(!battle_config.stormgust_knockback)
  2871. dir = rnd()%8;
  2872. break;
  2873. case MC_CARTREVOLUTION:
  2874. if (battle_config.cart_revo_knockback)
  2875. dir = 6; // Official servers push target to the West
  2876. break;
  2877. case AC_SHOWER:
  2878. case WL_CRIMSONROCK:
  2879. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2880. dir = map_calc_dir(target, src->x, src->y);
  2881. else
  2882. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2883. break;
  2884. case HT_PHANTASMIC: // issue #1378
  2885. if (status_get_hp(target) - damage <= 0) return;
  2886. break;
  2887. }
  2888. // Blown-specific handling
  2889. switch( skill_id ) {
  2890. case SR_KNUCKLEARROW:
  2891. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2892. // Boss & Immune Knockback stay in place and don't get bonus damage
  2893. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2894. 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)
  2895. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2896. dir_ka = -1;
  2897. break;
  2898. case RL_R_TRIP:
  2899. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2900. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2901. break;
  2902. default:
  2903. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2904. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2905. TBL_SKILL *su = (TBL_SKILL*)target;
  2906. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2907. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2908. }
  2909. break;
  2910. }
  2911. clif_fixpos(target);
  2912. }
  2913. /*
  2914. * =========================================================================
  2915. * Does a skill attack with the given properties.
  2916. * @param src is the master behind the attack (player/mob/pet)
  2917. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2918. * @param bl is the target to be attacked.
  2919. * @param flag can hold a bunch of information:
  2920. * flag&1
  2921. * flag&2 - Disable re-triggered by double casting
  2922. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2923. * flag&8 - SC_COMBO state used to deal bonus damage
  2924. *
  2925. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2926. * (usually holds number of targets, or just 1 for simple splash attacks)
  2927. *
  2928. * flag&0xF000 - Values from enum e_skill_display
  2929. * flag&0x3F0000 - Values from enum e_battle_check_target
  2930. *
  2931. * flag&0x1000000 - Return 0 if damage was reflected
  2932. *-------------------------------------------------------------------------*/
  2933. 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)
  2934. {
  2935. struct Damage dmg;
  2936. struct status_data *sstatus, *tstatus;
  2937. struct status_change *sc, *tsc;
  2938. struct map_session_data *sd, *tsd;
  2939. int64 damage;
  2940. bool rmdamage = false;//magic reflected
  2941. int type;
  2942. enum e_damage_type dmg_type;
  2943. bool shadow_flag = false;
  2944. bool additional_effects = true;
  2945. if(skill_id > 0 && !skill_lv)
  2946. return 0;
  2947. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2948. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2949. nullpo_ret(bl); //Target to be attacked.
  2950. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2951. return 0;
  2952. if (src != dsrc) {
  2953. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2954. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2955. return 0;
  2956. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2957. //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]
  2958. if (!status_check_skilluse(src, bl, skill_id, 2))
  2959. return 0;
  2960. }
  2961. sd = BL_CAST(BL_PC, src);
  2962. tsd = BL_CAST(BL_PC, bl);
  2963. sstatus = status_get_status_data(src);
  2964. tstatus = status_get_status_data(bl);
  2965. sc= status_get_sc(src);
  2966. tsc= status_get_sc(bl);
  2967. if (tsc && !tsc->count)
  2968. tsc = NULL; //Don't need it.
  2969. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2970. if (tsc && tsc->data[SC_TRICKDEAD])
  2971. return 0;
  2972. #ifndef RENEWAL
  2973. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2974. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2975. return 0;
  2976. #endif
  2977. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2978. //If the damage source is a unit, the damage is not delayed
  2979. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2980. dmg.amotion = 0;
  2981. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2982. // Adjusted to the new system [Skotlex]
  2983. if( src->type == BL_PET ) { // [Valaris]
  2984. struct pet_data *pd = (TBL_PET*)src;
  2985. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2986. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2987. int element = skill_get_ele(skill_id, skill_lv);
  2988. /*if (skill_id == -1) Does it ever worked?
  2989. element = sstatus->rhw.ele;*/
  2990. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2991. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2992. else
  2993. dmg.damage = pd->a_skill->damage; // Fixed damage
  2994. }
  2995. else
  2996. dmg.damage = 1*pd->a_skill->div_;
  2997. dmg.damage2 = 0;
  2998. dmg.div_= pd->a_skill->div_;
  2999. }
  3000. }
  3001. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3002. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3003. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3004. { //Magic reflection, switch caster/target
  3005. struct block_list *tbl = bl;
  3006. rmdamage = true;
  3007. bl = src;
  3008. src = tbl;
  3009. dsrc = tbl;
  3010. sd = BL_CAST(BL_PC, src);
  3011. tsd = BL_CAST(BL_PC, bl);
  3012. tsc = status_get_sc(bl);
  3013. if (tsc && !tsc->count)
  3014. tsc = NULL; //Don't need it.
  3015. /* bugreport:2564 flag&2 disables double casting trigger */
  3016. flag |= 2;
  3017. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3018. flag |= 4;
  3019. //Spirit of Wizard blocks Kaite's reflection
  3020. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3021. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3022. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3023. if (type >= 0) {
  3024. if ( tsd )
  3025. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3026. dmg.damage = dmg.damage2 = 0;
  3027. dmg.dmg_lv = ATK_MISS;
  3028. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3029. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3030. }
  3031. } else if( type != 2 ) /* Kaite bypasses */
  3032. additional_effects = false;
  3033. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3034. #if MAGIC_REFLECTION_TYPE
  3035. #ifdef RENEWAL
  3036. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3037. #else
  3038. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3039. // regardless of caster's equipment (Aegis 11.1)
  3040. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3041. #endif
  3042. short s_ele = skill_get_ele(skill_id, skill_lv);
  3043. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3044. s_ele = sstatus->rhw.ele;
  3045. else if (s_ele == ELE_ENDOWED) //Use status element
  3046. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3047. else if( s_ele == ELE_RANDOM) //Use random element
  3048. s_ele = rnd()%ELE_ALL;
  3049. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3050. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3051. struct status_data *status = status_get_status_data(bl);
  3052. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3053. per /=20; //Uses 20% SP intervals.
  3054. //SP Cost: 1% + 0.5% per every 20% SP
  3055. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3056. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3057. //Reduction: 6% + 6% every 20%
  3058. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3059. }
  3060. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3061. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3062. dmg.damage = i64max(dmg.damage, 1);
  3063. }
  3064. }
  3065. #endif
  3066. }
  3067. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3068. int sp = skill_get_sp(skill_id,skill_lv);
  3069. #ifndef RENEWAL
  3070. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3071. #endif
  3072. dmg.damage = dmg.damage2 = 0;
  3073. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3074. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3075. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3076. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3077. status_heal(bl, 0, sp, 2);
  3078. }
  3079. if( (dmg.damage || dmg.damage2) && tsc && (tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 || tsc->data[SC_NPC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_NPC_HALLUCINATIONWALK]->val3) ) {
  3080. dmg.damage = dmg.damage2 = 0;
  3081. dmg.dmg_lv = ATK_MISS;
  3082. }
  3083. }
  3084. damage = dmg.damage + dmg.damage2;
  3085. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3086. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3087. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3088. damage = 1;
  3089. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3090. struct block_list *nbl;
  3091. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3092. if( nbl ){ // Only one target is chosen.
  3093. damage = damage / 2; // Deflect half of the damage to a target nearby
  3094. 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);
  3095. }
  3096. }
  3097. //Skill hit type
  3098. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3099. switch( skill_id ) {
  3100. case SC_TRIANGLESHOT:
  3101. if( rnd()%100 > (1 + skill_lv) )
  3102. dmg.blewcount = 0;
  3103. break;
  3104. default:
  3105. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3106. dmg.blewcount = 0; //only pushback when it hit for other
  3107. break;
  3108. }
  3109. switch( skill_id ) {
  3110. case CR_GRANDCROSS:
  3111. case NPC_GRANDDARKNESS:
  3112. if( battle_config.gx_disptype)
  3113. dsrc = src;
  3114. if( src == bl)
  3115. dmg_type = DMG_ENDURE;
  3116. else
  3117. flag|= SD_ANIMATION;
  3118. break;
  3119. case NJ_TATAMIGAESHI: //For correct knockback.
  3120. dsrc = src;
  3121. flag|= SD_ANIMATION;
  3122. break;
  3123. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3124. int level;
  3125. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3126. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3127. }
  3128. break;
  3129. case SL_STIN:
  3130. case SL_STUN:
  3131. if (skill_lv >= 7) {
  3132. struct status_change *sc_cur = status_get_sc(src);
  3133. if (sc_cur && !sc_cur->data[SC_SMA])
  3134. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3135. }
  3136. break;
  3137. }
  3138. //combo handling
  3139. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3140. //Display damage.
  3141. switch( skill_id ) {
  3142. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3143. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3144. break;
  3145. //Skills that need be passed as a normal attack for the client to display correctly.
  3146. case HVAN_EXPLOSION:
  3147. case NPC_SELFDESTRUCTION:
  3148. if(src->type == BL_PC)
  3149. dmg.blewcount = 10;
  3150. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3151. // fall through
  3152. case KN_AUTOCOUNTER:
  3153. case NPC_CRITICALSLASH:
  3154. case TF_DOUBLE:
  3155. case GS_CHAINACTION:
  3156. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3157. break;
  3158. case AS_SPLASHER:
  3159. if( flag&SD_ANIMATION ) // the surrounding targets
  3160. 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
  3161. else // the central target doesn't display an animation
  3162. 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
  3163. break;
  3164. case SR_EARTHSHAKER:
  3165. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3166. break;
  3167. case WL_SOULEXPANSION:
  3168. case WL_COMET:
  3169. case NPC_COMET:
  3170. case KO_MUCHANAGE:
  3171. #ifndef RENEWAL
  3172. case NJ_HUUMA:
  3173. #endif
  3174. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3175. break;
  3176. case WL_CHAINLIGHTNING_ATK:
  3177. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3178. break;
  3179. case WL_TETRAVORTEX_FIRE:
  3180. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3181. break;
  3182. case LG_SHIELDPRESS:
  3183. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3184. break;
  3185. case NPC_EARTHQUAKE:
  3186. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3187. break;
  3188. case NPC_DARKPIERCING:
  3189. case EL_FIRE_BOMB:
  3190. case EL_FIRE_BOMB_ATK:
  3191. case EL_FIRE_WAVE:
  3192. case EL_FIRE_WAVE_ATK:
  3193. case EL_FIRE_MANTLE:
  3194. case EL_CIRCLE_OF_FIRE:
  3195. case EL_FIRE_ARROW:
  3196. case EL_ICE_NEEDLE:
  3197. case EL_WATER_SCREW:
  3198. case EL_WATER_SCREW_ATK:
  3199. case EL_WIND_SLASH:
  3200. case EL_TIDAL_WEAPON:
  3201. case EL_ROCK_CRUSHER:
  3202. case EL_ROCK_CRUSHER_ATK:
  3203. case EL_HURRICANE:
  3204. case EL_HURRICANE_ATK:
  3205. case KO_BAKURETSU:
  3206. case GN_HELLS_PLANT_ATK:
  3207. case SU_SV_ROOTTWIST_ATK:
  3208. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3209. break;
  3210. case GN_FIRE_EXPANSION_ACID:
  3211. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3212. break;
  3213. case GN_SLINGITEM_RANGEMELEEATK:
  3214. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3215. break;
  3216. case EL_STONE_RAIN:
  3217. 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);
  3218. break;
  3219. case WM_SEVERE_RAINSTORM_MELEE:
  3220. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3221. break;
  3222. case HT_CLAYMORETRAP:
  3223. case HT_BLASTMINE:
  3224. case HT_FLASHER:
  3225. case HT_FREEZINGTRAP:
  3226. case RA_CLUSTERBOMB:
  3227. case RA_FIRINGTRAP:
  3228. case RA_ICEBOUNDTRAP:
  3229. 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);
  3230. if( dsrc != src ) // avoid damage display redundancy
  3231. break;
  3232. //Fall through
  3233. case HT_LANDMINE:
  3234. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3235. break;
  3236. case WZ_SIGHTBLASTER:
  3237. //Sightblaster should never call clif_skill_damage twice
  3238. 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);
  3239. break;
  3240. case RL_R_TRIP_PLUSATK:
  3241. case RL_S_STORM:
  3242. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3243. break;
  3244. case SU_LUNATICCARROTBEAT:
  3245. case SU_LUNATICCARROTBEAT2:
  3246. case SP_CURSEEXPLOSION:
  3247. case SP_SPA:
  3248. case SP_SHA:
  3249. if (dmg.div_ < 2)
  3250. type = DMG_SPLASH;
  3251. if (!(flag&SD_ANIMATION))
  3252. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3253. // Fall through
  3254. case WM_REVERBERATION:
  3255. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3256. break;
  3257. case SJ_FALLINGSTAR_ATK:
  3258. case SJ_FALLINGSTAR_ATK2:
  3259. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3260. break;
  3261. case SJ_NOVAEXPLOSING:
  3262. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3263. break;
  3264. case AB_DUPLELIGHT_MELEE:
  3265. case AB_DUPLELIGHT_MAGIC:
  3266. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3267. default:
  3268. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3269. dmg_type = DMG_SPLASH;
  3270. if (src->type == BL_SKILL) {
  3271. TBL_SKILL *su = (TBL_SKILL*)src;
  3272. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3273. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3274. break;
  3275. }
  3276. }
  3277. 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);
  3278. break;
  3279. }
  3280. map_freeblock_lock();
  3281. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3282. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3283. skill_do_copy(src,bl,skill_id,skill_lv);
  3284. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3285. { //Skills with can't walk delay also stop normal attacking for that
  3286. //duration when the attack connects. [Skotlex]
  3287. struct unit_data *ud = unit_bl2ud(src);
  3288. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3289. ud->attackabletime = tick + type;
  3290. }
  3291. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3292. // Instant damage
  3293. if( !dmg.amotion ) {
  3294. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3295. #ifndef RENEWAL
  3296. || skill_id == HW_GRAVITATION
  3297. #endif
  3298. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3299. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3300. if( !status_isdead(bl) && additional_effects )
  3301. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3302. if( damage > 0 ) //Counter status effects [Skotlex]
  3303. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3304. }
  3305. // Blow!
  3306. if (!(flag&4))
  3307. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3308. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3309. if( dmg.amotion ) {
  3310. if( shadow_flag ) {
  3311. if( !status_isdead(bl) && additional_effects )
  3312. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3313. if( dmg.flag > ATK_BLOCK )
  3314. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3315. } else
  3316. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3317. }
  3318. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3319. #ifndef RENEWAL
  3320. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3321. #endif
  3322. ) {
  3323. if (tsc->data[SC_DEVOTION]) {
  3324. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3325. struct block_list *d_bl = map_id2bl(sce->val1);
  3326. if (d_bl && (
  3327. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3328. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3329. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3330. {
  3331. if (!rmdamage) {
  3332. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3333. status_fix_damage(NULL, d_bl, damage, 0, 0);
  3334. } else {
  3335. bool isDevotRdamage = false;
  3336. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3337. isDevotRdamage = true;
  3338. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3339. // This check is only for magical skill.
  3340. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3341. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3342. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0);
  3343. }
  3344. } else {
  3345. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3346. if (!dmg.amotion)
  3347. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3348. }
  3349. }
  3350. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3351. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3352. struct block_list *e_bl = map_id2bl(sce->val1);
  3353. if (e_bl) {
  3354. if (!rmdamage) {
  3355. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3356. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3357. } else {
  3358. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3359. status_fix_damage(bl, bl, damage, 0, 0);
  3360. }
  3361. }
  3362. }
  3363. }
  3364. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3365. if( skill_id == RG_INTIMIDATE ) {
  3366. int rate = 50 + skill_lv * 5;
  3367. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3368. if(rnd()%100 < rate)
  3369. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3370. }
  3371. }
  3372. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3373. dmg.flag |= BF_WEAPON;
  3374. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3375. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3376. {
  3377. if (battle_config.left_cardfix_to_right)
  3378. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3379. else
  3380. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3381. }
  3382. if( damage > 0 ) { // Post-damage effects
  3383. switch( skill_id ) {
  3384. case GC_VENOMPRESSURE: {
  3385. struct status_change *ssc = status_get_sc(src);
  3386. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3387. sc_start4(src, bl, (sc_type)ssc->data[SC_POISONINGWEAPON]->val2, 100, ssc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3388. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3389. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3390. }
  3391. }
  3392. break;
  3393. }
  3394. if( sd )
  3395. skill_onskillusage(sd, bl, skill_id, tick);
  3396. }
  3397. if (!(flag&2)) {
  3398. switch (skill_id) {
  3399. case MG_COLDBOLT:
  3400. case MG_FIREBOLT:
  3401. case MG_LIGHTNINGBOLT:
  3402. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3403. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3404. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3405. break;
  3406. case SU_BITE:
  3407. case SU_SCRATCH:
  3408. case SU_SV_STEMSPEAR:
  3409. case SU_SCAROFTAROU:
  3410. case SU_PICKYPECK:
  3411. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3412. 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);
  3413. break;
  3414. }
  3415. }
  3416. map_freeblock_unlock();
  3417. if ((flag&0x1000000) && rmdamage)
  3418. return 0; //Should return 0 when damage was reflected
  3419. return damage;
  3420. }
  3421. /*==========================================
  3422. * Sub function for recursive skill call.
  3423. * Checking bl battle flag and display damage
  3424. * then call func with source,target,skill_id,skill_lv,tick,flag
  3425. *------------------------------------------*/
  3426. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3427. int skill_area_sub(struct block_list *bl, va_list ap)
  3428. {
  3429. struct block_list *src;
  3430. uint16 skill_id,skill_lv;
  3431. int flag;
  3432. t_tick tick;
  3433. SkillFunc func;
  3434. nullpo_ret(bl);
  3435. src = va_arg(ap,struct block_list *);
  3436. skill_id = va_arg(ap,int);
  3437. skill_lv = va_arg(ap,int);
  3438. tick = va_arg(ap,t_tick);
  3439. flag = va_arg(ap,int);
  3440. func = va_arg(ap,SkillFunc);
  3441. if (flag&BCT_WOS && src == bl)
  3442. return 0;
  3443. if(battle_check_target(src,bl,flag) > 0) {
  3444. // several splash skills need this initial dummy packet to display correctly
  3445. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3446. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3447. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3448. skill_area_temp[2]++;
  3449. return func(src,bl,skill_id,skill_lv,tick,flag);
  3450. }
  3451. return 0;
  3452. }
  3453. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3454. {
  3455. struct skill_unit *unit;
  3456. uint16 skill_id,g_skill_id;
  3457. unit = (struct skill_unit *)bl;
  3458. if(bl->prev == NULL || bl->type != BL_SKILL)
  3459. return 0;
  3460. if(!unit->alive)
  3461. return 0;
  3462. skill_id = va_arg(ap,int);
  3463. g_skill_id = unit->group->skill_id;
  3464. switch (skill_id) {
  3465. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3466. if(g_skill_id == SA_LANDPROTECTOR)
  3467. break;
  3468. //Fall through
  3469. case MH_STEINWAND:
  3470. case MG_SAFETYWALL:
  3471. case SC_MAELSTROM:
  3472. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3473. return 0;
  3474. break;
  3475. case AL_WARP:
  3476. case HT_SKIDTRAP:
  3477. case MA_SKIDTRAP:
  3478. case HT_LANDMINE:
  3479. case MA_LANDMINE:
  3480. case HT_ANKLESNARE:
  3481. case HT_SHOCKWAVE:
  3482. case HT_SANDMAN:
  3483. case MA_SANDMAN:
  3484. case HT_FLASHER:
  3485. case HT_FREEZINGTRAP:
  3486. case MA_FREEZINGTRAP:
  3487. case HT_BLASTMINE:
  3488. case HT_CLAYMORETRAP:
  3489. case HT_TALKIEBOX:
  3490. #ifndef RENEWAL
  3491. case HP_BASILICA:
  3492. #endif
  3493. case RA_ELECTRICSHOCKER:
  3494. case RA_CLUSTERBOMB:
  3495. case RA_MAGENTATRAP:
  3496. case RA_COBALTTRAP:
  3497. case RA_MAIZETRAP:
  3498. case RA_VERDURETRAP:
  3499. case RA_FIRINGTRAP:
  3500. case RA_ICEBOUNDTRAP:
  3501. case SC_DIMENSIONDOOR:
  3502. case SC_BLOODYLUST:
  3503. case NPC_REVERBERATION:
  3504. case GN_THORNS_TRAP:
  3505. case RL_B_TRAP:
  3506. case SC_ESCAPE:
  3507. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3508. 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)
  3509. return 0;
  3510. break;
  3511. default: //Avoid stacking with same kind of trap. [Skotlex]
  3512. if (g_skill_id != skill_id)
  3513. return 0;
  3514. break;
  3515. }
  3516. return 1;
  3517. }
  3518. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3519. {
  3520. //Non players do not check for the skill's splash-trigger area.
  3521. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3522. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3523. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3524. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3525. return 0;
  3526. }
  3527. range += layout_type;
  3528. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3529. }
  3530. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3531. {
  3532. uint16 skill_id;
  3533. if(bl->prev == NULL)
  3534. return 0;
  3535. skill_id = va_arg(ap,int);
  3536. if( status_isdead(bl) && skill_id != AL_WARP )
  3537. return 0;
  3538. #ifndef RENEWAL
  3539. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3540. return 0;
  3541. #endif
  3542. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3543. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3544. return 1;
  3545. }
  3546. /**
  3547. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3548. * @param bl Object that casted skill
  3549. * @param x Position x of the target
  3550. * @param y Position y of the target
  3551. * @param skill_id The casted skill
  3552. * @param skill_lv The skill Lv
  3553. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3554. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3555. */
  3556. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3557. {
  3558. int range = 0, type;
  3559. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3560. if (isNearNPC)
  3561. range = skill_get_splash(skill_id,skill_lv);
  3562. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3563. if (!isNearNPC || !range) {
  3564. switch (skill_id) { // to be expanded later
  3565. case WZ_ICEWALL:
  3566. range = 2;
  3567. break;
  3568. case SC_MANHOLE:
  3569. range = 0;
  3570. break;
  3571. default: {
  3572. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3573. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3574. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3575. return 0;
  3576. }
  3577. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3578. }
  3579. break;
  3580. }
  3581. }
  3582. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3583. //Check the additional range [Cydh]
  3584. if (isNearNPC && skill_npc_range > 0)
  3585. range += skill_npc_range;
  3586. if (!isNearNPC) { //Doesn't check the NPC range
  3587. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3588. if (bl->type&battle_config.skill_nofootset)
  3589. type = BL_CHAR;
  3590. else if(bl->type == BL_MOB)
  3591. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3592. else
  3593. return 0; //Don't check
  3594. } else
  3595. type = BL_NPC;
  3596. return (!isNearNPC) ?
  3597. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3598. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3599. //isNearNPC is used to check range from NPC
  3600. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3601. }
  3602. /*==========================================
  3603. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3604. * Flag:
  3605. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3606. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3607. *------------------------------------------*/
  3608. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3609. {
  3610. struct status_data *status;
  3611. struct map_session_data *sd = NULL;
  3612. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3613. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3614. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3615. nullpo_retr(0, bl);
  3616. switch( bl->type )
  3617. {
  3618. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3619. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3620. }
  3621. status = status_get_status_data(bl);
  3622. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3623. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3624. if (skill == nullptr)
  3625. return 0;
  3626. // Requirements
  3627. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3628. {
  3629. itemid[i] = skill->require.itemid[i];
  3630. amount[i] = skill->require.amount[i];
  3631. }
  3632. hp = skill->require.hp[skill_lv - 1];
  3633. sp = skill->require.sp[skill_lv - 1];
  3634. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3635. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3636. state = skill->require.state;
  3637. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3638. hp += (status->max_hp * mhp) / 100;
  3639. if( hp_rate > 0 )
  3640. hp += (status->hp * hp_rate) / 100;
  3641. else
  3642. hp += (status->max_hp * (-hp_rate)) / 100;
  3643. if( sp_rate > 0 )
  3644. sp += (status->sp * sp_rate) / 100;
  3645. else
  3646. sp += (status->max_sp * (-sp_rate)) / 100;
  3647. if( !(type&2) )
  3648. {
  3649. if( hp > 0 && status->hp <= (unsigned int)hp )
  3650. {
  3651. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3652. return 0;
  3653. }
  3654. if( sp > 0 && status->sp <= (unsigned int)sp )
  3655. {
  3656. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3657. return 0;
  3658. }
  3659. }
  3660. if( !type )
  3661. switch( state )
  3662. {
  3663. case ST_MOVE_ENABLE:
  3664. if( !unit_can_move(bl) )
  3665. {
  3666. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3667. return 0;
  3668. }
  3669. break;
  3670. }
  3671. if( !(type&1) )
  3672. return 1;
  3673. // Check item existences
  3674. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3675. {
  3676. index[i] = -1;
  3677. if( itemid[i] == 0 ) continue; // No item
  3678. index[i] = pc_search_inventory(sd, itemid[i]);
  3679. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3680. {
  3681. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3682. return 0;
  3683. }
  3684. }
  3685. // Consume items
  3686. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3687. {
  3688. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3689. }
  3690. if( type&2 )
  3691. return 1;
  3692. if( sp || hp )
  3693. status_zap(bl, hp, sp);
  3694. return 1;
  3695. }
  3696. /*==========================================
  3697. *
  3698. *------------------------------------------*/
  3699. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3700. {
  3701. switch (skill_id) {
  3702. case RL_QD_SHOT:
  3703. {
  3704. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3705. struct unit_data *ud = unit_bl2ud(src);
  3706. if (ud && ud->target == target->id)
  3707. return 1;
  3708. }
  3709. }
  3710. }
  3711. return 1;
  3712. }
  3713. /*==========================================
  3714. *
  3715. *------------------------------------------*/
  3716. static TIMER_FUNC(skill_timerskill){
  3717. struct block_list *src = map_id2bl(id),*target;
  3718. struct unit_data *ud = unit_bl2ud(src);
  3719. struct skill_timerskill *skl;
  3720. struct skill_unit *unit = NULL;
  3721. int range;
  3722. nullpo_ret(src);
  3723. nullpo_ret(ud);
  3724. skl = ud->skilltimerskill[data];
  3725. nullpo_ret(skl);
  3726. ud->skilltimerskill[data] = NULL;
  3727. do {
  3728. if(src->prev == NULL)
  3729. break; // Source not on Map
  3730. if(skl->target_id) {
  3731. target = map_id2bl(skl->target_id);
  3732. if( ( skl->skill_id == RG_INTIMIDATE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3733. target = src; //Required since it has to warp.
  3734. if (skl->skill_id == SR_SKYNETBLOW) {
  3735. skill_area_temp[1] = 0;
  3736. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3737. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3738. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3739. break;
  3740. }
  3741. if(target == NULL)
  3742. break; // Target offline?
  3743. if(target->prev == NULL)
  3744. break; // Target not on Map
  3745. if(src->m != target->m)
  3746. break; // Different Maps
  3747. if(status_isdead(src)) {
  3748. switch(skl->skill_id) {
  3749. case WL_CHAINLIGHTNING_ATK:
  3750. case WL_TETRAVORTEX_FIRE:
  3751. case WL_TETRAVORTEX_WATER:
  3752. case WL_TETRAVORTEX_WIND:
  3753. case WL_TETRAVORTEX_GROUND:
  3754. // For SR_FLASHCOMBO
  3755. case SR_DRAGONCOMBO:
  3756. case SR_FALLENEMPIRE:
  3757. case SR_TIGERCANNON:
  3758. if (src->type != BL_PC)
  3759. continue;
  3760. break; // Exceptions
  3761. default:
  3762. continue; // Caster is Dead
  3763. }
  3764. }
  3765. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3766. break;
  3767. switch(skl->skill_id) {
  3768. case KN_AUTOCOUNTER:
  3769. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3770. break;
  3771. case RG_INTIMIDATE:
  3772. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3773. short x,y;
  3774. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3775. if (target != src && !status_isdead(target))
  3776. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3777. }
  3778. break;
  3779. case BA_FROSTJOKER:
  3780. case DC_SCREAM:
  3781. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3782. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3783. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3784. break;
  3785. case PR_LEXDIVINA:
  3786. if (src->type == BL_MOB) {
  3787. // Monsters use the default duration when casting Lex Divina
  3788. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3789. break;
  3790. }
  3791. // Fall through
  3792. case PR_STRECOVERY:
  3793. case BS_HAMMERFALL:
  3794. case MER_LEXDIVINA:
  3795. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3796. break;
  3797. case WZ_WATERBALL:
  3798. {
  3799. //Get the next waterball cell to consume
  3800. struct s_skill_unit_layout *layout;
  3801. int i;
  3802. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3803. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3804. int ux = skl->x + layout->dx[i];
  3805. int uy = skl->y + layout->dy[i];
  3806. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3807. if (unit)
  3808. break;
  3809. }
  3810. } // Fall through
  3811. case WZ_JUPITEL:
  3812. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3813. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3814. // Apply canact delay here to prevent hacks (unlimited casting)
  3815. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3816. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3817. }
  3818. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3819. skill_delunit(unit); // Consume unit for next waterball
  3820. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3821. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3822. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3823. } else {
  3824. struct status_change *sc = status_get_sc(src);
  3825. if(sc) {
  3826. if(sc->data[SC_SPIRIT] &&
  3827. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3828. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3829. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3830. }
  3831. }
  3832. break;
  3833. case WL_CHAINLIGHTNING_ATK: {
  3834. #ifndef RENEWAL
  3835. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3836. #endif
  3837. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3838. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3839. { // Remaining Chains Hit
  3840. struct block_list *nbl = NULL; // Next Target of Chain
  3841. 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.
  3842. splash_target(src), target->id); // Search for a new Target around current one...
  3843. if( nbl == NULL )
  3844. skl->x++;
  3845. else
  3846. skl->x = 0;
  3847. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3848. }
  3849. }
  3850. break;
  3851. case WL_TETRAVORTEX_FIRE:
  3852. case WL_TETRAVORTEX_WATER:
  3853. case WL_TETRAVORTEX_WIND:
  3854. case WL_TETRAVORTEX_GROUND:
  3855. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3856. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3857. if (skl->type >= 3) { // Final Hit
  3858. if (!status_isdead(target)) { // Final Status Effect
  3859. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3860. applyeffects[4] = { 0, 0, 0, 0 },
  3861. i, j = 0, k = 0;
  3862. for(i = 1; i <= 8; i = i + i) {
  3863. if (skl->x&i) {
  3864. applyeffects[j] = effects[k];
  3865. j++;
  3866. }
  3867. k++;
  3868. }
  3869. if (j) {
  3870. i = applyeffects[rnd()%j];
  3871. 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))));
  3872. }
  3873. }
  3874. }
  3875. break;
  3876. case NPC_REVERBERATION_ATK:
  3877. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3878. break;
  3879. case SR_WINDMILL:
  3880. if( target->type == BL_PC ) {
  3881. struct map_session_data *tsd = NULL;
  3882. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3883. pc_setsit(tsd);
  3884. skill_sit(tsd, true);
  3885. clif_sitting(&tsd->bl);
  3886. }
  3887. }
  3888. break;
  3889. case SR_KNUCKLEARROW:
  3890. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3891. break;
  3892. case CH_PALMSTRIKE:
  3893. {
  3894. struct status_change* tsc = status_get_sc(target);
  3895. struct status_change* sc = status_get_sc(src);
  3896. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3897. ( sc && sc->option&OPTION_HIDE ) ){
  3898. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3899. break;
  3900. }
  3901. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3902. break;
  3903. }
  3904. // For SR_FLASHCOMBO
  3905. case SR_DRAGONCOMBO:
  3906. case SR_FALLENEMPIRE:
  3907. case SR_TIGERCANNON:
  3908. if( src->type == BL_PC ) {
  3909. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3910. break;
  3911. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3912. }
  3913. break;
  3914. case SU_SV_ROOTTWIST_ATK: {
  3915. struct status_change *tsc = status_get_sc(target);
  3916. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3917. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3918. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3919. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3920. }
  3921. }
  3922. break;
  3923. default:
  3924. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3925. break;
  3926. }
  3927. }
  3928. else {
  3929. if(src->m != skl->map)
  3930. break;
  3931. switch( skl->skill_id )
  3932. {
  3933. case GN_CRAZYWEED_ATK:
  3934. {
  3935. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3936. 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);
  3937. }
  3938. case WL_EARTHSTRAIN:
  3939. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3940. break;
  3941. case RL_FIRE_RAIN: {
  3942. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3943. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3944. 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);
  3945. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3946. }
  3947. break;
  3948. case NC_MAGMA_ERUPTION:
  3949. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3950. break;
  3951. }
  3952. }
  3953. } while (0);
  3954. //Free skl now that it is no longer needed.
  3955. ers_free(skill_timer_ers, skl);
  3956. return 0;
  3957. }
  3958. /*==========================================
  3959. *
  3960. *------------------------------------------*/
  3961. 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)
  3962. {
  3963. int i;
  3964. struct unit_data *ud;
  3965. nullpo_retr(1, src);
  3966. if (src->prev == NULL)
  3967. return 0;
  3968. ud = unit_bl2ud(src);
  3969. nullpo_retr(1, ud);
  3970. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3971. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3972. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3973. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3974. ud->skilltimerskill[i]->src_id = src->id;
  3975. ud->skilltimerskill[i]->target_id = target;
  3976. ud->skilltimerskill[i]->skill_id = skill_id;
  3977. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3978. ud->skilltimerskill[i]->map = src->m;
  3979. ud->skilltimerskill[i]->x = x;
  3980. ud->skilltimerskill[i]->y = y;
  3981. ud->skilltimerskill[i]->type = type;
  3982. ud->skilltimerskill[i]->flag = flag;
  3983. return 0;
  3984. }
  3985. /*==========================================
  3986. *
  3987. *------------------------------------------*/
  3988. int skill_cleartimerskill (struct block_list *src)
  3989. {
  3990. int i;
  3991. struct unit_data *ud;
  3992. nullpo_ret(src);
  3993. ud = unit_bl2ud(src);
  3994. nullpo_ret(ud);
  3995. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3996. if(ud->skilltimerskill[i]) {
  3997. switch(ud->skilltimerskill[i]->skill_id) {
  3998. case WL_TETRAVORTEX_FIRE:
  3999. case WL_TETRAVORTEX_WATER:
  4000. case WL_TETRAVORTEX_WIND:
  4001. case WL_TETRAVORTEX_GROUND:
  4002. // For SR_FLASHCOMBO
  4003. case SR_DRAGONCOMBO:
  4004. case SR_FALLENEMPIRE:
  4005. case SR_TIGERCANNON:
  4006. if (src->type != BL_PC)
  4007. break;
  4008. continue;
  4009. }
  4010. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4011. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4012. ud->skilltimerskill[i]=NULL;
  4013. }
  4014. }
  4015. return 1;
  4016. }
  4017. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4018. skill_unit *su = (skill_unit*)bl;
  4019. nullpo_ret(su);
  4020. if (bl->type != BL_SKILL)
  4021. return 0;
  4022. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4023. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4024. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4025. su->limit = DIFF_TICK(gettick(), sg->tick);
  4026. sg->unit_id = UNT_USED_TRAPS;
  4027. }
  4028. return 1;
  4029. }
  4030. /**
  4031. * Reveal hidden trap
  4032. **/
  4033. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4034. {
  4035. TBL_SKILL *su = (TBL_SKILL*)bl;
  4036. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4037. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4038. //clif_changetraplook(bl, su->group->unit_id);
  4039. su->hidden = false;
  4040. skill_getareachar_skillunit_visibilty(su, AREA);
  4041. return 1;
  4042. }
  4043. return 0;
  4044. }
  4045. /**
  4046. * Attempt to reveal trap in area
  4047. * @param src Skill caster
  4048. * @param range Affected range
  4049. * @param x
  4050. * @param y
  4051. * TODO: Remove hardcode usages for this function
  4052. **/
  4053. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4054. if (!battle_config.traps_setting)
  4055. return;
  4056. nullpo_retv(src);
  4057. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4058. }
  4059. /*========================================== [Playtester]
  4060. * Process tarot card's effects
  4061. * @param src: Source of the tarot card effect
  4062. * @param target: Target of the tartor card effect
  4063. * @param skill_id: ID of the skill used
  4064. * @param skill_lv: Level of the skill used
  4065. * @param tick: Processing tick time
  4066. * @return Card number
  4067. *------------------------------------------*/
  4068. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4069. {
  4070. int card = 0;
  4071. if (battle_config.tarotcard_equal_chance) {
  4072. //eAthena equal chances
  4073. card = rnd() % 14 + 1;
  4074. }
  4075. else {
  4076. //Official chances
  4077. int rate = rnd() % 100;
  4078. if (rate < 10) card = 1; // THE FOOL
  4079. else if (rate < 20) card = 2; // THE MAGICIAN
  4080. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4081. else if (rate < 37) card = 4; // THE CHARIOT
  4082. else if (rate < 47) card = 5; // STRENGTH
  4083. else if (rate < 62) card = 6; // THE LOVERS
  4084. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4085. else if (rate < 69) card = 8; // THE HANGED MAN
  4086. else if (rate < 74) card = 9; // DEATH
  4087. else if (rate < 82) card = 10; // TEMPERANCE
  4088. else if (rate < 83) card = 11; // THE DEVIL
  4089. else if (rate < 85) card = 12; // THE TOWER
  4090. else if (rate < 90) card = 13; // THE STAR
  4091. else card = 14; // THE SUN
  4092. }
  4093. switch (card) {
  4094. case 1: // THE FOOL - heals SP to 0
  4095. {
  4096. status_percent_damage(src, target, 0, 100, false);
  4097. break;
  4098. }
  4099. case 2: // THE MAGICIAN - matk halved
  4100. {
  4101. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4102. break;
  4103. }
  4104. case 3: // THE HIGH PRIESTESS - all buffs removed
  4105. {
  4106. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4107. break;
  4108. }
  4109. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4110. {
  4111. status_fix_damage(src, target, 1000, 0, skill_id);
  4112. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4113. if (!status_isdead(target))
  4114. {
  4115. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4116. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4117. }
  4118. break;
  4119. }
  4120. case 5: // STRENGTH - atk halved
  4121. {
  4122. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4123. break;
  4124. }
  4125. case 6: // THE LOVERS - 2000HP heal, random teleported
  4126. {
  4127. status_heal(target, 2000, 0, 0);
  4128. if (!map_flag_vs(target->m))
  4129. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4130. break;
  4131. }
  4132. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4133. {
  4134. // Recursive call
  4135. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4136. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4137. break;
  4138. }
  4139. case 8: // THE HANGED MAN - stop, freeze or stoned
  4140. {
  4141. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4142. uint8 rand_eff = rnd() % 3;
  4143. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4144. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4145. break;
  4146. }
  4147. case 9: // DEATH - curse, coma and poison
  4148. {
  4149. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4150. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4151. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4152. break;
  4153. }
  4154. case 10: // TEMPERANCE - confusion
  4155. {
  4156. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4157. break;
  4158. }
  4159. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4160. {
  4161. status_fix_damage(src, target, 6666, 0, skill_id);
  4162. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4163. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4164. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4165. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4166. break;
  4167. }
  4168. case 12: // THE TOWER - 4444 damage
  4169. {
  4170. status_fix_damage(src, target, 4444, 0, skill_id);
  4171. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4172. break;
  4173. }
  4174. case 13: // THE STAR - stun
  4175. {
  4176. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4177. break;
  4178. }
  4179. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4180. {
  4181. #ifdef RENEWAL
  4182. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4183. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4184. #endif
  4185. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4186. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4187. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4188. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4189. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4190. return 14; //To make sure a valid number is returned
  4191. }
  4192. }
  4193. return card;
  4194. }
  4195. /*==========================================
  4196. *
  4197. *
  4198. *------------------------------------------*/
  4199. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4200. {
  4201. struct map_session_data *sd = NULL;
  4202. struct status_data *tstatus;
  4203. struct status_change *sc, *tsc;
  4204. if (skill_id > 0 && !skill_lv) return 0;
  4205. nullpo_retr(1, src);
  4206. nullpo_retr(1, bl);
  4207. if (src->m != bl->m)
  4208. return 1;
  4209. if (bl->prev == NULL)
  4210. return 1;
  4211. sd = BL_CAST(BL_PC, src);
  4212. if (status_isdead(bl))
  4213. return 1;
  4214. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4215. { //GTB makes all targetted magic display miss with a single bolt.
  4216. sc_type sct = status_skill2sc(skill_id);
  4217. if(sct != SC_NONE)
  4218. status_change_end(bl, sct, INVALID_TIMER);
  4219. 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));
  4220. return 1;
  4221. }
  4222. sc = status_get_sc(src);
  4223. tsc = status_get_sc(bl);
  4224. if (sc && !sc->count)
  4225. sc = NULL; //Unneeded
  4226. if (tsc && !tsc->count)
  4227. tsc = NULL;
  4228. tstatus = status_get_status_data(bl);
  4229. map_freeblock_lock();
  4230. switch(skill_id) {
  4231. case MER_CRASH:
  4232. case SM_BASH:
  4233. case MS_BASH:
  4234. case MC_MAMMONITE:
  4235. case TF_DOUBLE:
  4236. case AC_DOUBLE:
  4237. case MA_DOUBLE:
  4238. case AS_SONICBLOW:
  4239. case KN_PIERCE:
  4240. case ML_PIERCE:
  4241. case KN_SPEARBOOMERANG:
  4242. case TF_POISON:
  4243. case TF_SPRINKLESAND:
  4244. case AC_CHARGEARROW:
  4245. case MA_CHARGEARROW:
  4246. case RG_INTIMIDATE:
  4247. case AM_ACIDTERROR:
  4248. case BA_MUSICALSTRIKE:
  4249. case DC_THROWARROW:
  4250. case BA_DISSONANCE:
  4251. case CR_HOLYCROSS:
  4252. case NPC_DARKCROSS:
  4253. case CR_SHIELDCHARGE:
  4254. case CR_SHIELDBOOMERANG:
  4255. case NPC_PIERCINGATT:
  4256. case NPC_MENTALBREAKER:
  4257. case NPC_RANGEATTACK:
  4258. case NPC_CRITICALSLASH:
  4259. case NPC_COMBOATTACK:
  4260. case NPC_GUIDEDATTACK:
  4261. case NPC_POISON:
  4262. case NPC_RANDOMATTACK:
  4263. case NPC_WATERATTACK:
  4264. case NPC_GROUNDATTACK:
  4265. case NPC_FIREATTACK:
  4266. case NPC_WINDATTACK:
  4267. case NPC_POISONATTACK:
  4268. case NPC_HOLYATTACK:
  4269. case NPC_DARKNESSATTACK:
  4270. case NPC_TELEKINESISATTACK:
  4271. case NPC_UNDEADATTACK:
  4272. case NPC_ARMORBRAKE:
  4273. case NPC_WEAPONBRAKER:
  4274. case NPC_HELMBRAKE:
  4275. case NPC_SHIELDBRAKE:
  4276. case NPC_BLINDATTACK:
  4277. case NPC_SILENCEATTACK:
  4278. case NPC_STUNATTACK:
  4279. case NPC_PETRIFYATTACK:
  4280. case NPC_CURSEATTACK:
  4281. case NPC_SLEEPATTACK:
  4282. #ifdef RENEWAL
  4283. case CR_ACIDDEMONSTRATION:
  4284. #endif
  4285. case LK_AURABLADE:
  4286. case LK_SPIRALPIERCE:
  4287. case ML_SPIRALPIERCE:
  4288. case CG_ARROWVULCAN:
  4289. case HW_MAGICCRASHER:
  4290. case ITM_TOMAHAWK:
  4291. case CH_CHAINCRUSH:
  4292. case CH_TIGERFIST:
  4293. case PA_SHIELDCHAIN: // Shield Chain
  4294. case PA_SACRIFICE:
  4295. case WS_CARTTERMINATION: // Cart Termination
  4296. case AS_VENOMKNIFE:
  4297. case HT_PHANTASMIC:
  4298. case TK_DOWNKICK:
  4299. case TK_COUNTER:
  4300. case GS_CHAINACTION:
  4301. case GS_TRIPLEACTION:
  4302. #ifndef RENEWAL
  4303. case GS_MAGICALBULLET:
  4304. #endif
  4305. case GS_TRACKING:
  4306. case GS_PIERCINGSHOT:
  4307. case GS_RAPIDSHOWER:
  4308. case GS_DUST:
  4309. case GS_DISARM: // Added disarm. [Reddozen]
  4310. case GS_FULLBUSTER:
  4311. case NJ_SYURIKEN:
  4312. case NJ_KUNAI:
  4313. case ASC_BREAKER:
  4314. case HFLI_MOON: //[orn]
  4315. case HFLI_SBR44: //[orn]
  4316. case NPC_BLEEDING:
  4317. case NPC_CRITICALWOUND:
  4318. case NPC_HELLPOWER:
  4319. case RK_SONICWAVE:
  4320. case AB_DUPLELIGHT_MELEE:
  4321. case RA_AIMEDBOLT:
  4322. case NC_BOOSTKNUCKLE:
  4323. case NC_PILEBUNKER:
  4324. case NC_AXEBOOMERANG:
  4325. case NC_POWERSWING:
  4326. case NC_MAGMA_ERUPTION:
  4327. case GC_WEAPONCRUSH:
  4328. case GC_VENOMPRESSURE:
  4329. case SC_TRIANGLESHOT:
  4330. case SC_FEINTBOMB:
  4331. case LG_BANISHINGPOINT:
  4332. case LG_SHIELDPRESS:
  4333. case LG_RAGEBURST:
  4334. case LG_HESPERUSLIT:
  4335. case SR_DRAGONCOMBO:
  4336. case SR_FALLENEMPIRE:
  4337. case SR_CRESCENTELBOW_AUTOSPELL:
  4338. case SR_GATEOFHELL:
  4339. case SR_GENTLETOUCH_QUIET:
  4340. case WM_SEVERE_RAINSTORM_MELEE:
  4341. case WM_GREAT_ECHO:
  4342. case GN_SLINGITEM_RANGEMELEEATK:
  4343. case KO_SETSUDAN:
  4344. case RL_MASS_SPIRAL:
  4345. case RL_BANISHING_BUSTER:
  4346. case RL_SLUGSHOT:
  4347. case RL_AM_BLAST:
  4348. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4349. break;
  4350. case MO_TRIPLEATTACK:
  4351. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4352. break;
  4353. case LK_HEADCRUSH:
  4354. if (status_get_class_(bl) == CLASS_BOSS) {
  4355. if (sd)
  4356. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4357. break;
  4358. }
  4359. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4360. break;
  4361. case LK_JOINTBEAT:
  4362. flag = 1 << rnd() % 6;
  4363. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4364. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4365. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4366. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4367. break;
  4368. case MO_COMBOFINISH:
  4369. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4370. { //Becomes a splash attack when Soul Linked.
  4371. map_foreachinshootrange(skill_area_sub, bl,
  4372. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4373. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4374. skill_castend_damage_id);
  4375. } else
  4376. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4377. break;
  4378. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4379. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4380. skill_area_temp[1] = 0;
  4381. map_foreachinshootrange(skill_attack_area, src,
  4382. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4383. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4384. break;
  4385. case KN_CHARGEATK:
  4386. {
  4387. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4388. unsigned int dist = distance_bl(src, bl);
  4389. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4390. // teleport to target (if not on WoE grounds)
  4391. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4392. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4393. // cause damage and knockback if the path to target was a straight one
  4394. if (path) {
  4395. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4396. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4397. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4398. // make the caster look in the direction of the target
  4399. unit_setdir(src, (dir+4)%8);
  4400. }
  4401. }
  4402. break;
  4403. case NC_FLAMELAUNCHER:
  4404. skill_area_temp[1] = bl->id;
  4405. if (battle_config.skill_eightpath_algorithm) {
  4406. //Use official AoE algorithm
  4407. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4408. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4409. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4410. } else {
  4411. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4412. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4413. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4414. }
  4415. break;
  4416. #ifndef RENEWAL
  4417. case SN_SHARPSHOOTING:
  4418. flag |= 2; // Flag for specific mob damage formula
  4419. #endif
  4420. case MA_SHARPSHOOTING:
  4421. case NJ_KAMAITACHI:
  4422. case NPC_DARKPIERCING:
  4423. case NPC_ACIDBREATH:
  4424. case NPC_DARKNESSBREATH:
  4425. case NPC_FIREBREATH:
  4426. case NPC_ICEBREATH:
  4427. case NPC_THUNDERBREATH:
  4428. skill_area_temp[1] = bl->id;
  4429. if (battle_config.skill_eightpath_algorithm) {
  4430. //Use official AoE algorithm
  4431. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4432. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4433. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4434. #ifndef RENEWAL
  4435. if (skill_id == SN_SHARPSHOOTING)
  4436. flag &= ~2; // Only targets in the splash area are affected
  4437. #endif
  4438. //These skills hit at least the target if the AoE doesn't hit
  4439. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4440. }
  4441. } else {
  4442. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4443. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4444. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4445. }
  4446. break;
  4447. case MO_INVESTIGATE:
  4448. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4449. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4450. break;
  4451. case RG_BACKSTAP:
  4452. {
  4453. if (!check_distance_bl(src, bl, 0)) {
  4454. #ifdef RENEWAL
  4455. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4456. short x, y;
  4457. if (dir > 0 && dir < 4)
  4458. x = -1;
  4459. else if (dir > 4)
  4460. x = 1;
  4461. else
  4462. x = 0;
  4463. if (dir > 2 && dir < 6)
  4464. y = -1;
  4465. else if (dir == 7 || dir < 2)
  4466. y = 1;
  4467. else
  4468. y = 0;
  4469. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4470. #else
  4471. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4472. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4473. #endif
  4474. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4475. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4476. unit_setdir(bl,dir);
  4477. #ifdef RENEWAL
  4478. clif_blown(src);
  4479. #endif
  4480. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4481. }
  4482. else if (sd)
  4483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4484. }
  4485. }
  4486. break;
  4487. case MO_FINGEROFFENSIVE:
  4488. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4489. if (battle_config.finger_offensive_type && sd) {
  4490. for (int i = 1; i < sd->spiritball_old; i++)
  4491. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4492. }
  4493. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4494. break;
  4495. case MO_CHAINCOMBO:
  4496. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4497. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4498. break;
  4499. #ifndef RENEWAL
  4500. case NJ_ISSEN:
  4501. #endif
  4502. case MO_EXTREMITYFIST:
  4503. {
  4504. struct block_list *mbl = bl; // For NJ_ISSEN
  4505. short x, y, i = 2; // Move 2 cells (From target)
  4506. short dir = map_calc_dir(src,bl->x,bl->y);
  4507. #ifdef RENEWAL
  4508. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4509. flag |= 1; // Give +100% damage increase
  4510. #endif
  4511. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4512. if (skill_id == MO_EXTREMITYFIST) {
  4513. status_set_sp(src, 0, 0);
  4514. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4515. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4516. #ifdef RENEWAL
  4517. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4518. #endif
  4519. } else {
  4520. status_set_hp(src, 1, 0);
  4521. status_change_end(src, SC_NEN, INVALID_TIMER);
  4522. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4523. }
  4524. if (skill_id == MO_EXTREMITYFIST) {
  4525. mbl = src; // For MO_EXTREMITYFIST
  4526. i = 3; // Move 3 cells (From caster)
  4527. }
  4528. if (dir > 0 && dir < 4)
  4529. x = -i;
  4530. else if (dir > 4)
  4531. x = i;
  4532. else
  4533. x = 0;
  4534. if (dir > 2 && dir < 6)
  4535. y = -i;
  4536. else if (dir == 7 || dir < 2)
  4537. y = i;
  4538. else
  4539. y = 0;
  4540. // Ashura Strike still has slide effect in GVG
  4541. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4542. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4543. clif_blown(src);
  4544. clif_spiritball(src);
  4545. }
  4546. }
  4547. break;
  4548. case HT_POWER:
  4549. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4550. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4551. break;
  4552. case SU_PICKYPECK:
  4553. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4554. case SU_BITE:
  4555. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4556. break;
  4557. case SU_SVG_SPIRIT:
  4558. skill_area_temp[1] = bl->id;
  4559. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4560. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4561. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4562. break;
  4563. //Splash attack skills.
  4564. case AS_GRIMTOOTH:
  4565. case MC_CARTREVOLUTION:
  4566. case NPC_SPLASHATTACK:
  4567. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4568. case AS_SPLASHER:
  4569. case HT_BLITZBEAT:
  4570. case AC_SHOWER:
  4571. case MA_SHOWER:
  4572. case MG_NAPALMBEAT:
  4573. case MG_FIREBALL:
  4574. case RG_RAID:
  4575. #ifdef RENEWAL
  4576. case SN_SHARPSHOOTING:
  4577. #endif
  4578. case HW_NAPALMVULCAN:
  4579. case NJ_HUUMA:
  4580. case ASC_METEORASSAULT:
  4581. case GS_SPREADATTACK:
  4582. case NPC_PULSESTRIKE:
  4583. case NPC_HELLJUDGEMENT:
  4584. case NPC_VAMPIRE_GIFT:
  4585. case NPC_MAXPAIN_ATK:
  4586. case NPC_JACKFROST:
  4587. case NPC_REVERBERATION_ATK:
  4588. case NPC_ARROWSTORM:
  4589. case NPC_IGNITIONBREAK:
  4590. case RK_IGNITIONBREAK:
  4591. case RK_HUNDREDSPEAR:
  4592. case AB_JUDEX:
  4593. case AB_ADORAMUS:
  4594. case WL_SOULEXPANSION:
  4595. case WL_CRIMSONROCK:
  4596. case WL_JACKFROST:
  4597. case RA_ARROWSTORM:
  4598. case RA_WUGDASH:
  4599. case NC_VULCANARM:
  4600. case NC_COLDSLOWER:
  4601. case NC_SELFDESTRUCTION:
  4602. case NC_AXETORNADO:
  4603. case GC_ROLLINGCUTTER:
  4604. case GC_COUNTERSLASH:
  4605. case LG_CANNONSPEAR:
  4606. case LG_OVERBRAND:
  4607. case LG_MOONSLASHER:
  4608. case LG_RAYOFGENESIS:
  4609. case LG_EARTHDRIVE:
  4610. case SR_RAMPAGEBLASTER:
  4611. case SR_SKYNETBLOW:
  4612. case SR_WINDMILL:
  4613. case SR_RIDEINLIGHTNING:
  4614. case SO_VARETYR_SPEAR:
  4615. case SO_POISON_BUSTER:
  4616. case GN_CART_TORNADO:
  4617. case GN_CARTCANNON:
  4618. case GN_SPORE_EXPLOSION:
  4619. case GN_DEMONIC_FIRE:
  4620. case GN_FIRE_EXPANSION_ACID:
  4621. case GN_HELLS_PLANT_ATK:
  4622. case KO_HAPPOKUNAI:
  4623. case KO_HUUMARANKA:
  4624. case KO_MUCHANAGE:
  4625. case KO_BAKURETSU:
  4626. case GN_ILLUSIONDOPING:
  4627. case RL_FIREDANCE:
  4628. case RL_S_STORM:
  4629. case RL_R_TRIP:
  4630. case MH_XENO_SLASHER:
  4631. case NC_ARMSCANNON:
  4632. case SU_SCRATCH:
  4633. case SU_LUNATICCARROTBEAT:
  4634. case SU_LUNATICCARROTBEAT2:
  4635. case SJ_FULLMOONKICK:
  4636. case SJ_NEWMOONKICK:
  4637. case SJ_SOLARBURST:
  4638. case SJ_PROMINENCEKICK:
  4639. case SJ_STAREMPEROR:
  4640. case SJ_FALLINGSTAR_ATK2:
  4641. case SP_CURSEEXPLOSION:
  4642. case SP_SHA:
  4643. case SP_SWHOO:
  4644. if( flag&1 ) {//Recursive invocation
  4645. int sflag = skill_area_temp[0] & 0xFFF;
  4646. int heal = 0;
  4647. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4648. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4649. break; // Under Hovering characters are immune to select trap and ground target skills.
  4650. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  4651. break; // No damage should happen if the target is on Land Protector
  4652. if( flag&SD_LEVEL )
  4653. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4654. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4655. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4656. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  4657. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  4658. break;
  4659. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4660. switch (skill_id) {
  4661. case NPC_VAMPIRE_GIFT:
  4662. if (heal > 0) {
  4663. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4664. status_heal(src, heal, 0, 0);
  4665. }
  4666. break;
  4667. #ifdef RENEWAL
  4668. case SN_SHARPSHOOTING:
  4669. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4670. break;
  4671. #endif
  4672. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  4673. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  4674. break;
  4675. }
  4676. } else {
  4677. int starget = BL_CHAR|BL_SKILL;
  4678. skill_area_temp[0] = 0;
  4679. skill_area_temp[1] = bl->id;
  4680. skill_area_temp[2] = 0;
  4681. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4682. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  4683. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  4684. break;
  4685. }
  4686. if (skill_id == SP_SWHOO)
  4687. status_change_end(src, SC_USE_SKILL_SP_SPA, INVALID_TIMER);
  4688. switch ( skill_id ) {
  4689. case LG_EARTHDRIVE:
  4690. case GN_CARTCANNON:
  4691. case SU_SCRATCH:
  4692. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4693. break;
  4694. #ifdef RENEWAL
  4695. case NJ_HUUMA:
  4696. #endif
  4697. case LG_MOONSLASHER:
  4698. case MH_XENO_SLASHER:
  4699. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4700. break;
  4701. case NPC_REVERBERATION_ATK:
  4702. case NC_ARMSCANNON:
  4703. skill_area_temp[1] = 0;
  4704. starget = splash_target(src);
  4705. break;
  4706. case WL_CRIMSONROCK:
  4707. skill_area_temp[4] = bl->x;
  4708. skill_area_temp[5] = bl->y;
  4709. break;
  4710. case SU_LUNATICCARROTBEAT:
  4711. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4712. skill_id = SU_LUNATICCARROTBEAT2;
  4713. break;
  4714. }
  4715. // if skill damage should be split among targets, count them
  4716. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4717. //special case: Venom Splasher uses a different range for searching than for splashing
  4718. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4719. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4720. // recursive invocation of skill_castend_damage_id() with flag|1
  4721. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4722. if (skill_id == RA_ARROWSTORM)
  4723. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4724. if( skill_id == AS_SPLASHER ) {
  4725. map_freeblock_unlock(); // Don't consume a second gemstone.
  4726. return 0;
  4727. }
  4728. }
  4729. break;
  4730. //Place units around target
  4731. case NJ_BAKUENRYU:
  4732. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4733. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4734. break;
  4735. case SM_MAGNUM:
  4736. case MS_MAGNUM:
  4737. if( flag&1 ) {
  4738. // For players, damage depends on distance, so add it to flag if it is > 1
  4739. // Cannot hit hidden targets
  4740. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4741. }
  4742. break;
  4743. #ifdef RENEWAL
  4744. case KN_BRANDISHSPEAR:
  4745. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4746. break;
  4747. #else
  4748. case KN_BRANDISHSPEAR:
  4749. #endif
  4750. case ML_BRANDISH:
  4751. //Coded apart for it needs the flag passed to the damage calculation.
  4752. if (skill_area_temp[1] != bl->id)
  4753. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4754. else
  4755. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4756. break;
  4757. #ifdef RENEWAL
  4758. case KN_BOWLINGBASH:
  4759. if (flag & 1) {
  4760. 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]);
  4761. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  4762. } else {
  4763. 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);
  4764. 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);
  4765. }
  4766. break;
  4767. #else
  4768. case KN_BOWLINGBASH:
  4769. #endif
  4770. case MS_BOWLINGBASH:
  4771. {
  4772. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4773. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4774. c = (skill_lv-(flag&0xFFF)+1)/2;
  4775. // Determine the Bowling Bash area depending on configuration
  4776. if (battle_config.bowling_bash_area == 0) {
  4777. // Gutter line system
  4778. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4779. if(min_x < 0) min_x = 0;
  4780. max_x = min_x + 39;
  4781. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4782. if(min_y < 0) min_y = 0;
  4783. max_y = min_y + 39;
  4784. } else if (battle_config.bowling_bash_area == 1) {
  4785. // Gutter line system without demi gutter bug
  4786. min_x = src->x - (src->x)%40;
  4787. max_x = min_x + 39;
  4788. min_y = src->y - (src->y)%40;
  4789. max_y = min_y + 39;
  4790. } else {
  4791. // Area around caster
  4792. min_x = src->x - battle_config.bowling_bash_area;
  4793. max_x = src->x + battle_config.bowling_bash_area;
  4794. min_y = src->y - battle_config.bowling_bash_area;
  4795. max_y = src->y + battle_config.bowling_bash_area;
  4796. }
  4797. // Initialization, break checks, direction
  4798. if((flag&0xFFF) > 0) {
  4799. // Ignore monsters outside area
  4800. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4801. break;
  4802. // Ignore monsters already in list
  4803. if(idb_exists(bowling_db, bl->id))
  4804. break;
  4805. // Random direction
  4806. dir = rnd()%8;
  4807. } else {
  4808. // Create an empty list of already hit targets
  4809. db_clear(bowling_db);
  4810. // Direction is walkpath
  4811. dir = (unit_getdir(src)+4)%8;
  4812. }
  4813. // Add current target to the list of already hit targets
  4814. idb_put(bowling_db, bl->id, bl);
  4815. // Keep moving target in direction square by square
  4816. tx = bl->x;
  4817. ty = bl->y;
  4818. for(i=0;i<c;i++) {
  4819. // Target coordinates (get changed even if knockback fails)
  4820. tx -= dirx[dir];
  4821. ty -= diry[dir];
  4822. // If target cell is a wall then break
  4823. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4824. break;
  4825. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4826. int count;
  4827. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4828. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4829. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4830. (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))) {
  4831. // Recursive call
  4832. 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);
  4833. // Self-collision
  4834. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4835. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  4836. break;
  4837. }
  4838. }
  4839. // Original hit or chain hit depending on flag
  4840. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4841. }
  4842. break;
  4843. case KN_SPEARSTAB:
  4844. if(flag&1) {
  4845. if (bl->id==skill_area_temp[1])
  4846. break;
  4847. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4848. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4849. } else {
  4850. int x=bl->x,y=bl->y,i,dir;
  4851. dir = map_calc_dir(bl,src->x,src->y);
  4852. skill_area_temp[1] = bl->id;
  4853. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4854. // all the enemies between the caster and the target are hit, as well as the target
  4855. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4856. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4857. for (i=0;i<4;i++) {
  4858. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4859. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4860. x += dirx[dir];
  4861. y += diry[dir];
  4862. }
  4863. }
  4864. break;
  4865. case TK_TURNKICK:
  4866. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4867. {
  4868. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4869. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4870. map_foreachinallrange(skill_area_sub,bl,
  4871. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4872. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4873. skill_castend_nodamage_id);
  4874. }
  4875. break;
  4876. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4877. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4878. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4879. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4880. break;
  4881. case PR_TURNUNDEAD:
  4882. case ALL_RESURRECTION:
  4883. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4884. break;
  4885. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4886. break;
  4887. case AL_HOLYLIGHT:
  4888. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4889. case MG_SOULSTRIKE:
  4890. case NPC_DARKSTRIKE:
  4891. case MG_COLDBOLT:
  4892. case MG_FIREBOLT:
  4893. case MG_LIGHTNINGBOLT:
  4894. case WZ_EARTHSPIKE:
  4895. case AL_HEAL:
  4896. case NPC_DARKTHUNDER:
  4897. case NPC_FIRESTORM:
  4898. case PR_ASPERSIO:
  4899. case MG_FROSTDIVER:
  4900. case WZ_SIGHTBLASTER:
  4901. case WZ_SIGHTRASHER:
  4902. #ifdef RENEWAL
  4903. case PA_PRESSURE:
  4904. #endif
  4905. case NJ_KOUENKA:
  4906. case NJ_HYOUSENSOU:
  4907. case NJ_HUUJIN:
  4908. case AB_HIGHNESSHEAL:
  4909. case AB_DUPLELIGHT_MAGIC:
  4910. case WM_METALICSOUND:
  4911. case KO_KAIHOU:
  4912. case MH_ERASER_CUTTER:
  4913. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4914. break;
  4915. case NPC_MAGICALATTACK:
  4916. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4917. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4918. break;
  4919. case HVAN_CAPRICE: //[blackhole89]
  4920. {
  4921. int ran=rnd()%4;
  4922. int sid = 0;
  4923. switch(ran)
  4924. {
  4925. case 0: sid=MG_COLDBOLT; break;
  4926. case 1: sid=MG_FIREBOLT; break;
  4927. case 2: sid=MG_LIGHTNINGBOLT; break;
  4928. case 3: sid=WZ_EARTHSPIKE; break;
  4929. }
  4930. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4931. }
  4932. break;
  4933. case WZ_WATERBALL:
  4934. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4935. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4936. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4937. break;
  4938. case WZ_JUPITEL:
  4939. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4940. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4941. break;
  4942. case PR_BENEDICTIO:
  4943. //Should attack undead and demons. [Skotlex]
  4944. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4945. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4946. break;
  4947. case SJ_NOVAEXPLOSING:
  4948. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4949. // We can end Dimension here since the cooldown code is processed before this point.
  4950. if (sc && sc->data[SC_DIMENSION])
  4951. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  4952. else // Dimension not active? Activate the 2 second skill block penalty.
  4953. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4954. break;
  4955. case SP_SOULEXPLOSION:
  4956. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  4957. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  4958. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  4959. if (sd)
  4960. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4961. break;
  4962. }
  4963. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4964. break;
  4965. case SL_SMA:
  4966. status_change_end(src, SC_SMA, INVALID_TIMER);
  4967. case SL_STIN:
  4968. case SL_STUN:
  4969. case SP_SPA:
  4970. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4971. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4973. break;
  4974. }
  4975. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4976. break;
  4977. case NPC_DARKBREATH:
  4978. clif_emotion(src,ET_ANGER);
  4979. if (rnd() % 2 == 0)
  4980. break; // 50% chance
  4981. case SN_FALCONASSAULT:
  4982. #ifndef RENEWAL
  4983. case PA_PRESSURE:
  4984. case CR_ACIDDEMONSTRATION:
  4985. #endif
  4986. case TF_THROWSTONE:
  4987. case NPC_SMOKING:
  4988. case GS_FLING:
  4989. case NJ_ZENYNAGE:
  4990. case GN_THORNS_TRAP:
  4991. case RL_B_TRAP:
  4992. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4993. break;
  4994. #ifdef RENEWAL
  4995. case NJ_ISSEN: {
  4996. short x, y;
  4997. short dir = map_calc_dir(src, bl->x, bl->y);
  4998. // Move 2 cells (From target)
  4999. if (dir > 0 && dir < 4)
  5000. x = -2;
  5001. else if (dir > 4)
  5002. x = 2;
  5003. else
  5004. x = 0;
  5005. if (dir > 2 && dir < 6)
  5006. y = -2;
  5007. else if (dir == 7 || dir < 2)
  5008. y = 2;
  5009. else
  5010. y = 0;
  5011. // Doesn't have slide effect in GVG
  5012. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5013. clif_blown(src);
  5014. clif_spiritball(src);
  5015. }
  5016. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5017. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5018. status_change_end(src, SC_NEN, INVALID_TIMER);
  5019. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5020. }
  5021. break;
  5022. #endif
  5023. case RK_DRAGONBREATH_WATER:
  5024. case RK_DRAGONBREATH:
  5025. if( tsc && tsc->data[SC_HIDING] )
  5026. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5027. else {
  5028. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5029. }
  5030. break;
  5031. case NPC_SELFDESTRUCTION:
  5032. if( tsc && tsc->data[SC_HIDING] )
  5033. break;
  5034. case HVAN_EXPLOSION:
  5035. if (src != bl)
  5036. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5037. break;
  5038. // Celest
  5039. case PF_SOULBURN:
  5040. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5041. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5042. if (skill_lv == 5)
  5043. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5044. status_percent_damage(src, bl, 0, 100, false);
  5045. } else {
  5046. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5047. if (skill_lv == 5)
  5048. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5049. status_percent_damage(src, src, 0, 100, false);
  5050. }
  5051. break;
  5052. case NPC_BLOODDRAIN:
  5053. case NPC_ENERGYDRAIN:
  5054. {
  5055. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5056. src, src, bl, skill_id, skill_lv, tick, flag);
  5057. if (heal > 0){
  5058. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5059. status_heal(src, heal, 0, 0);
  5060. }
  5061. }
  5062. break;
  5063. case GS_BULLSEYE:
  5064. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5065. break;
  5066. case NJ_KASUMIKIRI:
  5067. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5068. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5069. break;
  5070. case NJ_KIRIKAGE:
  5071. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5072. { //You don't move on GVG grounds.
  5073. short x, y;
  5074. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5075. if (unit_movepos(src, x, y, 0, 0)) {
  5076. clif_blown(src);
  5077. }
  5078. }
  5079. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5080. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5081. break;
  5082. case RK_PHANTOMTHRUST:
  5083. case NPC_PHANTOMTHRUST:
  5084. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5086. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5087. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5088. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5089. break;
  5090. case RK_WINDCUTTER:
  5091. case RK_STORMBLAST:
  5092. if( flag&1 )
  5093. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5094. else {
  5095. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5096. 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);
  5097. }
  5098. break;
  5099. case GC_DARKILLUSION:
  5100. {
  5101. short x, y;
  5102. short dir = map_calc_dir(src,bl->x,bl->y);
  5103. if( dir > 0 && dir < 4) x = 2;
  5104. else if( dir > 4 ) x = -2;
  5105. else x = 0;
  5106. if( dir > 2 && dir < 6 ) y = 2;
  5107. else if( dir == 7 || dir < 2 ) y = -2;
  5108. else y = 0;
  5109. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5110. clif_blown(src);
  5111. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5112. if( rnd()%100 < 4 * skill_lv )
  5113. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5114. }
  5115. }
  5116. break;
  5117. case GC_CROSSRIPPERSLASHER:
  5118. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5120. else
  5121. {
  5122. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5123. }
  5124. break;
  5125. case GC_CROSSIMPACT:
  5126. if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
  5127. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
  5128. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5129. } else {
  5130. if (sd)
  5131. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5132. }
  5133. break;
  5134. case GC_PHANTOMMENACE:
  5135. if (flag&1) { // Only Hits Invisible Targets
  5136. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5137. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5138. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5139. }
  5140. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5141. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5142. }
  5143. break;
  5144. case GC_DARKCROW:
  5145. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5146. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5147. break;
  5148. case WL_DRAINLIFE:
  5149. {
  5150. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5151. int rate = 70 + 5 * skill_lv;
  5152. heal = heal * (5 + 5 * skill_lv) / 100;
  5153. if( bl->type == BL_SKILL )
  5154. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5155. if( heal && rnd()%100 < rate )
  5156. {
  5157. status_heal(src, heal, 0, 0);
  5158. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5159. }
  5160. }
  5161. break;
  5162. case WL_TETRAVORTEX_FIRE:
  5163. case WL_TETRAVORTEX_WATER:
  5164. case WL_TETRAVORTEX_WIND:
  5165. case WL_TETRAVORTEX_GROUND:
  5166. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5167. break;
  5168. case WL_TETRAVORTEX:
  5169. if (sd == nullptr) { // Monster usage
  5170. uint8 i = 0;
  5171. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5172. { WL_TETRAVORTEX_WIND, 4 },
  5173. { WL_TETRAVORTEX_WATER, 2 },
  5174. { WL_TETRAVORTEX_GROUND, 8 } };
  5175. for (const auto &skill : tetra_skills) {
  5176. if (skill_lv > 5) {
  5177. skill_area_temp[0] = i;
  5178. skill_area_temp[1] = skill[1];
  5179. 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);
  5180. } else
  5181. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5182. i++;
  5183. }
  5184. } else if (sc) { // No SC? No spheres
  5185. int i, k = 0;
  5186. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5187. status_change_end(src, SC_SPHERE_1, INVALID_TIMER);
  5188. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5189. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5190. continue;
  5191. uint16 subskill = 0;
  5192. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5193. case WLS_FIRE:
  5194. subskill = WL_TETRAVORTEX_FIRE;
  5195. k |= 1;
  5196. break;
  5197. case WLS_WIND:
  5198. subskill = WL_TETRAVORTEX_WIND;
  5199. k |= 4;
  5200. break;
  5201. case WLS_WATER:
  5202. subskill = WL_TETRAVORTEX_WATER;
  5203. k |= 2;
  5204. break;
  5205. case WLS_STONE:
  5206. subskill = WL_TETRAVORTEX_GROUND;
  5207. k |= 8;
  5208. break;
  5209. }
  5210. if (skill_lv > 5) {
  5211. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5212. skill_area_temp[1] = k;
  5213. 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);
  5214. } else
  5215. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5216. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5217. }
  5218. }
  5219. break;
  5220. case WL_RELEASE:
  5221. if (sc == nullptr)
  5222. break;
  5223. if (sd) {
  5224. int i;
  5225. #ifndef RENEWAL
  5226. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5227. #endif
  5228. if (skill_lv == 1) { // SpellBook
  5229. if (sc->data[SC_FREEZE_SP] == nullptr)
  5230. break;
  5231. bool found_spell = false;
  5232. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5233. if (sc->data[i] != nullptr) {
  5234. found_spell = true;
  5235. break;
  5236. }
  5237. }
  5238. if (!found_spell)
  5239. break;
  5240. // Now extract the data from the preserved spell
  5241. uint16 pres_skill_id = sc->data[i]->val1;
  5242. uint16 pres_skill_lv = sc->data[i]->val2;
  5243. uint16 point = sc->data[i]->val3;
  5244. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5245. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5246. sc->data[SC_FREEZE_SP]->val2 -= point;
  5247. else // Last spell to be released
  5248. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5249. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5250. break;
  5251. // Get the requirement for the preserved skill
  5252. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5253. switch( skill_get_casttype(pres_skill_id) )
  5254. {
  5255. case CAST_GROUND:
  5256. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5257. break;
  5258. case CAST_NODAMAGE:
  5259. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5260. break;
  5261. case CAST_DAMAGE:
  5262. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5263. break;
  5264. }
  5265. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5266. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5267. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5268. if( cooldown > 0 )
  5269. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5270. } else { // Summoned Balls
  5271. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5272. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5273. continue;
  5274. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5275. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5276. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->data[static_cast<sc_type>(i)]->val2, BF_MAGIC, flag | SD_LEVEL);
  5277. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Eliminate ball
  5278. }
  5279. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5280. }
  5281. }
  5282. break;
  5283. case WL_FROSTMISTY:
  5284. // Causes Freezing status through walls.
  5285. sc_start(src, bl, status_skill2sc(skill_id), 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5286. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5287. // Doesn't deal damage through non-shootable walls.
  5288. 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)) )
  5289. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5290. break;
  5291. case WL_HELLINFERNO:
  5292. if (flag & 1) {
  5293. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5294. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5295. } else {
  5296. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5297. 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);
  5298. }
  5299. break;
  5300. case RA_WUGSTRIKE:
  5301. if( sd && pc_isridingwug(sd) ){
  5302. short x[8]={0,-1,-1,-1,0,1,1,1};
  5303. short y[8]={1,1,0,-1,-1,-1,0,1};
  5304. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5305. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5306. clif_blown(src);
  5307. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5308. }
  5309. break;
  5310. }
  5311. case RA_WUGBITE:
  5312. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5313. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5314. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5315. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5316. break;
  5317. case RA_SENSITIVEKEEN:
  5318. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5319. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5320. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5321. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5322. }
  5323. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5324. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5325. } else {
  5326. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5327. std::shared_ptr<s_skill_unit_group> sg;
  5328. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5329. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5330. {
  5331. struct item item_tmp;
  5332. memset(&item_tmp,0,sizeof(item_tmp));
  5333. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5334. item_tmp.identify = 1;
  5335. if( item_tmp.nameid )
  5336. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5337. }
  5338. skill_delunit(su);
  5339. }
  5340. }
  5341. break;
  5342. case NC_INFRAREDSCAN:
  5343. if( flag&1 ) {
  5344. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5345. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5346. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5347. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5348. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  5349. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5350. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5351. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5352. } else {
  5353. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5354. 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);
  5355. }
  5356. break;
  5357. case SC_FATALMENACE:
  5358. if( flag&1 )
  5359. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5360. else {
  5361. 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);
  5362. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5363. }
  5364. break;
  5365. case LG_PINPOINTATTACK:
  5366. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5367. clif_blown(src);
  5368. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5369. break;
  5370. case SR_KNUCKLEARROW:
  5371. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5372. dir_ka = map_calc_dir(bl, src->x, src->y);
  5373. // Has slide effect
  5374. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5375. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5376. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5377. break;
  5378. case SR_HOWLINGOFLION:
  5379. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5380. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5381. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5382. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5383. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5384. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5385. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5386. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5387. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5388. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5389. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5390. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5391. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5392. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5393. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5394. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5395. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5396. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5397. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5398. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5399. break;
  5400. case SR_EARTHSHAKER:
  5401. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5402. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5403. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5404. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5405. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5406. } else {
  5407. 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);
  5408. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5409. }
  5410. break;
  5411. case SR_TIGERCANNON:
  5412. if (flag & 1) {
  5413. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5414. } else if (sd) {
  5415. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5416. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5417. 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);
  5418. }
  5419. break;
  5420. case WM_REVERBERATION:
  5421. if (flag & 1)
  5422. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5423. else {
  5424. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5425. 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);
  5426. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5427. }
  5428. break;
  5429. case NPC_POISON_BUSTER:
  5430. if( tsc && tsc->data[SC_POISON] ) {
  5431. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5432. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5433. }
  5434. else if( sd )
  5435. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5436. break;
  5437. case KO_JYUMONJIKIRI: {
  5438. short x, y;
  5439. short dir = map_calc_dir(src,bl->x,bl->y);
  5440. if (dir > 0 && dir < 4)
  5441. x = 2;
  5442. else if (dir > 4)
  5443. x = -2;
  5444. else
  5445. x = 0;
  5446. if (dir > 2 && dir < 6)
  5447. y = 2;
  5448. else if (dir == 7 || dir < 2)
  5449. y = -2;
  5450. else
  5451. y = 0;
  5452. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5453. clif_blown(src);
  5454. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5455. }
  5456. }
  5457. break;
  5458. case EL_FIRE_BOMB:
  5459. case EL_FIRE_WAVE:
  5460. case EL_WATER_SCREW:
  5461. case EL_HURRICANE:
  5462. case EL_TYPOON_MIS:
  5463. if( flag&1 )
  5464. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5465. else {
  5466. int i = skill_get_splash(skill_id,skill_lv);
  5467. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5468. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5469. if( rnd()%100 < 30 )
  5470. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5471. else
  5472. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5473. }
  5474. break;
  5475. case EL_ROCK_CRUSHER:
  5476. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5477. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5478. if( rnd()%100 < 50 )
  5479. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5480. else
  5481. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5482. break;
  5483. case EL_STONE_RAIN:
  5484. if( flag&1 )
  5485. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5486. else {
  5487. int i = skill_get_splash(skill_id,skill_lv);
  5488. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5489. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5490. if( rnd()%100 < 30 )
  5491. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5492. else
  5493. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5494. }
  5495. break;
  5496. case EL_FIRE_ARROW:
  5497. case EL_ICE_NEEDLE:
  5498. case EL_WIND_SLASH:
  5499. case EL_STONE_HAMMER:
  5500. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5501. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5502. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5503. break;
  5504. case EL_TIDAL_WEAPON:
  5505. if( src->type == BL_ELEM ) {
  5506. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5507. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5508. sc_type type = status_skill2sc(skill_id), type2;
  5509. type2 = static_cast<sc_type>(type - 1);
  5510. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5511. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5512. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5513. elemental_clean_single_effect(ele, skill_id);
  5514. }
  5515. if( rnd()%100 < 50 )
  5516. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5517. else {
  5518. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5519. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5520. }
  5521. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5522. }
  5523. break;
  5524. //recursive homon skill
  5525. case MH_MAGMA_FLOW:
  5526. case MH_HEILIGE_STANGE:
  5527. if(flag&1){
  5528. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5529. break;//chance to not trigger atk for magma
  5530. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5531. }
  5532. else
  5533. 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);
  5534. break;
  5535. case MH_STAHL_HORN:
  5536. case MH_NEEDLE_OF_PARALYZE:
  5537. case MH_SONIC_CRAW:
  5538. case MH_MIDNIGHT_FRENZY:
  5539. case MH_SILVERVEIN_RUSH:
  5540. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5541. break;
  5542. case MH_TINDER_BREAKER:
  5543. case MH_CBC:
  5544. case MH_EQC:
  5545. {
  5546. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5547. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  5548. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5549. clif_blown(src);
  5550. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5551. }
  5552. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5553. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5554. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5555. }
  5556. break;
  5557. case RL_H_MINE:
  5558. if (!(flag&1)) {
  5559. // Direct attack
  5560. if (!sd || !sd->flicker) {
  5561. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5562. 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);
  5563. break;
  5564. }
  5565. // Triggered by RL_FLICKER
  5566. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5567. // Splash damage around it!
  5568. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5569. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5570. flag |= 1; // Don't consume requirement
  5571. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5572. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5573. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5574. }
  5575. }
  5576. else
  5577. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5578. if (sd && sd->flicker)
  5579. flag |= 1; // Don't consume requirement
  5580. break;
  5581. case RL_QD_SHOT:
  5582. if (skill_area_temp[1] == bl->id)
  5583. break;
  5584. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  5585. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5586. break;
  5587. case RL_D_TAIL:
  5588. case RL_HAMMER_OF_GOD:
  5589. if (flag&1)
  5590. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5591. else {
  5592. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  5593. int i;
  5594. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  5595. if (i < MAX_SKILL_CRIMSON_MARKER)
  5596. flag |= 8;
  5597. }
  5598. if (skill_id == RL_HAMMER_OF_GOD)
  5599. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  5600. else
  5601. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5602. 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);
  5603. }
  5604. break;
  5605. case SU_SCAROFTAROU:
  5606. case SU_SV_STEMSPEAR:
  5607. if (skill_id == SU_SCAROFTAROU)
  5608. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5609. else {
  5610. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5611. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5612. }
  5613. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5614. break;
  5615. case 0:/* no skill - basic/normal attack */
  5616. if(sd) {
  5617. if (flag & 3){
  5618. if (bl->id != skill_area_temp[1])
  5619. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5620. } else {
  5621. skill_area_temp[1] = bl->id;
  5622. map_foreachinallrange(skill_area_sub, bl,
  5623. sd->bonus.splash_range, BL_CHAR,
  5624. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5625. skill_castend_damage_id);
  5626. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5627. }
  5628. }
  5629. break;
  5630. case SJ_FALLINGSTAR_ATK:
  5631. if (sd) { // If a player used the skill it will search for targets marked by that player.
  5632. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  5633. int8 i = 0;
  5634. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5635. if (i < MAX_STELLAR_MARKS) {
  5636. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5637. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5638. }
  5639. }
  5640. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  5641. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  5642. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5643. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  5644. }
  5645. break;
  5646. case SJ_FLASHKICK: {
  5647. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  5648. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  5649. // Only players and monsters can be tagged....I think??? [Rytech]
  5650. // Lets only allow players and monsters to use this skill for safety reasons.
  5651. if ((!tsd && !tmd) || !sd && !md) {
  5652. if (sd)
  5653. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5654. break;
  5655. }
  5656. // Check if the target is already tagged by another source.
  5657. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  5658. // Can't tag a player that was already tagged from another source.
  5659. if (sd)
  5660. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  5661. map_freeblock_unlock();
  5662. return 1;
  5663. }
  5664. if (sd) { // Tagging the target.
  5665. int i;
  5666. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  5667. if (i == MAX_STELLAR_MARKS) {
  5668. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  5669. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  5670. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5671. map_freeblock_unlock();
  5672. return 1;
  5673. }
  5674. }
  5675. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  5676. // Note: Not sure if it works like this in official but you can't mark on something you can't
  5677. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  5678. 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.
  5679. sd->stellar_mark[i] = bl->id;
  5680. // Val4 flags if the status was applied by a player or a monster.
  5681. // This will be important for other skills that work together with this one.
  5682. // 1 = Player, 2 = Monster.
  5683. // Note: Because the attacker's ID and the slot number is handled here, we have to
  5684. // apply the status here. We can't pass this data to skill_additional_effect.
  5685. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  5686. }
  5687. } else if (md) { // Monsters can't track with this skill. Just give the status.
  5688. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  5689. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  5690. }
  5691. }
  5692. break;
  5693. default:
  5694. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5695. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5696. 0, abs(skill_get_num(skill_id, skill_lv)),
  5697. skill_id, skill_lv, skill_get_hit(skill_id));
  5698. map_freeblock_unlock();
  5699. return 1;
  5700. }
  5701. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5702. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5703. map_freeblock_unlock();
  5704. if( sd && !(flag&1) )
  5705. {// ensure that the skill last-cast tick is recorded
  5706. sd->canskill_tick = gettick();
  5707. if( sd->state.arrow_atk )
  5708. {// consume arrow on last invocation to this skill.
  5709. battle_consume_ammo(sd, skill_id, skill_lv);
  5710. }
  5711. // perform skill requirement consumption
  5712. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5713. }
  5714. return 0;
  5715. }
  5716. /**
  5717. * Give a song's buff/debuff or damage to all targets around
  5718. * @param target: Target
  5719. * @param ap: Argument list
  5720. * @return 1 on success or 0 otherwise
  5721. */
  5722. static int skill_apply_songs(struct block_list* target, va_list ap)
  5723. {
  5724. int flag = va_arg(ap, int);
  5725. struct block_list* src = va_arg(ap, struct block_list*);
  5726. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  5727. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  5728. t_tick tick = va_arg(ap, t_tick);
  5729. if (flag & BCT_WOS && src == target)
  5730. return 0;
  5731. if (battle_check_target(src, target, flag) > 0) {
  5732. switch (skill_id) {
  5733. // Attack type songs
  5734. case BA_DISSONANCE:
  5735. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  5736. return 1;
  5737. case DC_UGLYDANCE:
  5738. case BD_LULLABY:
  5739. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  5740. default: // Buff/Debuff type songs
  5741. if (skill_id == CG_HERMODE && src->id != target->id)
  5742. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  5743. return sc_start(src, target, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5744. }
  5745. }
  5746. return 0;
  5747. }
  5748. /**
  5749. * Calculate a song's bonus values
  5750. * @param src: Caster
  5751. * @param skill_id: Song skill ID
  5752. * @param skill_lv: Song skill level
  5753. * @param tick: Timer tick
  5754. * @return Number of targets or 0 otherwise
  5755. */
  5756. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  5757. {
  5758. nullpo_ret(src);
  5759. if (src->type != BL_PC) {
  5760. ShowWarning("skill_castend_song: Expected player type for src!\n");
  5761. return 0;
  5762. }
  5763. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  5764. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  5765. return 0;
  5766. }
  5767. struct map_session_data* sd = BL_CAST(BL_PC, src);
  5768. int flag = BCT_PARTY;
  5769. switch (skill_id) {
  5770. case BD_ROKISWEIL:
  5771. flag = BCT_ENEMY | BCT_WOS;
  5772. break;
  5773. case BD_LULLABY:
  5774. case BD_ETERNALCHAOS:
  5775. case BA_DISSONANCE:
  5776. case DC_UGLYDANCE:
  5777. case DC_DONTFORGETME:
  5778. flag = BCT_ENEMY;
  5779. break;
  5780. case CG_HERMODE:
  5781. flag |= BCT_GUILD;
  5782. break;
  5783. }
  5784. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  5785. sd->skill_id_dance = skill_id;
  5786. sd->skill_lv_dance = skill_lv;
  5787. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  5788. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  5789. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  5790. }
  5791. /**
  5792. * Use no-damage skill from 'src' to 'bl
  5793. * @param src Caster
  5794. * @param bl Target of the skill, bl maybe same with src for self skill
  5795. * @param skill_id
  5796. * @param skill_lv
  5797. * @param tick
  5798. * @param flag Various value, &1: Recursive effect
  5799. **/
  5800. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5801. {
  5802. struct map_session_data *sd, *dstsd;
  5803. struct mob_data *md, *dstmd;
  5804. struct homun_data *hd;
  5805. struct mercenary_data *mer;
  5806. struct status_data *sstatus, *tstatus;
  5807. struct status_change *tsc;
  5808. struct status_change_entry *tsce;
  5809. int i = 0;
  5810. enum sc_type type;
  5811. if(skill_id > 0 && !skill_lv) return 0; // celest
  5812. nullpo_retr(1, src);
  5813. nullpo_retr(1, bl);
  5814. if (src->m != bl->m)
  5815. return 1;
  5816. sd = BL_CAST(BL_PC, src);
  5817. hd = BL_CAST(BL_HOM, src);
  5818. md = BL_CAST(BL_MOB, src);
  5819. mer = BL_CAST(BL_MER, src);
  5820. dstsd = BL_CAST(BL_PC, bl);
  5821. dstmd = BL_CAST(BL_MOB, bl);
  5822. if(bl->prev == NULL)
  5823. return 1;
  5824. if(status_isdead(src))
  5825. return 1;
  5826. if( src != bl && status_isdead(bl) ) {
  5827. switch( skill_id ) { // Skills that may be cast on dead targets
  5828. case NPC_WIDESOULDRAIN:
  5829. case PR_REDEMPTIO:
  5830. case ALL_RESURRECTION:
  5831. case WM_DEADHILLHERE:
  5832. case WE_ONEFOREVER:
  5833. break;
  5834. default:
  5835. return 1;
  5836. }
  5837. }
  5838. tstatus = status_get_status_data(bl);
  5839. sstatus = status_get_status_data(src);
  5840. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5841. switch (skill_id) {
  5842. case HLIF_HEAL: //[orn]
  5843. if (bl->type != BL_HOM) {
  5844. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5845. break ;
  5846. }
  5847. case AL_HEAL:
  5848. case ALL_RESURRECTION:
  5849. case PR_ASPERSIO:
  5850. case AB_HIGHNESSHEAL:
  5851. //Apparently only player casted skills can be offensive like this.
  5852. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5853. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5854. //Offensive heal does not works on non-enemies. [Skotlex]
  5855. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5856. return 0;
  5857. }
  5858. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5859. }
  5860. break;
  5861. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5862. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5863. case MH_STEINWAND: {
  5864. struct block_list *s_src = battle_get_master(src);
  5865. short ret = 0;
  5866. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5867. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5868. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5869. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5870. if (hd)
  5871. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5872. return ret;
  5873. }
  5874. break;
  5875. default:
  5876. //Skill is actually ground placed.
  5877. if (src == bl && skill_get_unit_id(skill_id))
  5878. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5879. }
  5880. type = status_skill2sc(skill_id);
  5881. tsc = status_get_sc(bl);
  5882. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5883. if (src!=bl && type > -1 &&
  5884. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  5885. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5886. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5887. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5888. map_freeblock_lock();
  5889. switch(skill_id)
  5890. {
  5891. case HLIF_HEAL: //[orn]
  5892. case AL_HEAL:
  5893. case AB_HIGHNESSHEAL:
  5894. {
  5895. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5896. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5897. heal = 0;
  5898. if( tsc && tsc->count ) {
  5899. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  5900. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5901. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5902. if (src == bl)
  5903. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5904. else {
  5905. bl = src;
  5906. dstsd = sd;
  5907. }
  5908. }
  5909. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5910. heal = 0; //Needed so that it actually displays 0 when healing.
  5911. }
  5912. if (skill_id == AL_HEAL)
  5913. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5914. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5915. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5916. heal = ~heal + 1;
  5917. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  5918. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5919. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5920. if (heal_get_jobexp <= 0)
  5921. heal_get_jobexp = 1;
  5922. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5923. }
  5924. }
  5925. break;
  5926. case PR_REDEMPTIO:
  5927. if (sd && !(flag&1)) {
  5928. if (sd->status.party_id == 0) {
  5929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5930. break;
  5931. }
  5932. skill_area_temp[0] = 0;
  5933. party_foreachsamemap(skill_area_sub,
  5934. sd,skill_get_splash(skill_id, skill_lv),
  5935. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5936. skill_castend_nodamage_id);
  5937. if (skill_area_temp[0] == 0) {
  5938. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5939. break;
  5940. }
  5941. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5942. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5943. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5944. 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);
  5945. }
  5946. status_set_hp(src, 1, 0);
  5947. status_set_sp(src, 0, 0);
  5948. break;
  5949. } else if (status_isdead(bl) && flag&1) { //Revive
  5950. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5951. skill_lv = 3; //Resurrection level 3 is used
  5952. } else //Invalid target, skip resurrection.
  5953. break;
  5954. case ALL_RESURRECTION:
  5955. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  5956. { //No reviving in WoE grounds!
  5957. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5958. break;
  5959. }
  5960. if (!status_isdead(bl))
  5961. break;
  5962. {
  5963. int per = 0, sper = 0;
  5964. if (tsc && tsc->data[SC_HELLPOWER]) {
  5965. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5966. break;
  5967. }
  5968. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  5969. break;
  5970. switch(skill_lv){
  5971. case 1: per=10; break;
  5972. case 2: per=30; break;
  5973. case 3: per=50; break;
  5974. case 4: per=80; break;
  5975. }
  5976. if(dstsd && dstsd->special_state.restart_full_recover)
  5977. per = sper = 100;
  5978. if (status_revive(bl, per, sper))
  5979. {
  5980. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5981. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5982. {
  5983. t_exp exp = 0,jexp = 0;
  5984. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5985. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5986. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  5987. if (exp < 1) exp = 1;
  5988. }
  5989. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5990. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  5991. if (jexp < 1) jexp = 1;
  5992. }
  5993. if(exp > 0 || jexp > 0)
  5994. pc_gainexp (sd, bl, exp, jexp, 0);
  5995. }
  5996. }
  5997. }
  5998. break;
  5999. case AL_DECAGI:
  6000. case MER_DECAGI:
  6001. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6002. 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)));
  6003. break;
  6004. case AL_CRUCIS:
  6005. if (flag&1)
  6006. 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));
  6007. else {
  6008. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6009. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6010. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6011. }
  6012. break;
  6013. case SP_SOULCURSE:
  6014. if (flag&1)
  6015. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6016. else {
  6017. 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);
  6018. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6019. }
  6020. break;
  6021. case PR_LEXDIVINA:
  6022. case MER_LEXDIVINA:
  6023. if (tsce)
  6024. status_change_end(bl, type, INVALID_TIMER);
  6025. else
  6026. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6027. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6028. break;
  6029. case SA_ABRACADABRA:
  6030. if (abra_db.empty()) {
  6031. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6032. break;
  6033. }
  6034. else {
  6035. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6036. do {
  6037. auto abra_spell = abra_db.random();
  6038. abra_skill_id = abra_spell->skill_id;
  6039. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6040. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6041. break;
  6042. }
  6043. } while (checked++ < checked_max);
  6044. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6045. if( sd )
  6046. {// player-casted
  6047. sd->state.abra_flag = 1;
  6048. sd->skillitem = abra_skill_id;
  6049. sd->skillitemlv = abra_skill_lv;
  6050. sd->skillitem_keep_requirement = false;
  6051. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6052. }
  6053. else
  6054. {// mob-casted
  6055. struct unit_data *ud = unit_bl2ud(src);
  6056. int inf = skill_get_inf(abra_skill_id);
  6057. if (!ud) break;
  6058. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6059. if (src->type == BL_PET)
  6060. bl = (struct block_list*)((TBL_PET*)src)->master;
  6061. if (!bl) bl = src;
  6062. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6063. } else { //Assume offensive skills
  6064. int target_id = 0;
  6065. if (ud->target)
  6066. target_id = ud->target;
  6067. else switch (src->type) {
  6068. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6069. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6070. }
  6071. if (!target_id)
  6072. break;
  6073. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6074. bl = map_id2bl(target_id);
  6075. if (!bl) bl = src;
  6076. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6077. } else
  6078. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6079. }
  6080. }
  6081. }
  6082. break;
  6083. case SA_COMA:
  6084. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6085. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6086. break;
  6087. case SA_FULLRECOVERY:
  6088. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6089. if (status_isimmune(bl))
  6090. break;
  6091. status_percent_heal(bl, 100, 100);
  6092. break;
  6093. case NPC_ALLHEAL:
  6094. {
  6095. int heal;
  6096. if( status_isimmune(bl) )
  6097. break;
  6098. heal = status_percent_heal(bl, 100, 0);
  6099. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6100. if( dstmd )
  6101. { // Reset Damage Logs
  6102. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6103. dstmd->tdmg = 0;
  6104. }
  6105. }
  6106. break;
  6107. case SA_SUMMONMONSTER:
  6108. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6109. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6110. break;
  6111. case SA_LEVELUP:
  6112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6113. if (sd && pc_nextbaseexp(sd))
  6114. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6115. break;
  6116. case SA_INSTANTDEATH:
  6117. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6118. status_kill(src);
  6119. break;
  6120. case SA_QUESTION:
  6121. clif_emotion(src,ET_QUESTION);
  6122. case SA_GRAVITY:
  6123. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6124. break;
  6125. case SA_CLASSCHANGE:
  6126. case SA_MONOCELL:
  6127. if (dstmd)
  6128. {
  6129. int class_;
  6130. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6132. break;
  6133. }
  6134. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6135. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6136. mob_class_change(dstmd,class_);
  6137. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6138. 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 };
  6139. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6140. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6141. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6142. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  6143. }
  6144. }
  6145. break;
  6146. case SA_DEATH:
  6147. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6149. break;
  6150. }
  6151. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6152. status_kill(bl);
  6153. break;
  6154. case SA_REVERSEORCISH:
  6155. case ALL_REVERSEORCISH:
  6156. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6157. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6158. break;
  6159. case SA_FORTUNE:
  6160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6161. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6162. break;
  6163. case SA_TAMINGMONSTER:
  6164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6165. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6166. pet_catch_process1(sd, dstmd->mob_id);
  6167. }
  6168. break;
  6169. case CR_PROVIDENCE:
  6170. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6171. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6172. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6173. map_freeblock_unlock();
  6174. return 1;
  6175. }
  6176. }
  6177. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6178. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6179. break;
  6180. case CG_MARIONETTE:
  6181. {
  6182. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
  6183. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6185. map_freeblock_unlock();
  6186. return 1;
  6187. }
  6188. status_change* sc = status_get_sc(src);
  6189. if( sc && tsc )
  6190. {
  6191. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6192. {
  6193. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6194. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6195. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6196. }
  6197. else
  6198. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6199. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6200. {
  6201. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  6202. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  6203. }
  6204. else
  6205. {
  6206. if( sd )
  6207. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6208. map_freeblock_unlock();
  6209. return 1;
  6210. }
  6211. }
  6212. }
  6213. break;
  6214. case RG_CLOSECONFINE:
  6215. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6216. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6217. break;
  6218. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6219. case SA_FROSTWEAPON:
  6220. case SA_LIGHTNINGLOADER:
  6221. case SA_SEISMICWEAPON:
  6222. if (dstsd && dstsd->status.weapon == W_FIST) {
  6223. if (sd)
  6224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6225. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6226. break;
  6227. }
  6228. #ifdef RENEWAL
  6229. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6230. #else
  6231. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6232. 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)))) {
  6233. if (dstsd){
  6234. short index = dstsd->equip_index[EQI_HAND_R];
  6235. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6236. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6237. }
  6238. if (sd)
  6239. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6240. }
  6241. #endif
  6242. break;
  6243. case PR_ASPERSIO:
  6244. if (sd && dstmd) {
  6245. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6246. break;
  6247. }
  6248. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6249. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6250. break;
  6251. case ITEM_ENCHANTARMS:
  6252. 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)));
  6253. break;
  6254. case TK_SEVENWIND:
  6255. switch(skill_get_ele(skill_id,skill_lv)) {
  6256. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6257. case ELE_WIND : type = SC_WINDWEAPON; break;
  6258. case ELE_WATER : type = SC_WATERWEAPON; break;
  6259. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6260. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6261. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6262. case ELE_HOLY : type = SC_ASPERSIO; break;
  6263. }
  6264. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6265. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6266. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6267. break;
  6268. case PR_KYRIE:
  6269. case MER_KYRIE:
  6270. case SU_TUNAPARTY:
  6271. case SU_GROOMING:
  6272. case SU_CHATTERING:
  6273. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6274. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6275. break;
  6276. //Passive Magnum, should had been casted on yourself.
  6277. case SM_MAGNUM:
  6278. case MS_MAGNUM:
  6279. skill_area_temp[1] = 0;
  6280. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6281. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6282. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6283. // Initiate 20% of your damage becomes fire element.
  6284. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6285. break;
  6286. case TK_JUMPKICK:
  6287. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6288. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6289. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6290. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6291. clif_blown(src);
  6292. }
  6293. } else
  6294. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6295. break;
  6296. case PR_BENEDICTIO:
  6297. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6298. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6299. break;
  6300. case AL_INCAGI:
  6301. case AL_BLESSING:
  6302. case MER_INCAGI:
  6303. case MER_BLESSING:
  6304. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6305. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6306. break;
  6307. }
  6308. case PR_SLOWPOISON:
  6309. case PR_LEXAETERNA:
  6310. #ifndef RENEWAL
  6311. case PR_IMPOSITIO:
  6312. case PR_SUFFRAGIUM:
  6313. #endif
  6314. case LK_BERSERK:
  6315. case MS_BERSERK:
  6316. case KN_TWOHANDQUICKEN:
  6317. case KN_ONEHAND:
  6318. case MER_QUICKEN:
  6319. case CR_SPEARQUICKEN:
  6320. case CR_REFLECTSHIELD:
  6321. case MS_REFLECTSHIELD:
  6322. case AS_POISONREACT:
  6323. #ifndef RENEWAL
  6324. case MC_LOUD:
  6325. #endif
  6326. case MG_ENERGYCOAT:
  6327. case MO_EXPLOSIONSPIRITS:
  6328. case MO_STEELBODY:
  6329. case MO_BLADESTOP:
  6330. case LK_AURABLADE:
  6331. case LK_PARRYING:
  6332. case MS_PARRYING:
  6333. case LK_CONCENTRATION:
  6334. #ifdef RENEWAL
  6335. case HP_BASILICA:
  6336. #endif
  6337. case WS_CARTBOOST:
  6338. case SN_SIGHT:
  6339. case WS_MELTDOWN:
  6340. case WS_OVERTHRUSTMAX:
  6341. case ST_REJECTSWORD:
  6342. case HW_MAGICPOWER:
  6343. case PF_MEMORIZE:
  6344. case PA_SACRIFICE:
  6345. case ASC_EDP:
  6346. case PF_DOUBLECASTING:
  6347. case SG_SUN_COMFORT:
  6348. case SG_MOON_COMFORT:
  6349. case SG_STAR_COMFORT:
  6350. case GS_MADNESSCANCEL:
  6351. case GS_ADJUSTMENT:
  6352. case GS_INCREASING:
  6353. #ifdef RENEWAL
  6354. case GS_MAGICALBULLET:
  6355. #endif
  6356. case NJ_KASUMIKIRI:
  6357. case NJ_UTSUSEMI:
  6358. case NJ_NEN:
  6359. case NPC_DEFENDER:
  6360. case NPC_MAGICMIRROR:
  6361. case ST_PRESERVE:
  6362. case NPC_KEEPING:
  6363. case NPC_BARRIER:
  6364. case NPC_INVINCIBLE:
  6365. case NPC_INVINCIBLEOFF:
  6366. case MER_INVINCIBLEOFF2:
  6367. case RK_DEATHBOUND:
  6368. case AB_EXPIATIO:
  6369. case AB_DUPLELIGHT:
  6370. case AB_SECRAMENT:
  6371. case AB_OFFERTORIUM:
  6372. case NC_ACCELERATION:
  6373. case NC_HOVERING:
  6374. case NC_SHAPESHIFT:
  6375. case WL_MARSHOFABYSS:
  6376. case WL_RECOGNIZEDSPELL:
  6377. case GC_VENOMIMPRESS:
  6378. case SC_DEADLYINFECT:
  6379. case LG_EXEEDBREAK:
  6380. case LG_PRESTIGE:
  6381. case LG_INSPIRATION:
  6382. case SR_CRESCENTELBOW:
  6383. case SR_LIGHTNINGWALK:
  6384. case GN_CARTBOOST:
  6385. case GN_BLOOD_SUCKER:
  6386. case GN_HELLS_PLANT:
  6387. case KO_MEIKYOUSISUI:
  6388. case ALL_ODINS_POWER:
  6389. case ALL_FULL_THROTTLE:
  6390. case RA_UNLIMIT:
  6391. case WL_TELEKINESIS_INTENSE:
  6392. case RL_HEAT_BARREL:
  6393. case RL_P_ALTER:
  6394. case RL_E_CHAIN:
  6395. case SU_FRESHSHRIMP:
  6396. case SU_ARCLOUSEDASH:
  6397. case NPC_MAXPAIN:
  6398. case SP_SOULREAPER:
  6399. case SJ_LIGHTOFMOON:
  6400. case SJ_LIGHTOFSTAR:
  6401. case SJ_FALLINGSTAR:
  6402. case SJ_LIGHTOFSUN:
  6403. case SJ_BOOKOFDIMENSION:
  6404. case NPC_HALLUCINATIONWALK:
  6405. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6406. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6407. break;
  6408. case LG_SHIELDSPELL:
  6409. if (skill_lv == 1)
  6410. type = SC_SHIELDSPELL_HP;
  6411. else if (skill_lv == 2)
  6412. type = SC_SHIELDSPELL_SP;
  6413. else
  6414. type = SC_SHIELDSPELL_ATK;
  6415. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6416. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6417. break;
  6418. case SJ_GRAVITYCONTROL: {
  6419. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  6420. if (bl->type == BL_PC)
  6421. fall_damage += dstsd->weight / 10 - tstatus->def;
  6422. else // Monster's don't have weight. Put something in its place.
  6423. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  6424. fall_damage = max(1, fall_damage);
  6425. 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)));
  6426. }
  6427. break;
  6428. case NPC_HALLUCINATION:
  6429. case NPC_HELLPOWER:
  6430. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6431. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6432. break;
  6433. case KN_AUTOCOUNTER:
  6434. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6435. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6436. break;
  6437. case SO_STRIKING:
  6438. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6439. int bonus = 0;
  6440. if (dstsd) {
  6441. short index = dstsd->equip_index[EQI_HAND_R];
  6442. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6443. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  6444. }
  6445. 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)));
  6446. } else if (sd)
  6447. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6448. break;
  6449. case NPC_STOP:
  6450. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6451. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6452. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6453. break;
  6454. case HP_ASSUMPTIO:
  6455. if( sd && dstmd )
  6456. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6457. else
  6458. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6459. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6460. break;
  6461. case MG_SIGHT:
  6462. case MER_SIGHT:
  6463. case AL_RUWACH:
  6464. case WZ_SIGHTBLASTER:
  6465. case NPC_WIDESIGHT:
  6466. case NPC_STONESKIN:
  6467. case NPC_ANTIMAGIC:
  6468. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6469. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6470. break;
  6471. case HLIF_AVOID:
  6472. case HAMI_DEFENCE:
  6473. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6474. 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
  6475. break;
  6476. case NJ_BUNSINJYUTSU:
  6477. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6478. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6479. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6480. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6481. break;
  6482. /* Was modified to only affect targetted char. [Skotlex]
  6483. case HP_ASSUMPTIO:
  6484. if (flag&1)
  6485. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6486. else
  6487. {
  6488. map_foreachinallrange(skill_area_sub, bl,
  6489. skill_get_splash(skill_id, skill_lv), BL_PC,
  6490. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6491. skill_castend_nodamage_id);
  6492. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6493. }
  6494. break;
  6495. */
  6496. case SM_ENDURE:
  6497. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6498. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6499. break;
  6500. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6501. if (sd && dstsd && dstsd->sc.count) {
  6502. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6503. dstsd->sc.data[SC_WATERWEAPON] ||
  6504. dstsd->sc.data[SC_WINDWEAPON] ||
  6505. dstsd->sc.data[SC_EARTHWEAPON] ||
  6506. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6507. dstsd->sc.data[SC_GHOSTWEAPON]
  6508. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6509. ) {
  6510. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6511. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6512. break;
  6513. }
  6514. }
  6515. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6516. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6517. break;
  6518. case LK_TENSIONRELAX:
  6519. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6520. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6521. skill_get_time(skill_id,skill_lv)));
  6522. break;
  6523. case MC_CHANGECART:
  6524. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6525. break;
  6526. case MC_CARTDECORATE:
  6527. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6528. if( sd ) {
  6529. clif_SelectCart(sd);
  6530. }
  6531. break;
  6532. case TK_MISSION:
  6533. if (sd) {
  6534. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6535. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6537. break;
  6538. }
  6539. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  6540. if (!id) {
  6541. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6542. break;
  6543. }
  6544. sd->mission_mobid = id;
  6545. sd->mission_count = 0;
  6546. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6547. clif_mission_info(sd, id, 0);
  6548. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6549. }
  6550. break;
  6551. case AC_CONCENTRATION:
  6552. {
  6553. int splash = skill_get_splash(skill_id, skill_lv);
  6554. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6555. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6556. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6557. map_foreachinallrange( status_change_timer_sub, src,
  6558. splash, BL_CHAR, src, NULL, type, tick);
  6559. }
  6560. break;
  6561. case SM_PROVOKE:
  6562. case SM_SELFPROVOKE:
  6563. case MER_PROVOKE:
  6564. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6565. map_freeblock_unlock();
  6566. return 1;
  6567. }
  6568. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6569. 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))))
  6570. {
  6571. if( sd )
  6572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6573. map_freeblock_unlock();
  6574. return 0;
  6575. }
  6576. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6577. unit_skillcastcancel(bl, 2);
  6578. if( tsc && tsc->count )
  6579. {
  6580. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6581. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6582. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6583. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6584. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6585. }
  6586. if( dstmd )
  6587. {
  6588. dstmd->state.provoke_flag = src->id;
  6589. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6590. }
  6591. break;
  6592. case ML_DEVOTION:
  6593. case CR_DEVOTION:
  6594. {
  6595. int count, lv;
  6596. if( !dstsd || (!sd && !mer) )
  6597. { // Only players can be devoted
  6598. if( sd )
  6599. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6600. break;
  6601. }
  6602. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6603. lv = -lv;
  6604. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6605. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6606. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6607. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6608. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6609. {
  6610. if( sd )
  6611. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6612. map_freeblock_unlock();
  6613. return 1;
  6614. }
  6615. i = 0;
  6616. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6617. if( sd )
  6618. { // Player Devoting Player
  6619. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6620. if( i == count )
  6621. {
  6622. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6623. if( i == count )
  6624. { // No free slots, skill Fail
  6625. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6626. map_freeblock_unlock();
  6627. return 1;
  6628. }
  6629. }
  6630. sd->devotion[i] = bl->id;
  6631. }
  6632. else
  6633. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6634. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6635. 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)));
  6636. clif_devotion(src, NULL);
  6637. }
  6638. break;
  6639. case SP_SOULUNITY: {
  6640. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  6641. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  6642. if (!dstsd || !sd) { // Only put player's souls in unity.
  6643. if (sd)
  6644. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6645. break;
  6646. }
  6647. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  6648. if (sd)
  6649. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6650. map_freeblock_unlock();
  6651. return 1;
  6652. }
  6653. if (sd) { // Unite player's soul with caster's soul.
  6654. i = 0;
  6655. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  6656. if (i == count) {
  6657. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  6658. if(i == count) { // No more free slots? Fail the skill.
  6659. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6660. map_freeblock_unlock();
  6661. return 1;
  6662. }
  6663. }
  6664. sd->united_soul[i] = bl->id;
  6665. }
  6666. 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)));
  6667. } else if (sd)
  6668. 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);
  6669. }
  6670. break;
  6671. case MO_CALLSPIRITS:
  6672. if(sd) {
  6673. int limit = skill_lv;
  6674. if( sd->sc.data[SC_RAISINGDRAGON] )
  6675. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6676. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6677. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6678. }
  6679. break;
  6680. case CH_SOULCOLLECT:
  6681. if(sd) {
  6682. int limit = 5;
  6683. if( sd->sc.data[SC_RAISINGDRAGON] )
  6684. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6686. for (i = 0; i < limit; i++)
  6687. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6688. }
  6689. break;
  6690. case MO_KITRANSLATION:
  6691. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6692. //Require will define how many spiritballs will be transferred
  6693. struct s_skill_condition require;
  6694. require = skill_get_requirement(sd,skill_id,skill_lv);
  6695. pc_delspiritball(sd,require.spiritball,0);
  6696. for (i = 0; i < require.spiritball; i++)
  6697. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6698. } else {
  6699. if(sd)
  6700. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6701. map_freeblock_unlock();
  6702. return 0;
  6703. }
  6704. break;
  6705. case TK_TURNKICK:
  6706. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6707. if (skill_area_temp[1] != bl->id) {
  6708. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6709. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6710. }
  6711. break;
  6712. case MO_ABSORBSPIRITS:
  6713. i = 0;
  6714. 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
  6715. ((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]
  6716. if (dstsd->spiritball > 0) {
  6717. i = dstsd->spiritball * 7;
  6718. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6719. }
  6720. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6721. i += dstsd->spiritcharm * 7;
  6722. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6723. }
  6724. } 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]
  6725. i = 2 * dstmd->level;
  6726. mob_target(dstmd,src,0);
  6727. } else {
  6728. if (sd)
  6729. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6730. break;
  6731. }
  6732. if (i) status_heal(src, 0, i, 3);
  6733. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6734. break;
  6735. case AC_MAKINGARROW:
  6736. if(sd) {
  6737. clif_arrow_create_list(sd);
  6738. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6739. }
  6740. break;
  6741. case AM_PHARMACY:
  6742. if(sd) {
  6743. clif_skill_produce_mix_list(sd,skill_id,22);
  6744. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6745. }
  6746. break;
  6747. case SA_CREATECON:
  6748. if(sd) {
  6749. clif_elementalconverter_list(sd);
  6750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6751. }
  6752. break;
  6753. case BS_HAMMERFALL:
  6754. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6755. break;
  6756. case RG_RAID:
  6757. skill_area_temp[1] = 0;
  6758. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6759. map_foreachinrange(skill_area_sub, bl,
  6760. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6761. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6762. skill_castend_damage_id);
  6763. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6764. break;
  6765. //List of self skills that give damage around caster
  6766. case ASC_METEORASSAULT:
  6767. case GS_SPREADATTACK:
  6768. case RK_WINDCUTTER:
  6769. case RK_STORMBLAST:
  6770. case NC_AXETORNADO:
  6771. case GC_COUNTERSLASH:
  6772. case SR_SKYNETBLOW:
  6773. case SR_RAMPAGEBLASTER:
  6774. case SR_HOWLINGOFLION:
  6775. case LG_CANNONSPEAR:
  6776. case LG_OVERBRAND:
  6777. case LG_RAYOFGENESIS:
  6778. case KO_HAPPOKUNAI:
  6779. case RL_FIREDANCE:
  6780. case RL_R_TRIP:
  6781. case SJ_FULLMOONKICK:
  6782. case SJ_NEWMOONKICK:
  6783. case SJ_SOLARBURST:
  6784. case SJ_STAREMPEROR:
  6785. case SJ_FALLINGSTAR_ATK:
  6786. {
  6787. struct status_change *sc = status_get_sc(src);
  6788. int starget = BL_CHAR|BL_SKILL;
  6789. if (skill_id == SR_HOWLINGOFLION)
  6790. starget = splash_target(src);
  6791. if (skill_id == SJ_NEWMOONKICK) {
  6792. if (tsce) {
  6793. status_change_end(bl, type, INVALID_TIMER);
  6794. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6795. break;
  6796. } else
  6797. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6798. }
  6799. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  6800. if (sd) {
  6801. // Remove old shields if any exist.
  6802. pc_delspiritball(sd, sd->spiritball, 0);
  6803. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6804. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  6805. }
  6806. status_change_end(src, SC_DIMENSION, INVALID_TIMER);
  6807. }
  6808. skill_area_temp[1] = 0;
  6809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6810. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6811. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6812. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6813. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6814. }
  6815. break;
  6816. case NPC_IGNITIONBREAK:
  6817. case RK_IGNITIONBREAK:
  6818. skill_area_temp[1] = 0;
  6819. #if PACKETVER >= 20180207
  6820. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6821. #else
  6822. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6823. #endif
  6824. 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);
  6825. break;
  6826. case SR_TIGERCANNON:
  6827. case SR_WINDMILL:
  6828. case GN_CART_TORNADO:
  6829. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6830. case SR_EARTHSHAKER:
  6831. case NC_INFRAREDSCAN:
  6832. case NPC_VAMPIRE_GIFT:
  6833. case NPC_HELLJUDGEMENT:
  6834. case NPC_PULSESTRIKE:
  6835. case LG_MOONSLASHER:
  6836. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6837. break;
  6838. #ifdef RENEWAL
  6839. case KN_BRANDISHSPEAR:
  6840. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6841. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  6842. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6843. skill_castend_damage_id);
  6844. break;
  6845. #else
  6846. case KN_BRANDISHSPEAR:
  6847. #endif
  6848. case ML_BRANDISH:
  6849. skill_area_temp[1] = bl->id;
  6850. if(skill_lv >= 10)
  6851. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6852. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6853. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6854. skill_castend_damage_id);
  6855. if(skill_lv >= 7)
  6856. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6857. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6858. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6859. skill_castend_damage_id);
  6860. if(skill_lv >= 4)
  6861. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6862. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6863. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6864. skill_castend_damage_id);
  6865. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6866. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6867. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6868. skill_castend_damage_id);
  6869. break;
  6870. case WZ_SIGHTRASHER:
  6871. //Passive side of the attack.
  6872. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6873. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6874. map_foreachinshootrange(skill_area_sub,src,
  6875. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6876. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6877. skill_castend_damage_id);
  6878. break;
  6879. case WZ_FROSTNOVA:
  6880. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6881. skill_area_temp[1] = 0;
  6882. map_foreachinshootrange(skill_attack_area, src,
  6883. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6884. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6885. break;
  6886. case HVAN_EXPLOSION: //[orn]
  6887. case NPC_SELFDESTRUCTION:
  6888. //Self Destruction hits everyone in range (allies+enemies)
  6889. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6890. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6891. BCT_ENEMY:BCT_ALL;
  6892. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6893. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6894. map_foreachinshootrange(skill_area_sub, bl,
  6895. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6896. src, skill_id, skill_lv, tick, flag|i,
  6897. skill_castend_damage_id);
  6898. if(map_addblock(src)) {
  6899. map_freeblock_unlock();
  6900. return 1;
  6901. }
  6902. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  6903. break;
  6904. case AL_ANGELUS:
  6905. #ifdef RENEWAL
  6906. case PR_SUFFRAGIUM:
  6907. case PR_IMPOSITIO:
  6908. #endif
  6909. case PR_MAGNIFICAT:
  6910. case PR_GLORIA:
  6911. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6912. // Animations don't play when outside visible range
  6913. if (check_distance_bl(src, bl, AREA_SIZE))
  6914. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  6915. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6916. }
  6917. else if (sd)
  6918. 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);
  6919. break;
  6920. #ifdef RENEWAL
  6921. case MC_LOUD:
  6922. #endif
  6923. case SN_WINDWALK:
  6924. case CASH_BLESSING:
  6925. case CASH_INCAGI:
  6926. case CASH_ASSUMPTIO:
  6927. case WM_FRIGG_SONG:
  6928. case NV_HELPANGEL:
  6929. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6930. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6931. else if( sd )
  6932. 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);
  6933. break;
  6934. case MER_MAGNIFICAT:
  6935. if( mer != NULL )
  6936. {
  6937. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6938. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6939. 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);
  6940. else if( mer->master && !(flag&1) )
  6941. 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)));
  6942. }
  6943. break;
  6944. case BS_ADRENALINE:
  6945. case BS_ADRENALINE2:
  6946. case BS_WEAPONPERFECT:
  6947. case BS_OVERTHRUST:
  6948. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6949. int weapontype = skill_get_weapontype(skill_id);
  6950. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6951. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6952. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6953. }
  6954. } else if (sd) {
  6955. party_foreachsamemap(skill_area_sub,
  6956. sd,skill_get_splash(skill_id, skill_lv),
  6957. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6958. skill_castend_nodamage_id);
  6959. }
  6960. break;
  6961. case BS_MAXIMIZE:
  6962. case NV_TRICKDEAD:
  6963. case CR_DEFENDER:
  6964. case ML_DEFENDER:
  6965. case CR_AUTOGUARD:
  6966. case ML_AUTOGUARD:
  6967. case TK_READYSTORM:
  6968. case TK_READYDOWN:
  6969. case TK_READYTURN:
  6970. case TK_READYCOUNTER:
  6971. case TK_DODGE:
  6972. case CR_SHRINK:
  6973. case SG_FUSION:
  6974. case GS_GATLINGFEVER:
  6975. case SJ_LUNARSTANCE:
  6976. case SJ_STARSTANCE:
  6977. case SJ_UNIVERSESTANCE:
  6978. case SJ_SUNSTANCE:
  6979. case SP_SOULCOLLECT:
  6980. if( tsce )
  6981. {
  6982. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6983. map_freeblock_unlock();
  6984. return 0;
  6985. }
  6986. if( skill_id == SP_SOULCOLLECT ){
  6987. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), max(1000, skill_get_time(skill_id, skill_lv))));
  6988. }else{
  6989. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6990. }
  6991. break;
  6992. case SL_KAITE:
  6993. case SL_KAAHI:
  6994. case SL_KAIZEL:
  6995. case SL_KAUPE:
  6996. case SP_KAUTE:
  6997. if (sd) {
  6998. if (!dstsd || !(
  6999. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7000. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7001. dstsd->status.char_id == sd->status.char_id ||
  7002. dstsd->status.char_id == sd->status.partner_id ||
  7003. dstsd->status.char_id == sd->status.child ||
  7004. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7005. )) {
  7006. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7008. break;
  7009. }
  7010. }
  7011. if (skill_id == SP_KAUTE) {
  7012. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7013. if (sd)
  7014. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7015. break;
  7016. }
  7017. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7018. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7019. } else
  7020. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7021. break;
  7022. case SM_AUTOBERSERK:
  7023. case MER_AUTOBERSERK:
  7024. if( tsce )
  7025. i = status_change_end(bl, type, INVALID_TIMER);
  7026. else
  7027. i = sc_start(src,bl,type,100,skill_lv,60000);
  7028. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7029. break;
  7030. case TF_HIDING:
  7031. case ST_CHASEWALK:
  7032. case KO_YAMIKUMO:
  7033. if (tsce)
  7034. {
  7035. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  7036. map_freeblock_unlock();
  7037. return 0;
  7038. }
  7039. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7040. break;
  7041. case TK_RUN:
  7042. if (tsce)
  7043. {
  7044. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  7045. map_freeblock_unlock();
  7046. return 0;
  7047. }
  7048. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7049. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7050. clif_walkok(sd); // So aegis has to resend the walk ok.
  7051. break;
  7052. case AS_CLOAKING:
  7053. case GC_CLOAKINGEXCEED:
  7054. case LG_FORCEOFVANGUARD:
  7055. case SC_REPRODUCE:
  7056. case SC_INVISIBILITY:
  7057. case RA_CAMOUFLAGE:
  7058. if (tsce) {
  7059. i = status_change_end(bl, type, INVALID_TIMER);
  7060. if( i )
  7061. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7062. else if( sd )
  7063. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7064. map_freeblock_unlock();
  7065. return 0;
  7066. }
  7067. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7068. if( i )
  7069. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7070. else if( sd )
  7071. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7072. break;
  7073. case CG_SPECIALSINGER:
  7074. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7075. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7076. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  7077. }
  7078. break;
  7079. case BD_ADAPTATION:
  7080. #ifdef RENEWAL
  7081. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7082. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7083. #else
  7084. if(tsc && tsc->data[SC_DANCING]){
  7085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7086. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7087. }
  7088. #endif
  7089. break;
  7090. case BA_FROSTJOKER:
  7091. case DC_SCREAM:
  7092. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7093. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7094. if (md) {
  7095. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7096. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7097. char temp[70];
  7098. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7099. clif_disp_overhead(&md->bl,temp);
  7100. }
  7101. break;
  7102. case BA_PANGVOICE:
  7103. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  7104. break;
  7105. case DC_WINKCHARM:
  7106. if( dstsd )
  7107. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  7108. else
  7109. if( dstmd )
  7110. {
  7111. if( status_get_lv(src) > status_get_lv(bl)
  7112. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7113. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7114. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  7115. else
  7116. {
  7117. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7118. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7119. }
  7120. }
  7121. break;
  7122. #ifdef RENEWAL
  7123. case BD_LULLABY:
  7124. case BD_RICHMANKIM:
  7125. case BD_ETERNALCHAOS:
  7126. case BD_DRUMBATTLEFIELD:
  7127. case BD_RINGNIBELUNGEN:
  7128. case BD_ROKISWEIL:
  7129. case BD_INTOABYSS:
  7130. case BD_SIEGFRIED:
  7131. case BA_DISSONANCE:
  7132. case BA_POEMBRAGI:
  7133. case BA_WHISTLE:
  7134. case BA_ASSASSINCROSS:
  7135. case BA_APPLEIDUN:
  7136. case DC_UGLYDANCE:
  7137. case DC_HUMMING:
  7138. case DC_DONTFORGETME:
  7139. case DC_FORTUNEKISS:
  7140. case DC_SERVICEFORYOU:
  7141. skill_castend_song(src, skill_id, skill_lv, tick);
  7142. break;
  7143. #endif
  7144. case TF_STEAL:
  7145. if(sd) {
  7146. if(pc_steal_item(sd,bl,skill_lv))
  7147. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7148. else
  7149. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7150. }
  7151. break;
  7152. case RG_STEALCOIN:
  7153. if(sd) {
  7154. if(pc_steal_coin(sd,bl))
  7155. {
  7156. dstmd->state.provoke_flag = src->id;
  7157. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7159. }
  7160. else
  7161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7162. }
  7163. break;
  7164. case MG_STONECURSE:
  7165. {
  7166. int brate = 0;
  7167. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  7168. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7169. break;
  7170. }
  7171. if(status_isimmune(bl) || !tsc)
  7172. break;
  7173. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  7174. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  7175. if (tsc && tsc->data[type]) {
  7176. status_change_end(bl, type, INVALID_TIMER);
  7177. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7178. break;
  7179. }
  7180. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  7181. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  7182. skill_get_time2(skill_id,skill_lv)))
  7183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7184. else if(sd) {
  7185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7186. // Level 6-10 doesn't consume a red gem if it fails [celest]
  7187. if (skill_lv > 5)
  7188. { // not to consume items
  7189. map_freeblock_unlock();
  7190. return 0;
  7191. }
  7192. }
  7193. }
  7194. break;
  7195. case NV_FIRSTAID:
  7196. clif_skill_nodamage(src,bl,skill_id,5,1);
  7197. status_heal(bl,5,0,0);
  7198. break;
  7199. case AL_CURE:
  7200. if(status_isimmune(bl)) {
  7201. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7202. break;
  7203. }
  7204. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7205. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7206. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7207. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  7208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7209. break;
  7210. case TF_DETOXIFY:
  7211. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7212. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7213. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7214. break;
  7215. case PR_STRECOVERY:
  7216. if(status_isimmune(bl)) {
  7217. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7218. break;
  7219. }
  7220. if (tsc && tsc->opt1) {
  7221. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7222. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7223. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7224. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7225. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  7226. }
  7227. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  7228. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  7229. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  7230. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7231. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7232. if(dstmd)
  7233. mob_unlocktarget(dstmd,tick);
  7234. break;
  7235. // Mercenary Supportive Skills
  7236. case MER_BENEDICTION:
  7237. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7238. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7239. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7240. break;
  7241. case MER_COMPRESS:
  7242. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7244. break;
  7245. case MER_MENTALCURE:
  7246. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7247. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7248. break;
  7249. case MER_RECUPERATE:
  7250. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7251. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  7252. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7254. break;
  7255. case MER_REGAIN:
  7256. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7257. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7259. break;
  7260. case MER_TENDER:
  7261. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7262. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7263. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7264. break;
  7265. case MER_SCAPEGOAT:
  7266. if( mer && mer->master )
  7267. {
  7268. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  7269. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  7270. }
  7271. break;
  7272. case MER_ESTIMATION:
  7273. if( !mer )
  7274. break;
  7275. sd = mer->master;
  7276. case WZ_ESTIMATION:
  7277. if( sd == NULL )
  7278. break;
  7279. if( dstsd )
  7280. { // Fail on Players
  7281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7282. break;
  7283. }
  7284. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7285. clif_skill_estimation(sd, bl);
  7286. if( skill_id == MER_ESTIMATION )
  7287. sd = NULL;
  7288. break;
  7289. case BS_REPAIRWEAPON:
  7290. if(sd && dstsd)
  7291. clif_item_repair_list(sd,dstsd,skill_lv);
  7292. break;
  7293. case MC_IDENTIFY:
  7294. if(sd) {
  7295. clif_item_identify_list(sd);
  7296. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  7297. map_freeblock_unlock();
  7298. return 1;
  7299. }
  7300. else { // consume sp only if succeeded
  7301. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  7302. status_zap(src,0,req.sp);
  7303. }
  7304. }
  7305. break;
  7306. // Weapon Refining [Celest]
  7307. case WS_WEAPONREFINE:
  7308. if(sd)
  7309. clif_item_refine_list(sd);
  7310. break;
  7311. case MC_VENDING:
  7312. if(sd)
  7313. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  7314. if ( !pc_can_give_items(sd) )
  7315. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7316. else {
  7317. sd->state.prevend = 1;
  7318. sd->state.workinprogress = WIP_DISABLE_ALL;
  7319. sd->vend_skill_lv = skill_lv;
  7320. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  7321. if (i < MAX_CART)
  7322. intif_storage_save(sd, &sd->cart);
  7323. else
  7324. clif_openvendingreq(sd,2+skill_lv);
  7325. }
  7326. }
  7327. break;
  7328. case AL_TELEPORT:
  7329. case ALL_ODINS_RECALL:
  7330. if(sd)
  7331. {
  7332. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  7333. clif_skill_teleportmessage(sd,0);
  7334. break;
  7335. }
  7336. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  7337. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  7338. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  7339. break;
  7340. }
  7341. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  7342. sd->hd->blockskill.clear();
  7343. sd->hd->blockskill.shrink_to_fit();
  7344. }
  7345. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  7346. {
  7347. if( skill_lv == 1 )
  7348. pc_randomwarp(sd,CLR_TELEPORT);
  7349. else
  7350. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7351. break;
  7352. }
  7353. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7354. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  7355. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  7356. else
  7357. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  7358. } else
  7359. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7360. break;
  7361. case NPC_EXPULSION:
  7362. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7363. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  7364. break;
  7365. case AL_HOLYWATER:
  7366. if(sd) {
  7367. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  7368. struct skill_unit* su;
  7369. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  7370. skill_delunit(su);
  7371. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7372. }
  7373. else
  7374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7375. }
  7376. break;
  7377. case TF_PICKSTONE:
  7378. if(sd) {
  7379. unsigned char eflag;
  7380. struct item item_tmp;
  7381. struct block_list tbl;
  7382. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7383. memset(&item_tmp,0,sizeof(item_tmp));
  7384. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  7385. item_tmp.nameid = ITEMID_STONE;
  7386. item_tmp.identify = 1;
  7387. tbl.id = 0;
  7388. // Commented because of duplicate animation [Lemongrass]
  7389. // At the moment this displays the pickup animation a second time
  7390. // If this is required in older clients, we need to add a version check here
  7391. //clif_takeitem(&sd->bl,&tbl);
  7392. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  7393. if(eflag) {
  7394. clif_additem(sd,0,0,eflag);
  7395. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  7396. }
  7397. }
  7398. break;
  7399. case ASC_CDP:
  7400. if(sd) {
  7401. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  7402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7403. else
  7404. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7405. }
  7406. break;
  7407. case RG_STRIPWEAPON:
  7408. case RG_STRIPSHIELD:
  7409. case RG_STRIPARMOR:
  7410. case RG_STRIPHELM:
  7411. case ST_FULLSTRIP:
  7412. case GC_WEAPONCRUSH:
  7413. case SC_STRIPACCESSARY: {
  7414. bool i;
  7415. //Special message when trying to use strip on FCP [Jobbie]
  7416. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  7417. {
  7418. clif_gospel_info(sd, 0x28);
  7419. break;
  7420. }
  7421. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7422. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7423. //Nothing stripped.
  7424. if( sd && !i )
  7425. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7426. break;
  7427. }
  7428. case AM_BERSERKPITCHER:
  7429. case AM_POTIONPITCHER:
  7430. {
  7431. int j,hp = 0,sp = 0;
  7432. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7433. map_freeblock_unlock();
  7434. return 1;
  7435. }
  7436. if( sd ) {
  7437. int x,bonus=100;
  7438. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7439. x = skill_lv%11 - 1;
  7440. j = pc_search_inventory(sd, require.itemid[x]);
  7441. if (j < 0 || require.itemid[x] <= 0) {
  7442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7443. map_freeblock_unlock();
  7444. return 1;
  7445. }
  7446. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7447. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7448. map_freeblock_unlock();
  7449. return 1;
  7450. }
  7451. if( skill_id == AM_BERSERKPITCHER ) {
  7452. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7453. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7454. map_freeblock_unlock();
  7455. return 1;
  7456. }
  7457. }
  7458. potion_flag = 1;
  7459. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7460. potion_target = bl->id;
  7461. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7462. potion_flag = potion_target = 0;
  7463. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7464. bonus += sd->status.base_level;
  7465. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7466. hp = tstatus->max_hp * potion_per_hp / 100;
  7467. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7468. if( dstsd ) {
  7469. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7470. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7471. }
  7472. } else {
  7473. if( potion_hp > 0 ) {
  7474. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7475. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7476. if( dstsd )
  7477. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7478. }
  7479. if( potion_sp > 0 ) {
  7480. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7481. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7482. if( dstsd )
  7483. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7484. }
  7485. }
  7486. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  7487. hp += hp * bonus / 100;
  7488. }
  7489. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  7490. sp += sp * bonus / 100;
  7491. }
  7492. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7493. hp += hp * j / 100;
  7494. sp += sp * j / 100;
  7495. }
  7496. } else {
  7497. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7498. switch (skill_lv) {
  7499. case 1: hp = 45; break;
  7500. case 2: hp = 105; break;
  7501. case 3: hp = 175; break;
  7502. default: hp = 325; break;
  7503. }
  7504. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7505. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7506. if( dstsd )
  7507. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7508. }
  7509. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7510. hp += hp * j / 100;
  7511. sp += sp * j / 100;
  7512. }
  7513. if (tsc && tsc->count) {
  7514. uint8 penalty = 0;
  7515. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7516. hp += hp / 10;
  7517. sp += sp / 10;
  7518. }
  7519. if (tsc->data[SC_CRITICALWOUND])
  7520. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7521. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  7522. penalty += 20;
  7523. if (tsc->data[SC_NORECOVER_STATE])
  7524. penalty = 100;
  7525. if (penalty > 0) {
  7526. hp -= hp * penalty / 100;
  7527. sp -= sp * penalty / 100;
  7528. }
  7529. }
  7530. #ifdef RENEWAL
  7531. if (bl->type == BL_HOM)
  7532. hp *= 3; // Heal effectiveness is 3x for Homunculus
  7533. #endif
  7534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7535. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7536. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7537. if( sp > 0 )
  7538. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7539. if (tsc) {
  7540. #ifdef RENEWAL
  7541. if (tsc->data[SC_EXTREMITYFIST2])
  7542. sp = 0;
  7543. #endif
  7544. if (tsc->data[SC_NORECOVER_STATE]) {
  7545. hp = 0;
  7546. sp = 0;
  7547. }
  7548. }
  7549. status_heal(bl,hp,sp,0);
  7550. }
  7551. break;
  7552. case AM_CP_WEAPON:
  7553. case AM_CP_SHIELD:
  7554. case AM_CP_ARMOR:
  7555. case AM_CP_HELM:
  7556. {
  7557. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7558. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7559. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7560. map_freeblock_unlock(); // Don't consume item requirements
  7561. return 0;
  7562. }
  7563. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7564. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7565. }
  7566. break;
  7567. case AM_TWILIGHT1:
  7568. if (sd) {
  7569. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7570. //Prepare 200 White Potions.
  7571. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7573. }
  7574. break;
  7575. case AM_TWILIGHT2:
  7576. if (sd) {
  7577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7578. //Prepare 200 Slim White Potions.
  7579. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7580. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7581. }
  7582. break;
  7583. case AM_TWILIGHT3:
  7584. if (sd) {
  7585. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7586. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7587. if( ebottle >= 0 )
  7588. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7589. //check if you can produce all three, if not, then fail:
  7590. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7591. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7592. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7593. || ebottle < 200 //200 empty bottle are required at total.
  7594. ) {
  7595. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7596. break;
  7597. }
  7598. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7599. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7600. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7601. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7602. }
  7603. break;
  7604. case SA_DISPELL:
  7605. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7606. 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))
  7607. break; // Outside PvP it should only affect party members and no skill fail message
  7608. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7609. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7610. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7611. || rnd()%100 >= 50+10*skill_lv)
  7612. {
  7613. if (sd)
  7614. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7615. break;
  7616. }
  7617. if(status_isimmune(bl))
  7618. break;
  7619. //Remove bonus_script by Dispell
  7620. if (dstsd)
  7621. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7622. if(!tsc || !tsc->count)
  7623. break;
  7624. for(i=0;i<SC_MAX;i++) {
  7625. if (!tsc->data[i])
  7626. continue;
  7627. switch (i) {
  7628. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7629. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7630. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7631. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7632. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7633. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7634. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7635. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7636. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7637. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7638. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7639. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7640. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7641. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7642. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7643. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7644. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7645. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7646. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7647. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7648. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7649. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7650. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7651. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7652. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7653. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7654. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7655. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7656. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7657. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7658. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7659. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7660. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7661. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7662. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7663. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7664. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7665. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7666. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7667. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7668. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7669. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7670. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7671. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7672. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7673. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7674. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7675. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7676. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7677. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7678. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7679. case SC_SPORE_EXPLOSION:
  7680. case SC_NEWMOON: case SC_FLASHKICK: case SC_NOVAEXPLOSING:
  7681. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  7682. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  7683. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  7684. #ifdef RENEWAL
  7685. case SC_EXTREMITYFIST2:
  7686. #endif
  7687. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7688. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7689. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7690. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7691. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7692. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7693. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7694. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7695. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7696. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7697. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7698. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7699. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7700. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7701. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  7702. case SC_MADOGEAR:
  7703. // Clans
  7704. case SC_CLAN_INFO:
  7705. case SC_SWORDCLAN:
  7706. case SC_ARCWANDCLAN:
  7707. case SC_GOLDENMACECLAN:
  7708. case SC_CROSSBOWCLAN:
  7709. case SC_JUMPINGCLAN:
  7710. case SC_DAILYSENDMAILCNT:
  7711. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7712. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7713. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7714. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  7715. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  7716. case SC_EMERGENCY_MOVE: case SC_HOMUN_TIME:
  7717. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  7718. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  7719. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  7720. continue;
  7721. case SC_WHISTLE:
  7722. case SC_ASSNCROS:
  7723. case SC_POEMBRAGI:
  7724. case SC_APPLEIDUN:
  7725. case SC_HUMMING:
  7726. case SC_DONTFORGETME:
  7727. case SC_FORTUNE:
  7728. case SC_SERVICE4U:
  7729. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7730. continue; //If in song area don't end it, even if config enabled
  7731. break;
  7732. case SC_ASSUMPTIO:
  7733. if( bl->type == BL_MOB )
  7734. continue;
  7735. break;
  7736. }
  7737. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7738. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7739. }
  7740. break;
  7741. }
  7742. //Affect all targets on splash area.
  7743. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7744. src, skill_id, skill_lv, tick, flag|1,
  7745. skill_castend_damage_id);
  7746. break;
  7747. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7748. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  7749. #ifdef RENEWAL
  7750. |BLOWN_DONT_SEND_PACKET
  7751. #endif
  7752. ));
  7753. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7754. #ifdef RENEWAL
  7755. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7756. #else
  7757. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  7758. #endif
  7759. break;
  7760. case TK_HIGHJUMP:
  7761. {
  7762. int x,y, dir = unit_getdir(src);
  7763. struct map_data *mapdata = &map[src->m];
  7764. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7765. if( mapdata->flag[MF_NOTELEPORT] &&
  7766. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7767. ) {
  7768. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7769. break;
  7770. } else if(dir%2) {
  7771. //Diagonal
  7772. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7773. y = src->y + diry[dir]*(skill_lv*4)/3;
  7774. } else {
  7775. x = src->x + dirx[dir]*skill_lv*2;
  7776. y = src->y + diry[dir]*skill_lv*2;
  7777. }
  7778. int x1 = x + dirx[dir];
  7779. int y1 = y + diry[dir];
  7780. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7781. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7782. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7783. unit_movepos(src, x, y, 1, 0))
  7784. clif_blown(src);
  7785. }
  7786. break;
  7787. case SA_CASTCANCEL:
  7788. case SO_SPELLFIST:
  7789. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7790. unit_skillcastcancel(src,1);
  7791. if(sd) {
  7792. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7793. if( skill_id == SO_SPELLFIST ){
  7794. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  7795. sd->skill_id_old = sd->skill_lv_old = 0;
  7796. break;
  7797. }
  7798. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7799. if(sp < 0) sp = 0;
  7800. status_zap(src, 0, sp);
  7801. }
  7802. break;
  7803. case SA_SPELLBREAKER:
  7804. {
  7805. int sp;
  7806. if(tsc && tsc->data[SC_MAGICROD]) {
  7807. sp = skill_get_sp(skill_id,skill_lv);
  7808. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7809. if(sp < 1) sp = 1;
  7810. status_heal(bl,0,sp,2);
  7811. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7812. } else {
  7813. struct unit_data *ud = unit_bl2ud(bl);
  7814. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7815. if (!ud || ud->skilltimer == INVALID_TIMER)
  7816. break; //Nothing to cancel.
  7817. bl_skill_id = ud->skill_id;
  7818. bl_skill_lv = ud->skill_lv;
  7819. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7820. if (rnd()%100 < 90)
  7821. {
  7822. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7823. break;
  7824. }
  7825. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7826. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7828. unit_skillcastcancel(bl,0);
  7829. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7830. status_zap(bl, hp, sp);
  7831. if (hp && skill_lv >= 5)
  7832. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7833. else
  7834. hp = 0;
  7835. if (sp) //Recover some of the SP used
  7836. sp = sp*(25*(skill_lv-1))/100;
  7837. if(hp || sp)
  7838. status_heal(src, hp, sp, 2);
  7839. }
  7840. }
  7841. break;
  7842. case SA_MAGICROD:
  7843. #ifdef RENEWAL
  7844. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7845. #endif
  7846. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7847. break;
  7848. case SA_AUTOSPELL:
  7849. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7850. if (sd) {
  7851. sd->state.workinprogress = WIP_DISABLE_ALL;
  7852. clif_autospell(sd,skill_lv);
  7853. } else {
  7854. int maxlv=1,spellid=0;
  7855. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7856. if(skill_lv >= 10) {
  7857. spellid = MG_FROSTDIVER;
  7858. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7859. // maxlv = 10;
  7860. // else
  7861. maxlv = skill_lv - 9;
  7862. }
  7863. else if(skill_lv >=8) {
  7864. spellid = MG_FIREBALL;
  7865. maxlv = skill_lv - 7;
  7866. }
  7867. else if(skill_lv >=5) {
  7868. spellid = MG_SOULSTRIKE;
  7869. maxlv = skill_lv - 4;
  7870. }
  7871. else if(skill_lv >=2) {
  7872. int i_rnd = rnd()%3;
  7873. spellid = spellarray[i_rnd];
  7874. maxlv = skill_lv - 1;
  7875. }
  7876. else if(skill_lv > 0) {
  7877. spellid = MG_NAPALMBEAT;
  7878. maxlv = 3;
  7879. }
  7880. if(spellid > 0)
  7881. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7882. skill_get_time(SA_AUTOSPELL,skill_lv));
  7883. }
  7884. break;
  7885. case BS_GREED:
  7886. if(sd){
  7887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7888. map_foreachinallrange(skill_greed,bl,
  7889. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7890. }
  7891. break;
  7892. case SA_ELEMENTWATER:
  7893. case SA_ELEMENTFIRE:
  7894. case SA_ELEMENTGROUND:
  7895. case SA_ELEMENTWIND:
  7896. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  7897. break;
  7898. case NPC_ATTRICHANGE:
  7899. case NPC_CHANGEWATER:
  7900. case NPC_CHANGEGROUND:
  7901. case NPC_CHANGEFIRE:
  7902. case NPC_CHANGEWIND:
  7903. case NPC_CHANGEPOISON:
  7904. case NPC_CHANGEHOLY:
  7905. case NPC_CHANGEDARKNESS:
  7906. case NPC_CHANGETELEKINESIS:
  7907. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7908. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7909. skill_get_time(skill_id, skill_lv)));
  7910. break;
  7911. case NPC_CHANGEUNDEAD:
  7912. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7913. //TO-DO This is ugly, fix it
  7914. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7915. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7916. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7917. skill_get_time(skill_id, skill_lv)));
  7918. break;
  7919. case NPC_PROVOCATION:
  7920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7921. if (md) mob_unlocktarget(md, tick);
  7922. break;
  7923. case NPC_REBIRTH:
  7924. if( md && md->state.rebirth )
  7925. break; // only works once
  7926. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7927. break;
  7928. case NPC_DARKBLESSING:
  7929. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7930. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7931. break;
  7932. case NPC_LICK:
  7933. status_zap(bl, 0, 100);
  7934. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7935. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7936. break;
  7937. case NPC_SUICIDE:
  7938. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7939. status_kill(src); //When suiciding, neither exp nor drops is given.
  7940. break;
  7941. case NPC_SUMMONSLAVE:
  7942. case NPC_SUMMONMONSTER:
  7943. case NPC_DEATHSUMMON:
  7944. if(md && md->skill_idx >= 0)
  7945. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  7946. break;
  7947. case NPC_CALLSLAVE:
  7948. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7949. break;
  7950. case NPC_RANDOMMOVE:
  7951. if (md) {
  7952. md->next_walktime = tick - 1;
  7953. mob_randomwalk(md,tick);
  7954. }
  7955. break;
  7956. case NPC_SPEEDUP:
  7957. {
  7958. // or does it increase casting rate? just a guess xD
  7959. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7960. if (i_type > SC_ASPDPOTION3)
  7961. i_type = SC_ASPDPOTION3;
  7962. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7963. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7964. }
  7965. break;
  7966. case NPC_REVENGE:
  7967. // not really needed... but adding here anyway ^^
  7968. if (md && md->master_id > 0) {
  7969. struct block_list *mbl, *tbl;
  7970. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7971. (tbl = battle_gettargeted(mbl)) == NULL)
  7972. break;
  7973. md->state.provoke_flag = tbl->id;
  7974. mob_target(md, tbl, sstatus->rhw.range);
  7975. }
  7976. break;
  7977. case NPC_RUN:
  7978. if (md) {
  7979. block_list* tbl = map_id2bl(md->target_id);
  7980. if (tbl) {
  7981. mob_unlocktarget(md, tick);
  7982. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  7983. }
  7984. }
  7985. break;
  7986. case NPC_TRANSFORMATION:
  7987. case NPC_METAMORPHOSIS:
  7988. if(md && md->skill_idx >= 0) {
  7989. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  7990. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7991. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  7992. if (class_) mob_class_change(md, class_);
  7993. }
  7994. break;
  7995. case NPC_EMOTION_ON:
  7996. case NPC_EMOTION:
  7997. //val[0] is the emotion to use.
  7998. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7999. //val[1] 'sets' the mode
  8000. //val[2] adds to the current mode
  8001. //val[3] removes from the current mode
  8002. //val[4] if set, asks to delete the previous mode change.
  8003. if(md && md->skill_idx >= 0 && tsc)
  8004. {
  8005. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8006. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8007. status_change_end(bl, type, INVALID_TIMER);
  8008. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8009. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8010. mob_unlocktarget(md,tick);
  8011. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8012. sc_start4(src,src, type, 100, skill_lv,
  8013. md->db->skill[md->skill_idx]->val[1],
  8014. md->db->skill[md->skill_idx]->val[2],
  8015. md->db->skill[md->skill_idx]->val[3],
  8016. skill_get_time(skill_id, skill_lv));
  8017. //Reset aggressive state depending on resulting mode
  8018. if (!battle_config.npc_emotion_behavior)
  8019. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8020. }
  8021. break;
  8022. case NPC_POWERUP:
  8023. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8024. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8025. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8026. break;
  8027. case NPC_AGIUP:
  8028. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8029. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8030. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8031. break;
  8032. case NPC_INVISIBLE:
  8033. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8034. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8035. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8036. break;
  8037. case NPC_SIEGEMODE:
  8038. // not sure what it does
  8039. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8040. break;
  8041. case WE_MALE: {
  8042. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8043. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8044. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8045. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8046. }
  8047. }
  8048. break;
  8049. case WE_FEMALE: {
  8050. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8051. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8052. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8053. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8054. }
  8055. }
  8056. break;
  8057. // parent-baby skills
  8058. case WE_BABY:
  8059. if(sd){
  8060. struct map_session_data *f_sd = pc_get_father(sd);
  8061. struct map_session_data *m_sd = pc_get_mother(sd);
  8062. if( (!f_sd && !m_sd) // if neither was found
  8063. || (sd->status.party_id != 0 && //not in same party
  8064. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8065. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8066. ))
  8067. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8068. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8069. ) {
  8070. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8071. map_freeblock_unlock();
  8072. return 0;
  8073. }
  8074. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8075. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8076. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8077. }
  8078. break;
  8079. case WE_CALLALLFAMILY:
  8080. if (sd) {
  8081. struct map_session_data *p_sd = pc_get_partner(sd);
  8082. struct map_session_data *c_sd = pc_get_child(sd);
  8083. if (!p_sd && !c_sd) { // Fail if no family members are found
  8084. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8085. map_freeblock_unlock();
  8086. return 1;
  8087. }
  8088. // Partner must be on the same map and in same party
  8089. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8090. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8091. // Child must be on the same map and in same party as the parent casting
  8092. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8093. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8094. }
  8095. break;
  8096. case WE_ONEFOREVER:
  8097. if (sd) {
  8098. struct map_session_data *p_sd = pc_get_partner(sd);
  8099. struct map_session_data *c_sd = pc_get_child(sd);
  8100. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8101. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8102. map_freeblock_unlock();
  8103. return 1;
  8104. }
  8105. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8106. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8107. break;
  8108. }
  8109. if (status_isdead(bl)) {
  8110. int per = 30, sper = 0;
  8111. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8112. break;
  8113. if (tsc && tsc->data[SC_HELLPOWER])
  8114. break;
  8115. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8116. break;
  8117. if (dstsd->special_state.restart_full_recover)
  8118. per = sper = 100;
  8119. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8120. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8121. }
  8122. }
  8123. break;
  8124. case WE_CHEERUP:
  8125. if (sd) {
  8126. struct map_session_data *f_sd = pc_get_father(sd);
  8127. struct map_session_data *m_sd = pc_get_mother(sd);
  8128. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8129. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8130. map_freeblock_unlock();
  8131. return 1;
  8132. }
  8133. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8134. if (dstsd == f_sd || dstsd == m_sd)
  8135. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8136. } else
  8137. 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);
  8138. }
  8139. break;
  8140. case PF_HPCONVERSION:
  8141. {
  8142. int hp, sp;
  8143. hp = sstatus->max_hp/10;
  8144. sp = hp * 10 * skill_lv / 100;
  8145. if (!status_charge(src,hp,0)) {
  8146. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8147. break;
  8148. }
  8149. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8150. status_heal(bl,0,sp,2);
  8151. }
  8152. break;
  8153. case MA_REMOVETRAP:
  8154. case HT_REMOVETRAP:
  8155. {
  8156. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8157. std::shared_ptr<s_skill_unit_group> sg;
  8158. std::shared_ptr<s_skill_db> skill_group;
  8159. // Mercenaries can remove any trap
  8160. // Players can only remove their own traps or traps on Vs maps.
  8161. 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] )
  8162. {
  8163. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8164. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8165. { // prevent picking up expired traps
  8166. if( battle_config.skill_removetrap_type )
  8167. { // get back all items used to deploy the trap
  8168. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8169. {
  8170. if( skill_group->require.itemid[i] > 0 )
  8171. {
  8172. int flag2;
  8173. struct item item_tmp;
  8174. memset(&item_tmp,0,sizeof(item_tmp));
  8175. item_tmp.nameid = skill_group->require.itemid[i];
  8176. item_tmp.identify = 1;
  8177. item_tmp.amount = skill_group->require.amount[i];
  8178. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8179. clif_additem(sd,0,0,flag2);
  8180. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8181. }
  8182. }
  8183. }
  8184. }
  8185. else
  8186. { // get back 1 trap
  8187. struct item item_tmp;
  8188. memset(&item_tmp,0,sizeof(item_tmp));
  8189. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8190. item_tmp.identify = 1;
  8191. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8192. {
  8193. clif_additem(sd,0,0,flag);
  8194. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8195. }
  8196. }
  8197. }
  8198. skill_delunit(su);
  8199. }else if(sd)
  8200. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8201. }
  8202. break;
  8203. case HT_SPRINGTRAP:
  8204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8205. {
  8206. struct skill_unit *su=NULL;
  8207. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8208. switch(su->group->unit_id){
  8209. case UNT_ANKLESNARE: // ankle snare
  8210. if (su->group->val2 != 0)
  8211. // if it is already trapping something don't spring it,
  8212. // remove trap should be used instead
  8213. break;
  8214. // otherwise fallthrough to below
  8215. case UNT_BLASTMINE:
  8216. case UNT_SKIDTRAP:
  8217. case UNT_LANDMINE:
  8218. case UNT_SHOCKWAVE:
  8219. case UNT_SANDMAN:
  8220. case UNT_FLASHER:
  8221. case UNT_FREEZINGTRAP:
  8222. case UNT_CLAYMORETRAP:
  8223. case UNT_TALKIEBOX:
  8224. su->group->unit_id = UNT_USED_TRAPS;
  8225. clif_changetraplook(bl, UNT_USED_TRAPS);
  8226. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8227. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8228. }
  8229. }
  8230. }
  8231. break;
  8232. case BD_ENCORE:
  8233. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8234. if(sd)
  8235. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8236. break;
  8237. case AS_SPLASHER:
  8238. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  8239. // Renewal dropped the 3/4 hp requirement
  8240. #ifndef RENEWAL
  8241. || tstatus-> hp > tstatus->max_hp*3/4
  8242. #endif
  8243. ) {
  8244. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8245. map_freeblock_unlock();
  8246. return 1;
  8247. }
  8248. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8249. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8250. #ifndef RENEWAL
  8251. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8252. #endif
  8253. break;
  8254. case PF_MINDBREAKER:
  8255. {
  8256. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8257. map_freeblock_unlock();
  8258. return 1;
  8259. }
  8260. if (tsce)
  8261. { //HelloKitty2 (?) explained that this silently fails when target is
  8262. //already inflicted. [Skotlex]
  8263. map_freeblock_unlock();
  8264. return 1;
  8265. }
  8266. //Has a 55% + skill_lv*5% success chance.
  8267. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8268. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  8269. {
  8270. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8271. map_freeblock_unlock();
  8272. return 0;
  8273. }
  8274. unit_skillcastcancel(bl,0);
  8275. if(tsc && tsc->count){
  8276. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8277. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  8278. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8279. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8280. }
  8281. if (dstmd)
  8282. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8283. }
  8284. break;
  8285. case PF_SOULCHANGE:
  8286. {
  8287. unsigned int sp1 = 0, sp2 = 0;
  8288. if (dstmd) {
  8289. if (dstmd->state.soul_change_flag) {
  8290. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8291. break;
  8292. }
  8293. dstmd->state.soul_change_flag = 1;
  8294. sp2 = sstatus->max_sp * 3 /100;
  8295. status_heal(src, 0, sp2, 2);
  8296. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8297. break;
  8298. }
  8299. sp1 = sstatus->sp;
  8300. sp2 = tstatus->sp;
  8301. #ifdef RENEWAL
  8302. sp1 = sp1 / 2;
  8303. sp2 = sp2 / 2;
  8304. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  8305. sp1 = tstatus->sp;
  8306. #endif
  8307. if (tsc && tsc->data[SC_NORECOVER_STATE])
  8308. sp1 = tstatus->sp;
  8309. status_set_sp(src, sp2, 3);
  8310. status_set_sp(bl, sp1, 3);
  8311. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8312. }
  8313. break;
  8314. // Slim Pitcher
  8315. case CR_SLIMPITCHER:
  8316. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  8317. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  8318. break;
  8319. if (potion_hp || potion_sp) {
  8320. int hp = potion_hp, sp = potion_sp;
  8321. hp = hp * (100 + (tstatus->vit<<1))/100;
  8322. sp = sp * (100 + (tstatus->int_<<1))/100;
  8323. if (dstsd) {
  8324. if (hp)
  8325. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8326. if (sp)
  8327. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  8328. }
  8329. if (tsc && tsc->count) {
  8330. uint8 penalty = 0;
  8331. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8332. hp += hp / 10;
  8333. sp += sp / 10;
  8334. }
  8335. if (tsc->data[SC_CRITICALWOUND])
  8336. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8337. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  8338. penalty += 20;
  8339. if (tsc->data[SC_NORECOVER_STATE])
  8340. penalty = 100;
  8341. if (penalty > 0) {
  8342. hp -= hp * penalty / 100;
  8343. sp -= sp * penalty / 100;
  8344. }
  8345. }
  8346. if(hp > 0)
  8347. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8348. if(sp > 0)
  8349. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8350. status_heal(bl,hp,sp,0);
  8351. }
  8352. break;
  8353. // Full Chemical Protection
  8354. case CR_FULLPROTECTION:
  8355. {
  8356. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8357. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  8358. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  8359. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  8360. continue;
  8361. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  8362. s++;
  8363. }
  8364. if( sd && !s ){
  8365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8366. map_freeblock_unlock(); // Don't consume item requirements
  8367. return 0;
  8368. }
  8369. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8370. }
  8371. break;
  8372. case RG_CLEANER: //AppleGirl
  8373. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8374. break;
  8375. #ifndef RENEWAL
  8376. case CG_LONGINGFREEDOM:
  8377. {
  8378. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  8379. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  8380. {
  8381. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8382. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8383. }
  8384. }
  8385. break;
  8386. #endif
  8387. case CG_TAROTCARD:
  8388. {
  8389. int card = -1;
  8390. if (tsc && tsc->data[SC_TAROTCARD]) {
  8391. //Target currently has the SUN tarot card effect and is immune to any other effect
  8392. map_freeblock_unlock();
  8393. return 0;
  8394. }
  8395. if( rnd() % 100 > skill_lv * 8 ||
  8396. #ifndef RENEWAL
  8397. (tsc && tsc->data[SC_BASILICA]) ||
  8398. #endif
  8399. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  8400. if( sd )
  8401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8402. map_freeblock_unlock();
  8403. return 0;
  8404. }
  8405. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  8406. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  8407. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  8408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8409. }
  8410. break;
  8411. case SL_ALCHEMIST:
  8412. case SL_ASSASIN:
  8413. case SL_BARDDANCER:
  8414. case SL_BLACKSMITH:
  8415. case SL_CRUSADER:
  8416. case SL_HUNTER:
  8417. case SL_KNIGHT:
  8418. case SL_MONK:
  8419. case SL_PRIEST:
  8420. case SL_ROGUE:
  8421. case SL_SAGE:
  8422. case SL_SOULLINKER:
  8423. case SL_STAR:
  8424. case SL_SUPERNOVICE:
  8425. case SL_WIZARD:
  8426. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8427. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8428. break;
  8429. }
  8430. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  8431. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  8432. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8433. break;
  8434. }
  8435. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  8436. { //Erase death count 1% of the casts
  8437. pc_setparam(dstsd, SP_PCDIECOUNTER, 0);
  8438. clif_specialeffect(bl, EF_ANGEL2, AREA);
  8439. //SC_SPIRIT invokes status_calc_pc for us.
  8440. }
  8441. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8442. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8443. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8444. break;
  8445. case SL_HIGH:
  8446. if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8447. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8448. break;
  8449. }
  8450. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8451. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8452. break;
  8453. }
  8454. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8455. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8456. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8457. break;
  8458. case SP_SOULGOLEM:
  8459. case SP_SOULSHADOW:
  8460. case SP_SOULFALCON:
  8461. case SP_SOULFAIRY:
  8462. if (sd && !dstsd) { // Only player's can be soul linked.
  8463. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0);
  8464. break;
  8465. }
  8466. if (tsc) {
  8467. if (tsc->data[status_skill2sc(skill_id)]) { // Allow refreshing an already active soul link.
  8468. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8469. break;
  8470. } else if (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]) { // Soul links from Soul Linker and Soul Reaper skills don't stack.
  8471. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8472. break;
  8473. }
  8474. }
  8475. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8476. break;
  8477. case SP_SOULREVOLVE:
  8478. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  8479. if (sd)
  8480. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  8481. break;
  8482. }
  8483. status_heal(bl, 0, 50*skill_lv, 2);
  8484. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8485. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8486. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8487. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8488. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8489. break;
  8490. case SL_SWOO:
  8491. if (tsce) {
  8492. if(sd)
  8493. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8494. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8495. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8496. break;
  8497. }
  8498. case SL_SKA: // [marquis007]
  8499. case SL_SKE:
  8500. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8502. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8503. break;
  8504. }
  8505. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8506. if (skill_id == SL_SKE)
  8507. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8508. break;
  8509. // New guild skills [Celest]
  8510. case GD_BATTLEORDER:
  8511. case GD_REGENERATION:
  8512. case GD_RESTORE:
  8513. case GD_EMERGENCY_MOVE:
  8514. if(flag&1) {
  8515. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8516. if( skill_id == GD_RESTORE )
  8517. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8518. else
  8519. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8520. }
  8521. } else if (status_get_guild_id(src)) {
  8522. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8523. map_foreachinallrange(skill_area_sub, src,
  8524. skill_get_splash(skill_id, skill_lv), BL_PC,
  8525. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8526. skill_castend_nodamage_id);
  8527. if (sd)
  8528. #ifdef RENEWAL
  8529. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8530. #else
  8531. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  8532. #endif
  8533. }
  8534. break;
  8535. case GD_EMERGENCYCALL:
  8536. case GD_ITEMEMERGENCYCALL:
  8537. {
  8538. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8539. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8540. uint8 j = 0, calls = 0, called = 0;
  8541. struct guild *g;
  8542. // i don't know if it actually summons in a circle, but oh well. ;P
  8543. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8544. if (!g)
  8545. break;
  8546. if (skill_id == GD_ITEMEMERGENCYCALL)
  8547. switch (skill_lv) {
  8548. case 1: calls = 7; break;
  8549. case 2: calls = 12; break;
  8550. case 3: calls = 20; break;
  8551. default: calls = 0; break;
  8552. }
  8553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8554. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8555. if (j > 8)
  8556. j = 0;
  8557. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8558. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8559. continue;
  8560. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8561. continue;
  8562. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8563. dx[j] = dy[j] = 0;
  8564. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8565. called++;
  8566. }
  8567. }
  8568. if (sd)
  8569. #ifdef RENEWAL
  8570. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  8571. #else
  8572. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  8573. #endif
  8574. }
  8575. break;
  8576. case GD_CHARGESHOUT_FLAG:
  8577. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  8578. 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);
  8579. if (md) {
  8580. sd->guild->chargeshout_flag_id = md->bl.id;
  8581. md->master_id = src->id;
  8582. if (md->deletetimer != INVALID_TIMER)
  8583. delete_timer(md->deletetimer, mob_timer_delete);
  8584. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  8585. mob_spawn(md);
  8586. }
  8587. }
  8588. break;
  8589. case GD_CHARGESHOUT_BEATING:
  8590. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  8591. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  8592. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  8593. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8594. else
  8595. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8596. } else
  8597. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8598. break;
  8599. case SG_FEEL:
  8600. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8601. if (sd) {
  8602. if(!sd->feel_map[skill_lv-1].index)
  8603. clif_feel_req(sd->fd,sd, skill_lv);
  8604. else
  8605. clif_feel_info(sd, skill_lv-1, 1);
  8606. }
  8607. break;
  8608. case SG_HATE:
  8609. if (sd) {
  8610. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8611. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8612. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8613. }
  8614. break;
  8615. case SJ_DOCUMENT:
  8616. if (sd) {
  8617. switch (skill_lv) {
  8618. case 1:
  8619. pc_resetfeel(sd);
  8620. break;
  8621. case 2:
  8622. pc_resethate(sd);
  8623. break;
  8624. case 3:
  8625. pc_resetfeel(sd);
  8626. pc_resethate(sd);
  8627. break;
  8628. }
  8629. }
  8630. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8631. break;
  8632. case GS_GLITTERING:
  8633. if(sd) {
  8634. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8635. if(rnd()%100 < (20+10*skill_lv))
  8636. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8637. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8638. pc_delspiritball(sd,1,0);
  8639. }
  8640. break;
  8641. case GS_CRACKER:
  8642. /* per official standards, this skill works on players and mobs. */
  8643. if (sd && (dstsd || dstmd))
  8644. {
  8645. i =65 -5*distance_bl(src,bl); //Base rate
  8646. if (i < 30) i = 30;
  8647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8648. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8649. }
  8650. break;
  8651. case AM_CALLHOMUN: //[orn]
  8652. if (sd && !hom_call(sd))
  8653. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8654. #ifdef RENEWAL
  8655. else if (sd && hom_is_active(sd->hd))
  8656. skill_area_temp[0] = 1; // Already passed pre-cast checks
  8657. #endif
  8658. break;
  8659. case AM_REST:
  8660. if (sd) {
  8661. if (hom_vaporize(sd,HOM_ST_REST))
  8662. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8663. else
  8664. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8665. }
  8666. break;
  8667. case HAMI_CASTLE: //[orn]
  8668. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8669. int x = src->x, y = src->y;
  8670. if (hd)
  8671. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8672. // Move source
  8673. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8674. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8675. clif_blown(src);
  8676. // Move target
  8677. if (unit_movepos(bl,x,y,0,0)) {
  8678. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8679. clif_blown(bl);
  8680. }
  8681. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8682. }
  8683. }
  8684. else if (hd && hd->master) // Failed
  8685. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8686. else if (sd)
  8687. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8688. break;
  8689. case HVAN_CHAOTIC: //[orn]
  8690. {
  8691. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8692. int r = rnd()%100;
  8693. i = (skill_lv-1)%5;
  8694. if(r<per[i][0]) //Self
  8695. bl = src;
  8696. else if(r<per[i][1]) //Master
  8697. bl = battle_get_master(src);
  8698. else //Enemy
  8699. bl = map_id2bl(battle_gettarget(src));
  8700. if (!bl) bl = src;
  8701. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8702. //Eh? why double skill packet?
  8703. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8704. clif_skill_nodamage(src,bl,skill_id,i,1);
  8705. status_heal(bl, i, 0, 0);
  8706. }
  8707. break;
  8708. //Homun single-target support skills [orn]
  8709. case HAMI_BLOODLUST:
  8710. case HFLI_FLEET:
  8711. case HFLI_SPEED:
  8712. case HLIF_CHANGE:
  8713. case MH_ANGRIFFS_MODUS:
  8714. case MH_GOLDENE_FERSE:
  8715. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8716. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8717. if (hd)
  8718. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8719. break;
  8720. case NPC_DRAGONFEAR:
  8721. if (flag&1) {
  8722. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8723. int j;
  8724. j = i = rnd()%ARRAYLENGTH(sc);
  8725. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8726. i++;
  8727. if ( i == ARRAYLENGTH(sc) )
  8728. i = 0;
  8729. if (i == j)
  8730. break;
  8731. }
  8732. break;
  8733. }
  8734. case NPC_WIDEBLEEDING:
  8735. case NPC_WIDECONFUSE:
  8736. case NPC_WIDECURSE:
  8737. case NPC_WIDEFREEZE:
  8738. case NPC_WIDESLEEP:
  8739. case NPC_WIDESILENCE:
  8740. case NPC_WIDESTONE:
  8741. case NPC_WIDESTUN:
  8742. case NPC_SLOWCAST:
  8743. case NPC_WIDEHELLDIGNITY:
  8744. case NPC_WIDEHEALTHFEAR:
  8745. case NPC_WIDEBODYBURNNING:
  8746. case NPC_WIDEFROSTMISTY:
  8747. case NPC_WIDECOLD:
  8748. case NPC_WIDE_DEEP_SLEEP:
  8749. case NPC_WIDESIREN:
  8750. case NPC_WIDEWEB:
  8751. if (flag&1){
  8752. switch ( type ) {
  8753. case SC_BURNING:
  8754. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8755. break;
  8756. case SC_VOICEOFSIREN:
  8757. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8758. break;
  8759. default:
  8760. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8761. }
  8762. }
  8763. else {
  8764. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8765. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8766. map_foreachinallrange(skill_area_sub, bl,
  8767. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8768. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8769. skill_castend_nodamage_id);
  8770. }
  8771. break;
  8772. case NPC_WIDESOULDRAIN:
  8773. if (flag&1)
  8774. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8775. else {
  8776. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8777. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8778. map_foreachinallrange(skill_area_sub, bl,
  8779. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8780. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8781. skill_castend_nodamage_id);
  8782. }
  8783. break;
  8784. case NPC_FIRESTORM: {
  8785. int sflag = flag;
  8786. if( skill_lv > 1 )
  8787. sflag |= 4;
  8788. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8789. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  8790. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  8791. }
  8792. break;
  8793. case ALL_PARTYFLEE:
  8794. if( sd && !(flag&1) ) {
  8795. if( !sd->status.party_id ) {
  8796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8797. break;
  8798. }
  8799. 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);
  8800. } else
  8801. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8802. break;
  8803. case NPC_TALK:
  8804. case ALL_WEWISH:
  8805. case ALL_CATCRY:
  8806. case ALL_DREAM_SUMMERNIGHT:
  8807. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8808. break;
  8809. case ALL_BUYING_STORE:
  8810. if( sd )
  8811. {// players only, skill allows 5 buying slots
  8812. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8813. }
  8814. break;
  8815. case RK_ENCHANTBLADE:
  8816. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8817. 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)));
  8818. break;
  8819. case RK_DRAGONHOWLING:
  8820. if( flag&1)
  8821. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8822. else
  8823. {
  8824. skill_area_temp[2] = 0;
  8825. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8826. map_foreachinallrange(skill_area_sub, src,
  8827. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8828. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8829. skill_castend_nodamage_id);
  8830. }
  8831. break;
  8832. case LG_EARTHDRIVE: {
  8833. int dummy = 1;
  8834. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8835. i = skill_get_splash(skill_id,skill_lv);
  8836. 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);
  8837. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8838. }
  8839. break;
  8840. case RK_LUXANIMA:
  8841. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8842. case RK_GIANTGROWTH:
  8843. case RK_STONEHARDSKIN:
  8844. case RK_VITALITYACTIVATION:
  8845. case RK_ABUNDANCE:
  8846. case RK_CRUSHSTRIKE:
  8847. case RK_REFRESH:
  8848. case RK_MILLENNIUMSHIELD:
  8849. if (sd) {
  8850. uint8 rune_level = 1; // RK_GIANTGROWTH
  8851. if (skill_id == RK_VITALITYACTIVATION)
  8852. rune_level = 2;
  8853. else if (skill_id == RK_STONEHARDSKIN)
  8854. rune_level = 4;
  8855. else if (skill_id == RK_ABUNDANCE)
  8856. rune_level = 6;
  8857. else if (skill_id == RK_CRUSHSTRIKE)
  8858. rune_level = 7;
  8859. else if (skill_id == RK_REFRESH)
  8860. rune_level = 8;
  8861. else if (skill_id == RK_MILLENNIUMSHIELD)
  8862. rune_level = 9;
  8863. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8864. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8865. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8866. else if (skill_id == RK_STONEHARDSKIN)
  8867. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8868. } else
  8869. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8870. }
  8871. break;
  8872. case RK_FIGHTINGSPIRIT: {
  8873. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  8874. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  8875. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8876. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  8877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8878. break;
  8879. }
  8880. case GC_ROLLINGCUTTER:
  8881. {
  8882. short count = 1;
  8883. skill_area_temp[2] = 0;
  8884. 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);
  8885. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8886. { // Every time the skill is casted the status change is reseted adding a counter.
  8887. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8888. if( count > 10 )
  8889. count = 10; // Max coounter
  8890. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8891. }
  8892. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8893. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8894. }
  8895. break;
  8896. case GC_WEAPONBLOCKING:
  8897. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8898. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8899. else
  8900. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8901. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8902. break;
  8903. case GC_CREATENEWPOISON:
  8904. if( sd )
  8905. {
  8906. clif_skill_produce_mix_list(sd,skill_id,25);
  8907. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8908. }
  8909. break;
  8910. case GC_POISONINGWEAPON:
  8911. if( sd ) {
  8912. clif_poison_list(sd,skill_lv);
  8913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8914. }
  8915. break;
  8916. case GC_ANTIDOTE:
  8917. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8918. if( tsc )
  8919. {
  8920. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8921. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8922. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8923. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8924. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8925. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8926. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8927. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8928. }
  8929. break;
  8930. case GC_PHANTOMMENACE:
  8931. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8932. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8933. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8934. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8935. break;
  8936. case GC_HALLUCINATIONWALK:
  8937. {
  8938. int heal = status_get_max_hp(bl) / 10;
  8939. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8940. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8941. break;
  8942. }
  8943. if( !status_charge(bl,heal,0) )
  8944. {
  8945. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8946. break;
  8947. }
  8948. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8949. }
  8950. break;
  8951. case AB_ANCILLA:
  8952. if( sd ) {
  8953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8954. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8955. }
  8956. break;
  8957. case AB_CLEMENTIA:
  8958. case AB_CANTO:
  8959. {
  8960. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8961. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8962. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8963. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8964. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8965. else if( sd )
  8966. 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);
  8967. }
  8968. break;
  8969. case AB_PRAEFATIO:
  8970. case AB_RENOVATIO:
  8971. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8972. if (skill_id == AB_PRAEFATIO)
  8973. 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)));
  8974. else
  8975. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8976. } else if( sd )
  8977. 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);
  8978. break;
  8979. case AB_CHEAL:
  8980. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8981. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8982. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8983. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8984. if( partycount > 1 )
  8985. i += (i / 100) * (partycount * 10) / 4;
  8986. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8987. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8988. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8989. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8990. i = ~i + 1;
  8991. status_heal(bl, i, 0, 0);
  8992. }
  8993. } else if( sd )
  8994. 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);
  8995. break;
  8996. case AB_ORATIO:
  8997. if( flag&1 )
  8998. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8999. else {
  9000. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9001. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9002. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9003. }
  9004. break;
  9005. case AB_LAUDAAGNUS:
  9006. if( flag&1 || !sd || !sd->status.party_id ) {
  9007. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  9008. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  9009. // Success Chance: (60 + 10 * Skill Level) %
  9010. if( rnd()%100 > 60+10*skill_lv ) break;
  9011. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9012. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9013. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9014. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9015. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9016. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9017. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9018. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9019. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9020. } else if( sd )
  9021. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9022. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9023. break;
  9024. case AB_LAUDARAMUS:
  9025. if( flag&1 || !sd || !sd->status.party_id ) {
  9026. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9027. // Success Chance: (60 + 10 * Skill Level) %
  9028. if( rnd()%100 > 60+10*skill_lv ) break;
  9029. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9030. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9031. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9032. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9033. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9034. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9035. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9036. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9037. } else if( sd )
  9038. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9039. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9040. break;
  9041. case AB_CLEARANCE:
  9042. 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]
  9043. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9044. break;
  9045. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9046. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9047. if (sd)
  9048. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9049. break;
  9050. }
  9051. if(status_isimmune(bl))
  9052. break;
  9053. //Remove bonus_script by Clearance
  9054. if (dstsd)
  9055. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9056. if(!tsc || !tsc->count)
  9057. break;
  9058. for( i = 0; i < SC_MAX; i++ ) {
  9059. if (!tsc->data[i])
  9060. continue;
  9061. switch (i) {
  9062. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  9063. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  9064. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  9065. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  9066. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  9067. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  9068. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  9069. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  9070. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  9071. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  9072. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  9073. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  9074. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  9075. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  9076. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  9077. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  9078. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  9079. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  9080. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  9081. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  9082. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  9083. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  9084. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  9085. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  9086. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  9087. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  9088. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  9089. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  9090. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  9091. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  9092. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  9093. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  9094. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  9095. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  9096. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  9097. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  9098. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  9099. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  9100. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  9101. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  9102. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  9103. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  9104. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  9105. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  9106. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  9107. case SC_P_ALTER: case SC_E_CHAIN:
  9108. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  9109. case SC_NEWMOON: case SC_FLASHKICK: case SC_DIMENSION:
  9110. case SC_NOVAEXPLOSING:
  9111. case SC_SOULUNITY: case SC_SOULSHADOW: case SC_SOULFAIRY:
  9112. case SC_SOULFALCON: case SC_SOULGOLEM: case SC_USE_SKILL_SP_SPA:
  9113. case SC_USE_SKILL_SP_SHA: case SC_SP_SHA:
  9114. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  9115. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  9116. case SC_SPORE_EXPLOSION:
  9117. #ifdef RENEWAL
  9118. case SC_EXTREMITYFIST2:
  9119. #endif
  9120. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  9121. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  9122. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  9123. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  9124. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  9125. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  9126. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  9127. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  9128. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  9129. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  9130. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  9131. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  9132. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  9133. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  9134. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  9135. case SC_DAILYSENDMAILCNT:
  9136. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  9137. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  9138. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  9139. case SC_ENTRY_QUEUE_APPLY_DELAY: case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  9140. case SC_REUSE_LIMIT_LUXANIMA: case SC_LUXANIMA: case SC_SOULENERGY:
  9141. case SC_EP16_2_BUFF_SS: case SC_EP16_2_BUFF_SC: case SC_EP16_2_BUFF_AC:
  9142. case SC_EMERGENCY_MOVE: case SC_MADOGEAR: case SC_HOMUN_TIME:
  9143. case SC_PACKING_ENVELOPE1: case SC_PACKING_ENVELOPE2: case SC_PACKING_ENVELOPE3:
  9144. case SC_PACKING_ENVELOPE4: case SC_PACKING_ENVELOPE5: case SC_PACKING_ENVELOPE6:
  9145. case SC_PACKING_ENVELOPE7: case SC_PACKING_ENVELOPE8: case SC_PACKING_ENVELOPE9: case SC_PACKING_ENVELOPE10:
  9146. continue;
  9147. case SC_ASSUMPTIO:
  9148. if( bl->type == BL_MOB )
  9149. continue;
  9150. break;
  9151. }
  9152. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9153. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  9154. }
  9155. break;
  9156. }
  9157. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9158. break;
  9159. case AB_SILENTIUM:
  9160. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9161. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9162. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9163. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9164. break;
  9165. case WL_STASIS:
  9166. if (flag&1)
  9167. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9168. else {
  9169. struct map_data *mapdata = map_getmapdata(src->m);
  9170. 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);
  9171. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9172. }
  9173. break;
  9174. case WL_CHAINLIGHTNING:
  9175. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9176. break;
  9177. case WL_WHITEIMPRISON:
  9178. 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.
  9179. {
  9180. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9181. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9182. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9183. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9184. if( sd )
  9185. skill_blockpc_start(sd,skill_id,4000);
  9186. if( !(tsc && tsc->data[type]) ){
  9187. 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));
  9188. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9189. if( !i )
  9190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9191. }
  9192. }else
  9193. if( sd )
  9194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9195. break;
  9196. case NPC_JACKFROST:
  9197. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9198. 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);
  9199. break;
  9200. case WL_SIENNAEXECRATE:
  9201. if( status_isimmune(bl) || !tsc )
  9202. break;
  9203. if( flag&1 ) {
  9204. if( bl->id == skill_area_temp[1] )
  9205. break; // Already work on this target
  9206. if( tsc && tsc->data[type] )
  9207. status_change_end(bl,type,INVALID_TIMER);
  9208. else
  9209. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9210. } else {
  9211. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9212. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9213. if( rnd()%100 < rate ) { // Success on First Target
  9214. if( !tsc->data[type] )
  9215. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  9216. else {
  9217. rate = 1;
  9218. status_change_end(bl,type,INVALID_TIMER);
  9219. }
  9220. if( rate ) {
  9221. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9222. skill_area_temp[1] = bl->id;
  9223. 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);
  9224. }
  9225. // Doesn't send failure packet if it fails on defense.
  9226. }
  9227. else if( sd ) // Failure on Rate
  9228. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9229. }
  9230. break;
  9231. case WL_SUMMONFB:
  9232. case WL_SUMMONBL:
  9233. case WL_SUMMONWB:
  9234. case WL_SUMMONSTONE:
  9235. {
  9236. status_change *sc = status_get_sc(src);
  9237. if (sc == nullptr)
  9238. break;
  9239. e_wl_spheres element;
  9240. switch (skill_id) { // Set val2. The SC element for this ball
  9241. case WL_SUMMONFB:
  9242. element = WLS_FIRE;
  9243. break;
  9244. case WL_SUMMONBL:
  9245. element = WLS_WIND;
  9246. break;
  9247. case WL_SUMMONWB:
  9248. element = WLS_WATER;
  9249. break;
  9250. case WL_SUMMONSTONE:
  9251. element = WLS_STONE;
  9252. break;
  9253. }
  9254. if (skill_lv == 1) {
  9255. sc_type sphere = SC_NONE;
  9256. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9257. if (sc->data[i] == nullptr) {
  9258. sphere = static_cast<sc_type>(i); // Take the free SC
  9259. break;
  9260. }
  9261. }
  9262. if (sphere == SC_NONE) {
  9263. if (sd) // No free slots to put SC
  9264. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9265. break;
  9266. }
  9267. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9268. } else {
  9269. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9270. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER); // Removes previous type
  9271. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9272. }
  9273. }
  9274. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9275. }
  9276. break;
  9277. case WL_READING_SB_READING:
  9278. if (sd) {
  9279. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9280. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9281. break;
  9282. }
  9283. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9284. skill_spellbook(sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9285. }
  9286. break;
  9287. case RA_FEARBREEZE:
  9288. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9289. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9290. break;
  9291. case RA_WUGMASTERY:
  9292. if( sd ) {
  9293. if( !pc_iswug(sd) )
  9294. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9295. else
  9296. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9297. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9298. }
  9299. break;
  9300. case RA_WUGRIDER:
  9301. if( sd ) {
  9302. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9303. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9304. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9305. } else if( pc_isridingwug(sd) ) {
  9306. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9307. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9308. }
  9309. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9310. }
  9311. break;
  9312. case RA_WUGDASH:
  9313. if( tsce ) {
  9314. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  9315. map_freeblock_unlock();
  9316. return 0;
  9317. }
  9318. if( sd && pc_isridingwug(sd) ) {
  9319. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9320. clif_walkok(sd);
  9321. }
  9322. break;
  9323. case RA_SENSITIVEKEEN:
  9324. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9325. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9326. 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);
  9327. break;
  9328. case NC_F_SIDESLIDE:
  9329. case NC_B_SIDESLIDE:
  9330. {
  9331. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9332. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9333. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9334. }
  9335. break;
  9336. case NC_SELFDESTRUCTION:
  9337. if( sd ) {
  9338. if( pc_ismadogear(sd) )
  9339. pc_setmadogear(sd, false);
  9340. skill_area_temp[1] = 0;
  9341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9342. 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);
  9343. status_set_sp(src, 0, 0);
  9344. skill_clear_unitgroup(src);
  9345. }
  9346. break;
  9347. case NC_EMERGENCYCOOL:
  9348. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9349. if (sd) {
  9350. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  9351. int16 limit[] = { -45, -75, -105 };
  9352. i = 0;
  9353. for (const auto &reqItem : req.eqItem) {
  9354. if (pc_search_inventory(sd, reqItem) != -1)
  9355. break;
  9356. i++;
  9357. }
  9358. pc_overheat(sd, limit[min(i, 2)]);
  9359. }
  9360. break;
  9361. case NC_ANALYZE:
  9362. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9363. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9364. break;
  9365. case NC_MAGNETICFIELD:
  9366. if (flag & 1) {
  9367. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9368. } else {
  9369. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  9370. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  9371. 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);
  9372. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9373. }
  9374. break;
  9375. case NC_REPAIR:
  9376. if( sd ) {
  9377. int heal, hp = 0;
  9378. if( !dstsd || !pc_ismadogear(dstsd) ) {
  9379. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  9380. break;
  9381. }
  9382. switch(skill_lv) {
  9383. case 1: hp = 4; break;
  9384. case 2: hp = 7; break;
  9385. case 3: hp = 13; break;
  9386. case 4: hp = 17; break;
  9387. case 5: default: hp = 23; break;
  9388. }
  9389. heal = dstsd->status.max_hp * hp / 100;
  9390. status_heal(bl,heal,0,2);
  9391. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  9392. }
  9393. break;
  9394. case NC_DISJOINT:
  9395. {
  9396. if( bl->type != BL_MOB ) break;
  9397. md = map_id2md(bl->id);
  9398. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  9399. status_kill(bl);
  9400. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9401. }
  9402. break;
  9403. case SC_AUTOSHADOWSPELL:
  9404. if( sd ) {
  9405. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  9406. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  9407. {
  9408. 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]
  9409. clif_autoshadowspell_list(sd);
  9410. clif_skill_nodamage(src,bl,skill_id,1,1);
  9411. }
  9412. else
  9413. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  9414. }
  9415. break;
  9416. case SC_SHADOWFORM:
  9417. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  9418. 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))) )
  9419. dstsd->shadowform_id = src->id;
  9420. }
  9421. else if( sd )
  9422. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9423. break;
  9424. case SC_BODYPAINT:
  9425. if( flag&1 ) {
  9426. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  9427. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  9428. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  9429. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  9430. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  9431. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  9432. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9433. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9434. }
  9435. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  9436. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9437. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  9438. } else {
  9439. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  9440. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9441. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9442. }
  9443. break;
  9444. case SC_ENERVATION:
  9445. case SC_GROOMY:
  9446. case SC_LAZINESS:
  9447. case SC_UNLUCKY:
  9448. case SC_WEAKNESS:
  9449. if( !(tsc && tsc->data[type]) ) {
  9450. int rate;
  9451. if (status_get_class_(bl) == CLASS_BOSS)
  9452. break;
  9453. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9454. - (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));
  9455. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9456. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  9457. } else if( sd )
  9458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9459. break;
  9460. case SC_IGNORANCE:
  9461. if( !(tsc && tsc->data[type]) ) {
  9462. int rate;
  9463. if (status_get_class_(bl) == CLASS_BOSS)
  9464. break;
  9465. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  9466. - (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));
  9467. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  9468. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  9469. int sp = 100 * skill_lv;
  9470. if( dstmd )
  9471. sp = dstmd->level;
  9472. if( !dstmd )
  9473. status_zap(bl, 0, sp);
  9474. status_heal(src, 0, sp / 2, 3);
  9475. } else if( sd )
  9476. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9477. } else if( sd )
  9478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9479. break;
  9480. case LG_TRAMPLE:
  9481. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9482. if (rnd()%100 < (25 + 25 * skill_lv))
  9483. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  9484. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  9485. break;
  9486. case LG_REFLECTDAMAGE:
  9487. if( tsc && tsc->data[type] )
  9488. status_change_end(bl,type,INVALID_TIMER);
  9489. else
  9490. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9491. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9492. break;
  9493. case LG_PIETY:
  9494. if( flag&1 )
  9495. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9496. else {
  9497. skill_area_temp[2] = 0;
  9498. 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);
  9499. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9500. }
  9501. break;
  9502. case SR_CURSEDCIRCLE:
  9503. if( flag&1 ) {
  9504. if( status_get_class_(bl) == CLASS_BOSS )
  9505. break;
  9506. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9507. if( bl->type == BL_MOB )
  9508. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9509. clif_bladestop(src, bl->id, 1);
  9510. map_freeblock_unlock();
  9511. return 1;
  9512. }
  9513. } else {
  9514. int count = 0;
  9515. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9516. 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
  9517. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9518. if( sd ) pc_delspiritball(sd, count, 0);
  9519. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9520. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9521. }
  9522. break;
  9523. case SR_RAISINGDRAGON:
  9524. if( sd ) {
  9525. short max = 5 + skill_lv;
  9526. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9527. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9528. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9529. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9530. }
  9531. break;
  9532. case SR_ASSIMILATEPOWER:
  9533. if (flag&1) {
  9534. i = 0;
  9535. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9536. if (dstsd->spiritball > 0) {
  9537. i = dstsd->spiritball;
  9538. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9539. }
  9540. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9541. i += dstsd->spiritcharm;
  9542. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9543. }
  9544. }
  9545. if (i)
  9546. status_percent_heal(src, 0, i);
  9547. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9548. } else {
  9549. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9550. 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);
  9551. }
  9552. break;
  9553. case SR_POWERVELOCITY:
  9554. if( !dstsd )
  9555. break;
  9556. if( sd && dstsd->spiritball <= 5 ) {
  9557. for(i = 0; i <= 5; i++) {
  9558. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9559. pc_delspiritball(sd, sd->spiritball, 0);
  9560. }
  9561. }
  9562. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9563. break;
  9564. case SR_GENTLETOUCH_CURE:
  9565. {
  9566. unsigned int heal;
  9567. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9568. heal = 0;
  9569. else {
  9570. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9571. status_heal(bl, heal, 0, 0);
  9572. }
  9573. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9574. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9575. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9576. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9577. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9578. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9579. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9580. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9581. }
  9582. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9583. }
  9584. break;
  9585. case SR_GENTLETOUCH_ENERGYGAIN:
  9586. case SR_GENTLETOUCH_CHANGE:
  9587. case SR_GENTLETOUCH_REVITALIZE:
  9588. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9589. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9590. break;
  9591. case SR_FLASHCOMBO: {
  9592. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  9593. const int delay[] = { 0, 750, 1250 };
  9594. if (sd) // Disable attacking/acting/moving for skill's duration.
  9595. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  9596. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9597. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9598. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9599. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9600. }
  9601. break;
  9602. case WA_SWING_DANCE:
  9603. case WA_MOONLIT_SERENADE:
  9604. case WA_SYMPHONY_OF_LOVER:
  9605. case MI_RUSH_WINDMILL:
  9606. case MI_ECHOSONG:
  9607. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9608. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9609. 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));
  9610. } else if( sd ) {
  9611. 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);
  9612. 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));
  9613. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9614. }
  9615. break;
  9616. case MI_HARMONIZE:
  9617. if( src != bl )
  9618. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9619. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9620. break;
  9621. case WM_DEADHILLHERE:
  9622. if( bl->type == BL_PC ) {
  9623. if( !status_isdead(bl) )
  9624. break;
  9625. int heal = tstatus->sp;
  9626. if( heal <= 0 )
  9627. heal = 1;
  9628. tstatus->hp = heal;
  9629. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9631. pc_revive((TBL_PC*)bl,heal,0);
  9632. clif_resurrection(bl,1);
  9633. }
  9634. break;
  9635. case WM_VOICEOFSIREN:
  9636. if (flag&1)
  9637. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9638. else {
  9639. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9640. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9641. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9642. 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);
  9643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9644. }
  9645. break;
  9646. case WM_GLOOMYDAY:
  9647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9648. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9649. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9650. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9651. { // !TODO: Which skills aren't boosted anymore?
  9652. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9653. break;
  9654. }
  9655. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9656. break;
  9657. case WM_SATURDAY_NIGHT_FEVER:
  9658. if( flag&1 ) {
  9659. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9660. } else if (sd) {
  9661. 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?
  9662. 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);
  9663. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9664. }
  9665. }
  9666. break;
  9667. case WM_SIRCLEOFNATURE:
  9668. case WM_SONG_OF_MANA:
  9669. case WM_DANCE_WITH_WUG:
  9670. case WM_LERADS_DEW:
  9671. case WM_UNLIMITED_HUMMING_VOICE:
  9672. if( flag&1 ) { // These affect to to all party members near the caster.
  9673. struct status_change *sc = status_get_sc(src);
  9674. if( sc && sc->data[type] ) {
  9675. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  9676. }
  9677. } else if( sd ) {
  9678. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  9679. 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);
  9680. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9681. }
  9682. break;
  9683. case WM_MELODYOFSINK:
  9684. if( flag&1 ) {
  9685. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9686. } else { // These affect to all targets around the caster.
  9687. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  9688. 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);
  9689. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9690. }
  9691. }
  9692. break;
  9693. case WM_BEYOND_OF_WARCRY:
  9694. if( flag&1 ) {
  9695. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9696. } else { // These affect to all targets around the caster.
  9697. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  9698. 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);
  9699. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9700. }
  9701. }
  9702. break;
  9703. case WM_SOUND_OF_DESTRUCTION:
  9704. if (flag&1) {
  9705. 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
  9706. } else {
  9707. 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);
  9708. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9709. }
  9710. break;
  9711. case WM_RANDOMIZESPELL:
  9712. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  9713. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9714. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9715. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9716. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9717. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9718. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9719. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9720. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9721. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9722. }
  9723. break;
  9724. case RETURN_TO_ELDICASTES:
  9725. case ALL_GUARDIAN_RECALL:
  9726. case ECLAGE_RECALL:
  9727. case ALL_PRONTERA_RECALL:
  9728. if( sd )
  9729. {
  9730. short x=0, y=0; // Destiny position.
  9731. unsigned short mapindex=0;
  9732. switch(skill_id){
  9733. default:
  9734. case RETURN_TO_ELDICASTES:
  9735. x = 198;
  9736. y = 187;
  9737. mapindex = mapindex_name2id(MAP_DICASTES);
  9738. break;
  9739. case ALL_GUARDIAN_RECALL:
  9740. x = 44;
  9741. y = 151;
  9742. mapindex = mapindex_name2id(MAP_MORA);
  9743. break;
  9744. case ECLAGE_RECALL:
  9745. x = 47;
  9746. y = 31;
  9747. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9748. break;
  9749. case ALL_PRONTERA_RECALL:
  9750. if(skill_lv == 1) {
  9751. x = 115;
  9752. y = 72;
  9753. }
  9754. else if(skill_lv == 2) {
  9755. x = 159;
  9756. y = 192;
  9757. }
  9758. mapindex = mapindex_name2id(MAP_PRONTERA);
  9759. break;
  9760. }
  9761. if(!mapindex)
  9762. { //Given map not found?
  9763. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9764. map_freeblock_unlock();
  9765. return 0;
  9766. }
  9767. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9768. }
  9769. break;
  9770. case ECL_SNOWFLIP:
  9771. case ECL_PEONYMAMY:
  9772. case ECL_SADAGUI:
  9773. case ECL_SEQUOIADUST:
  9774. switch(skill_id){
  9775. case ECL_SNOWFLIP:
  9776. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9777. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9778. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9779. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9780. break;
  9781. case ECL_PEONYMAMY:
  9782. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9783. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9784. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9785. break;
  9786. case ECL_SADAGUI:
  9787. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9788. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9789. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9790. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9791. break;
  9792. case ECL_SEQUOIADUST:
  9793. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9794. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9795. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9796. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9797. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9798. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9799. break;
  9800. }
  9801. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9803. break;
  9804. case GM_SANDMAN:
  9805. if( tsc ) {
  9806. if( tsc->opt1 == OPT1_SLEEP )
  9807. tsc->opt1 = 0;
  9808. else
  9809. tsc->opt1 = OPT1_SLEEP;
  9810. clif_changeoption(bl);
  9811. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9812. }
  9813. break;
  9814. case SO_ARRULLO:
  9815. {
  9816. 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;
  9817. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9818. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9819. }
  9820. break;
  9821. case WM_LULLABY_DEEPSLEEP:
  9822. if (flag&1) {
  9823. 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);
  9824. 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
  9825. sc_start(src, bl, type, rate, skill_lv, duration);
  9826. } else {
  9827. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9828. 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);
  9829. }
  9830. break;
  9831. case SO_SUMMON_AGNI:
  9832. case SO_SUMMON_AQUA:
  9833. case SO_SUMMON_VENTUS:
  9834. case SO_SUMMON_TERA:
  9835. if( sd ) {
  9836. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9837. // Remove previous elemental first.
  9838. if( sd->ed )
  9839. elemental_delete(sd->ed);
  9840. // Summoning the new one.
  9841. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9842. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9843. break;
  9844. }
  9845. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9846. }
  9847. break;
  9848. case SO_EL_CONTROL:
  9849. if( sd ) {
  9850. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9851. if( !sd->ed ) break;
  9852. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9853. elemental_delete(sd->ed);
  9854. break;
  9855. }
  9856. switch( skill_lv ) {// Select mode bassed on skill level used.
  9857. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9858. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9859. }
  9860. if( !elemental_change_mode(sd->ed,mode) ) {
  9861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9862. break;
  9863. }
  9864. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9865. }
  9866. break;
  9867. case SO_EL_ACTION:
  9868. if( sd ) {
  9869. int duration = 3000;
  9870. if( !sd->ed )
  9871. break;
  9872. switch(sd->ed->db->class_) {
  9873. case 2115:case 2124:
  9874. case 2118:case 2121:
  9875. duration = 6000;
  9876. break;
  9877. case 2116:case 2119:
  9878. case 2122:case 2125:
  9879. duration = 9000;
  9880. break;
  9881. }
  9882. sd->skill_id_old = skill_id;
  9883. elemental_action(sd->ed, bl, tick);
  9884. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9885. skill_blockpc_start(sd, skill_id, duration);
  9886. }
  9887. break;
  9888. case SO_EL_CURE:
  9889. if( sd ) {
  9890. struct elemental_data *ed = sd->ed;
  9891. int s_hp, s_sp;
  9892. if( !ed )
  9893. break;
  9894. s_hp = sd->battle_status.hp * 10 / 100;
  9895. s_sp = sd->battle_status.sp * 10 / 100;
  9896. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9897. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9898. break;
  9899. }
  9900. status_heal(&ed->bl,s_hp,s_sp,3);
  9901. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9902. }
  9903. break;
  9904. case GN_CHANGEMATERIAL:
  9905. case SO_EL_ANALYSIS:
  9906. if( sd ) {
  9907. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9908. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9909. }
  9910. break;
  9911. case GN_MANDRAGORA:
  9912. if( flag&1 ) {
  9913. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9914. if (rate < 10)
  9915. rate = 10;
  9916. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9917. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9918. if (rnd()%100 < rate) {
  9919. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9920. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9921. }
  9922. } else {
  9923. 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);
  9924. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9925. }
  9926. break;
  9927. case GN_SLINGITEM:
  9928. if( sd ) {
  9929. i = sd->equip_index[EQI_AMMO];
  9930. if( i < 0 )
  9931. break; // No ammo.
  9932. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  9933. if( ammo_id == 0 )
  9934. break;
  9935. sd->itemid = ammo_id;
  9936. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  9937. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9938. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9939. 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);
  9940. else
  9941. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9942. } else //Otherwise, it fails, shows animation and removes items.
  9943. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9944. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  9945. switch (ammo_id) {
  9946. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9947. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  9948. status_percent_heal(bl, 1, 0);
  9949. break;
  9950. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9951. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  9952. status_percent_heal(bl, 2, 0);
  9953. break;
  9954. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9955. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  9956. status_percent_heal(bl, 5, 0);
  9957. break;
  9958. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9959. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  9960. status_percent_heal(bl, 0, 2);
  9961. break;
  9962. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9963. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  9964. status_percent_heal(bl, 0, 4);
  9965. break;
  9966. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9967. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  9968. status_percent_heal(bl, 0, 8);
  9969. break;
  9970. default:
  9971. if (dstsd)
  9972. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9973. break;
  9974. }
  9975. }
  9976. }
  9977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9978. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9979. break;
  9980. case GN_MIX_COOKING:
  9981. case GN_MAKEBOMB:
  9982. case GN_S_PHARMACY:
  9983. if( sd ) {
  9984. int qty = 1;
  9985. sd->skill_id_old = skill_id;
  9986. sd->skill_lv_old = skill_lv;
  9987. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9988. qty = 10;
  9989. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9991. }
  9992. break;
  9993. case EL_CIRCLE_OF_FIRE:
  9994. case EL_PYROTECHNIC:
  9995. case EL_HEATER:
  9996. case EL_TROPIC:
  9997. case EL_AQUAPLAY:
  9998. case EL_COOLER:
  9999. case EL_CHILLY_AIR:
  10000. case EL_GUST:
  10001. case EL_BLAST:
  10002. case EL_WILD_STORM:
  10003. case EL_PETROLOGY:
  10004. case EL_CURSED_SOIL:
  10005. case EL_UPHEAVAL:
  10006. case EL_FIRE_CLOAK:
  10007. case EL_WATER_DROP:
  10008. case EL_WIND_CURTAIN:
  10009. case EL_SOLID_SKIN:
  10010. case EL_STONE_SHIELD:
  10011. case EL_WIND_STEP: {
  10012. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10013. if( ele ) {
  10014. sc_type type2 = (sc_type)(type-1);
  10015. struct status_change *sc = status_get_sc(&ele->bl);
  10016. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10017. elemental_clean_single_effect(ele, skill_id);
  10018. } else {
  10019. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10020. 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);
  10021. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10022. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10023. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10024. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10025. }
  10026. }
  10027. }
  10028. break;
  10029. case EL_FIRE_MANTLE:
  10030. case EL_WATER_BARRIER:
  10031. case EL_ZEPHYR:
  10032. case EL_POWER_OF_GAIA:
  10033. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10034. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10035. break;
  10036. case EL_WATER_SCREEN: {
  10037. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  10038. if( ele ) {
  10039. struct status_change *sc = status_get_sc(&ele->bl);
  10040. sc_type type2 = (sc_type)(type-1);
  10041. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10042. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10043. elemental_clean_single_effect(ele, skill_id);
  10044. } else {
  10045. // This not heals at the end.
  10046. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10047. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10048. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10049. }
  10050. }
  10051. }
  10052. break;
  10053. case KO_KAHU_ENTEN:
  10054. case KO_HYOUHU_HUBUKI:
  10055. case KO_KAZEHU_SEIRAN:
  10056. case KO_DOHU_KOUKAI:
  10057. if (sd) {
  10058. int ele_type = skill_get_ele(skill_id,skill_lv);
  10059. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10060. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10061. }
  10062. break;
  10063. case KO_ZANZOU:
  10064. if(sd){
  10065. struct mob_data *md2;
  10066. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10067. if( md2 )
  10068. {
  10069. md2->master_id = src->id;
  10070. md2->special_state.ai = AI_ZANZOU;
  10071. if( md2->deletetimer != INVALID_TIMER )
  10072. delete_timer(md2->deletetimer, mob_timer_delete);
  10073. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10074. mob_spawn( md2 );
  10075. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10076. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10077. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10078. }
  10079. }
  10080. break;
  10081. case KO_KYOUGAKU:
  10082. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10083. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10084. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10085. }else if( sd )
  10086. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10087. break;
  10088. case KO_JYUSATSU:
  10089. if( dstsd && tsc && !tsc->data[type] &&
  10090. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10091. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10092. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10093. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10094. if( status_get_lv(bl) <= status_get_lv(src) )
  10095. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10096. }else if( sd )
  10097. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10098. break;
  10099. case KO_GENWAKU:
  10100. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10101. int x = src->x, y = src->y;
  10102. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10104. break;
  10105. }
  10106. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10107. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10108. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10109. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10110. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10111. clif_blown(src);
  10112. if (!unit_blown_immune(bl, 0x1)) {
  10113. unit_movepos(bl,x,y,0,0);
  10114. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10115. clif_sitting(bl); //Avoid sitting sync problem
  10116. clif_blown(bl);
  10117. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10118. }
  10119. }
  10120. }
  10121. break;
  10122. case OB_AKAITSUKI:
  10123. case OB_OBOROGENSOU:
  10124. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10125. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10127. break;
  10128. }
  10129. case KO_IZAYOI:
  10130. case OB_ZANGETSU:
  10131. case KG_KYOMU:
  10132. case KG_KAGEMUSYA:
  10133. case SP_SOULDIVISION:
  10134. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10135. if (bl->type != BL_PC) {
  10136. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10137. break;
  10138. }
  10139. }
  10140. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10141. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10142. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10143. break;
  10144. case KG_KAGEHUMI:
  10145. if( flag&1 ){
  10146. if (bl->type != BL_PC)
  10147. break;
  10148. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
  10149. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10150. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10151. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10152. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10153. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  10154. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10155. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10156. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  10157. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  10158. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10159. }
  10160. }else{
  10161. 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);
  10162. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10163. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10164. }
  10165. break;
  10166. case MH_SILENT_BREEZE:
  10167. {
  10168. int heal = 5 * status_get_lv(&hd->bl) +
  10169. #ifdef RENEWAL
  10170. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10171. #else
  10172. status_base_matk_min(&hd->battle_status);
  10173. #endif
  10174. //Silences the homunculus and target
  10175. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10176. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10177. //Recover the target's HP
  10178. status_heal(bl,heal,0,3);
  10179. //Removes these SC from target
  10180. if (tsc) {
  10181. const enum sc_type scs[] = {
  10182. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10183. };
  10184. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10185. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  10186. }
  10187. if (hd)
  10188. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10189. }
  10190. break;
  10191. case MH_OVERED_BOOST:
  10192. if (hd && battle_get_master(src)) {
  10193. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10194. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10195. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10196. }
  10197. break;
  10198. case MH_GRANITIC_ARMOR:
  10199. case MH_PYROCLASTIC:
  10200. if(hd) {
  10201. struct block_list *s_bl = battle_get_master(src);
  10202. 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
  10203. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10204. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10205. }
  10206. break;
  10207. case MH_LIGHT_OF_REGENE: //self
  10208. if(hd) {
  10209. struct block_list *s_bl = battle_get_master(src);
  10210. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10211. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10212. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10213. }
  10214. break;
  10215. case MH_STYLE_CHANGE:
  10216. if(hd){
  10217. struct status_change_entry *sce;
  10218. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10219. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10220. else sce->val1 = MH_MD_FIGHTING;
  10221. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10222. // char output[128];
  10223. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10224. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10225. //}
  10226. }
  10227. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10228. }
  10229. break;
  10230. case MH_PAIN_KILLER:
  10231. bl = battle_get_master(src);
  10232. if (bl != nullptr)
  10233. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10234. if (hd)
  10235. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10236. break;
  10237. case MH_MAGMA_FLOW:
  10238. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10239. if (hd)
  10240. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10241. break;
  10242. case MH_SUMMON_LEGION: {
  10243. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10244. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10245. struct mob_data *sum_md;
  10246. int i_slave,c=0;
  10247. int maxcount = qty[skill_lv-1];
  10248. 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);
  10249. if(c >= maxcount) {
  10250. map_freeblock_unlock();
  10251. return 0; //max qty already spawned
  10252. }
  10253. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10254. 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);
  10255. if (sum_md) {
  10256. sum_md->master_id = src->id;
  10257. sum_md->special_state.ai = AI_LEGION;
  10258. if (sum_md->deletetimer != INVALID_TIMER)
  10259. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10260. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10261. mob_spawn(sum_md); //Now it is ready for spawning.
  10262. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10263. }
  10264. }
  10265. if (hd)
  10266. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10267. }
  10268. break;
  10269. case RL_RICHS_COIN:
  10270. if (sd) {
  10271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10272. for (i = 0; i < 10; i++)
  10273. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10274. }
  10275. break;
  10276. case RL_C_MARKER:
  10277. if (sd) {
  10278. // If marked by someone else remove it
  10279. if (tsce && tsce->val2 != src->id)
  10280. status_change_end(bl, type, INVALID_TIMER);
  10281. // Check if marked before
  10282. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10283. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10284. // Find empty slot
  10285. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10286. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10287. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10288. break;
  10289. }
  10290. }
  10291. sd->c_marker[i] = bl->id;
  10292. 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);
  10293. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10294. }
  10295. // If mob casts this, at least SC_C_MARKER as debuff
  10296. else {
  10297. 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);
  10298. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10299. }
  10300. break;
  10301. case RL_QD_SHOT:
  10302. if (sd) {
  10303. skill_area_temp[1] = bl->id;
  10304. // Check surrounding
  10305. 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);
  10306. if (skill_area_temp[0])
  10307. 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);
  10308. // Main target always receives damage
  10309. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10310. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  10311. } else {
  10312. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10313. 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);
  10314. }
  10315. status_change_end(src, SC_QD_SHOT_READY, INVALID_TIMER); // End here to prevent spamming of the skill onto the target.
  10316. skill_area_temp[0] = 0;
  10317. skill_area_temp[1] = 0;
  10318. break;
  10319. case RL_FLICKER:
  10320. if (sd) {
  10321. sd->flicker = true;
  10322. skill_area_temp[1] = 0;
  10323. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10324. // Detonate RL_B_TRAP
  10325. if (pc_checkskill(sd, RL_B_TRAP))
  10326. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  10327. // Detonate RL_H_MINE
  10328. if ((i = pc_checkskill(sd, RL_H_MINE)))
  10329. 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);
  10330. sd->flicker = false;
  10331. }
  10332. break;
  10333. case SO_ELEMENTAL_SHIELD:
  10334. if (!sd || sd->status.party_id == 0 || flag&1) {
  10335. if (sd && sd->status.party_id == 0) {
  10336. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10337. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10338. elemental_delete(sd->ed);
  10339. }
  10340. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  10341. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  10342. }
  10343. else {
  10344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10345. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  10346. elemental_delete(sd->ed);
  10347. 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);
  10348. }
  10349. break;
  10350. case SU_HIDE:
  10351. if (tsce) {
  10352. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10353. status_change_end(bl, type, INVALID_TIMER);
  10354. map_freeblock_unlock();
  10355. return 0;
  10356. }
  10357. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10358. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10359. break;
  10360. case SU_STOOP:
  10361. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10362. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10363. break;
  10364. case SU_SV_ROOTTWIST:
  10365. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10366. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10367. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10368. break;
  10369. }
  10370. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10371. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10372. else {
  10373. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10374. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10375. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10376. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10377. }
  10378. break;
  10379. case SU_TUNABELLY:
  10380. {
  10381. unsigned int heal = 0;
  10382. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10383. heal = 0;
  10384. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10385. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10386. status_heal(bl, heal, 0, 1|2|4);
  10387. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10388. }
  10389. break;
  10390. case SU_BUNCHOFSHRIMP:
  10391. case SU_HISS:
  10392. case SU_PURRING:
  10393. case SU_MEOWMEOW:
  10394. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10395. int duration = skill_get_time(skill_id, skill_lv);
  10396. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10397. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10398. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10399. } else if (sd) {
  10400. 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);
  10401. }
  10402. break;
  10403. case SU_SHRIMPARTY:
  10404. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10405. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10406. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10407. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10408. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10409. }
  10410. } else if (sd)
  10411. 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);
  10412. break;
  10413. case SU_POWEROFFLOCK:
  10414. if (flag&1) {
  10415. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10416. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10417. } else {
  10418. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10419. if (battle_config.skill_wall_check)
  10420. 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);
  10421. else
  10422. 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);
  10423. }
  10424. break;
  10425. case ALL_EQSWITCH:
  10426. if( sd ){
  10427. clif_equipswitch_reply( sd, false );
  10428. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10429. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10430. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10431. }
  10432. }
  10433. }
  10434. break;
  10435. case AB_VITUPERATUM:
  10436. if (flag&1)
  10437. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10438. else {
  10439. 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);
  10440. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10441. }
  10442. break;
  10443. case AB_CONVENIO:
  10444. if (sd) {
  10445. party_data *p = party_search(sd->status.party_id);
  10446. int i = 0, count = 0;
  10447. // Only usable in party
  10448. if (p == nullptr) {
  10449. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10450. break;
  10451. }
  10452. // Only usable as party leader.
  10453. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10454. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10455. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10456. break;
  10457. }
  10458. // Do the teleport part
  10459. for (i = 0; i < MAX_PARTY; ++i) {
  10460. map_session_data *pl_sd = p->data[i].sd;
  10461. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10462. sd->bl.m != pl_sd->bl.m)
  10463. continue;
  10464. 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))) {
  10465. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10466. count++;
  10467. }
  10468. }
  10469. if (!count)
  10470. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10471. }
  10472. break;
  10473. default:
  10474. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10476. map_freeblock_unlock();
  10477. return 1;
  10478. }
  10479. if (skill_id != SR_CURSEDCIRCLE) {
  10480. struct status_change *sc = status_get_sc(src);
  10481. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10482. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10483. }
  10484. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10485. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10486. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10487. }
  10488. if( sd && !(flag&1) )
  10489. {// ensure that the skill last-cast tick is recorded
  10490. sd->canskill_tick = gettick();
  10491. if( sd->state.arrow_atk )
  10492. {// consume arrow on last invocation to this skill.
  10493. battle_consume_ammo(sd, skill_id, skill_lv);
  10494. }
  10495. skill_onskillusage(sd, bl, skill_id, tick);
  10496. // perform skill requirement consumption
  10497. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10498. }
  10499. map_freeblock_unlock();
  10500. return 0;
  10501. }
  10502. /**
  10503. * Checking that causing skill failed
  10504. * @param src Caster
  10505. * @param target Target
  10506. * @param skill_id
  10507. * @param skill_lv
  10508. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10509. **/
  10510. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10511. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10512. int inf = skill->inf;
  10513. struct status_change *tsc = status_get_sc(target);
  10514. 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)
  10515. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10516. switch (skill_id) {
  10517. case AL_HEAL:
  10518. case AL_INCAGI:
  10519. case AL_DECAGI:
  10520. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10521. case AB_RENOVATIO:
  10522. case AB_HIGHNESSHEAL:
  10523. if (tsc && tsc->option&OPTION_MADOGEAR)
  10524. return USESKILL_FAIL_TOTARGET;
  10525. break;
  10526. case RG_BACKSTAP:
  10527. {
  10528. #ifndef RENEWAL
  10529. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  10530. if (map_check_dir(dir, t_dir))
  10531. return USESKILL_FAIL_MAX;
  10532. #endif
  10533. if (check_distance_bl(src, target, 0))
  10534. return USESKILL_FAIL_MAX;
  10535. }
  10536. break;
  10537. case PR_TURNUNDEAD:
  10538. {
  10539. struct status_data *tstatus = status_get_status_data(target);
  10540. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10541. return USESKILL_FAIL_MAX;
  10542. }
  10543. break;
  10544. case PR_LEXDIVINA:
  10545. case MER_LEXDIVINA:
  10546. {
  10547. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10548. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10549. return USESKILL_FAIL_LEVEL;
  10550. else
  10551. return -1; //Works on silenced allies
  10552. }
  10553. break;
  10554. case RA_WUGSTRIKE:
  10555. // Check if path can be reached
  10556. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10557. return USESKILL_FAIL_MAX;
  10558. break;
  10559. case MG_NAPALMBEAT:
  10560. case MG_FIREBALL:
  10561. case HT_BLITZBEAT:
  10562. case AS_GRIMTOOTH:
  10563. case MO_COMBOFINISH:
  10564. case NC_VULCANARM:
  10565. case SR_TIGERCANNON:
  10566. // These can damage traps, but can't target traps directly
  10567. if (target->type == BL_SKILL) {
  10568. TBL_SKILL *su = (TBL_SKILL*)target;
  10569. if (!su || !su->group)
  10570. return USESKILL_FAIL_MAX;
  10571. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10572. return USESKILL_FAIL_MAX;
  10573. }
  10574. break;
  10575. }
  10576. if (inf&INF_ATTACK_SKILL ||
  10577. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10578. ) // Casted through combo.
  10579. inf = BCT_ENEMY; //Offensive skill.
  10580. else if (skill->inf2[INF2_NOTARGETENEMY])
  10581. inf = BCT_NOENEMY;
  10582. else
  10583. inf = 0;
  10584. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10585. inf |=
  10586. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10587. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10588. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10589. inf &= ~BCT_NEUTRAL;
  10590. }
  10591. switch (skill_id) {
  10592. // Cannot be casted to Emperium
  10593. case WZ_ESTIMATION:
  10594. case SL_SKE:
  10595. case SL_SKA:
  10596. case RK_PHANTOMTHRUST:
  10597. case NPC_PHANTOMTHRUST:
  10598. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10599. return USESKILL_FAIL_MAX;
  10600. break;
  10601. }
  10602. if (inf && battle_check_target(src, target, inf) <= 0) {
  10603. switch(skill_id) {
  10604. case RK_PHANTOMTHRUST:
  10605. case NPC_PHANTOMTHRUST:
  10606. case AB_CLEARANCE:
  10607. return USESKILL_FAIL_TOTARGET;
  10608. default:
  10609. return USESKILL_FAIL_LEVEL;
  10610. }
  10611. }
  10612. // Fogwall makes all offensive-type targetted skills fail at 75%
  10613. // Jump Kick can still fail even though you can jump to friendly targets.
  10614. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10615. return USESKILL_FAIL_LEVEL;
  10616. return -1;
  10617. }
  10618. TIMER_FUNC( skill_keep_using ){
  10619. struct map_session_data* sd = map_id2sd( id );
  10620. if( sd && sd->skill_keep_using.skill_id ){
  10621. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  10622. }
  10623. return 0;
  10624. }
  10625. /**
  10626. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10627. * @param tid
  10628. * @param tick
  10629. * @param data
  10630. **/
  10631. TIMER_FUNC(skill_castend_id){
  10632. struct block_list *target, *src;
  10633. struct map_session_data *sd;
  10634. struct mob_data *md;
  10635. struct unit_data *ud;
  10636. struct status_change *sc = NULL;
  10637. int flag = 0;
  10638. src = map_id2bl(id);
  10639. if( src == NULL )
  10640. {
  10641. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10642. return 0;// not found
  10643. }
  10644. ud = unit_bl2ud(src);
  10645. if( ud == NULL )
  10646. {
  10647. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10648. return 0;// ???
  10649. }
  10650. sd = BL_CAST(BL_PC, src);
  10651. md = BL_CAST(BL_MOB, src);
  10652. if( src->prev == NULL ) {
  10653. ud->skilltimer = INVALID_TIMER;
  10654. return 0;
  10655. }
  10656. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10657. if( ud->skilltimer != tid ) {
  10658. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10659. ud->skilltimer = INVALID_TIMER;
  10660. return 0;
  10661. }
  10662. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10663. {// restore original walk speed
  10664. ud->skilltimer = INVALID_TIMER;
  10665. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10666. } else
  10667. ud->skilltimer = INVALID_TIMER;
  10668. }
  10669. if (ud->skilltarget == id)
  10670. target = src;
  10671. else
  10672. target = map_id2bl(ud->skilltarget);
  10673. // Use a do so that you can break out of it when the skill fails.
  10674. do {
  10675. bool fail = false;
  10676. int8 res = USESKILL_FAIL_LEVEL;
  10677. if (!target || target->prev == NULL)
  10678. break;
  10679. if (src->m != target->m || status_isdead(src))
  10680. break;
  10681. //These should become skill_castend_pos
  10682. switch (ud->skill_id) {
  10683. case WE_CALLPARTNER:
  10684. if (sd)
  10685. clif_callpartner(sd);
  10686. case WE_CALLPARENT:
  10687. if (sd) {
  10688. struct map_session_data *f_sd = pc_get_father(sd);
  10689. struct map_session_data *m_sd = pc_get_mother(sd);
  10690. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10691. fail = true;
  10692. break;
  10693. }
  10694. }
  10695. case WE_CALLBABY:
  10696. if (sd) {
  10697. struct map_session_data *c_sd = pc_get_child(sd);
  10698. if (c_sd && c_sd->state.autotrade) {
  10699. fail = true;
  10700. break;
  10701. }
  10702. }
  10703. case AM_RESURRECTHOMUN:
  10704. case PF_SPIDERWEB:
  10705. {
  10706. //Find a random spot to place the skill. [Skotlex]
  10707. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10708. ud->skillx = target->x + splash;
  10709. ud->skilly = target->y + splash;
  10710. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10711. ud->skillx = target->x;
  10712. ud->skilly = target->y;
  10713. }
  10714. ud->skilltimer = tid;
  10715. return skill_castend_pos(tid,tick,id,data);
  10716. }
  10717. case GN_WALLOFTHORN:
  10718. case SC_ESCAPE:
  10719. case WL_FROSTMISTY:
  10720. case SU_CN_POWDERING:
  10721. ud->skillx = target->x;
  10722. ud->skilly = target->y;
  10723. ud->skilltimer = tid;
  10724. return skill_castend_pos(tid,tick,id,data);
  10725. }
  10726. // Failing
  10727. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10728. if (sd && res != USESKILL_FAIL_MAX)
  10729. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10730. break;
  10731. }
  10732. //Avoid doing double checks for instant-cast skills.
  10733. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10734. break;
  10735. if(md) {
  10736. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10737. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  10738. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  10739. }
  10740. if (src != target && battle_config.skill_add_range &&
  10741. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10742. {
  10743. if (sd) {
  10744. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10745. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10746. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10747. }
  10748. break;
  10749. }
  10750. #ifdef OFFICIAL_WALKPATH
  10751. 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))
  10752. {
  10753. if (sd) {
  10754. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10755. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10756. }
  10757. break;
  10758. }
  10759. #endif
  10760. if( sd )
  10761. {
  10762. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10763. break;
  10764. else {
  10765. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10766. 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) {
  10767. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10768. break; // Show a skill fail message (Damage type consumes requirements)
  10769. }
  10770. }
  10771. }
  10772. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10773. break;
  10774. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10775. ud->state.running = 0;
  10776. status_change_end(src, SC_RUN, INVALID_TIMER);
  10777. flag = 1;
  10778. }
  10779. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10780. unit_stop_walking(src,1);
  10781. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10782. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10783. if (sd) { //Cooldown application
  10784. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10785. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10786. }
  10787. if( battle_config.display_status_timers && sd )
  10788. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10789. if( sd )
  10790. {
  10791. switch( ud->skill_id )
  10792. {
  10793. case GS_DESPERADO:
  10794. case RL_FIREDANCE:
  10795. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10796. break;
  10797. case KN_BRANDISHSPEAR:
  10798. case CR_GRANDCROSS: {
  10799. sc_type type;
  10800. if (ud->skill_id == KN_BRANDISHSPEAR)
  10801. type = SC_STRIPWEAPON;
  10802. else
  10803. type = SC_STRIPSHIELD;
  10804. if ((sc = status_get_sc(src)) && sc->data[type]) {
  10805. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  10806. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  10807. break;
  10808. }
  10809. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10810. break;
  10811. }
  10812. }
  10813. }
  10814. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10815. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10816. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10817. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10818. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10819. map_freeblock_lock();
  10820. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10821. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10822. else
  10823. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10824. if( sd && 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) ){
  10825. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  10826. }
  10827. sc = status_get_sc(src);
  10828. if(sc && sc->count) {
  10829. if (ud->skill_id != RA_CAMOUFLAGE)
  10830. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10831. if(sc->data[SC_SPIRIT] &&
  10832. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10833. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10834. ud->skill_id != WZ_WATERBALL)
  10835. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10836. #ifndef RENEWAL
  10837. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10838. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10839. #endif
  10840. }
  10841. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  10842. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10843. if (ud->skilltimer == INVALID_TIMER) {
  10844. if(md) md->skill_idx = -1;
  10845. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10846. ud->skill_lv = ud->skilltarget = 0;
  10847. }
  10848. map_freeblock_unlock();
  10849. return 1;
  10850. } while(0);
  10851. //Skill failed.
  10852. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10853. { //When Asura fails... (except when it fails from Wall of Fog)
  10854. //Consume SP/spheres
  10855. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10856. status_set_sp(src, 0, 0);
  10857. sc = &sd->sc;
  10858. if (sc->count)
  10859. { //End states
  10860. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10861. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10862. #ifdef RENEWAL
  10863. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10864. #endif
  10865. }
  10866. if( target && target->m == src->m ) { //Move character to target anyway.
  10867. short x, y;
  10868. short dir = map_calc_dir(src,target->x,target->y);
  10869. //Move 3 cells (From Caster)
  10870. if( dir > 0 && dir < 4 )
  10871. x = -3;
  10872. else if( dir > 4 )
  10873. x = 3;
  10874. else
  10875. x = 0;
  10876. if( dir > 2 && dir < 6 )
  10877. y = -3;
  10878. else if( dir == 7 || dir < 2 )
  10879. y = 3;
  10880. else
  10881. y = 0;
  10882. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10883. clif_blown(src);
  10884. clif_spiritball(src);
  10885. }
  10886. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10887. }
  10888. }
  10889. ud->skill_id = ud->skilltarget = 0;
  10890. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10891. ud->canact_tick = tick;
  10892. //You can't place a skill failed packet here because it would be
  10893. //sent in ALL cases, even cases where skill_check_condition fails
  10894. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10895. if (sd) {
  10896. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10897. if (sd->skill_keep_using.skill_id > 0) {
  10898. sd->skill_keep_using.skill_id = 0;
  10899. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  10900. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  10901. sd->skill_keep_using.tid = INVALID_TIMER;
  10902. }
  10903. }
  10904. } else if (md)
  10905. md->skill_idx = -1;
  10906. return 0;
  10907. }
  10908. /*==========================================
  10909. *
  10910. *------------------------------------------*/
  10911. TIMER_FUNC(skill_castend_pos){
  10912. struct block_list* src = map_id2bl(id);
  10913. struct map_session_data *sd;
  10914. struct unit_data *ud = unit_bl2ud(src);
  10915. struct mob_data *md;
  10916. nullpo_ret(ud);
  10917. sd = BL_CAST(BL_PC , src);
  10918. md = BL_CAST(BL_MOB, src);
  10919. if( src->prev == NULL ) {
  10920. ud->skilltimer = INVALID_TIMER;
  10921. return 0;
  10922. }
  10923. if( ud->skilltimer != tid )
  10924. {
  10925. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10926. ud->skilltimer = INVALID_TIMER;
  10927. return 0;
  10928. }
  10929. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10930. {// restore original walk speed
  10931. ud->skilltimer = INVALID_TIMER;
  10932. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10933. } else
  10934. ud->skilltimer = INVALID_TIMER;
  10935. do {
  10936. if( status_isdead(src) )
  10937. break;
  10938. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  10939. break;
  10940. if(tid != INVALID_TIMER)
  10941. { //Avoid double checks on instant cast skills. [Skotlex]
  10942. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10943. break;
  10944. if (battle_config.skill_add_range &&
  10945. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10946. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10947. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10948. break;
  10949. }
  10950. }
  10951. if( sd )
  10952. {
  10953. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10954. break;
  10955. else
  10956. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10957. }
  10958. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10959. break;
  10960. if(md) {
  10961. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10962. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  10963. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  10964. }
  10965. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10966. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10967. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10968. if (ud->walktimer != INVALID_TIMER)
  10969. unit_stop_walking(src,1);
  10970. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10971. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10972. if (sd) { //Cooldown application
  10973. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10974. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10975. }
  10976. if( battle_config.display_status_timers && sd )
  10977. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10978. // if( sd )
  10979. // {
  10980. // switch( ud->skill_id )
  10981. // {
  10982. // case ????:
  10983. // sd->canequip_tick = tick + ????;
  10984. // break;
  10985. // }
  10986. // }
  10987. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10988. map_freeblock_lock();
  10989. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10990. if (ud->skill_id != RA_CAMOUFLAGE)
  10991. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10992. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10993. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10994. if (ud->skilltimer == INVALID_TIMER) {
  10995. if (md) md->skill_idx = -1;
  10996. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10997. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10998. }
  10999. map_freeblock_unlock();
  11000. return 1;
  11001. } while(0);
  11002. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11003. ud->canact_tick = tick;
  11004. ud->skill_id = ud->skill_lv = 0;
  11005. if(sd)
  11006. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11007. else if(md)
  11008. md->skill_idx = -1;
  11009. return 0;
  11010. }
  11011. /* skill count without self */
  11012. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11013. struct block_list* src = va_arg(ap, struct block_list*);
  11014. if( src->id != bl->id ) {
  11015. return 1;
  11016. }
  11017. return 0;
  11018. }
  11019. /*==========================================
  11020. *
  11021. *------------------------------------------*/
  11022. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11023. {
  11024. struct map_session_data* sd;
  11025. struct status_change* sc;
  11026. struct status_change_entry *sce;
  11027. std::shared_ptr<s_skill_unit_group> sg;
  11028. enum sc_type type;
  11029. int i;
  11030. //if(skill_lv <= 0) return 0;
  11031. if(skill_id > 0 && !skill_lv) return 0; // celest
  11032. nullpo_ret(src);
  11033. if(status_isdead(src))
  11034. return 0;
  11035. sd = BL_CAST(BL_PC, src);
  11036. sc = status_get_sc(src);
  11037. type = status_skill2sc(skill_id);
  11038. sce = (sc && type != -1)?sc->data[type]:NULL;
  11039. switch (skill_id) { //Skill effect.
  11040. case WZ_METEOR:
  11041. case WZ_ICEWALL:
  11042. case MO_BODYRELOCATION:
  11043. case CR_CULTIVATION:
  11044. case HW_GANBANTEIN:
  11045. case LG_EARTHDRIVE:
  11046. case SC_ESCAPE:
  11047. case SU_CN_METEOR:
  11048. break; //Effect is displayed on respective switch case.
  11049. default:
  11050. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11051. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11052. else
  11053. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11054. }
  11055. switch(skill_id)
  11056. {
  11057. case PR_BENEDICTIO:
  11058. skill_area_temp[1] = src->id;
  11059. i = skill_get_splash(skill_id, skill_lv);
  11060. map_foreachinallarea(skill_area_sub,
  11061. src->m, x-i, y-i, x+i, y+i, BL_PC,
  11062. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  11063. skill_castend_nodamage_id);
  11064. map_foreachinallarea(skill_area_sub,
  11065. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11066. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  11067. skill_castend_damage_id);
  11068. break;
  11069. case BS_HAMMERFALL:
  11070. i = skill_get_splash(skill_id, skill_lv);
  11071. map_foreachinallarea(skill_area_sub,
  11072. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11073. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  11074. skill_castend_nodamage_id);
  11075. break;
  11076. case HT_DETECTING:
  11077. i = skill_get_splash(skill_id, skill_lv);
  11078. map_foreachinallarea( status_change_timer_sub,
  11079. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  11080. src,NULL,SC_SIGHT,tick);
  11081. skill_reveal_trap_inarea(src, i, x, y);
  11082. break;
  11083. case SR_RIDEINLIGHTNING:
  11084. i = skill_get_splash(skill_id, skill_lv);
  11085. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11086. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  11087. break;
  11088. case NPC_LEX_AETERNA:
  11089. i = skill_get_splash(skill_id, skill_lv);
  11090. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  11091. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11092. break;
  11093. case SA_VOLCANO:
  11094. case SA_DELUGE:
  11095. case SA_VIOLENTGALE:
  11096. { //Does not consumes if the skill is already active. [Skotlex]
  11097. std::shared_ptr<s_skill_unit_group> sg2;
  11098. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  11099. {
  11100. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  11101. {
  11102. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11103. return 0; // not to consume items
  11104. }
  11105. else
  11106. sg2->limit = 0; //Disable it.
  11107. }
  11108. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11109. break;
  11110. }
  11111. // Skill Unit Setting
  11112. case MG_SAFETYWALL: {
  11113. int dummy = 1;
  11114. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  11115. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11116. return 0; // Don't consume gems if cast on Land Protector
  11117. }
  11118. }
  11119. case MG_FIREWALL:
  11120. case MG_THUNDERSTORM:
  11121. case AL_PNEUMA:
  11122. case WZ_FIREPILLAR:
  11123. case WZ_QUAGMIRE:
  11124. case WZ_VERMILION:
  11125. case WZ_STORMGUST:
  11126. case WZ_HEAVENDRIVE:
  11127. case PR_SANCTUARY:
  11128. case PR_MAGNUS:
  11129. case CR_GRANDCROSS:
  11130. case NPC_GRANDDARKNESS:
  11131. case HT_SKIDTRAP:
  11132. case MA_SKIDTRAP:
  11133. case HT_LANDMINE:
  11134. case MA_LANDMINE:
  11135. case HT_ANKLESNARE:
  11136. case HT_SHOCKWAVE:
  11137. case HT_SANDMAN:
  11138. case MA_SANDMAN:
  11139. case HT_FLASHER:
  11140. case HT_FREEZINGTRAP:
  11141. case MA_FREEZINGTRAP:
  11142. case HT_BLASTMINE:
  11143. case HT_CLAYMORETRAP:
  11144. case AS_VENOMDUST:
  11145. case AM_DEMONSTRATION:
  11146. case PF_FOGWALL:
  11147. case PF_SPIDERWEB:
  11148. case HT_TALKIEBOX:
  11149. case WE_CALLPARTNER:
  11150. case WE_CALLPARENT:
  11151. case WE_CALLBABY:
  11152. case SA_LANDPROTECTOR:
  11153. #ifndef RENEWAL
  11154. case BD_LULLABY:
  11155. case BD_RICHMANKIM:
  11156. case BD_ETERNALCHAOS:
  11157. case BD_DRUMBATTLEFIELD:
  11158. case BD_RINGNIBELUNGEN:
  11159. case BD_ROKISWEIL:
  11160. case BD_INTOABYSS:
  11161. case BD_SIEGFRIED:
  11162. case BA_DISSONANCE:
  11163. case BA_POEMBRAGI:
  11164. case BA_WHISTLE:
  11165. case BA_ASSASSINCROSS:
  11166. case BA_APPLEIDUN:
  11167. case DC_UGLYDANCE:
  11168. case DC_HUMMING:
  11169. case DC_DONTFORGETME:
  11170. case DC_FORTUNEKISS:
  11171. case DC_SERVICEFORYOU:
  11172. #endif
  11173. case CG_MOONLIT:
  11174. case GS_DESPERADO:
  11175. case NJ_KAENSIN:
  11176. case NJ_BAKUENRYU:
  11177. case NJ_SUITON:
  11178. case NJ_HYOUSYOURAKU:
  11179. case NJ_RAIGEKISAI:
  11180. case NJ_KAMAITACHI:
  11181. #ifdef RENEWAL
  11182. case HW_GRAVITATION:
  11183. #endif
  11184. case NPC_EVILLAND:
  11185. case NPC_VENOMFOG:
  11186. case NPC_COMET:
  11187. case NPC_WIDESUCK:
  11188. case NPC_ICEMINE:
  11189. case NPC_FLAMECROSS:
  11190. case NPC_HELLBURNING:
  11191. case NPC_REVERBERATION:
  11192. case WL_COMET:
  11193. case RA_ELECTRICSHOCKER:
  11194. case RA_CLUSTERBOMB:
  11195. case RA_MAGENTATRAP:
  11196. case RA_COBALTTRAP:
  11197. case RA_MAIZETRAP:
  11198. case RA_VERDURETRAP:
  11199. case RA_FIRINGTRAP:
  11200. case RA_ICEBOUNDTRAP:
  11201. case SC_MANHOLE:
  11202. case SC_DIMENSIONDOOR:
  11203. case SC_CHAOSPANIC:
  11204. case SC_MAELSTROM:
  11205. case SC_BLOODYLUST:
  11206. case WM_POEMOFNETHERWORLD:
  11207. case SO_PSYCHIC_WAVE:
  11208. case SO_VACUUM_EXTREME:
  11209. case GN_THORNS_TRAP:
  11210. case SO_EARTHGRAVE:
  11211. case SO_DIAMONDDUST:
  11212. case SO_FIRE_INSIGNIA:
  11213. case SO_WATER_INSIGNIA:
  11214. case SO_WIND_INSIGNIA:
  11215. case SO_EARTH_INSIGNIA:
  11216. case KO_ZENKAI:
  11217. case MH_LAVA_SLIDE:
  11218. case MH_VOLCANIC_ASH:
  11219. case MH_POISON_MIST:
  11220. case MH_STEINWAND:
  11221. case MH_XENO_SLASHER:
  11222. case LG_KINGS_GRACE:
  11223. case SJ_BOOKOFCREATINGSTAR:
  11224. case RL_B_TRAP:
  11225. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  11226. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  11227. case GN_WALLOFTHORN:
  11228. case GN_DEMONIC_FIRE:
  11229. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11230. break;
  11231. case WZ_ICEWALL:
  11232. flag|=1;
  11233. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  11234. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11235. break;
  11236. case RG_GRAFFITI: /* Graffiti [Valaris] */
  11237. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11238. flag|=1;
  11239. break;
  11240. case NPC_EARTHQUAKE:
  11241. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11242. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11243. break;
  11244. #ifndef RENEWAL
  11245. case HP_BASILICA:
  11246. if( sc->data[SC_BASILICA] ) {
  11247. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  11248. return 0;
  11249. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  11250. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  11251. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  11252. return 0;
  11253. }
  11254. skill_clear_unitgroup(src);
  11255. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11256. flag|=1;
  11257. }
  11258. break;
  11259. #endif
  11260. case CG_HERMODE:
  11261. #ifdef RENEWAL
  11262. skill_castend_song(src, skill_id, skill_lv, tick);
  11263. #else
  11264. skill_clear_unitgroup(src);
  11265. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11266. sc_start4(src,src,SC_DANCING,100,
  11267. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11268. flag|=1;
  11269. #endif
  11270. break;
  11271. case RG_CLEANER: // [Valaris]
  11272. i = skill_get_splash(skill_id, skill_lv);
  11273. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  11274. break;
  11275. case SO_WARMER:
  11276. case SO_CLOUD_KILL:
  11277. case NPC_CLOUD_KILL:
  11278. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  11279. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11280. break;
  11281. case SU_CN_POWDERING:
  11282. case SU_NYANGGRASS:
  11283. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  11284. if (skill_id == SU_CN_POWDERING)
  11285. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  11286. else
  11287. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11288. }
  11289. flag |= 1;
  11290. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11291. break;
  11292. case SU_CN_METEOR:
  11293. if (sd) {
  11294. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  11295. skill_id = SU_CN_METEOR2;
  11296. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  11297. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  11298. }
  11299. // Fall through
  11300. case WZ_METEOR: {
  11301. int area = skill_get_splash(skill_id, skill_lv);
  11302. short tmpx = 0, tmpy = 0;
  11303. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  11304. // Creates a random Cell in the Splash Area
  11305. tmpx = x - area + rnd()%(area * 2 + 1);
  11306. tmpy = y - area + rnd()%(area * 2 + 1);
  11307. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  11308. }
  11309. }
  11310. break;
  11311. case AL_WARP:
  11312. if(sd)
  11313. {
  11314. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  11315. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  11316. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  11317. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  11318. );
  11319. }
  11320. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11321. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11322. return 0; // not to consume item.
  11323. case MO_BODYRELOCATION:
  11324. if (unit_movepos(src, x, y, 2, 1)) {
  11325. #if PACKETVER >= 20111005
  11326. clif_snap(src, src->x, src->y);
  11327. #else
  11328. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  11329. #endif
  11330. if (sd)
  11331. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  11332. }
  11333. break;
  11334. case NJ_SHADOWJUMP:
  11335. 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.
  11336. clif_blown(src);
  11337. status_change_end(src, SC_HIDING, INVALID_TIMER);
  11338. break;
  11339. case AM_SPHEREMINE:
  11340. case AM_CANNIBALIZE:
  11341. {
  11342. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  11343. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  11344. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  11345. struct mob_data *md;
  11346. // Correct info, don't change any of this! [celest]
  11347. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  11348. if (md) {
  11349. md->master_id = src->id;
  11350. md->special_state.ai = ai;
  11351. if( md->deletetimer != INVALID_TIMER )
  11352. delete_timer(md->deletetimer, mob_timer_delete);
  11353. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  11354. mob_spawn (md); //Now it is ready for spawning.
  11355. }
  11356. }
  11357. break;
  11358. // Slim Pitcher [Celest]
  11359. case CR_SLIMPITCHER:
  11360. if (sd) {
  11361. int i_lv = 0, j = 0;
  11362. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  11363. i_lv = skill_lv%11 - 1;
  11364. j = pc_search_inventory(sd, require.itemid[i_lv]);
  11365. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  11366. {
  11367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11368. return 1;
  11369. }
  11370. potion_flag = 1;
  11371. potion_hp = 0;
  11372. potion_sp = 0;
  11373. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  11374. potion_flag = 0;
  11375. //Apply skill bonuses
  11376. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  11377. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  11378. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  11379. + pc_skillheal_bonus(sd, skill_id);
  11380. potion_hp = potion_hp * (100+i_lv)/100;
  11381. potion_sp = potion_sp * (100+i_lv)/100;
  11382. if(potion_hp > 0 || potion_sp > 0) {
  11383. i_lv = skill_get_splash(skill_id, skill_lv);
  11384. map_foreachinallarea(skill_area_sub,
  11385. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11386. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11387. skill_castend_nodamage_id);
  11388. }
  11389. } else {
  11390. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11391. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11392. potion_flag = 1;
  11393. potion_hp = 0;
  11394. potion_sp = 0;
  11395. run_script(item->script,0,src->id,0);
  11396. potion_flag = 0;
  11397. potion_hp = potion_hp * (100+id)/100;
  11398. potion_sp = potion_sp * (100+id)/100;
  11399. if(potion_hp > 0 || potion_sp > 0) {
  11400. id = skill_get_splash(skill_id, skill_lv);
  11401. map_foreachinallarea(skill_area_sub,
  11402. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11403. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11404. skill_castend_nodamage_id);
  11405. }
  11406. }
  11407. break;
  11408. case HW_GANBANTEIN:
  11409. if (rnd()%100 < 80) {
  11410. int dummy = 1;
  11411. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11412. i = skill_get_splash(skill_id, skill_lv);
  11413. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11414. } else {
  11415. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11416. return 1;
  11417. }
  11418. break;
  11419. #ifndef RENEWAL
  11420. case HW_GRAVITATION:
  11421. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11422. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11423. flag|=1;
  11424. break;
  11425. #endif
  11426. // Plant Cultivation [Celest]
  11427. case CR_CULTIVATION:
  11428. if (sd) {
  11429. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11430. {
  11431. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11432. return 1;
  11433. }
  11434. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11435. if (rnd()%100 < 50) {
  11436. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11437. } else {
  11438. TBL_MOB* md = NULL;
  11439. int t, mob_id;
  11440. if (skill_lv == 1)
  11441. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11442. else {
  11443. int rand_val = rnd() % 100;
  11444. if (rand_val < 30)
  11445. mob_id = MOBID_GREEN_PLANT;
  11446. else if (rand_val < 55)
  11447. mob_id = MOBID_RED_PLANT;
  11448. else if (rand_val < 80)
  11449. mob_id = MOBID_YELLOW_PLANT;
  11450. else if (rand_val < 90)
  11451. mob_id = MOBID_WHITE_PLANT;
  11452. else if (rand_val < 98)
  11453. mob_id = MOBID_BLUE_PLANT;
  11454. else
  11455. mob_id = MOBID_SHINING_PLANT;
  11456. }
  11457. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11458. if (!md)
  11459. break;
  11460. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11461. {
  11462. if( md->deletetimer != INVALID_TIMER )
  11463. delete_timer(md->deletetimer, mob_timer_delete);
  11464. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11465. }
  11466. mob_spawn(md);
  11467. }
  11468. }
  11469. break;
  11470. case SG_SUN_WARM:
  11471. case SG_MOON_WARM:
  11472. case SG_STAR_WARM:
  11473. skill_clear_unitgroup(src);
  11474. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11475. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11476. flag|=1;
  11477. break;
  11478. case PA_GOSPEL:
  11479. if (sce && sce->val4 == BCT_SELF)
  11480. {
  11481. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11482. return 0;
  11483. }
  11484. else
  11485. {
  11486. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11487. if (!sg) break;
  11488. if (sce)
  11489. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11490. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11491. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11492. }
  11493. break;
  11494. case NJ_TATAMIGAESHI:
  11495. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11496. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11497. break;
  11498. case AM_RESURRECTHOMUN: //[orn]
  11499. if (sd)
  11500. {
  11501. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11502. {
  11503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11504. break;
  11505. }
  11506. }
  11507. break;
  11508. case AC_SHOWER:
  11509. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11510. case MA_SHOWER:
  11511. case NC_COLDSLOWER:
  11512. case RK_DRAGONBREATH:
  11513. case RK_DRAGONBREATH_WATER:
  11514. case WL_FROSTMISTY:
  11515. case RL_HAMMER_OF_GOD:
  11516. // Cast center might be relevant later (e.g. for knockback direction)
  11517. skill_area_temp[4] = x;
  11518. skill_area_temp[5] = y;
  11519. i = skill_get_splash(skill_id,skill_lv);
  11520. 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);
  11521. break;
  11522. case SO_ARRULLO:
  11523. i = skill_get_splash(skill_id,skill_lv);
  11524. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11525. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11526. break;
  11527. case GC_POISONSMOKE:
  11528. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11529. if( sd )
  11530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11531. return 0;
  11532. }
  11533. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  11534. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11535. break;
  11536. case AB_EPICLESIS:
  11537. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11538. i = skill_get_splash(skill_id, skill_lv);
  11539. 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);
  11540. }
  11541. break;
  11542. case WL_EARTHSTRAIN:
  11543. {
  11544. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11545. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11546. for( w = 1; w <= wave; w++ )
  11547. {
  11548. switch( dir ){
  11549. case 0: case 1: case 7: sy = y + w; break;
  11550. case 3: case 4: case 5: sy = y - w; break;
  11551. case 2: sx = x - w; break;
  11552. case 6: sx = x + w; break;
  11553. }
  11554. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11555. }
  11556. }
  11557. break;
  11558. case RA_DETONATOR:
  11559. i = skill_get_splash(skill_id, skill_lv);
  11560. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11561. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11562. break;
  11563. case NC_NEUTRALBARRIER:
  11564. case NC_STEALTHFIELD:
  11565. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11566. skill_clear_unitgroup(src);
  11567. return 0;
  11568. }
  11569. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11570. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11571. 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));
  11572. }
  11573. break;
  11574. case NC_SILVERSNIPER:
  11575. {
  11576. struct mob_data *md;
  11577. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11578. if( md ) {
  11579. md->master_id = src->id;
  11580. md->special_state.ai = AI_FAW;
  11581. if( md->deletetimer != INVALID_TIMER )
  11582. delete_timer(md->deletetimer, mob_timer_delete);
  11583. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11584. mob_spawn(md);
  11585. }
  11586. }
  11587. break;
  11588. case NC_MAGICDECOY:
  11589. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11590. break;
  11591. case SC_FEINTBOMB: {
  11592. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11593. if( group == nullptr || group->unit == nullptr ) {
  11594. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11595. return 1;
  11596. }
  11597. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11598. 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
  11599. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  11600. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11601. }
  11602. break;
  11603. case SC_ESCAPE:
  11604. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11605. 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
  11606. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11607. flag |= 1;
  11608. break;
  11609. case LG_BANDING:
  11610. if( sc && sc->data[SC_BANDING] )
  11611. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11612. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11613. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11614. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11615. break;
  11616. case WM_DOMINION_IMPULSE:
  11617. i = skill_get_splash(skill_id, skill_lv);
  11618. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11619. break;
  11620. case WM_GREAT_ECHO:
  11621. i = skill_get_splash(skill_id,skill_lv);
  11622. 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);
  11623. break;
  11624. case WM_SEVERE_RAINSTORM:
  11625. flag |= 1;
  11626. if (sd)
  11627. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11628. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11629. break;
  11630. case GN_CRAZYWEED: {
  11631. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11632. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11633. int x1 = x - area + rnd()%(area * 2 + 1);
  11634. int y1 = y - area + rnd()%(area * 2 + 1);
  11635. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11636. }
  11637. }
  11638. break;
  11639. case GN_FIRE_EXPANSION: {
  11640. struct unit_data *ud = unit_bl2ud(src);
  11641. if( !ud ) break;
  11642. for (const auto itsu : ud->skillunits) {
  11643. skill_unit *su = itsu->unit;
  11644. std::shared_ptr<s_skill_unit_group> sg = itsu->unit->group;
  11645. if (itsu->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11646. switch (skill_lv) {
  11647. case 1: {
  11648. // TODO:
  11649. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11650. skill_delunit(su);
  11651. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11652. flag |= 1;
  11653. }
  11654. break;
  11655. case 2:
  11656. 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);
  11657. if (su != NULL)
  11658. skill_delunit(su);
  11659. break;
  11660. case 3:
  11661. skill_delunit(su);
  11662. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11663. flag |= 1;
  11664. break;
  11665. case 4:
  11666. skill_delunit(su);
  11667. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11668. flag |= 1;
  11669. break;
  11670. case 5: {
  11671. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11672. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11673. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11674. 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);
  11675. if (su != NULL)
  11676. skill_delunit(su);
  11677. }
  11678. break;
  11679. }
  11680. }
  11681. }
  11682. }
  11683. break;
  11684. case SO_FIREWALK:
  11685. case SO_ELECTRICWALK:
  11686. case NPC_FIREWALK:
  11687. case NPC_ELECTRICWALK:
  11688. if( sc && sc->data[type] )
  11689. status_change_end(src,type,INVALID_TIMER);
  11690. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11691. break;
  11692. case KO_MAKIBISHI:
  11693. for( i = 0; i < (skill_lv+2); i++ ) {
  11694. x = src->x - 1 + rnd()%3;
  11695. y = src->y - 1 + rnd()%3;
  11696. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11697. }
  11698. break;
  11699. case KO_MUCHANAGE: {
  11700. struct status_data *sstatus;
  11701. int rate = 0;
  11702. sstatus = status_get_status_data(src);
  11703. i = skill_get_splash(skill_id,skill_lv);
  11704. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11705. if( rate < 0 )
  11706. rate = 0;
  11707. 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);
  11708. if( rnd()%100 < rate )
  11709. 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);
  11710. }
  11711. break;
  11712. case RL_FALLEN_ANGEL:
  11713. if (unit_movepos(src,x,y,1,1)) {
  11714. clif_snap(src, src->x, src->y);
  11715. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11716. } else {
  11717. if (sd)
  11718. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11719. }
  11720. break;
  11721. case RL_FIRE_RAIN: {
  11722. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11723. int sx = x = src->x, sy = y = src->y;
  11724. for (w = 0; w <= wave; w++) {
  11725. switch (dir) {
  11726. case DIR_NORTH:
  11727. case DIR_NORTHWEST:
  11728. case DIR_NORTHEAST:
  11729. sy = y + w;
  11730. break;
  11731. case DIR_WEST:
  11732. sx = x - w;
  11733. break;
  11734. case DIR_SOUTHWEST:
  11735. case DIR_SOUTH:
  11736. case DIR_SOUTHEAST:
  11737. sy = y - w;
  11738. break;
  11739. case DIR_EAST:
  11740. sx = x + w;
  11741. break;
  11742. }
  11743. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11744. }
  11745. }
  11746. break;
  11747. case NC_MAGMA_ERUPTION:
  11748. // 1st, AoE 'slam' damage
  11749. i = skill_get_splash(skill_id, skill_lv);
  11750. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11751. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11752. // 2nd, AoE 'eruption' unit
  11753. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11754. break;
  11755. case SU_LOPE:
  11756. {
  11757. uint8 dir = map_calc_dir(src, x, y);
  11758. // Fails on noteleport maps, except for GvG and BG maps
  11759. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11760. x = src->x;
  11761. y = src->y;
  11762. }
  11763. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11764. 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))
  11765. clif_blown(src);
  11766. }
  11767. break;
  11768. default:
  11769. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11770. return 1;
  11771. }
  11772. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11773. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11774. if( sd )
  11775. {// ensure that the skill last-cast tick is recorded
  11776. sd->canskill_tick = gettick();
  11777. if( sd->state.arrow_atk && !(flag&1) )
  11778. {// consume arrow if this is a ground skill
  11779. battle_consume_ammo(sd, skill_id, skill_lv);
  11780. }
  11781. skill_onskillusage(sd, NULL, skill_id, tick);
  11782. // perform skill requirement consumption
  11783. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11784. }
  11785. return 0;
  11786. }
  11787. /*==========================================
  11788. *
  11789. *------------------------------------------*/
  11790. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11791. {
  11792. nullpo_ret(sd);
  11793. //Simplify skill_failed code.
  11794. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11795. if(skill_id != sd->menuskill_id)
  11796. return 0;
  11797. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11798. skill_failed(sd);
  11799. return 0;
  11800. }
  11801. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11802. skill_failed(sd);
  11803. return 0;
  11804. }
  11805. pc_stop_attack(sd);
  11806. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11807. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11808. if(strcmp(mapname,"cancel")==0) {
  11809. skill_failed(sd);
  11810. return 0;
  11811. }
  11812. switch(skill_id)
  11813. {
  11814. case AL_TELEPORT:
  11815. case ALL_ODINS_RECALL:
  11816. //The storage window is closed automatically by the client when there's
  11817. //any kind of map change, so we need to restore it automatically
  11818. //bugreport:8027
  11819. if(strcmp(mapname,"Random") == 0)
  11820. pc_randomwarp(sd,CLR_TELEPORT);
  11821. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11822. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11823. clif_refresh_storagewindow(sd);
  11824. break;
  11825. case AL_WARP:
  11826. {
  11827. const struct point *p[4];
  11828. std::shared_ptr<s_skill_unit_group> group;
  11829. int i, lv, wx, wy;
  11830. int maxcount=0;
  11831. int x,y;
  11832. unsigned short mapindex;
  11833. mapindex = mapindex_name2id((char*)mapname);
  11834. if(!mapindex) { //Given map not found?
  11835. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11836. skill_failed(sd);
  11837. return 0;
  11838. }
  11839. p[0] = &sd->status.save_point;
  11840. p[1] = &sd->status.memo_point[0];
  11841. p[2] = &sd->status.memo_point[1];
  11842. p[3] = &sd->status.memo_point[2];
  11843. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11844. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  11845. if (maxcount == 0) {
  11846. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11847. skill_failed(sd);
  11848. return 0;
  11849. }
  11850. }
  11851. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11852. wx = sd->menuskill_val>>16;
  11853. wy = sd->menuskill_val&0xffff;
  11854. if( lv <= 0 ) return 0;
  11855. if( lv > 4 ) lv = 4; // crash prevention
  11856. // check if the chosen map exists in the memo list
  11857. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11858. if( i < lv ) {
  11859. x=p[i]->x;
  11860. y=p[i]->y;
  11861. } else {
  11862. skill_failed(sd);
  11863. return 0;
  11864. }
  11865. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11866. { // This checks versus skill_id/skill_lv...
  11867. skill_failed(sd);
  11868. return 0;
  11869. }
  11870. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11871. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11872. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  11873. skill_failed(sd);
  11874. return 0;
  11875. }
  11876. group->val1 = (group->val1<<16)|(short)0;
  11877. // record the destination coordinates
  11878. group->val2 = (x<<16)|y;
  11879. group->val3 = mapindex;
  11880. }
  11881. break;
  11882. }
  11883. sd->menuskill_id = sd->menuskill_val = 0;
  11884. return 0;
  11885. #undef skill_failed
  11886. }
  11887. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11888. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11889. {
  11890. struct skill_unit* target = (struct skill_unit*)bl;
  11891. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11892. int flag = va_arg(ap, int);
  11893. if (src == target)
  11894. return 0;
  11895. if (!target->group || !(target->group->state.song_dance&0x1))
  11896. return 0;
  11897. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  11898. return 0;
  11899. if (flag) //Set dissonance
  11900. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  11901. else //Remove dissonance
  11902. target->val2 &= ~(1 << UF_ENSEMBLE);
  11903. skill_getareachar_skillunit_visibilty(target, AREA);
  11904. return 1;
  11905. }
  11906. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11907. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11908. //When 1, this unit has been positioned, so start the cancel effect.
  11909. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11910. {
  11911. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11912. return 0;
  11913. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  11914. return 0; //Nothing to remove, this unit is not overlapped.
  11915. if (unit->val1 != unit->group->skill_id)
  11916. { //Reset state
  11917. unit->val1 = unit->group->skill_id;
  11918. unit->val2 &= ~(1 << UF_ENSEMBLE);
  11919. }
  11920. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11921. }
  11922. /**
  11923. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11924. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11925. * @param flag 0 Convert
  11926. * @param flag 1 Revert
  11927. * @return true success
  11928. * @TODO: This should be completely removed later and rewritten
  11929. * The entire execution of the overlapping songs instances is dirty and hacked together
  11930. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11931. */
  11932. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11933. {
  11934. static int prevflag = 1; // by default the backup is empty
  11935. static s_skill_unit_group backup;
  11936. std::shared_ptr<s_skill_unit_group> group;
  11937. if( unit == nullptr || (group = unit->group) == nullptr )
  11938. return false;
  11939. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  11940. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  11941. return false;
  11942. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11943. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11944. flag ? "read an empty backup" : "write to a full backup",
  11945. group->skill_id, group->skill_lv, group->src_id);
  11946. return false;
  11947. }
  11948. prevflag = flag;
  11949. if (!flag) { //Transform
  11950. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  11951. // backup
  11952. backup.skill_id = group->skill_id;
  11953. backup.skill_lv = group->skill_lv;
  11954. backup.unit_id = group->unit_id;
  11955. backup.target_flag = group->target_flag;
  11956. backup.bl_flag = group->bl_flag;
  11957. backup.interval = group->interval;
  11958. // replace
  11959. group->skill_id = skill_id;
  11960. group->skill_lv = 1;
  11961. group->unit_id = skill_get_unit_id(skill_id);
  11962. group->target_flag = skill_get_unit_target(skill_id);
  11963. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11964. group->interval = skill_get_unit_interval(skill_id);
  11965. } else { //Restore
  11966. group->skill_id = backup.skill_id;
  11967. group->skill_lv = backup.skill_lv;
  11968. group->unit_id = backup.unit_id;
  11969. group->target_flag = backup.target_flag;
  11970. group->bl_flag = backup.bl_flag;
  11971. group->interval = backup.interval;
  11972. }
  11973. return true;
  11974. }
  11975. /**
  11976. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11977. * @param src Object that triggers the skill
  11978. * @param skill_id Skill ID
  11979. * @param skill_lv Skill level of used skill
  11980. * @param x Position x
  11981. * @param y Position y
  11982. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11983. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11984. * @return s_skill_unit_group
  11985. */
  11986. 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)
  11987. {
  11988. std::shared_ptr<s_skill_unit_group> group;
  11989. int i, val1 = 0, val2 = 0, val3 = 0;
  11990. t_tick limit;
  11991. int link_group_id = 0;
  11992. int target, interval, range;
  11993. t_itemid req_item = 0;
  11994. struct s_skill_unit_layout *layout;
  11995. struct map_session_data *sd;
  11996. struct status_data *status;
  11997. struct status_change *sc;
  11998. int active_flag = 1;
  11999. int subunt = 0;
  12000. bool hidden = false;
  12001. struct map_data *mapdata;
  12002. nullpo_retr(nullptr, src);
  12003. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12004. mapdata = map_getmapdata(src->m);
  12005. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  12006. range = skill_get_unit_range(skill_id,skill_lv);
  12007. interval = skill->unit_interval;
  12008. target = skill_get_unit_target(skill_id);
  12009. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  12010. sd = BL_CAST(BL_PC, src);
  12011. status = status_get_status_data(src);
  12012. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  12013. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  12014. switch( skill_id ) {
  12015. case MH_STEINWAND:
  12016. val2 = 4 + skill_lv;
  12017. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  12018. break;
  12019. case MG_SAFETYWALL:
  12020. val2 = skill_lv + 1;
  12021. #ifdef RENEWAL
  12022. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  12023. #endif
  12024. break;
  12025. case MG_FIREWALL:
  12026. if(sc && sc->data[SC_VIOLENTGALE])
  12027. limit = limit*3/2;
  12028. val2 = 4+skill_lv;
  12029. break;
  12030. case AL_WARP:
  12031. val1=skill_lv+6;
  12032. if(!(flag&1))
  12033. limit=2000;
  12034. else // previous implementation (not used anymore)
  12035. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  12036. if( src->type != BL_SKILL ) return nullptr;
  12037. group = ((TBL_SKILL*)src)->group;
  12038. src = map_id2bl(group->src_id);
  12039. if( !src ) return nullptr;
  12040. val2 = group->val2; //Copy the (x,y) position you warp to
  12041. val3 = group->val3; //as well as the mapindex to warp to.
  12042. }
  12043. break;
  12044. #ifndef RENEWAL
  12045. case HP_BASILICA:
  12046. val1 = src->id; // Store caster id.
  12047. break;
  12048. #endif
  12049. case PR_SANCTUARY:
  12050. case NPC_EVILLAND:
  12051. val1=skill_lv+3;
  12052. break;
  12053. case WZ_METEOR:
  12054. case SU_CN_METEOR:
  12055. case SU_CN_METEOR2:
  12056. limit = flag;
  12057. flag = 0; // Flag should not influence anything else for these skills
  12058. break;
  12059. case WZ_FIREPILLAR:
  12060. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12061. return nullptr;
  12062. if((flag&1)!=0)
  12063. limit=1000;
  12064. val1=skill_lv+2;
  12065. break;
  12066. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  12067. case AM_DEMONSTRATION:
  12068. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  12069. target = BCT_ALL;
  12070. break;
  12071. case HT_SKIDTRAP:
  12072. case MA_SKIDTRAP:
  12073. //Save position of caster
  12074. val1 = ((src->x)<<16)|(src->y);
  12075. case HT_ANKLESNARE:
  12076. case HT_SHOCKWAVE:
  12077. case HT_SANDMAN:
  12078. case MA_SANDMAN:
  12079. case HT_CLAYMORETRAP:
  12080. case HT_LANDMINE:
  12081. case MA_LANDMINE:
  12082. case HT_FLASHER:
  12083. case HT_FREEZINGTRAP:
  12084. case MA_FREEZINGTRAP:
  12085. case HT_BLASTMINE:
  12086. case RA_ELECTRICSHOCKER:
  12087. case RA_CLUSTERBOMB:
  12088. case RA_MAGENTATRAP:
  12089. case RA_COBALTTRAP:
  12090. case RA_MAIZETRAP:
  12091. case RA_VERDURETRAP:
  12092. case RA_FIRINGTRAP:
  12093. case RA_ICEBOUNDTRAP:
  12094. case RL_B_TRAP:
  12095. case SC_ESCAPE:
  12096. {
  12097. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  12098. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  12099. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  12100. req_item = req.itemid[i];
  12101. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  12102. break;
  12103. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  12104. target = BCT_ALL;
  12105. }
  12106. break;
  12107. case SA_LANDPROTECTOR:
  12108. case SA_VOLCANO:
  12109. case SA_DELUGE:
  12110. case SA_VIOLENTGALE:
  12111. case SC_CHAOSPANIC:
  12112. {
  12113. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  12114. if (old_sg != nullptr)
  12115. { //HelloKitty confirmed that these are interchangeable,
  12116. //so you can change element and not consume gemstones.
  12117. if ((
  12118. old_sg->skill_id == SA_VOLCANO ||
  12119. old_sg->skill_id == SA_DELUGE ||
  12120. old_sg->skill_id == SA_VIOLENTGALE
  12121. ) && old_sg->limit > 0)
  12122. { //Use the previous limit (minus the elapsed time) [Skotlex]
  12123. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  12124. if (limit < 0) //This can happen...
  12125. limit = skill_get_time(skill_id,skill_lv);
  12126. }
  12127. skill_clear_group(src,1);
  12128. }
  12129. break;
  12130. }
  12131. case BA_WHISTLE:
  12132. val1 = skill_lv + status->agi / 10; // Flee increase
  12133. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  12134. if (sd) {
  12135. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12136. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  12137. }
  12138. break;
  12139. case DC_HUMMING:
  12140. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  12141. if (sd)
  12142. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12143. break;
  12144. case BA_POEMBRAGI:
  12145. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  12146. //For some reason at level 10 the base delay reduction is 50%.
  12147. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  12148. if (sd) {
  12149. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  12150. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  12151. }
  12152. break;
  12153. case DC_DONTFORGETME:
  12154. #ifdef RENEWAL
  12155. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  12156. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  12157. #else
  12158. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  12159. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  12160. #endif
  12161. if (sd) {
  12162. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  12163. #ifdef RENEWAL
  12164. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12165. #else
  12166. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  12167. #endif
  12168. }
  12169. val1 *= 10; //Because 10 is actually 1% aspd
  12170. break;
  12171. case DC_SERVICEFORYOU:
  12172. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  12173. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  12174. if (sd) {
  12175. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12176. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  12177. }
  12178. break;
  12179. case BA_ASSASSINCROSS:
  12180. if (sd)
  12181. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  12182. val1 += 5 + skill_lv + (status->agi / 20);
  12183. val1 *= 10; // ASPD works with 1000 as 100%
  12184. break;
  12185. case DC_FORTUNEKISS:
  12186. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  12187. val1 *= 10; //Because every 10 crit is an actual cri point.
  12188. if (sd)
  12189. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  12190. break;
  12191. case BD_DRUMBATTLEFIELD:
  12192. val1 = (skill_lv+1)*25; //Atk increase
  12193. val2 = (skill_lv+1)*2; //Def increase
  12194. break;
  12195. case BD_RINGNIBELUNGEN:
  12196. val1 = (skill_lv+2)*25; //Atk increase
  12197. break;
  12198. case BD_RICHMANKIM:
  12199. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  12200. break;
  12201. case BD_SIEGFRIED:
  12202. val1 = 55 + skill_lv*5; //Elemental Resistance
  12203. val2 = skill_lv*10; //Status ailment resistance
  12204. break;
  12205. case WE_CALLPARTNER:
  12206. if (sd) val1 = sd->status.partner_id;
  12207. break;
  12208. case WE_CALLPARENT:
  12209. if (sd) {
  12210. val1 = sd->status.father;
  12211. val2 = sd->status.mother;
  12212. }
  12213. break;
  12214. case WE_CALLBABY:
  12215. if (sd) val1 = sd->status.child;
  12216. break;
  12217. case NJ_KAENSIN:
  12218. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  12219. val2 = (skill_lv+1)/2 + 4;
  12220. break;
  12221. case NJ_SUITON:
  12222. skill_clear_group(src, 1);
  12223. break;
  12224. case GS_GROUNDDRIFT:
  12225. {
  12226. // Ground Drift Element is decided when it's placed.
  12227. int ele = skill_get_ele(skill_id, skill_lv);
  12228. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  12229. if (ele == ELE_RANDOM)
  12230. val1 = element[rnd()%5]; // Use random from available unit visual?
  12231. else if (ele == ELE_ENDOWED)
  12232. val1 = status_get_attack_sc_element(src,sc);
  12233. else if (ele == ELE_WEAPON) {
  12234. val1 = status->rhw.ele;
  12235. if (sc && sc->data[SC_ENCHANTARMS])
  12236. val1 = sc->data[SC_ENCHANTARMS]->val1;
  12237. }
  12238. switch (val1) {
  12239. case ELE_FIRE:
  12240. subunt++;
  12241. case ELE_WATER:
  12242. subunt++;
  12243. case ELE_POISON:
  12244. subunt++;
  12245. case ELE_DARK:
  12246. subunt++;
  12247. case ELE_WIND:
  12248. break;
  12249. default:
  12250. subunt = rnd()%5;
  12251. break;
  12252. }
  12253. break;
  12254. }
  12255. case GC_POISONSMOKE:
  12256. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  12257. return nullptr;
  12258. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  12259. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  12260. limit = skill_get_time(skill_id, skill_lv);
  12261. break;
  12262. case NPC_COMET:
  12263. case WL_COMET:
  12264. if (sc) {
  12265. sc->comet_x = x;
  12266. sc->comet_y = y;
  12267. }
  12268. break;
  12269. case GD_LEADERSHIP:
  12270. case GD_GLORYWOUNDS:
  12271. case GD_SOULCOLD:
  12272. case GD_HAWKEYES:
  12273. limit = 1000000;//it doesn't matter
  12274. break;
  12275. case LG_BANDING:
  12276. limit = -1;
  12277. break;
  12278. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  12279. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  12280. target = BCT_ALL;
  12281. case WM_SEVERE_RAINSTORM:
  12282. case SO_WATER_INSIGNIA:
  12283. case SO_FIRE_INSIGNIA:
  12284. case SO_WIND_INSIGNIA:
  12285. case SO_EARTH_INSIGNIA:
  12286. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  12287. return nullptr;
  12288. break;
  12289. case SO_CLOUD_KILL:
  12290. case NPC_CLOUD_KILL:
  12291. skill_clear_group(src, 4);
  12292. break;
  12293. case SO_WARMER:
  12294. skill_clear_group(src, 8);
  12295. break;
  12296. case SO_FIREWALK:
  12297. case SO_ELECTRICWALK:
  12298. limit = skill_get_time2(skill_id, skill_lv);
  12299. break;
  12300. case GN_WALLOFTHORN:
  12301. // Turns to Firewall
  12302. if( flag&1 )
  12303. limit = 3000;
  12304. val3 = (x<<16)|y;
  12305. break;
  12306. case GN_DEMONIC_FIRE:
  12307. if (flag) { // Fire Expansion level 1
  12308. limit = flag + 10000;
  12309. flag = 0;
  12310. }
  12311. break;
  12312. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12313. case GN_FIRE_EXPANSION_TEAR_GAS:
  12314. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  12315. break;
  12316. case KO_ZENKAI:
  12317. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  12318. val1 = sd->spiritcharm;
  12319. val2 = sd->spiritcharm_type;
  12320. limit = 6000 * val1;
  12321. subunt = sd->spiritcharm_type - 1;
  12322. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  12323. }
  12324. break;
  12325. #ifndef RENEWAL
  12326. case HW_GRAVITATION:
  12327. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  12328. link_group_id = sc->data[SC_GRAVITATION]->val4;
  12329. break;
  12330. #endif
  12331. case SO_VACUUM_EXTREME:
  12332. // Coordinates
  12333. val1 = x;
  12334. val2 = y;
  12335. val3 = 0; // Suck target at n seconds.
  12336. break;
  12337. case MH_POISON_MIST:
  12338. case MH_LAVA_SLIDE:
  12339. skill_clear_group(src, 1);
  12340. break;
  12341. case MH_VOLCANIC_ASH:
  12342. if (!map_flag_vs(src->m))
  12343. target = BCT_ENEMY;
  12344. break;
  12345. }
  12346. // Init skill unit group
  12347. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  12348. if (group == nullptr)
  12349. return nullptr;
  12350. group->val1 = val1;
  12351. group->val2 = val2;
  12352. group->val3 = val3;
  12353. group->link_group_id = link_group_id;
  12354. group->target_flag = target;
  12355. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12356. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12357. 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
  12358. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12359. group->item_id = req_item;
  12360. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12361. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12362. active_flag = 0;
  12363. // Put message for Talkie Box & Graffiti
  12364. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12365. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12366. if (sd)
  12367. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12368. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12369. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12370. }
  12371. // Dance skill
  12372. if (group->state.song_dance) {
  12373. if(sd) {
  12374. sd->skill_id_dance = skill_id;
  12375. sd->skill_lv_dance = skill_lv;
  12376. }
  12377. if (
  12378. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12379. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12380. )
  12381. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12382. }
  12383. // Set skill unit
  12384. limit = group->limit;
  12385. for( i = 0; i < layout->count; i++ ) {
  12386. struct skill_unit *unit;
  12387. int ux = x + layout->dx[i];
  12388. int uy = y + layout->dy[i];
  12389. int unit_val1 = skill_lv;
  12390. int unit_val2 = 0;
  12391. int alive = 1;
  12392. // are the coordinates out of range?
  12393. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12394. continue;
  12395. }
  12396. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12397. continue; // don't place skill units on walls (except for songs/dances/encores)
  12398. 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) )
  12399. continue; // no path between cell and caster
  12400. switch( skill_id ) {
  12401. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12402. case HT_LANDMINE:
  12403. case MA_LANDMINE:
  12404. case HT_ANKLESNARE:
  12405. case HT_SHOCKWAVE:
  12406. case HT_SANDMAN:
  12407. case MA_SANDMAN:
  12408. case HT_FLASHER:
  12409. case HT_FREEZINGTRAP:
  12410. case MA_FREEZINGTRAP:
  12411. case HT_SKIDTRAP:
  12412. case MA_SKIDTRAP:
  12413. case HT_CLAYMORETRAP:
  12414. case HT_BLASTMINE:
  12415. case SC_ESCAPE:
  12416. unit_val1 = 3500;
  12417. break;
  12418. case MG_FIREWALL:
  12419. case NJ_KAENSIN:
  12420. unit_val2 = group->val2;
  12421. break;
  12422. case WZ_ICEWALL:
  12423. unit_val1 = 200 + 200*skill_lv;
  12424. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12425. break;
  12426. case WZ_WATERBALL:
  12427. //Check if there are cells that can be turned into waterball units
  12428. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12429. || (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)
  12430. break; //Turn water, deluge or suiton into waterball cell
  12431. continue;
  12432. case GS_DESPERADO:
  12433. unit_val1 = abs(layout->dx[i]);
  12434. unit_val2 = abs(layout->dy[i]);
  12435. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12436. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12437. if (unit_val1) unit_val1--;
  12438. unit_val1 = 36 -12*unit_val1;
  12439. } else //Diagonal edges
  12440. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12441. if (unit_val1 < 1) unit_val1 = 1;
  12442. unit_val2 = 0;
  12443. break;
  12444. case NPC_REVERBERATION:
  12445. unit_val1 = 1 + skill_lv;
  12446. break;
  12447. case WM_POEMOFNETHERWORLD:
  12448. unit_val1 = 1 + skill_lv;
  12449. break;
  12450. case GN_WALLOFTHORN:
  12451. if (flag&1) // Turned become Firewall
  12452. break;
  12453. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12454. unit_val2 = 20; // Max hits
  12455. break;
  12456. case RL_B_TRAP:
  12457. unit_val1 = 3500;
  12458. unit_val2 = 0;
  12459. break;
  12460. default:
  12461. if (group->state.song_dance&0x1)
  12462. 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
  12463. break;
  12464. }
  12465. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12466. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12467. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12468. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12469. // Check active cell to failing or remove current unit
  12470. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12471. if( !alive )
  12472. continue;
  12473. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12474. unit->limit = limit;
  12475. unit->range = range;
  12476. if (skill_id == PF_FOGWALL && alive == 2)
  12477. { //Double duration of cells on top of Deluge/Suiton
  12478. unit->limit *= 2;
  12479. group->limit = unit->limit;
  12480. }
  12481. // Execute on all targets standing on this cell
  12482. if (range == 0 && active_flag)
  12483. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12484. }
  12485. if (!group->alive_count)
  12486. { //No cells? Something that was blocked completely by Land Protector?
  12487. skill_delunitgroup(group);
  12488. return nullptr;
  12489. }
  12490. //success, unit created.
  12491. switch( skill_id ) {
  12492. case NJ_TATAMIGAESHI: //Store number of tiles.
  12493. group->val1 = group->alive_count;
  12494. break;
  12495. }
  12496. return group;
  12497. }
  12498. /*==========================================
  12499. *
  12500. *------------------------------------------*/
  12501. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12502. {
  12503. skill_unit_onplace(unit, bl, tick);
  12504. }
  12505. /**
  12506. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12507. * while skill unit initialized or moved (such by knock back).
  12508. * As a follow of skill_unit_effect flag &1
  12509. * @param unit
  12510. * @param bl Target
  12511. * @param tick
  12512. */
  12513. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12514. {
  12515. struct block_list *ss; // Actual source that cast the skill unit
  12516. struct status_change *sc;
  12517. struct status_change_entry *sce;
  12518. struct status_data *tstatus;
  12519. enum sc_type type;
  12520. uint16 skill_id;
  12521. nullpo_ret(unit);
  12522. nullpo_ret(bl);
  12523. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12524. return 0;
  12525. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  12526. if (sg == nullptr)
  12527. return 0;
  12528. nullpo_ret(ss = map_id2bl(sg->src_id));
  12529. tstatus = status_get_status_data(bl);
  12530. 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) ||
  12531. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12532. return 0; //AoE skills are ineffective. [Skotlex]
  12533. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12534. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12535. return 0; //Songs don't work in Basilica
  12536. sc = status_get_sc(bl);
  12537. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12538. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12539. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12540. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12541. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12542. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12543. type = status_skill2sc(sg->skill_id);
  12544. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12545. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12546. switch (sg->unit_id) {
  12547. case UNT_SPIDERWEB:
  12548. if (sc) {
  12549. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12550. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12551. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12552. const struct TimerData* td;
  12553. struct map_data *mapdata = map_getmapdata(bl->m);
  12554. if (mapdata_flag_vs(mapdata))
  12555. sec /= 2;
  12556. if (sc->data[type]) {
  12557. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12558. //Already triple affected, immune
  12559. sg->limit = DIFF_TICK(tick, sg->tick);
  12560. break;
  12561. }
  12562. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12563. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12564. sec *= (sc->data[type]->val1 + 1);
  12565. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12566. sec *= (sc->data[type]->val1 + 1);
  12567. //Add group id to status change
  12568. if (sc->data[type]->val2 == 0)
  12569. sc->data[type]->val2 = sg->group_id;
  12570. else if (sc->data[type]->val3 == 0)
  12571. sc->data[type]->val3 = sg->group_id;
  12572. else if (sc->data[type]->val4 == 0)
  12573. sc->data[type]->val4 = sg->group_id;
  12574. //Overwrite status change with new duration
  12575. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12576. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12577. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12578. }
  12579. else {
  12580. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12581. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12582. if (td)
  12583. sec = DIFF_TICK(td->tick, tick);
  12584. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12585. clif_fixpos(bl);
  12586. }
  12587. else
  12588. sec = 3000; //Couldn't trap it?
  12589. }
  12590. sg->val2 = bl->id;
  12591. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12592. }
  12593. break;
  12594. case UNT_SAFETYWALL:
  12595. if (!sce)
  12596. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12597. break;
  12598. case UNT_BLOODYLUST:
  12599. if (sg->src_id == bl->id)
  12600. break; //Does not affect the caster.
  12601. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12602. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12603. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12604. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12605. break;
  12606. case UNT_PNEUMA:
  12607. if (!sce)
  12608. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12609. break;
  12610. case UNT_CHAOSPANIC:
  12611. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12612. break;
  12613. case UNT_WARP_WAITING: {
  12614. int working = sg->val1&0xffff;
  12615. if(bl->type==BL_PC && !working){
  12616. struct map_session_data *sd = (struct map_session_data *)bl;
  12617. if((!sd->chatID || battle_config.chat_warpportal)
  12618. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12619. {
  12620. int x = sg->val2>>16;
  12621. int y = sg->val2&0xffff;
  12622. int count = sg->val1>>16;
  12623. unsigned short m = sg->val3;
  12624. if( --count <= 0 )
  12625. skill_delunitgroup(sg);
  12626. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12627. working = 1;/* we break it because officials break it, lovely stuff. */
  12628. sg->val1 = (count<<16)|working;
  12629. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12630. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12631. }
  12632. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12633. int16 m = map_mapindex2mapid(sg->val3);
  12634. if (m < 0) break; //Map not available on this map-server.
  12635. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12636. }
  12637. }
  12638. break;
  12639. case UNT_QUAGMIRE:
  12640. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12641. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12642. break;
  12643. case UNT_VOLCANO:
  12644. case UNT_DELUGE:
  12645. case UNT_VIOLENTGALE:
  12646. case UNT_FIRE_INSIGNIA:
  12647. case UNT_WATER_INSIGNIA:
  12648. case UNT_WIND_INSIGNIA:
  12649. case UNT_EARTH_INSIGNIA:
  12650. if(!sce)
  12651. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12652. break;
  12653. case UNT_WATER_BARRIER:
  12654. case UNT_ZEPHYR:
  12655. case UNT_POWER_OF_GAIA:
  12656. if (bl->id == ss->id)
  12657. break; // Doesn't affect the Elemental
  12658. if (!sce)
  12659. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12660. break;
  12661. case UNT_SUITON:
  12662. if(!sce)
  12663. sc_start4(ss, bl,type,100,sg->skill_lv,
  12664. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12665. 0,0,sg->limit);
  12666. break;
  12667. case UNT_HERMODE:
  12668. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12669. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12670. case UNT_RICHMANKIM:
  12671. case UNT_ETERNALCHAOS:
  12672. case UNT_DRUMBATTLEFIELD:
  12673. case UNT_RINGNIBELUNGEN:
  12674. case UNT_ROKISWEIL:
  12675. case UNT_INTOABYSS:
  12676. case UNT_SIEGFRIED:
  12677. //Needed to check when a dancer/bard leaves their ensemble area.
  12678. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12679. return skill_id;
  12680. if (!sce)
  12681. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12682. break;
  12683. case UNT_WHISTLE:
  12684. case UNT_ASSASSINCROSS:
  12685. case UNT_POEMBRAGI:
  12686. case UNT_APPLEIDUN:
  12687. case UNT_HUMMING:
  12688. case UNT_DONTFORGETME:
  12689. case UNT_FORTUNEKISS:
  12690. case UNT_SERVICEFORYOU:
  12691. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12692. return 0;
  12693. if (!sc) return 0;
  12694. if (!sce)
  12695. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12696. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12697. sce->val4 = 0; //remove the mark that we stepped out
  12698. delete_timer(sce->timer, status_change_timer);
  12699. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12700. }
  12701. break;
  12702. case UNT_FOGWALL:
  12703. if (!sce)
  12704. {
  12705. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12706. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12707. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12708. }
  12709. break;
  12710. #ifndef RENEWAL
  12711. case UNT_GRAVITATION:
  12712. if (!sce)
  12713. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12714. break;
  12715. case UNT_BASILICA:
  12716. {
  12717. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12718. if (i > 0) {
  12719. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12720. break;
  12721. }
  12722. if (!sce && i <= 0)
  12723. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12724. }
  12725. break;
  12726. #endif
  12727. case UNT_MOONLIT:
  12728. //Knockback out of area if affected char isn't in Moonlit effect
  12729. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12730. break;
  12731. if (ss == bl) //Also needed to prevent infinite loop crash.
  12732. break;
  12733. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12734. break;
  12735. case UNT_REVERBERATION:
  12736. if (sg->src_id == bl->id)
  12737. break; //Does not affect the caster.
  12738. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12739. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12740. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12741. sg->unit_id = UNT_USED_TRAPS;
  12742. break;
  12743. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12744. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12745. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12746. break;
  12747. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12748. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12749. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12750. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12751. break;
  12752. case UNT_VOLCANIC_ASH:
  12753. if (!sce)
  12754. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12755. break;
  12756. case UNT_KINGS_GRACE:
  12757. if (!sce) {
  12758. int state = 0;
  12759. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12760. state |= BCT_GUILD;
  12761. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12762. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12763. }
  12764. break;
  12765. case UNT_STEALTHFIELD:
  12766. if( bl->id == sg->src_id )
  12767. break; // Doesn't work on self (video shows that)
  12768. if (!sce)
  12769. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12770. break;
  12771. case UNT_NEUTRALBARRIER:
  12772. if (!sce)
  12773. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12774. break;
  12775. case UNT_WARMER:
  12776. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12777. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12778. break;
  12779. case UNT_CATNIPPOWDER:
  12780. if (sg->src_id == bl->id)
  12781. break; // Does not affect the caster or Boss.
  12782. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12783. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12784. break;
  12785. case UNT_NYANGGRASS:
  12786. if (!sce)
  12787. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12788. break;
  12789. case UNT_CREATINGSTAR:
  12790. if (!sce)
  12791. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  12792. break;
  12793. case UNT_GD_LEADERSHIP:
  12794. case UNT_GD_GLORYWOUNDS:
  12795. case UNT_GD_SOULCOLD:
  12796. case UNT_GD_HAWKEYES:
  12797. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12798. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12799. break;
  12800. }
  12801. return skill_id;
  12802. }
  12803. /**
  12804. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  12805. * @param unit Skill unit
  12806. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12807. * @param tick
  12808. */
  12809. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12810. {
  12811. struct block_list *ss;
  12812. TBL_PC* tsd;
  12813. struct status_data *tstatus;
  12814. struct status_change *sc, *tsc;
  12815. struct skill_unit_group_tickset *ts;
  12816. enum sc_type type;
  12817. uint16 skill_id;
  12818. t_tick diff = 0;
  12819. nullpo_ret(unit);
  12820. nullpo_ret(bl);
  12821. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12822. return 0;
  12823. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  12824. if (sg == nullptr)
  12825. return 0;
  12826. nullpo_ret(ss = map_id2bl(sg->src_id));
  12827. tsd = BL_CAST(BL_PC, bl);
  12828. tsc = status_get_sc(bl);
  12829. sc = status_get_sc(ss);
  12830. tstatus = status_get_status_data(bl);
  12831. type = status_skill2sc(sg->skill_id);
  12832. skill_id = sg->skill_id;
  12833. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12834. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12835. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12836. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12837. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12838. if (sg->interval == -1) {
  12839. switch (sg->unit_id) {
  12840. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12841. case UNT_FIREPILLAR_ACTIVE:
  12842. case UNT_ELECTRICSHOCKER:
  12843. case UNT_MANHOLE:
  12844. return 0;
  12845. default:
  12846. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12847. return 0;
  12848. }
  12849. }
  12850. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12851. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12852. diff = DIFF_TICK(tick,ts->tick);
  12853. if (diff < 0)
  12854. return 0;
  12855. ts->tick = tick+sg->interval;
  12856. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12857. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12858. }
  12859. // Wall of Thorn damaged by Fire element unit [Cydh]
  12860. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12861. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12862. struct skill_unit *su = (struct skill_unit *)bl;
  12863. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12864. 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);
  12865. su->group->limit = sg->limit = 0;
  12866. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12867. return skill_id;
  12868. }
  12869. }
  12870. switch (sg->unit_id) {
  12871. // Units that deals simple attack
  12872. case UNT_GRAVITATION:
  12873. case UNT_EARTHSTRAIN:
  12874. case UNT_FIREWALK:
  12875. case UNT_ELECTRICWALK:
  12876. case UNT_PSYCHIC_WAVE:
  12877. case UNT_LAVA_SLIDE:
  12878. case UNT_MAKIBISHI:
  12879. case UNT_VENOMFOG:
  12880. case UNT_ICEMINE:
  12881. case UNT_FLAMECROSS:
  12882. case UNT_HELLBURNING:
  12883. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12884. break;
  12885. case UNT_DUMMYSKILL:
  12886. switch (sg->skill_id) {
  12887. case SG_SUN_WARM: //SG skills [Komurka]
  12888. case SG_MOON_WARM:
  12889. case SG_STAR_WARM: {
  12890. int count = 0;
  12891. const int x = bl->x, y = bl->y;
  12892. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12893. do {
  12894. if( bl->type == BL_PC )
  12895. status_zap(bl, 0, 15); // sp damage to players
  12896. else // mobs
  12897. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12898. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  12899. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12900. } else { //should end when out of sp.
  12901. sg->limit = DIFF_TICK(tick,sg->tick);
  12902. break;
  12903. }
  12904. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12905. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12906. }
  12907. break;
  12908. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12909. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12910. if (tsc)
  12911. tsc->sg_counter++; //SG hit counter.
  12912. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12913. tsc->sg_counter=0; //Attack absorbed.
  12914. break;
  12915. #endif
  12916. case GS_DESPERADO:
  12917. if (rnd()%100 < unit->val1)
  12918. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12919. break;
  12920. case NPC_COMET:
  12921. case WL_COMET:
  12922. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  12923. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12924. break;
  12925. case NPC_WIDESUCK: {
  12926. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12927. if (heal > 0) {
  12928. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  12929. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  12930. status_heal(ss,heal,0,0);
  12931. }
  12932. }
  12933. break;
  12934. default:
  12935. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12936. }
  12937. break;
  12938. case UNT_FIREWALL:
  12939. case UNT_KAEN: {
  12940. int count = 0;
  12941. const int x = bl->x, y = bl->y;
  12942. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12943. break;
  12944. //Take into account these hit more times than the timer interval can handle.
  12945. do
  12946. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  12947. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12948. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12949. if (unit->val2 <= 0)
  12950. skill_delunit(unit);
  12951. }
  12952. break;
  12953. case UNT_SANCTUARY:
  12954. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12955. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12956. 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) )
  12957. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12958. } else {
  12959. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12960. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12961. #ifdef RENEWAL
  12962. if (md && md->mob_id == MOBID_EMPERIUM)
  12963. break;
  12964. #endif
  12965. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12966. break;
  12967. if( tstatus->hp >= tstatus->max_hp )
  12968. break;
  12969. if( status_isimmune(bl) )
  12970. heal = 0;
  12971. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12972. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12973. heal = ~heal + 1;
  12974. status_heal(bl, heal, 0, 0);
  12975. }
  12976. break;
  12977. case UNT_EVILLAND:
  12978. //Will heal demon and undead element monsters, but not players.
  12979. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12980. { //Damage enemies
  12981. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12982. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12983. } else {
  12984. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12985. if (tstatus->hp >= tstatus->max_hp)
  12986. break;
  12987. if (status_isimmune(bl))
  12988. heal = 0;
  12989. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12990. status_heal(bl, heal, 0, 0);
  12991. }
  12992. break;
  12993. case UNT_MAGNUS:
  12994. #ifndef RENEWAL
  12995. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12996. break;
  12997. #endif
  12998. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12999. break;
  13000. case UNT_FIREPILLAR_WAITING:
  13001. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  13002. skill_delunit(unit);
  13003. break;
  13004. case UNT_SKIDTRAP: {
  13005. //Knockback away from position of user during placement [Playtester]
  13006. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  13007. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  13008. sg->unit_id = UNT_USED_TRAPS;
  13009. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13010. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  13011. //Target will be stopped for 3 seconds
  13012. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  13013. }
  13014. break;
  13015. case UNT_ANKLESNARE:
  13016. case UNT_MANHOLE:
  13017. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  13018. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  13019. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  13020. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13021. if( td )
  13022. sec = DIFF_TICK(td->tick, tick);
  13023. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  13024. || !unit_blown_immune(bl,0x1) )
  13025. {
  13026. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  13027. clif_fixpos(bl);
  13028. }
  13029. sg->val2 = bl->id;
  13030. } else
  13031. sec = 3000; //Couldn't trap it?
  13032. if (sg->unit_id == UNT_ANKLESNARE) {
  13033. clif_skillunit_update(&unit->bl);
  13034. /**
  13035. * If you're snared from a trap that was invisible this makes the trap be
  13036. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  13037. * bugreport:3961
  13038. **/
  13039. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  13040. }
  13041. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  13042. sg->interval = -1;
  13043. unit->range = 0;
  13044. }
  13045. break;
  13046. case UNT_EARTHQUAKE:
  13047. sg->val1++; // Hit count
  13048. 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));
  13049. break;
  13050. case UNT_ELECTRICSHOCKER:
  13051. if( bl->id != ss->id ) {
  13052. 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) ) {
  13053. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13054. clif_fixpos(bl);
  13055. }
  13056. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13057. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13058. }
  13059. break;
  13060. case UNT_VENOMDUST:
  13061. if(tsc && !tsc->data[type])
  13062. 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);
  13063. break;
  13064. case UNT_LANDMINE:
  13065. //Land Mine only hits single target
  13066. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13067. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  13068. sg->limit = 1500;
  13069. break;
  13070. case UNT_MAGENTATRAP:
  13071. case UNT_COBALTTRAP:
  13072. case UNT_MAIZETRAP:
  13073. case UNT_VERDURETRAP:
  13074. if( bl->type == BL_PC )// it won't work on players
  13075. break;
  13076. case UNT_FIRINGTRAP:
  13077. case UNT_ICEBOUNDTRAP:
  13078. case UNT_CLUSTERBOMB:
  13079. if( bl->id == ss->id )// it won't trigger on caster
  13080. break;
  13081. case UNT_BLASTMINE:
  13082. case UNT_SHOCKWAVE:
  13083. case UNT_SANDMAN:
  13084. case UNT_FLASHER:
  13085. case UNT_FREEZINGTRAP:
  13086. case UNT_FIREPILLAR_ACTIVE:
  13087. case UNT_CLAYMORETRAP:
  13088. {
  13089. int bl_flag = sg->bl_flag;
  13090. if (tsc && tsc->data[SC__MANHOLE])
  13091. break;
  13092. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  13093. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  13094. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  13095. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  13096. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  13097. sg->limit = DIFF_TICK(tick, sg->tick) +
  13098. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  13099. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  13100. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  13101. }
  13102. break;
  13103. case UNT_TALKIEBOX:
  13104. if (sg->src_id == bl->id)
  13105. break;
  13106. if (sg->val2 == 0) {
  13107. clif_talkiebox(&unit->bl, sg->valstr);
  13108. sg->unit_id = UNT_USED_TRAPS;
  13109. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  13110. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  13111. sg->val2 = -1;
  13112. }
  13113. break;
  13114. case UNT_LULLABY:
  13115. if (ss->id == bl->id)
  13116. break;
  13117. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13118. break;
  13119. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  13120. if (ss->id != bl->id)
  13121. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  13122. break;
  13123. case UNT_DISSONANCE:
  13124. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13125. break;
  13126. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  13127. int heal;
  13128. #ifdef RENEWAL
  13129. struct mob_data *md = BL_CAST(BL_MOB, bl);
  13130. if (md && md->mob_id == MOBID_EMPERIUM)
  13131. break;
  13132. #endif
  13133. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13134. break; // affects self only when soullinked
  13135. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  13136. if (tsc->data[SC_AKAITSUKI] && heal)
  13137. heal = ~heal + 1;
  13138. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  13139. status_heal(bl, heal, 0, 0);
  13140. }
  13141. break;
  13142. case UNT_TATAMIGAESHI:
  13143. case UNT_DEMONSTRATION:
  13144. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13145. break;
  13146. case UNT_GOSPEL:
  13147. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  13148. break;
  13149. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  13150. { // Support Effect only on party, not guild
  13151. int heal;
  13152. int i = rnd() % 13; // Positive buff count
  13153. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  13154. switch (i)
  13155. {
  13156. case 0: // Heal 1000~9999 HP
  13157. heal = rnd() % 9000 + 1000;
  13158. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  13159. status_heal(bl, heal, 0, 0);
  13160. break;
  13161. case 1: // End all negative status
  13162. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  13163. if (tsd) clif_gospel_info(tsd, 0x15);
  13164. break;
  13165. case 2: // Immunity to all status
  13166. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  13167. if (tsd) clif_gospel_info(tsd, 0x16);
  13168. break;
  13169. case 3: // MaxHP +100%
  13170. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  13171. if (tsd) clif_gospel_info(tsd, 0x17);
  13172. break;
  13173. case 4: // MaxSP +100%
  13174. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  13175. if (tsd) clif_gospel_info(tsd, 0x18);
  13176. break;
  13177. case 5: // All stats +20
  13178. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  13179. if (tsd) clif_gospel_info(tsd, 0x19);
  13180. break;
  13181. case 6: // Level 10 Blessing
  13182. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  13183. break;
  13184. case 7: // Level 10 Increase AGI
  13185. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  13186. break;
  13187. case 8: // Enchant weapon with Holy element
  13188. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  13189. if (tsd) clif_gospel_info(tsd, 0x1c);
  13190. break;
  13191. case 9: // Enchant armor with Holy element
  13192. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  13193. if (tsd) clif_gospel_info(tsd, 0x1d);
  13194. break;
  13195. case 10: // DEF +25%
  13196. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  13197. if (tsd) clif_gospel_info(tsd, 0x1e);
  13198. break;
  13199. case 11: // ATK +100%
  13200. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  13201. if (tsd) clif_gospel_info(tsd, 0x1f);
  13202. break;
  13203. case 12: // HIT/Flee +50
  13204. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  13205. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  13206. if (tsd) clif_gospel_info(tsd, 0x20);
  13207. break;
  13208. }
  13209. }
  13210. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13211. { // Offensive Effect
  13212. int i = rnd() % 10; // Negative buff count
  13213. switch (i)
  13214. {
  13215. case 0: // Deal 3000~7999 damage reduced by DEF
  13216. case 1: // Deal 1500~5499 damage unreducable
  13217. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  13218. break;
  13219. case 2: // Curse
  13220. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  13221. break;
  13222. case 3: // Blind
  13223. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  13224. break;
  13225. case 4: // Poison
  13226. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  13227. break;
  13228. case 5: // Level 10 Provoke
  13229. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  13230. break;
  13231. case 6: // DEF -100%
  13232. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  13233. break;
  13234. case 7: // ATK -100%
  13235. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  13236. break;
  13237. case 8: // Flee -100%
  13238. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  13239. break;
  13240. case 9: // Speed/ASPD -25%
  13241. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  13242. break;
  13243. }
  13244. }
  13245. break;
  13246. #ifndef RENEWAL
  13247. case UNT_BASILICA:
  13248. {
  13249. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  13250. if (i > 0) {
  13251. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13252. break;
  13253. }
  13254. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  13255. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13256. }
  13257. break;
  13258. #endif
  13259. case UNT_GROUNDDRIFT_WIND:
  13260. case UNT_GROUNDDRIFT_DARK:
  13261. case UNT_GROUNDDRIFT_POISON:
  13262. case UNT_GROUNDDRIFT_WATER:
  13263. case UNT_GROUNDDRIFT_FIRE:
  13264. map_foreachinrange(skill_trap_splash,&unit->bl,
  13265. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  13266. &unit->bl,tick);
  13267. sg->unit_id = UNT_USED_TRAPS;
  13268. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  13269. sg->limit=DIFF_TICK(tick,sg->tick);
  13270. break;
  13271. case UNT_POISONSMOKE:
  13272. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  13273. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  13274. break;
  13275. case UNT_EPICLESIS:
  13276. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  13277. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  13278. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  13279. int hp, sp;
  13280. switch( sg->skill_lv ) {
  13281. case 1: case 2: hp = 3; sp = 2; break;
  13282. case 3: case 4: hp = 4; sp = 3; break;
  13283. case 5: default: hp = 5; sp = 4; break;
  13284. }
  13285. hp = tstatus->max_hp * hp / 100;
  13286. sp = tstatus->max_sp * sp / 100;
  13287. if (tstatus->hp < tstatus->max_hp)
  13288. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  13289. if (tstatus->sp < tstatus->max_sp)
  13290. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  13291. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  13292. hp = ~hp + 1;
  13293. status_heal(bl, hp, sp, 3);
  13294. }
  13295. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  13296. // Doesn't remove Invisibility or Chase Walk.
  13297. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  13298. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  13299. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  13300. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  13301. status_change_end(bl,SC_NEWMOON,INVALID_TIMER);
  13302. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13303. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13304. }
  13305. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  13306. }
  13307. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  13308. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  13309. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  13310. break;
  13311. case UNT_DIMENSIONDOOR:
  13312. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  13313. pc_randomwarp(tsd,CLR_TELEPORT);
  13314. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  13315. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  13316. break;
  13317. case UNT_REVERBERATION:
  13318. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13319. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  13320. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  13321. sg->unit_id = UNT_USED_TRAPS;
  13322. break;
  13323. case UNT_SEVERE_RAINSTORM:
  13324. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13325. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  13326. break;
  13327. case UNT_NETHERWORLD:
  13328. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  13329. if (!(tsc && tsc->data[type])) {
  13330. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13331. sg->limit = DIFF_TICK(tick,sg->tick);
  13332. sg->unit_id = UNT_USED_TRAPS;
  13333. }
  13334. }
  13335. break;
  13336. case UNT_THORNS_TRAP:
  13337. if( tsc ) {
  13338. if( !sg->val2 ) {
  13339. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13340. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  13341. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  13342. if( td )
  13343. sec = DIFF_TICK(td->tick, tick);
  13344. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  13345. clif_fixpos(bl);
  13346. sg->val2 = bl->id;
  13347. } else
  13348. sec = 3000; // Couldn't trap it?
  13349. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13350. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  13351. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  13352. }
  13353. break;
  13354. case UNT_WALLOFTHORN:
  13355. if (unit->val2-- <= 0) // Max hit reached
  13356. break;
  13357. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  13358. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  13359. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  13360. 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);
  13361. break;
  13362. case UNT_DEMONIC_FIRE:
  13363. switch( sg->val2 ) {
  13364. case 1:
  13365. default:
  13366. 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));
  13367. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  13368. break;
  13369. }
  13370. break;
  13371. case UNT_ZEPHYR:
  13372. if (ss == bl)
  13373. break; // Doesn't affect the Elemental
  13374. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  13375. break;
  13376. case UNT_CLOUD_KILL:
  13377. if (tsc && !tsc->data[type])
  13378. 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);
  13379. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13380. break;
  13381. case UNT_VACUUM_EXTREME:
  13382. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13383. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  13384. return 0;
  13385. // Apply effect and suck targets one-by-one each n seconds
  13386. 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)));
  13387. break;
  13388. case UNT_BANDING:
  13389. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13390. 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));
  13391. break;
  13392. case UNT_FIRE_MANTLE:
  13393. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13394. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13395. break;
  13396. case UNT_ZENKAI_WATER:
  13397. case UNT_ZENKAI_LAND:
  13398. case UNT_ZENKAI_FIRE:
  13399. case UNT_ZENKAI_WIND:
  13400. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13401. switch( sg->unit_id ) {
  13402. case UNT_ZENKAI_WATER:
  13403. switch (rnd()%2 + 1) {
  13404. case 1:
  13405. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13406. break;
  13407. case 2:
  13408. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13409. break;
  13410. }
  13411. break;
  13412. case UNT_ZENKAI_LAND:
  13413. switch (rnd()%2 + 1) {
  13414. case 1:
  13415. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13416. break;
  13417. case 2:
  13418. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13419. break;
  13420. }
  13421. break;
  13422. case UNT_ZENKAI_FIRE:
  13423. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  13424. break;
  13425. case UNT_ZENKAI_WIND:
  13426. switch (rnd()%3 + 1) {
  13427. case 1:
  13428. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13429. break;
  13430. case 2:
  13431. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13432. break;
  13433. case 3:
  13434. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13435. break;
  13436. }
  13437. break;
  13438. }
  13439. } else
  13440. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13441. break;
  13442. case UNT_POISON_MIST:
  13443. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13444. 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);
  13445. break;
  13446. case UNT_CHAOSPANIC:
  13447. if (tsc && tsc->data[type])
  13448. break;
  13449. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13450. break;
  13451. case UNT_B_TRAP:
  13452. if (tsc && tsc->data[type])
  13453. break;
  13454. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13455. unit->val2++; // Mark as ever been used
  13456. break;
  13457. case UNT_FIRE_RAIN:
  13458. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13459. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13460. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13461. break;
  13462. case UNT_MAGMA_ERUPTION:
  13463. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13464. break;
  13465. }
  13466. if (bl->type == BL_MOB && ss != bl)
  13467. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13468. return skill_id;
  13469. }
  13470. /**
  13471. * Triggered when a char steps out of a skill unit
  13472. * @param src Skill unit from char moved out
  13473. * @param bl Char
  13474. * @param tick
  13475. */
  13476. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13477. {
  13478. struct status_change *sc;
  13479. struct status_change_entry *sce;
  13480. enum sc_type type;
  13481. nullpo_ret(src);
  13482. nullpo_ret(bl);
  13483. std::shared_ptr<s_skill_unit_group> sg = src->group;
  13484. if (sg == nullptr)
  13485. return 0;
  13486. sc = status_get_sc(bl);
  13487. type = status_skill2sc(sg->skill_id);
  13488. sce = (sc && type != -1)?sc->data[type]:NULL;
  13489. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13490. return 0;
  13491. switch(sg->unit_id){
  13492. case UNT_SAFETYWALL:
  13493. case UNT_PNEUMA:
  13494. case UNT_EPICLESIS://Arch Bishop
  13495. if (sce)
  13496. status_change_end(bl, type, INVALID_TIMER);
  13497. break;
  13498. #ifndef RENEWAL
  13499. case UNT_BASILICA:
  13500. if (sce && sce->val4 != bl->id)
  13501. status_change_end(bl, type, INVALID_TIMER);
  13502. break;
  13503. #endif
  13504. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13505. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13506. status_change_end(bl, type, INVALID_TIMER);
  13507. break;
  13508. case UNT_DISSONANCE:
  13509. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13510. {
  13511. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13512. if(skill_get_inf2(i, INF2_ISSONG)) {
  13513. type = status_skill2sc(i);
  13514. sce = (sc && type != -1)?sc->data[type]:NULL;
  13515. if(sce)
  13516. return i;
  13517. }
  13518. }
  13519. }
  13520. case UNT_WHISTLE:
  13521. case UNT_ASSASSINCROSS:
  13522. case UNT_POEMBRAGI:
  13523. case UNT_APPLEIDUN:
  13524. case UNT_HUMMING:
  13525. case UNT_DONTFORGETME:
  13526. case UNT_FORTUNEKISS:
  13527. case UNT_SERVICEFORYOU:
  13528. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13529. return -1;
  13530. }
  13531. return sg->skill_id;
  13532. }
  13533. /**
  13534. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13535. * @param skill_id Skill ID
  13536. * @param bl A char
  13537. * @param tick
  13538. */
  13539. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13540. {
  13541. struct status_change *sc;
  13542. struct status_change_entry *sce;
  13543. enum sc_type type;
  13544. sc = status_get_sc(bl);
  13545. if (sc && !sc->count)
  13546. sc = NULL;
  13547. type = status_skill2sc(skill_id);
  13548. sce = (sc && type != -1)?sc->data[type]:NULL;
  13549. switch (skill_id)
  13550. {
  13551. case WZ_QUAGMIRE:
  13552. if (bl->type==BL_MOB)
  13553. break;
  13554. if (sce)
  13555. status_change_end(bl, type, INVALID_TIMER);
  13556. break;
  13557. case BD_LULLABY:
  13558. case BD_RICHMANKIM:
  13559. case BD_ETERNALCHAOS:
  13560. case BD_DRUMBATTLEFIELD:
  13561. case BD_RINGNIBELUNGEN:
  13562. case BD_ROKISWEIL:
  13563. case BD_INTOABYSS:
  13564. case BD_SIEGFRIED:
  13565. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13566. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13567. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13568. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13569. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13570. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13571. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13572. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13573. }
  13574. case MH_STEINWAND:
  13575. case MG_SAFETYWALL:
  13576. case AL_PNEUMA:
  13577. case SA_VOLCANO:
  13578. case SA_DELUGE:
  13579. case SA_VIOLENTGALE:
  13580. case CG_HERMODE:
  13581. #ifndef RENEWAL
  13582. case HW_GRAVITATION:
  13583. case HP_BASILICA:
  13584. #endif
  13585. case NJ_SUITON:
  13586. case SC_MAELSTROM:
  13587. case EL_WATER_BARRIER:
  13588. case EL_ZEPHYR:
  13589. case EL_POWER_OF_GAIA:
  13590. case SO_WARMER:
  13591. case SO_FIRE_INSIGNIA:
  13592. case SO_WATER_INSIGNIA:
  13593. case SO_WIND_INSIGNIA:
  13594. case SO_EARTH_INSIGNIA:
  13595. case SJ_BOOKOFCREATINGSTAR:
  13596. case SC_BLOODYLUST:
  13597. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13598. case GN_FIRE_EXPANSION_TEAR_GAS:
  13599. case LG_KINGS_GRACE:
  13600. case NC_STEALTHFIELD:
  13601. case NC_NEUTRALBARRIER:
  13602. case SU_NYANGGRASS:
  13603. if (sce)
  13604. status_change_end(bl, type, INVALID_TIMER);
  13605. break;
  13606. case BA_DISSONANCE:
  13607. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13608. {
  13609. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13610. if(skill_get_inf2(i, INF2_ISSONG)){
  13611. type = status_skill2sc(i);
  13612. sce = (sc && type != -1)?sc->data[type]:NULL;
  13613. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13614. delete_timer(sce->timer, status_change_timer);
  13615. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13616. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13617. }
  13618. }
  13619. }
  13620. }
  13621. break;
  13622. case BA_POEMBRAGI:
  13623. case BA_WHISTLE:
  13624. case BA_ASSASSINCROSS:
  13625. case BA_APPLEIDUN:
  13626. case DC_HUMMING:
  13627. case DC_DONTFORGETME:
  13628. case DC_FORTUNEKISS:
  13629. case DC_SERVICEFORYOU:
  13630. if (sce)
  13631. {
  13632. delete_timer(sce->timer, status_change_timer);
  13633. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13634. //not possible on our current implementation.
  13635. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13636. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13637. }
  13638. break;
  13639. case PF_FOGWALL:
  13640. if (sce)
  13641. {
  13642. status_change_end(bl, type, INVALID_TIMER);
  13643. if ((sce=sc->data[SC_BLIND]))
  13644. {
  13645. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13646. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13647. else {
  13648. delete_timer(sce->timer, status_change_timer);
  13649. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13650. }
  13651. }
  13652. }
  13653. break;
  13654. case GD_LEADERSHIP:
  13655. case GD_GLORYWOUNDS:
  13656. case GD_SOULCOLD:
  13657. case GD_HAWKEYES:
  13658. if( !(sce && sce->val4) )
  13659. status_change_end(bl, type, INVALID_TIMER);
  13660. break;
  13661. }
  13662. return skill_id;
  13663. }
  13664. /*==========================================
  13665. * Invoked when a unit cell has been placed/removed/deleted.
  13666. * flag values:
  13667. * flag&1: Invoke onplace function (otherwise invoke onout)
  13668. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13669. * flag&8: Recursive
  13670. *------------------------------------------*/
  13671. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13672. {
  13673. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13674. t_tick tick = va_arg(ap,t_tick);
  13675. unsigned int flag = va_arg(ap,unsigned int);
  13676. uint16 skill_id;
  13677. bool dissonance = false;
  13678. bool isTarget = false;
  13679. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13680. return 0;
  13681. std::shared_ptr<s_skill_unit_group> group = unit->group;
  13682. if (group == nullptr)
  13683. return 0;
  13684. if( !(flag&8) ) {
  13685. dissonance = skill_dance_switch(unit, 0);
  13686. //Target-type check.
  13687. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13688. }
  13689. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13690. skill_id = group->skill_id;
  13691. if( isTarget ){
  13692. if( flag&1 )
  13693. skill_unit_onplace(unit,bl,tick);
  13694. else {
  13695. if( skill_unit_onout(unit,bl,tick) == -1 )
  13696. return 0; // Don't let a Bard/Dancer update their own song timer
  13697. }
  13698. if( flag&4 )
  13699. skill_unit_onleft(skill_id, bl, tick);
  13700. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13701. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13702. if( dissonance ) {
  13703. skill_dance_switch(unit, 1);
  13704. //we placed a dissonance, let's update
  13705. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13706. }
  13707. return 0;
  13708. }
  13709. /**
  13710. * Check skill unit while receiving damage
  13711. * @param unit Skill unit
  13712. * @param damage Received damage
  13713. * @return Damage
  13714. */
  13715. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13716. {
  13717. nullpo_ret(unit);
  13718. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13719. if (sg == nullptr)
  13720. return 0;
  13721. switch( sg->unit_id ) {
  13722. case UNT_BLASTMINE:
  13723. case UNT_SKIDTRAP:
  13724. case UNT_LANDMINE:
  13725. case UNT_SHOCKWAVE:
  13726. case UNT_SANDMAN:
  13727. case UNT_FLASHER:
  13728. case UNT_CLAYMORETRAP:
  13729. case UNT_FREEZINGTRAP:
  13730. case UNT_ANKLESNARE:
  13731. case UNT_ICEWALL:
  13732. case UNT_WALLOFTHORN:
  13733. case UNT_REVERBERATION:
  13734. case UNT_NETHERWORLD:
  13735. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13736. break;
  13737. default:
  13738. damage = 0;
  13739. break;
  13740. }
  13741. return damage;
  13742. }
  13743. /**
  13744. * Check char condition around the skill caster
  13745. * @param bl Char around area
  13746. * @param *c Counter for 'valid' condition found
  13747. * @param *p_sd Stores 'rid' of char found
  13748. * @param skill_id Skill ID
  13749. * @param skill_lv Level of used skill
  13750. */
  13751. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13752. {
  13753. int *c, skill_id;
  13754. struct block_list *src;
  13755. struct map_session_data *sd;
  13756. struct map_session_data *tsd;
  13757. int *p_sd; //Contains the list of characters found.
  13758. nullpo_ret(bl);
  13759. nullpo_ret(tsd=(struct map_session_data*)bl);
  13760. nullpo_ret(src=va_arg(ap,struct block_list *));
  13761. nullpo_ret(sd=(struct map_session_data*)src);
  13762. c=va_arg(ap,int *);
  13763. p_sd = va_arg(ap, int *);
  13764. skill_id = va_arg(ap,int);
  13765. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13766. if (skill_id == PR_BENEDICTIO) {
  13767. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13768. return 0;
  13769. }
  13770. else if (is_chorus) {
  13771. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  13772. return 0;
  13773. }
  13774. else if (*c >= 1) // Check for one companion for all other cases.
  13775. return 0;
  13776. if (bl == src)
  13777. return 0;
  13778. if(pc_isdead(tsd))
  13779. return 0;
  13780. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13781. return 0;
  13782. if( is_chorus ) {
  13783. if( tsd->status.party_id && sd->status.party_id &&
  13784. tsd->status.party_id == sd->status.party_id &&
  13785. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13786. p_sd[(*c)++] = tsd->bl.id;
  13787. return 1;
  13788. } else {
  13789. switch(skill_id) {
  13790. case PR_BENEDICTIO: {
  13791. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13792. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13793. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13794. && sd->status.sp >= 10)
  13795. p_sd[(*c)++]=tsd->bl.id;
  13796. return 1;
  13797. }
  13798. case AB_ADORAMUS:
  13799. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13800. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13801. p_sd[(*c)++] = tsd->bl.id;
  13802. return 1;
  13803. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13804. {
  13805. uint16 skill_lv;
  13806. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13807. return 0;
  13808. if (sd->status.sex != tsd->status.sex &&
  13809. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13810. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13811. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13812. sd->status.party_id && tsd->status.party_id &&
  13813. sd->status.party_id == tsd->status.party_id &&
  13814. !tsd->sc.data[SC_DANCING])
  13815. {
  13816. p_sd[(*c)++]=tsd->bl.id;
  13817. return skill_lv;
  13818. }
  13819. }
  13820. break;
  13821. }
  13822. }
  13823. return 0;
  13824. }
  13825. /**
  13826. * Checks and stores partners for ensemble skills [Skotlex]
  13827. * Max partners is 2.
  13828. * @param sd Caster
  13829. * @param skill_id
  13830. * @param skill_lv
  13831. * @param range Area range to check
  13832. * @param cast_flag Special handle
  13833. */
  13834. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13835. {
  13836. static int c=0;
  13837. static int p_sd[MAX_PARTY];
  13838. int i;
  13839. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13840. if (!sd)
  13841. return 0;
  13842. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13843. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13844. if (cast_flag) { //Execute the skill on the partners.
  13845. struct map_session_data* tsd;
  13846. switch (skill_id) {
  13847. case PR_BENEDICTIO:
  13848. case WM_GREAT_ECHO:
  13849. for (i = 0; i < c; i++) {
  13850. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13851. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  13852. }
  13853. return c;
  13854. case AB_ADORAMUS:
  13855. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13856. i = 2 * (*skill_lv);
  13857. status_charge(&tsd->bl, 0, i);
  13858. }
  13859. break;
  13860. default:
  13861. if( is_chorus )
  13862. break;//Chorus skills are not to be parsed as ensembles
  13863. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  13864. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13865. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13866. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13867. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13868. tsd->skill_id_dance = skill_id;
  13869. tsd->skill_lv_dance = *skill_lv;
  13870. #ifdef RENEWAL
  13871. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13872. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  13873. #endif
  13874. }
  13875. }
  13876. return c;
  13877. }
  13878. }
  13879. //Else: new search for partners.
  13880. c = 0;
  13881. memset (p_sd, 0, sizeof(p_sd));
  13882. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13883. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO ) //Apply the average lv to encore skills.
  13884. *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.
  13885. return c;
  13886. }
  13887. /**
  13888. * Sub function to count how many spawned mob is around.
  13889. * Some skills check with matched AI.
  13890. * @param rid Source ID
  13891. * @param mob_class Monster ID
  13892. * @param skill_id Used skill
  13893. * @param *c Counter for found monster
  13894. */
  13895. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13896. {
  13897. int *c,src_id,mob_class,skill;
  13898. uint16 ai;
  13899. struct mob_data *md;
  13900. md=(struct mob_data*)bl;
  13901. src_id=va_arg(ap,int);
  13902. mob_class=va_arg(ap,int);
  13903. skill=va_arg(ap,int);
  13904. c=va_arg(ap,int *);
  13905. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13906. if( md->master_id != src_id || md->special_state.ai != ai)
  13907. return 0; //Non alchemist summoned mobs have nothing to do here.
  13908. if(md->mob_id==mob_class)
  13909. (*c)++;
  13910. return 1;
  13911. }
  13912. /**
  13913. * Determines if a given skill should be made to consume ammo
  13914. * when used by the player. [Skotlex]
  13915. * @param sd Player
  13916. * @param skill_id Skill ID
  13917. * @return True if skill is need ammo; False otherwise.
  13918. */
  13919. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13920. {
  13921. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13922. return (
  13923. battle_config.arrow_decrement == 2 &&
  13924. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13925. skill_id != HT_PHANTASMIC &&
  13926. skill->skill_type == BF_WEAPON &&
  13927. !skill->nk[NK_NODAMAGE] &&
  13928. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13929. );
  13930. }
  13931. /**
  13932. * Check SC required to cast a skill
  13933. * @param sc
  13934. * @param skill_id
  13935. * @return True if condition is met, False otherwise
  13936. **/
  13937. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  13938. if (require == nullptr || require->status.empty())
  13939. return true;
  13940. nullpo_ret(sd);
  13941. status_change *sc = &sd->sc;
  13942. if (sc == nullptr) {
  13943. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13944. return false;
  13945. }
  13946. // May have multiple requirements
  13947. for (const auto &reqStatus : require->status) {
  13948. if (reqStatus == SC_NONE)
  13949. continue;
  13950. useskill_fail_cause cause;
  13951. switch (reqStatus) {
  13952. // Official fail message
  13953. case SC_PUSH_CART:
  13954. cause = USESKILL_FAIL_CART;
  13955. break;
  13956. case SC_POISONINGWEAPON:
  13957. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  13958. break;
  13959. case SC_WEAPONBLOCK_ON:
  13960. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  13961. break;
  13962. default:
  13963. cause = USESKILL_FAIL_LEVEL;
  13964. break;
  13965. }
  13966. if (!sc->data[reqStatus]) {
  13967. clif_skill_fail(sd, skill_id, cause, 0);
  13968. return false;
  13969. }
  13970. }
  13971. return true;
  13972. }
  13973. /**
  13974. * Check skill condition when cast begin
  13975. * For ammo, only check if the skill need ammo
  13976. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13977. * @param sd Player who uses skill
  13978. * @param skill_id ID of used skill
  13979. * @param skill_lv Level of used skill
  13980. * @return true: All condition passed, false: Failed
  13981. */
  13982. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13983. {
  13984. struct status_data *status;
  13985. struct status_change *sc;
  13986. struct s_skill_condition require;
  13987. int i;
  13988. nullpo_retr(false,sd);
  13989. if (sd->chatID)
  13990. return false;
  13991. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13992. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13993. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13994. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13995. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  13996. return true;
  13997. }
  13998. switch( sd->menuskill_id ) {
  13999. case AM_PHARMACY:
  14000. switch( skill_id ) {
  14001. case AM_PHARMACY:
  14002. case AC_MAKINGARROW:
  14003. case BS_REPAIRWEAPON:
  14004. case AM_TWILIGHT1:
  14005. case AM_TWILIGHT2:
  14006. case AM_TWILIGHT3:
  14007. return false;
  14008. }
  14009. break;
  14010. case GN_MIX_COOKING:
  14011. case GN_MAKEBOMB:
  14012. case GN_S_PHARMACY:
  14013. case GN_CHANGEMATERIAL:
  14014. if( sd->menuskill_id != skill_id )
  14015. return false;
  14016. break;
  14017. }
  14018. status = &sd->battle_status;
  14019. sc = &sd->sc;
  14020. if( !sc->count )
  14021. sc = NULL;
  14022. if( sd->skillitem == skill_id )
  14023. {
  14024. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  14025. sd->state.abra_flag = 0;
  14026. else
  14027. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  14028. if( (i = sd->itemindex) == -1 ||
  14029. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  14030. sd->inventory_data[i] == NULL ||
  14031. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  14032. sd->inventory.u.items_inventory[i].amount < 1
  14033. )
  14034. { //Something went wrong, item exploit?
  14035. sd->itemid = 0;
  14036. sd->itemindex = -1;
  14037. return false;
  14038. }
  14039. //Consume
  14040. sd->itemid = 0;
  14041. sd->itemindex = -1;
  14042. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  14043. ; //Do not consume item.
  14044. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  14045. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  14046. }
  14047. if(!sd->skillitem_keep_requirement)
  14048. return true;
  14049. }
  14050. if( pc_is90overweight(sd) ) {
  14051. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14052. return false;
  14053. }
  14054. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  14055. return false;
  14056. //Checks if disabling skill - in which case no SP requirements are necessary
  14057. if( sc && skill_disable_check(sc,skill_id))
  14058. return true;
  14059. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14060. // Check the skills that can be used while mounted on a warg
  14061. if( pc_isridingwug(sd) ) {
  14062. if(!inf2[INF2_ALLOWONWARG])
  14063. return false; // in official there is no message.
  14064. }
  14065. if( pc_ismadogear(sd) ) {
  14066. // Skills that are unusable when Mado is equipped. [Jobbie]
  14067. if(!inf2[INF2_ALLOWONMADO]){
  14068. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  14069. return false;
  14070. }
  14071. }
  14072. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  14073. // return false;
  14074. require = skill_get_requirement(sd,skill_id,skill_lv);
  14075. //Can only update state when weapon/arrow info is checked.
  14076. sd->state.arrow_atk = require.ammo?1:0;
  14077. // perform skill-group checks
  14078. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  14079. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  14080. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14081. return false;
  14082. }
  14083. }
  14084. else if(inf2[INF2_ISENSEMBLE]) {
  14085. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  14086. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14087. return false;
  14088. }
  14089. }
  14090. // perform skill-specific checks (and actions)
  14091. switch( skill_id ) {
  14092. case RG_GRAFFITI:
  14093. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  14094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14095. return false;
  14096. }
  14097. break;
  14098. case SO_SPELLFIST:
  14099. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  14100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14101. return false;
  14102. }
  14103. case SA_CASTCANCEL:
  14104. if(sd->ud.skilltimer == INVALID_TIMER) {
  14105. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14106. return false;
  14107. }
  14108. break;
  14109. case AS_CLOAKING:
  14110. {
  14111. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  14112. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  14113. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14114. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14115. int di;
  14116. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  14117. if( di == 8 ) {
  14118. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14119. return false;
  14120. }
  14121. }
  14122. break;
  14123. }
  14124. case AL_WARP:
  14125. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  14126. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  14127. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  14128. return false;
  14129. }
  14130. break;
  14131. case AL_HOLYWATER:
  14132. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  14133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14134. return false;
  14135. }
  14136. break;
  14137. case MO_CALLSPIRITS:
  14138. if(sc && sc->data[SC_RAISINGDRAGON])
  14139. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  14140. if(sd->spiritball >= skill_lv) {
  14141. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14142. return false;
  14143. }
  14144. break;
  14145. case MO_FINGEROFFENSIVE:
  14146. case GS_FLING:
  14147. case SR_RIDEINLIGHTNING:
  14148. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  14149. sd->spiritball_old = require.spiritball = sd->spiritball;
  14150. else
  14151. sd->spiritball_old = require.spiritball;
  14152. break;
  14153. case MO_CHAINCOMBO:
  14154. if(!sc)
  14155. return false;
  14156. if(sc->data[SC_BLADESTOP])
  14157. break;
  14158. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  14159. break;
  14160. return false;
  14161. case MO_COMBOFINISH:
  14162. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  14163. return false;
  14164. break;
  14165. case CH_TIGERFIST:
  14166. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  14167. return false;
  14168. break;
  14169. case CH_CHAINCRUSH:
  14170. if(!(sc && sc->data[SC_COMBO]))
  14171. return false;
  14172. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  14173. return false;
  14174. break;
  14175. case SJ_SOLARBURST:
  14176. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  14177. return 0;
  14178. break;
  14179. case MO_EXTREMITYFIST:
  14180. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  14181. // return false;
  14182. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  14183. break;
  14184. if( sc && sc->data[SC_COMBO] ) {
  14185. switch(sc->data[SC_COMBO]->val1) {
  14186. case MO_COMBOFINISH:
  14187. case CH_TIGERFIST:
  14188. case CH_CHAINCRUSH:
  14189. break;
  14190. default:
  14191. return false;
  14192. }
  14193. }
  14194. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  14195. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14196. return false;
  14197. }
  14198. #ifdef RENEWAL
  14199. sd->spiritball_old = sd->spiritball;
  14200. #endif
  14201. break;
  14202. case TK_MISSION:
  14203. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  14204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14205. return false;
  14206. }
  14207. break;
  14208. case ASC_EDP:
  14209. #ifdef RENEWAL
  14210. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  14211. #else
  14212. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  14213. #endif
  14214. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14215. return false;
  14216. }
  14217. break;
  14218. case TK_READYCOUNTER:
  14219. case TK_READYDOWN:
  14220. case TK_READYSTORM:
  14221. case TK_READYTURN:
  14222. case TK_JUMPKICK:
  14223. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  14224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14225. return false;
  14226. }
  14227. break;
  14228. case TK_TURNKICK:
  14229. case TK_STORMKICK:
  14230. case TK_DOWNKICK:
  14231. case TK_COUNTER:
  14232. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  14233. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  14234. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  14235. return false; //Combo needs to be ready
  14236. if (sc->data[SC_COMBO]->val3) { //Kick chain
  14237. //Do not repeat a kick.
  14238. if (sc->data[SC_COMBO]->val3 != skill_id)
  14239. break;
  14240. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  14241. return false;
  14242. }
  14243. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  14244. unit_cancel_combo(&sd->bl);
  14245. return false;
  14246. }
  14247. break; //Combo ready.
  14248. #ifndef RENEWAL
  14249. case BD_ADAPTATION:
  14250. {
  14251. int time;
  14252. if(!(sc && sc->data[SC_DANCING])) {
  14253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14254. return false;
  14255. }
  14256. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  14257. if (skill_get_time(
  14258. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  14259. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  14260. - time < skill_get_time2(skill_id,skill_lv))
  14261. {
  14262. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14263. return false;
  14264. }
  14265. }
  14266. break;
  14267. #endif
  14268. case PR_BENEDICTIO:
  14269. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  14270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14271. return false;
  14272. }
  14273. break;
  14274. case SL_SMA:
  14275. if(sc && !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  14276. return false;
  14277. break;
  14278. case HT_POWER:
  14279. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  14280. return false;
  14281. break;
  14282. #ifndef RENEWAL
  14283. case CG_HERMODE:
  14284. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  14285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14286. return false;
  14287. }
  14288. break;
  14289. #endif
  14290. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  14291. {
  14292. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  14293. int size = range*2+1;
  14294. for (s=0;s<size*size;s++) {
  14295. int x = sd->bl.x+(s%size-range);
  14296. int y = sd->bl.y+(s/size-range);
  14297. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  14298. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14299. return false;
  14300. }
  14301. }
  14302. }
  14303. break;
  14304. case PR_REDEMPTIO:
  14305. {
  14306. t_exp exp = pc_nextbaseexp(sd);
  14307. uint32 exp_needp = battle_config.exp_cost_redemptio;
  14308. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  14309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  14310. return false;
  14311. }
  14312. break;
  14313. }
  14314. #ifndef RENEWAL
  14315. case HP_BASILICA:
  14316. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  14317. if( sd ) {
  14318. // When castbegin, needs 7x7 clear area
  14319. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  14320. int size = range*2+1;
  14321. for( s=0;s<size*size;s++ ) {
  14322. int x = sd->bl.x+(s%size-range);
  14323. int y = sd->bl.y+(s/size-range);
  14324. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  14325. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14326. return false;
  14327. }
  14328. }
  14329. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  14330. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14331. return false;
  14332. }
  14333. }
  14334. }
  14335. break;
  14336. #endif
  14337. case AM_TWILIGHT2:
  14338. case AM_TWILIGHT3:
  14339. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  14340. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14341. return false;
  14342. }
  14343. break;
  14344. case SG_SUN_WARM:
  14345. case SG_MOON_WARM:
  14346. case SG_STAR_WARM:
  14347. if (sc && sc->data[SC_MIRACLE])
  14348. break;
  14349. i = skill_id-SG_SUN_WARM;
  14350. if (sd->bl.m == sd->feel_map[i].m)
  14351. break;
  14352. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14353. return false;
  14354. break;
  14355. case SG_SUN_COMFORT:
  14356. case SG_MOON_COMFORT:
  14357. case SG_STAR_COMFORT:
  14358. if (sc && sc->data[SC_MIRACLE])
  14359. break;
  14360. i = skill_id-SG_SUN_COMFORT;
  14361. if (sd->bl.m == sd->feel_map[i].m &&
  14362. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  14363. break;
  14364. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14365. return false;
  14366. case SG_FUSION:
  14367. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  14368. break;
  14369. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  14370. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  14371. if( require.sp > 0 ) {
  14372. if (status->sp < (unsigned int)require.sp)
  14373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14374. else
  14375. status_zap(&sd->bl, 0, require.sp);
  14376. }
  14377. return false;
  14378. case GD_BATTLEORDER:
  14379. case GD_REGENERATION:
  14380. case GD_RESTORE:
  14381. case GD_CHARGESHOUT_FLAG:
  14382. case GD_CHARGESHOUT_BEATING:
  14383. case GD_EMERGENCY_MOVE:
  14384. if (!map_flag_gvg2(sd->bl.m)) {
  14385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14386. return false;
  14387. }
  14388. case GD_EMERGENCYCALL:
  14389. case GD_ITEMEMERGENCYCALL:
  14390. // other checks were already done in skill_isNotOk()
  14391. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  14392. return false;
  14393. break;
  14394. case GS_GLITTERING:
  14395. case RL_RICHS_COIN:
  14396. if(sd->spiritball >= 10) {
  14397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14398. return false;
  14399. }
  14400. break;
  14401. case NJ_ISSEN:
  14402. #ifdef RENEWAL
  14403. if (status->hp < (status->hp/100)) {
  14404. #else
  14405. if (status->hp < 2) {
  14406. #endif
  14407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14408. return false;
  14409. }
  14410. case NJ_BUNSINJYUTSU:
  14411. if (!(sc && sc->data[SC_NEN])) {
  14412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14413. return false;
  14414. }
  14415. break;
  14416. case NJ_ZENYNAGE:
  14417. case KO_MUCHANAGE:
  14418. if(sd->status.zeny < require.zeny) {
  14419. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14420. return false;
  14421. }
  14422. break;
  14423. case PF_HPCONVERSION:
  14424. if (status->sp == status->max_sp)
  14425. return false; //Unusable when at full SP.
  14426. break;
  14427. case SP_KAUTE: // Fail if below 30% MaxHP.
  14428. if (status->hp < 30 * status->max_hp / 100) {
  14429. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14430. return false;
  14431. }
  14432. break;
  14433. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14434. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14435. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14436. return false;
  14437. }
  14438. break;
  14439. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14440. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14442. return false;
  14443. }
  14444. break;
  14445. case AB_ANCILLA: {
  14446. int count = 0;
  14447. for( i = 0; i < MAX_INVENTORY; i++ )
  14448. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14449. count += sd->inventory.u.items_inventory[i].amount;
  14450. if( count >= 3 ) {
  14451. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14452. return false;
  14453. }
  14454. }
  14455. break;
  14456. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  14457. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14458. && sd->special_state.no_gemstone == 0
  14459. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14460. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14461. return false;
  14462. }
  14463. break;
  14464. case WL_SUMMONFB:
  14465. case WL_SUMMONBL:
  14466. case WL_SUMMONWB:
  14467. case WL_SUMMONSTONE:
  14468. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  14469. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  14470. if (i == SC_SPHERE_5 + 1) { // No more free slots
  14471. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  14472. return false;
  14473. }
  14474. }
  14475. break;
  14476. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14477. case WL_RELEASE: {
  14478. int active_spheres = 0, req_spheres = 0;
  14479. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  14480. if (sc && sc->data[i])
  14481. active_spheres++;
  14482. }
  14483. // Cast requirement
  14484. if (skill_id == WL_TETRAVORTEX)
  14485. req_spheres = 4;
  14486. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  14487. req_spheres = 1;
  14488. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  14489. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  14490. return false;
  14491. }
  14492. }
  14493. break;
  14494. case GC_HALLUCINATIONWALK:
  14495. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14496. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14497. return false;
  14498. }
  14499. break;
  14500. case NPC_HALLUCINATIONWALK:
  14501. if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
  14502. return false;
  14503. }
  14504. break;
  14505. case RA_WUGMASTERY:
  14506. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14508. return false;
  14509. }
  14510. break;
  14511. case RA_WUGSTRIKE:
  14512. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14513. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14514. return false;
  14515. }
  14516. break;
  14517. case RA_WUGRIDER:
  14518. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14520. return false;
  14521. }
  14522. break;
  14523. case RA_WUGDASH:
  14524. if(!pc_isridingwug(sd)) {
  14525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14526. return false;
  14527. }
  14528. else {
  14529. int16 sx = sd->bl.x;
  14530. int16 sy = sd->bl.y;
  14531. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14532. switch (dir) {
  14533. case 0: case 8: sy++; break;
  14534. case 1: sx--; sy++; break;
  14535. case 2: sx--; break;
  14536. case 3: sx--; sy--; break;
  14537. case 4: sy--; break;
  14538. case 5: sx++; sy--; break;
  14539. case 6: sx++; break;
  14540. case 7: sx++; sy++; break;
  14541. }
  14542. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14543. return false;
  14544. }
  14545. }
  14546. break;
  14547. case LG_RAYOFGENESIS:
  14548. case LG_BANDING:
  14549. if( sc && sc->data[SC_INSPIRATION] )
  14550. return true; // Don't check for partner.
  14551. break;
  14552. case LG_PRESTIGE:
  14553. if( sc && sc->data[SC_INSPIRATION] )
  14554. return true; // Don't check for partner.
  14555. if( sc && sc->data[SC_BANDING] ) {
  14556. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14557. return false;
  14558. }
  14559. break;
  14560. case LG_RAGEBURST:
  14561. if( sd->spiritball == 0 ) {
  14562. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14563. return false;
  14564. }
  14565. sd->spiritball_old = require.spiritball = sd->spiritball;
  14566. break;
  14567. case SR_FALLENEMPIRE:
  14568. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14569. return false;
  14570. break;
  14571. case SR_CRESCENTELBOW:
  14572. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14573. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14574. return false;
  14575. }
  14576. break;
  14577. case SR_CURSEDCIRCLE:
  14578. if (map_flag_gvg2(sd->bl.m)) {
  14579. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14580. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14581. char output[128];
  14582. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14583. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14584. return false;
  14585. }
  14586. }
  14587. if( sd->spiritball > 0 )
  14588. sd->spiritball_old = require.spiritball = sd->spiritball;
  14589. else {
  14590. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14591. return false;
  14592. }
  14593. break;
  14594. case SR_GATEOFHELL:
  14595. if( sd->spiritball > 0 )
  14596. sd->spiritball_old = require.spiritball;
  14597. break;
  14598. case SC_MANHOLE:
  14599. case SC_DIMENSIONDOOR:
  14600. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14602. return false;
  14603. }
  14604. break;
  14605. case SC_FEINTBOMB:
  14606. 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) ) {
  14607. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14608. return false;
  14609. }
  14610. break;
  14611. case WM_GREAT_ECHO: {
  14612. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  14613. if (count > 0)
  14614. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14615. }
  14616. break;
  14617. case SO_FIREWALK:
  14618. case SO_ELECTRICWALK:
  14619. case NPC_FIREWALK:
  14620. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14621. if( sc && sc->data[SC_PROPERTYWALK] &&
  14622. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14623. if( sd )
  14624. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14625. return false;
  14626. }
  14627. break;
  14628. case SO_EL_CONTROL:
  14629. if( !sd->status.ele_id || !sd->ed ) {
  14630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14631. return false;
  14632. }
  14633. break;
  14634. case KO_JYUMONJIKIRI:
  14635. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  14636. return true;
  14637. else {
  14638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14639. return false;
  14640. }
  14641. break;
  14642. case KO_KAHU_ENTEN:
  14643. case KO_HYOUHU_HUBUKI:
  14644. case KO_KAZEHU_SEIRAN:
  14645. case KO_DOHU_KOUKAI:
  14646. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14648. return false;
  14649. }
  14650. break;
  14651. case KO_KAIHOU:
  14652. case KO_ZENKAI:
  14653. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14655. return false;
  14656. }
  14657. break;
  14658. case SJ_FULLMOONKICK:
  14659. if (!(sc && sc->data[SC_NEWMOON])) {
  14660. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14661. return false;
  14662. }
  14663. break;
  14664. case SJ_STAREMPEROR:
  14665. case SJ_NOVAEXPLOSING:
  14666. case SJ_GRAVITYCONTROL:
  14667. case SJ_BOOKOFDIMENSION:
  14668. case SJ_BOOKOFCREATINGSTAR:
  14669. case SP_SOULDIVISION:
  14670. case SP_SOULEXPLOSION:
  14671. if (!map_flag_vs(sd->bl.m)) {
  14672. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  14673. return false;
  14674. }
  14675. break;
  14676. case SP_SWHOO:
  14677. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  14678. return false;
  14679. break;
  14680. }
  14681. /* check state required */
  14682. switch (require.state) {
  14683. case ST_HIDDEN:
  14684. if(!pc_ishiding(sd)) {
  14685. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14686. return false;
  14687. }
  14688. break;
  14689. case ST_RIDING:
  14690. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14691. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14692. return false;
  14693. }
  14694. break;
  14695. case ST_FALCON:
  14696. if(!pc_isfalcon(sd)) {
  14697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14698. return false;
  14699. }
  14700. break;
  14701. case ST_CART:
  14702. if(!pc_iscarton(sd)) {
  14703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14704. return false;
  14705. }
  14706. break;
  14707. case ST_SHIELD:
  14708. if(sd->status.shield <= 0) {
  14709. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14710. return false;
  14711. }
  14712. break;
  14713. case ST_RECOVER_WEIGHT_RATE:
  14714. #ifdef RENEWAL
  14715. if(pc_is70overweight(sd)) {
  14716. #else
  14717. if(pc_is50overweight(sd)) {
  14718. #endif
  14719. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14720. return false;
  14721. }
  14722. break;
  14723. case ST_MOVE_ENABLE:
  14724. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14725. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14726. if (!unit_can_move(&sd->bl)) {
  14727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14728. return false;
  14729. }
  14730. break;
  14731. case ST_WATER:
  14732. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14733. break;
  14734. 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))
  14735. break;
  14736. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14737. return false;
  14738. case ST_RIDINGDRAGON:
  14739. if( !pc_isridingdragon(sd) ) {
  14740. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14741. return false;
  14742. }
  14743. break;
  14744. case ST_WUG:
  14745. if( !pc_iswug(sd) ) {
  14746. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14747. return false;
  14748. }
  14749. break;
  14750. case ST_RIDINGWUG:
  14751. if( !pc_isridingwug(sd) ) {
  14752. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14753. return false;
  14754. }
  14755. break;
  14756. case ST_MADO:
  14757. if( !pc_ismadogear(sd) ) {
  14758. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14759. return false;
  14760. }
  14761. break;
  14762. case ST_ELEMENTALSPIRIT:
  14763. case ST_ELEMENTALSPIRIT2:
  14764. if(!sd->ed) {
  14765. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14766. return false;
  14767. }
  14768. break;
  14769. case ST_PECO:
  14770. if(!pc_isriding(sd)) {
  14771. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14772. return false;
  14773. }
  14774. break;
  14775. case ST_SUNSTANCE:
  14776. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14777. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14778. return false;
  14779. }
  14780. break;
  14781. case ST_MOONSTANCE:
  14782. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14783. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14784. return false;
  14785. }
  14786. break;
  14787. case ST_STARSTANCE:
  14788. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  14789. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14790. return false;
  14791. }
  14792. break;
  14793. case ST_UNIVERSESTANCE:
  14794. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  14795. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  14796. return false;
  14797. }
  14798. break;
  14799. }
  14800. /* check the status required */
  14801. if (!require.status.empty()) {
  14802. switch (skill_id) {
  14803. // Being checked later in skill_check_condition_castend()
  14804. case WZ_SIGHTRASHER:
  14805. break;
  14806. default:
  14807. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14808. return false;
  14809. break;
  14810. }
  14811. }
  14812. // Check for equipped item(s)
  14813. if (!require.eqItem.empty()) {
  14814. size_t count = require.eqItem.size();
  14815. for (const auto &it : require.eqItem) {
  14816. t_itemid reqeqit = it;
  14817. if (!reqeqit)
  14818. break; // Skill has no required item(s); get out of here
  14819. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14820. case NC_PILEBUNKER:
  14821. case RL_P_ALTER:
  14822. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14823. count--;
  14824. if (!count) {
  14825. if( skill_id == RL_P_ALTER ){
  14826. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14827. }else{
  14828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14829. }
  14830. return false;
  14831. } else
  14832. continue;
  14833. }
  14834. break;
  14835. case NC_ACCELERATION:
  14836. case NC_SELFDESTRUCTION:
  14837. case NC_SHAPESHIFT:
  14838. case NC_EMERGENCYCOOL:
  14839. case NC_MAGNETICFIELD:
  14840. case NC_NEUTRALBARRIER:
  14841. case NC_STEALTHFIELD:
  14842. if (pc_search_inventory(sd, reqeqit) == -1) {
  14843. count--;
  14844. if (!count) {
  14845. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  14846. return false;
  14847. } else
  14848. continue;
  14849. }
  14850. break;
  14851. default:
  14852. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14853. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  14854. return false;
  14855. }
  14856. break;
  14857. }
  14858. }
  14859. }
  14860. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14861. //mhp is the max-hp-requirement, that is,
  14862. //you must have this % or less of HP to cast it.
  14863. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14864. return false;
  14865. }
  14866. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14867. switch(skill_id) {
  14868. case RA_AIMEDBOLT:
  14869. break;
  14870. default:
  14871. switch((unsigned int)log2(require.weapon)) {
  14872. case W_REVOLVER:
  14873. clif_msg(sd, SKILL_NEED_REVOLVER);
  14874. break;
  14875. case W_RIFLE:
  14876. clif_msg(sd, SKILL_NEED_RIFLE);
  14877. break;
  14878. case W_GATLING:
  14879. clif_msg(sd, SKILL_NEED_GATLING);
  14880. break;
  14881. case W_SHOTGUN:
  14882. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14883. break;
  14884. case W_GRENADE:
  14885. clif_msg(sd, SKILL_NEED_GRENADE);
  14886. break;
  14887. default:
  14888. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14889. break;
  14890. }
  14891. return false;
  14892. }
  14893. }
  14894. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14895. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14896. return false;
  14897. }
  14898. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14900. return false;
  14901. }
  14902. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  14903. switch (skill_id) { // Skills that require soul spheres.
  14904. case SP_SOULGOLEM:
  14905. case SP_SOULSHADOW:
  14906. case SP_SOULFALCON:
  14907. case SP_SOULFAIRY:
  14908. case SP_SOULCURSE:
  14909. case SP_SPA:
  14910. case SP_SHA:
  14911. case SP_SWHOO:
  14912. case SP_SOULUNITY:
  14913. case SP_SOULDIVISION:
  14914. case SP_SOULREAPER:
  14915. case SP_SOULEXPLOSION:
  14916. case SP_KAUTE:
  14917. if (sd->soulball < require.spiritball) {
  14918. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  14919. return false;
  14920. }
  14921. break;
  14922. default: // Skills that require spirit/coin spheres.
  14923. if (sd->spiritball < require.spiritball) {
  14924. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14925. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14926. else
  14927. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  14928. return false;
  14929. }
  14930. break;
  14931. }
  14932. }
  14933. return true;
  14934. }
  14935. /**
  14936. * Check skill condition when cast end.
  14937. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14938. * @param sd Player who uses skill
  14939. * @param skill_id ID of used skill
  14940. * @param skill_lv Level of used skill
  14941. * @return true: All condition passed, false: Failed
  14942. */
  14943. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14944. {
  14945. struct s_skill_condition require;
  14946. struct status_data *status;
  14947. int i;
  14948. short index[MAX_SKILL_ITEM_REQUIRE];
  14949. nullpo_retr(false,sd);
  14950. if( sd->chatID )
  14951. return false;
  14952. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14953. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14954. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14955. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14956. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  14957. return true;
  14958. }
  14959. switch( sd->menuskill_id ) { // Cast start or cast end??
  14960. case AM_PHARMACY:
  14961. switch( skill_id ) {
  14962. case AM_PHARMACY:
  14963. case AC_MAKINGARROW:
  14964. case BS_REPAIRWEAPON:
  14965. case AM_TWILIGHT1:
  14966. case AM_TWILIGHT2:
  14967. case AM_TWILIGHT3:
  14968. return false;
  14969. }
  14970. break;
  14971. case GN_MIX_COOKING:
  14972. case GN_MAKEBOMB:
  14973. case GN_S_PHARMACY:
  14974. case GN_CHANGEMATERIAL:
  14975. if( sd->menuskill_id != skill_id )
  14976. return false;
  14977. break;
  14978. }
  14979. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14980. return true;
  14981. if( pc_is90overweight(sd) ) {
  14982. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14983. return false;
  14984. }
  14985. // perform skill-specific checks (and actions)
  14986. switch( skill_id ) {
  14987. case PR_BENEDICTIO:
  14988. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14989. break;
  14990. case AM_CANNIBALIZE:
  14991. case AM_SPHEREMINE: {
  14992. int c=0;
  14993. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  14994. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14995. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14996. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14997. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14998. if(c >= maxcount ||
  14999. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  15000. { //Fails when: exceed max limit. There are other plant types already out.
  15001. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15002. return false;
  15003. }
  15004. }
  15005. break;
  15006. }
  15007. case NC_SILVERSNIPER:
  15008. case NC_MAGICDECOY: {
  15009. int c = 0;
  15010. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  15011. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  15012. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  15013. if( skill_id == NC_MAGICDECOY ) {
  15014. int j;
  15015. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  15016. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  15017. } else
  15018. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  15019. if( c >= maxcount ) {
  15020. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15021. return false;
  15022. }
  15023. }
  15024. }
  15025. break;
  15026. case KO_ZANZOU: {
  15027. int c = 0;
  15028. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  15029. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  15030. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  15031. return false;
  15032. }
  15033. }
  15034. break;
  15035. }
  15036. status = &sd->battle_status;
  15037. require = skill_get_requirement(sd,skill_id,skill_lv);
  15038. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  15039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  15040. return false;
  15041. }
  15042. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  15043. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15044. return false;
  15045. }
  15046. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  15047. uint8 extra_ammo = 0;
  15048. #ifdef RENEWAL
  15049. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  15050. case WM_SEVERE_RAINSTORM:
  15051. case RL_FIREDANCE:
  15052. case RL_R_TRIP:
  15053. case RL_FIRE_RAIN:
  15054. extra_ammo = 1;
  15055. break;
  15056. default:
  15057. break;
  15058. }
  15059. #endif
  15060. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  15061. clif_arrow_fail(sd,0);
  15062. return false;
  15063. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  15064. char e_msg[100];
  15065. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  15066. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  15067. return false;
  15068. }
  15069. else if (require.ammo&(1<<AMMO_KUNAI)) {
  15070. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  15071. return false;
  15072. }
  15073. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  15074. skill_get_desc(skill_id),
  15075. require.ammo_qty,
  15076. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  15077. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  15078. return false;
  15079. }
  15080. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  15081. //which is the closest we have to wrong ammo type. [Skotlex]
  15082. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  15083. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15084. return false;
  15085. }
  15086. }
  15087. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  15088. if( !require.itemid[i] )
  15089. continue;
  15090. index[i] = pc_search_inventory(sd,require.itemid[i]);
  15091. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  15092. if( require.itemid[i] == ITEMID_HOLY_WATER )
  15093. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  15094. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  15095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  15096. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  15097. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  15098. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  15099. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  15100. else if( require.itemid[i] == ITEMID_ANCILLA )
  15101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  15102. else
  15103. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  15104. return false;
  15105. }
  15106. }
  15107. /* check the status required */
  15108. if (!require.status.empty()) {
  15109. switch (skill_id) {
  15110. case WZ_SIGHTRASHER:
  15111. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15112. return false;
  15113. break;
  15114. default:
  15115. break;
  15116. }
  15117. }
  15118. return true;
  15119. }
  15120. /** Consume skill requirement
  15121. * @param sd Player who uses the skill
  15122. * @param skill_id ID of used skill
  15123. * @param skill_lv Level of used skill
  15124. * @param type Consume type
  15125. * type&1: consume the others (before skill was used);
  15126. * type&2: consume items (after skill was used)
  15127. */
  15128. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  15129. {
  15130. struct s_skill_condition require;
  15131. nullpo_retv(sd);
  15132. require = skill_get_requirement(sd,skill_id,skill_lv);
  15133. if( type&1 ) {
  15134. switch( skill_id ) {
  15135. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  15136. case MC_IDENTIFY:
  15137. require.sp = 0;
  15138. break;
  15139. case MO_KITRANSLATION:
  15140. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  15141. require.spiritball = 0;
  15142. //Fall through
  15143. default:
  15144. if(sd->state.autocast)
  15145. require.sp = 0;
  15146. break;
  15147. }
  15148. if(require.hp || require.sp)
  15149. status_zap(&sd->bl, require.hp, require.sp);
  15150. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  15151. switch (skill_id) { // Skills that require soul spheres.
  15152. case SP_SOULGOLEM:
  15153. case SP_SOULSHADOW:
  15154. case SP_SOULFALCON:
  15155. case SP_SOULFAIRY:
  15156. case SP_SOULCURSE:
  15157. case SP_SPA:
  15158. case SP_SHA:
  15159. case SP_SWHOO:
  15160. case SP_SOULUNITY:
  15161. case SP_SOULDIVISION:
  15162. case SP_SOULREAPER:
  15163. case SP_SOULEXPLOSION:
  15164. case SP_KAUTE:
  15165. pc_delsoulball(sd, require.spiritball, false);
  15166. break;
  15167. default: // Skills that require spirit/coin spheres.
  15168. pc_delspiritball(sd, require.spiritball, 0);
  15169. break;
  15170. }
  15171. }
  15172. else if(require.spiritball == -1) {
  15173. sd->spiritball_old = sd->spiritball;
  15174. pc_delspiritball(sd,sd->spiritball,0);
  15175. }
  15176. if(require.zeny > 0)
  15177. {
  15178. if( skill_id == NJ_ZENYNAGE )
  15179. require.zeny = 0; //Zeny is reduced on skill_attack.
  15180. if( sd->status.zeny < require.zeny )
  15181. require.zeny = sd->status.zeny;
  15182. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  15183. }
  15184. }
  15185. if( type&2 ) {
  15186. struct status_change *sc = &sd->sc;
  15187. int n,i;
  15188. if( !sc->count )
  15189. sc = NULL;
  15190. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  15191. {
  15192. if( !require.itemid[i] )
  15193. continue;
  15194. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  15195. continue; //Gemstones are checked, but not substracted from inventory.
  15196. switch( skill_id ){
  15197. case SA_SEISMICWEAPON:
  15198. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  15199. continue;
  15200. break;
  15201. case SA_FLAMELAUNCHER:
  15202. case SA_VOLCANO:
  15203. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  15204. continue;
  15205. break;
  15206. case SA_FROSTWEAPON:
  15207. case SA_DELUGE:
  15208. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  15209. continue;
  15210. break;
  15211. case SA_LIGHTNINGLOADER:
  15212. case SA_VIOLENTGALE:
  15213. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  15214. continue;
  15215. break;
  15216. }
  15217. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  15218. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  15219. }
  15220. }
  15221. }
  15222. /**
  15223. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  15224. * @param sd Player's that will be checked
  15225. * @param skill_id Skill that's being used
  15226. * @param skill_lv Skill level of used skill
  15227. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  15228. */
  15229. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15230. {
  15231. struct s_skill_condition req;
  15232. struct status_data *status;
  15233. struct status_change *sc;
  15234. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  15235. memset(&req,0,sizeof(req));
  15236. if( !sd )
  15237. return req;
  15238. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  15239. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  15240. sc = &sd->sc;
  15241. if( !sc->count )
  15242. sc = NULL;
  15243. //Checks if disabling skill - in which case no SP requirements are necessary
  15244. if( sc && skill_disable_check(sc,skill_id) )
  15245. return req;
  15246. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  15247. status = &sd->battle_status;
  15248. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15249. req.hp = skill->require.hp[skill_lv - 1];
  15250. hp_rate = skill->require.hp_rate[skill_lv - 1];
  15251. if(hp_rate > 0)
  15252. req.hp += (status->hp * hp_rate)/100;
  15253. else
  15254. req.hp += (status->max_hp * (-hp_rate))/100;
  15255. req.sp = skill->require.sp[skill_lv-1];
  15256. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  15257. req.sp /= 2;
  15258. sp_rate = skill->require.sp_rate[skill_lv-1];
  15259. if(sp_rate > 0)
  15260. req.sp += (status->sp * sp_rate)/100;
  15261. else
  15262. req.sp += (status->max_sp * (-sp_rate))/100;
  15263. if( sd->dsprate != 100 )
  15264. req.sp = req.sp * sd->dsprate / 100;
  15265. for (auto &it : sd->skillusesprate) {
  15266. if (it.id == skill_id) {
  15267. sp_skill_rate_bonus -= it.val;
  15268. break;
  15269. }
  15270. }
  15271. for (auto &it : sd->skillusesp) {
  15272. if (it.id == skill_id) {
  15273. req.sp -= it.val;
  15274. break;
  15275. }
  15276. }
  15277. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  15278. req.sp += req.sp * 30 / 100;
  15279. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  15280. if( sc ) {
  15281. if( sc->data[SC__LAZINESS] )
  15282. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  15283. if( sc->data[SC_RECOGNIZEDSPELL] )
  15284. req.sp += req.sp / 4;
  15285. if( sc->data[SC_OFFERTORIUM])
  15286. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  15287. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  15288. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  15289. #ifdef RENEWAL
  15290. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  15291. req.sp -= req.sp * 20 / 100;
  15292. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  15293. req.sp -= req.sp * 30 / 100;
  15294. #endif
  15295. if (sc->data[SC_GLOOMYDAY])
  15296. req.sp += req.sp * (skill_lv * 10) / 100;
  15297. }
  15298. req.zeny = skill->require.zeny[skill_lv-1];
  15299. if( sc && sc->data[SC__UNLUCKY] ) {
  15300. if(sc->data[SC__UNLUCKY]->val1 < 3)
  15301. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  15302. else
  15303. req.zeny += 1000;
  15304. }
  15305. req.spiritball = skill->require.spiritball[skill_lv-1];
  15306. req.state = skill->require.state;
  15307. req.mhp = skill->require.mhp[skill_lv-1];
  15308. req.weapon = skill->require.weapon;
  15309. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  15310. if (req.ammo_qty)
  15311. req.ammo = skill->require.ammo;
  15312. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  15313. { //Assume this skill is using the weapon, therefore it requires arrows.
  15314. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  15315. req.ammo_qty = 1;
  15316. }
  15317. req.status = skill->require.status;
  15318. req.eqItem = skill->require.eqItem;
  15319. // Level dependence flag is determined based on the ItemCost Level label
  15320. bool level_dependent = skill->require.itemid_level_dependent;
  15321. switch( skill_id ) {
  15322. /* Skill level-dependent checks */
  15323. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  15324. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  15325. req.itemid[1] = skill->require.itemid[skill->max];
  15326. req.amount[1] = skill->require.amount[skill->max];
  15327. // Fall through
  15328. /* Normal skill requirements and gemstone checks */
  15329. default:
  15330. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  15331. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  15332. if (!level_dependent) {
  15333. switch( skill_id ) {
  15334. case AM_POTIONPITCHER:
  15335. case CR_SLIMPITCHER:
  15336. case CR_CULTIVATION:
  15337. if (i != skill_lv%11 - 1)
  15338. continue;
  15339. break;
  15340. #ifdef RENEWAL
  15341. case AM_CALLHOMUN:
  15342. // Player has no homunculus, only requires first item
  15343. if (i > 0 && sd->hd == nullptr) {
  15344. i = MAX_SKILL_ITEM_REQUIRE;
  15345. continue;
  15346. }
  15347. // Recalling from Rest state has a different consume item (stored as second item)
  15348. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  15349. req.itemid[0] = skill->require.itemid[1];
  15350. req.amount[0] = skill->require.amount[1];
  15351. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  15352. skill_area_temp[0] = 0;
  15353. i = MAX_SKILL_ITEM_REQUIRE;
  15354. continue;
  15355. }
  15356. break;
  15357. #else
  15358. case AM_CALLHOMUN:
  15359. if (sd->status.hom_id) //Don't delete items when hom is already out.
  15360. continue;
  15361. break;
  15362. #endif
  15363. case AB_ADORAMUS:
  15364. 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)) )
  15365. continue;
  15366. break;
  15367. }
  15368. req.itemid[i] = skill->require.itemid[i];
  15369. req.amount[i] = skill->require.amount[i];
  15370. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  15371. int16 itIndex;
  15372. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  15373. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  15374. req.itemid[i] = ITEMID_TRAP;
  15375. else
  15376. req.itemid[i] = ITEMID_TRAP_ALLOY;
  15377. req.amount[i] = 1;
  15378. }
  15379. break;
  15380. }
  15381. }
  15382. // Check requirement for gemstone.
  15383. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  15384. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  15385. req.itemid[i] = req.amount[i] = 0;
  15386. else {
  15387. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  15388. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  15389. if( skill_id != SA_ABRACADABRA )
  15390. req.itemid[i] = req.amount[i] = 0;
  15391. else if( --req.amount[i] < 1 )
  15392. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  15393. }
  15394. }
  15395. }
  15396. // Check requirement for Magic Gear Fuel
  15397. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  15398. req.itemid[i] = req.amount[i] = 0;
  15399. }
  15400. break;
  15401. }
  15402. // Check for cost reductions due to skills & SCs
  15403. switch(skill_id) {
  15404. case MC_MAMMONITE:
  15405. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  15406. req.zeny -= req.zeny*10/100;
  15407. break;
  15408. case AL_HOLYLIGHT:
  15409. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  15410. req.sp *= 5;
  15411. break;
  15412. case SL_SMA:
  15413. case SL_STUN:
  15414. case SL_STIN:
  15415. {
  15416. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  15417. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  15418. break;
  15419. if(sd->status.base_level>=90)
  15420. req.sp -= req.sp*7*kaina_lv/100;
  15421. else if(sd->status.base_level>=80)
  15422. req.sp -= req.sp*5*kaina_lv/100;
  15423. else if(sd->status.base_level>=70)
  15424. req.sp -= req.sp*3*kaina_lv/100;
  15425. }
  15426. break;
  15427. case MO_CHAINCOMBO:
  15428. case MO_COMBOFINISH:
  15429. case CH_TIGERFIST:
  15430. case CH_CHAINCRUSH:
  15431. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  15432. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  15433. break;
  15434. case MO_BODYRELOCATION:
  15435. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  15436. req.spiritball = 0;
  15437. break;
  15438. case MO_EXTREMITYFIST:
  15439. if( sc ) {
  15440. if( sc->data[SC_BLADESTOP] )
  15441. req.spiritball--;
  15442. else if( sc->data[SC_COMBO] ) {
  15443. #ifndef RENEWAL
  15444. switch( sc->data[SC_COMBO]->val1 ) {
  15445. case MO_COMBOFINISH:
  15446. req.spiritball = 4;
  15447. break;
  15448. case CH_TIGERFIST:
  15449. req.spiritball = 3;
  15450. break;
  15451. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  15452. req.spiritball = sd->spiritball?sd->spiritball:1;
  15453. break;
  15454. }
  15455. #else
  15456. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  15457. #endif
  15458. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  15459. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  15460. }
  15461. break;
  15462. case LG_RAGEBURST:
  15463. req.spiritball = sd->spiritball?sd->spiritball:1;
  15464. break;
  15465. case SR_GATEOFHELL:
  15466. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15467. req.sp -= req.sp * 10 / 100;
  15468. break;
  15469. case SO_SUMMON_AGNI:
  15470. case SO_SUMMON_AQUA:
  15471. case SO_SUMMON_VENTUS:
  15472. case SO_SUMMON_TERA: {
  15473. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15474. if( spirit_sympathy )
  15475. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15476. }
  15477. break;
  15478. case SO_PSYCHIC_WAVE:
  15479. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15480. req.sp += req.sp / 2; // 1.5x SP cost
  15481. break;
  15482. }
  15483. //Check if player is using the copied skill [Cydh]
  15484. uint16 idx = skill_get_index(skill_id);
  15485. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15486. uint16 req_opt = skill->copyable.req_opt;
  15487. if (req_opt & SKILL_REQ_HPCOST)
  15488. req.hp = 0;
  15489. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15490. req.mhp = 0;
  15491. if (req_opt & SKILL_REQ_SPCOST)
  15492. req.sp = 0;
  15493. if (req_opt & SKILL_REQ_HPRATECOST)
  15494. req.hp_rate = 0;
  15495. if (req_opt & SKILL_REQ_SPRATECOST)
  15496. req.sp_rate = 0;
  15497. if (req_opt & SKILL_REQ_ZENYCOST)
  15498. req.zeny = 0;
  15499. if (req_opt & SKILL_REQ_WEAPON)
  15500. req.weapon = 0;
  15501. if (req_opt & SKILL_REQ_AMMO) {
  15502. req.ammo = 0;
  15503. req.ammo_qty = 0;
  15504. }
  15505. if (req_opt & SKILL_REQ_STATE)
  15506. req.state = ST_NONE;
  15507. if (req_opt & SKILL_REQ_STATUS) {
  15508. req.status.clear();
  15509. req.status.shrink_to_fit();
  15510. }
  15511. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15512. req.spiritball = 0;
  15513. if (req_opt & SKILL_REQ_ITEMCOST) {
  15514. memset(req.itemid, 0, sizeof(req.itemid));
  15515. memset(req.amount, 0, sizeof(req.amount));
  15516. }
  15517. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15518. req.eqItem.clear();
  15519. req.eqItem.shrink_to_fit();
  15520. }
  15521. }
  15522. return req;
  15523. }
  15524. /*==========================================
  15525. * Does cast-time reductions based on dex, item bonuses and config setting
  15526. *------------------------------------------*/
  15527. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15528. nullpo_ret(bl);
  15529. double time = skill_get_cast(skill_id, skill_lv);
  15530. #ifndef RENEWAL_CAST
  15531. {
  15532. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15533. struct status_change *sc = status_get_sc(bl);
  15534. int reduce_cast_rate = 0;
  15535. uint8 flag = skill_get_castnodex(skill_id);
  15536. // Calculate base cast time (reduced by dex)
  15537. if (!(flag&1)) {
  15538. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15539. if (scale > 0) // not instant cast
  15540. time = time * (float)scale / battle_config.castrate_dex_scale;
  15541. else
  15542. return 0; // instant cast
  15543. }
  15544. // Calculate cast time reduced by item/card bonuses
  15545. if (sd) {
  15546. if (!(flag&4)) {
  15547. if (sd->castrate != 100)
  15548. reduce_cast_rate += 100 - sd->castrate;
  15549. if (sd->bonus.add_varcast != 0)
  15550. time += sd->bonus.add_varcast; // bonus bVariableCast
  15551. }
  15552. // Skill-specific reductions work regardless of flag
  15553. for (const auto &it : sd->skillcastrate) {
  15554. if (it.id == skill_id) {
  15555. time += time * it.val / 100;
  15556. break;
  15557. }
  15558. }
  15559. for (const auto &it : sd->skillvarcast) {
  15560. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15561. time += it.val;
  15562. break;
  15563. }
  15564. }
  15565. }
  15566. // These cast time reductions are processed even if the skill fails
  15567. if (sc && sc->count) {
  15568. // Magic Strings stacks additively with item bonuses
  15569. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15570. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15571. // Foresight halves the cast time, it does not stack additively
  15572. if (sc->data[SC_MEMORIZE]) {
  15573. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  15574. if(!(flag&2))
  15575. time -= time * 50 / 100;
  15576. // Foresight counter gets reduced even if the skill is not affected by it
  15577. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15578. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15579. }
  15580. }
  15581. }
  15582. time = time * (1 - (float)reduce_cast_rate / 100);
  15583. }
  15584. #endif
  15585. // config cast time multiplier
  15586. if (battle_config.cast_rate != 100)
  15587. time = time * battle_config.cast_rate / 100;
  15588. // return final cast time
  15589. time = max(time, 0);
  15590. //ShowInfo("Castime castfix = %f\n",time);
  15591. return (int)time;
  15592. }
  15593. #ifndef RENEWAL_CAST
  15594. /**
  15595. * Get the skill cast time for Pre-Re cast
  15596. * @param bl: The caster
  15597. * @param time: Cast time before Status Change addition or reduction
  15598. * @return time: Modified castime after status change addition or reduction
  15599. */
  15600. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15601. {
  15602. if (time < 0)
  15603. return 0;
  15604. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15605. return (int)time;
  15606. status_change *sc = status_get_sc(bl);
  15607. if (sc && sc->count) {
  15608. if (!(flag&2)) {
  15609. if (sc->data[SC_SLOWCAST])
  15610. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15611. if (sc->data[SC_PARALYSIS])
  15612. time += sc->data[SC_PARALYSIS]->val3;
  15613. if (sc->data[SC_IZAYOI])
  15614. time -= time * 50 / 100;
  15615. }
  15616. if (sc->data[SC_SUFFRAGIUM]) {
  15617. if(!(flag&2))
  15618. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15619. //Suffragium ends even if the skill is not affected by it
  15620. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15621. }
  15622. }
  15623. time = max(time, 0);
  15624. //ShowInfo("Castime castfix_sc = %f\n",time);
  15625. return (int)time;
  15626. }
  15627. #else
  15628. /**
  15629. * Get the skill cast time for RENEWAL_CAST.
  15630. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15631. * Additive value:
  15632. * Variable CastTime : time += value
  15633. * Fixed CastTime : fixed += value
  15634. * Multipicative value
  15635. * Variable CastTime : VARCAST_REDUCTION(value)
  15636. * Fixed CastTime : FIXEDCASTRATE2(value)
  15637. * @param bl: The caster
  15638. * @param time: Cast time without reduction
  15639. * @param skill_id: Skill ID of the casted skill
  15640. * @param skill_lv: Skill level of the casted skill
  15641. * @return time: Modified castime after status and bonus addition or reduction
  15642. */
  15643. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15644. {
  15645. nullpo_ret(bl);
  15646. if (time < 0)
  15647. return 0;
  15648. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15649. return (int)time;
  15650. status_change *sc = status_get_sc(bl);
  15651. map_session_data *sd = BL_CAST(BL_PC, bl);
  15652. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15653. uint8 flag = skill_get_castnodex(skill_id);
  15654. if (fixed < 0) {
  15655. if (battle_config.default_fixed_castrate > 0) {
  15656. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15657. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15658. } else
  15659. fixed = 0;
  15660. }
  15661. // Additive Variable Cast bonus adjustments by items
  15662. if (sd && !(flag&4)) {
  15663. if (sd->bonus.varcastrate != 0)
  15664. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15665. if (sd->bonus.fixcastrate != 0)
  15666. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15667. if (sd->bonus.add_varcast != 0)
  15668. time += sd->bonus.add_varcast; // bonus bVariableCast
  15669. if (sd->bonus.add_fixcast != 0)
  15670. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15671. for (const auto &it : sd->skillfixcast) {
  15672. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15673. fixed += it.val;
  15674. break;
  15675. }
  15676. }
  15677. for (const auto &it : sd->skillvarcast) {
  15678. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15679. time += it.val;
  15680. break;
  15681. }
  15682. }
  15683. for (const auto &it : sd->skillcastrate) {
  15684. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15685. reduce_cast_rate += it.val;
  15686. break;
  15687. }
  15688. }
  15689. for (const auto &it : sd->skillfixcastrate) {
  15690. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15691. fixcast_r = max(fixcast_r, it.val);
  15692. break;
  15693. }
  15694. }
  15695. }
  15696. // Adjusted by active statuses
  15697. if (sc && sc->count && !(flag&2)) {
  15698. // Multiplicative Variable CastTime values
  15699. if (sc->data[SC_SLOWCAST])
  15700. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15701. if (sc->data[SC__LAZINESS])
  15702. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15703. if (sc->data[SC_SUFFRAGIUM]) {
  15704. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15705. #ifndef RENEWAL
  15706. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15707. #endif
  15708. }
  15709. if (sc->data[SC_MEMORIZE]) {
  15710. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  15711. reduce_cast_rate += 50;
  15712. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15713. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15714. }
  15715. }
  15716. if (sc->data[SC_POEMBRAGI])
  15717. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15718. if (sc->data[SC_IZAYOI])
  15719. VARCAST_REDUCTION(50);
  15720. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15721. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15722. if (sc->data[SC_TELEKINESIS_INTENSE])
  15723. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15724. if (sc->data[SC_SOULFAIRY])
  15725. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  15726. if (sc->data[SC_EP16_2_BUFF_AC])
  15727. VARCAST_REDUCTION(80);
  15728. // Multiplicative Fixed CastTime values
  15729. if (sc->data[SC_SECRAMENT])
  15730. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15731. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15732. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15733. if (sc->data[SC_DANCEWITHWUG])
  15734. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15735. if (sc->data[SC_HEAT_BARREL])
  15736. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15737. if (sc->data[SC_FREEZING])
  15738. fixcast_r -= 50;
  15739. if (sc->data[SC_SWINGDANCE])
  15740. fixcast_r = max(fixcast_r, skill_lv * 6);
  15741. // Additive Fixed CastTime values
  15742. if (sc->data[SC_MANDRAGORA])
  15743. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15744. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15745. fixed -= 1000;
  15746. if (sc->data[SC_IZAYOI])
  15747. fixed = 0;
  15748. if (sc->data[SC_GLOOMYDAY])
  15749. fixed += skill_lv * 500;
  15750. }
  15751. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15752. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15753. if (varcast_r < 0)
  15754. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15755. // Apply Variable CastTime calculation by INT & DEX
  15756. if (!(flag&1))
  15757. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15758. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15759. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15760. return (int)time;
  15761. }
  15762. #endif
  15763. /*==========================================
  15764. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15765. *------------------------------------------*/
  15766. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15767. {
  15768. nullpo_ret(bl);
  15769. if (skill_id == SA_ABRACADABRA)
  15770. return 0; //Will use picked skill's delay.
  15771. if (bl->type&battle_config.no_skill_delay)
  15772. return battle_config.min_skill_delay_limit;
  15773. int delaynodex = skill_get_delaynodex(skill_id);
  15774. double time = skill_get_delay(skill_id, skill_lv);
  15775. if (time < 0)
  15776. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15777. status_change* sc = status_get_sc(bl);
  15778. // Delay reductions
  15779. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15780. case MO_TRIPLEATTACK:
  15781. case MO_CHAINCOMBO:
  15782. case MO_COMBOFINISH:
  15783. case CH_TIGERFIST:
  15784. case CH_CHAINCRUSH:
  15785. case SR_DRAGONCOMBO:
  15786. case SR_FALLENEMPIRE:
  15787. case SJ_PROMINENCEKICK:
  15788. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15789. if (time == 0)
  15790. time = 1000;
  15791. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15792. break;
  15793. #ifndef RENEWAL
  15794. case HP_BASILICA:
  15795. if (sc && !sc->data[SC_BASILICA])
  15796. time = 0; // There is no Delay on Basilica creation, only on cancel
  15797. break;
  15798. #endif
  15799. default:
  15800. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15801. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15802. if (scale > 0)
  15803. time = time * scale / battle_config.castrate_dex_scale;
  15804. else //To be capped later to minimum.
  15805. time = 0;
  15806. }
  15807. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15808. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15809. if (scale > 0)
  15810. time = time * scale / battle_config.castrate_dex_scale;
  15811. else //To be capped later to minimum.
  15812. time = 0;
  15813. }
  15814. }
  15815. if (sc && sc->count) {
  15816. if (sc->data[SC_SPIRIT]) {
  15817. switch (skill_id) {
  15818. case CR_SHIELDBOOMERANG:
  15819. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15820. time /= 2;
  15821. break;
  15822. case AS_SONICBLOW:
  15823. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15824. time /= 2;
  15825. break;
  15826. }
  15827. }
  15828. }
  15829. int delay = 0;
  15830. if (!(delaynodex&2)) {
  15831. if (sc && sc->count) {
  15832. if (sc->data[SC_POEMBRAGI])
  15833. delay += sc->data[SC_POEMBRAGI]->val3;
  15834. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15835. delay += 50; // After Delay of Wind element spells reduced by 50%.
  15836. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  15837. delay += sc->data[SC_MAGICMUSHROOM]->val2;
  15838. }
  15839. }
  15840. if (!(delaynodex&4) && bl->type == BL_PC) {
  15841. map_session_data* sd = (map_session_data*)bl;
  15842. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  15843. delay += sd->bonus.delayrate;
  15844. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  15845. if (it.id == skill_id) {
  15846. time += it.val;
  15847. break;
  15848. }
  15849. }
  15850. }
  15851. if (delay != 0)
  15852. time = time * (1 - (float)min(delay, 100) / 100);
  15853. if (battle_config.delay_rate != 100)
  15854. time = time * battle_config.delay_rate / 100;
  15855. //ShowInfo("Delay delayfix = %f\n",time);
  15856. return max((int)time,0);
  15857. }
  15858. /*==========================================
  15859. * Weapon Repair [Celest/DracoRPG]
  15860. *------------------------------------------*/
  15861. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15862. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  15863. ITEMID_IRON_ORE,
  15864. ITEMID_IRON,
  15865. ITEMID_STEEL,
  15866. ITEMID_ORIDECON_STONE,
  15867. #ifdef RENEWAL
  15868. 0
  15869. #endif
  15870. };
  15871. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  15872. ITEMID_STEEL,
  15873. #ifdef RENEWAL
  15874. 0
  15875. #endif
  15876. };
  15877. t_itemid material = 0;
  15878. struct item *item;
  15879. struct map_session_data *target_sd;
  15880. nullpo_retv(sd);
  15881. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15882. return;
  15883. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15884. return;
  15885. if( idx < 0 || idx >= MAX_INVENTORY )
  15886. return; //Invalid index??
  15887. item = &target_sd->inventory.u.items_inventory[idx];
  15888. if( !item->nameid || !item->attribute )
  15889. return; //Again invalid item....
  15890. if (itemdb_ishatched_egg(item))
  15891. return;
  15892. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15893. clif_item_repaireffect(sd, idx, 1);
  15894. return;
  15895. }
  15896. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  15897. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  15898. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  15899. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  15900. }
  15901. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  15902. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15903. return;
  15904. }
  15905. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15906. item->attribute = 0;/* clear broken state */
  15907. clif_equiplist(target_sd);
  15908. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15909. clif_item_repaireffect(sd,idx,0);
  15910. if( sd != target_sd )
  15911. clif_item_repaireffect(target_sd,idx,0);
  15912. }
  15913. /*==========================================
  15914. * Item Appraisal
  15915. *------------------------------------------*/
  15916. void skill_identify(struct map_session_data *sd, int idx)
  15917. {
  15918. int flag=1;
  15919. nullpo_retv(sd);
  15920. sd->state.workinprogress = WIP_DISABLE_NONE;
  15921. if(idx >= 0 && idx < MAX_INVENTORY) {
  15922. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15923. flag=0;
  15924. sd->inventory.u.items_inventory[idx].identify = 1;
  15925. }
  15926. }
  15927. clif_item_identified(sd,idx,flag);
  15928. }
  15929. /*==========================================
  15930. * Weapon Refine [Celest]
  15931. *------------------------------------------*/
  15932. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15933. {
  15934. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  15935. ITEMID_PHRACON,
  15936. ITEMID_EMVERETARCON,
  15937. ITEMID_ORIDECON,
  15938. ITEMID_ORIDECON,
  15939. #ifdef RENEWAL
  15940. 0
  15941. #endif
  15942. };
  15943. nullpo_retv(sd);
  15944. if (idx >= 0 && idx < MAX_INVENTORY)
  15945. {
  15946. struct item *item;
  15947. struct item_data *ditem = sd->inventory_data[idx];
  15948. item = &sd->inventory.u.items_inventory[idx];
  15949. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15950. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  15951. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15952. return;
  15953. }
  15954. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15955. clif_upgrademessage(sd, 2, item->nameid);
  15956. return;
  15957. }
  15958. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  15959. if( i < 0 ) {
  15960. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  15961. return;
  15962. }
  15963. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  15964. if( info == nullptr ){
  15965. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15966. return;
  15967. }
  15968. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  15969. if( cost == nullptr ){
  15970. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15971. return;
  15972. }
  15973. if( cost->nameid != material[ditem->weapon_level - 1] ){
  15974. 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 );
  15975. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  15976. return;
  15977. }
  15978. int per = ( cost->chance / 100 );
  15979. if( sd->class_&JOBL_THIRD )
  15980. per += 10;
  15981. else
  15982. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15983. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15984. if (per > rnd() % 100) {
  15985. int ep=0;
  15986. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15987. item->refine++;
  15988. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15989. if(item->equip) {
  15990. ep = item->equip;
  15991. pc_unequipitem(sd,idx,3);
  15992. }
  15993. clif_delitem(sd,idx,1,3);
  15994. clif_upgrademessage(sd, 0, item->nameid);
  15995. clif_inventorylist(sd);
  15996. clif_refine(sd->fd,0,idx,item->refine);
  15997. if( ditem->type == IT_WEAPON ){
  15998. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  15999. }
  16000. if (ep)
  16001. pc_equipitem(sd,idx,ep);
  16002. clif_misceffect(&sd->bl,3);
  16003. if(item->refine == 10 &&
  16004. item->card[0] == CARD0_FORGE &&
  16005. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  16006. { // Fame point system [DracoRPG]
  16007. switch(ditem->weapon_level){
  16008. case 1:
  16009. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  16010. break;
  16011. case 2:
  16012. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  16013. break;
  16014. case 3:
  16015. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  16016. break;
  16017. }
  16018. }
  16019. } else {
  16020. item->refine = 0;
  16021. if(item->equip)
  16022. pc_unequipitem(sd,idx,3);
  16023. clif_upgrademessage(sd, 1, item->nameid);
  16024. clif_refine(sd->fd,1,idx,item->refine);
  16025. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  16026. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  16027. clif_misceffect(&sd->bl,2);
  16028. clif_emotion(&sd->bl, ET_HUK);
  16029. }
  16030. }
  16031. }
  16032. }
  16033. /*==========================================
  16034. *
  16035. *------------------------------------------*/
  16036. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  16037. {
  16038. nullpo_ret(sd);
  16039. if (skill_id == 0 || skill_get_index_(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  16040. return 0;
  16041. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  16042. uint16 maxlv = 1;
  16043. if (skill_lv == 0 || lv == 0)
  16044. return 0; // Player must learn the skill before doing auto-spell [Lance]
  16045. #ifdef RENEWAL
  16046. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16047. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16048. else
  16049. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  16050. #else
  16051. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  16052. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  16053. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  16054. maxlv = 10; //Soul Linker bonus. [Skotlex]
  16055. else if(skill_lv==2) maxlv=1;
  16056. else if(skill_lv==3) maxlv=2;
  16057. else if(skill_lv>=4) maxlv=3;
  16058. }
  16059. else if(skill_id==MG_SOULSTRIKE){
  16060. if(skill_lv==5) maxlv=1;
  16061. else if(skill_lv==6) maxlv=2;
  16062. else if(skill_lv>=7) maxlv=3;
  16063. }
  16064. else if(skill_id==MG_FIREBALL){
  16065. if(skill_lv==8) maxlv=1;
  16066. else if(skill_lv>=9) maxlv=2;
  16067. }
  16068. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  16069. else return 0;
  16070. #endif
  16071. maxlv = min(lv, maxlv);
  16072. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  16073. skill_get_time(SA_AUTOSPELL,skill_lv));
  16074. return 0;
  16075. }
  16076. /**
  16077. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  16078. * @param bl: Player object
  16079. * @param ap: va_arg list
  16080. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  16081. */
  16082. static int skill_sit_count(struct block_list *bl, va_list ap)
  16083. {
  16084. struct map_session_data *sd = (struct map_session_data*)bl;
  16085. int flag = va_arg(ap, int);
  16086. if (!pc_issit(sd))
  16087. return 0;
  16088. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16089. return 1;
  16090. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  16091. return 1;
  16092. return 0;
  16093. }
  16094. /**
  16095. * Triggered when a player sits down to activate bonus states.
  16096. * @param bl: Player object
  16097. * @param ap: va_arg list
  16098. * @return 0
  16099. */
  16100. static int skill_sit_in(struct block_list *bl, va_list ap)
  16101. {
  16102. struct map_session_data *sd = (struct map_session_data*)bl;
  16103. int flag = va_arg(ap, int);
  16104. if (!pc_issit(sd))
  16105. return 0;
  16106. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  16107. sd->state.gangsterparadise = 1;
  16108. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  16109. sd->state.rest = 1;
  16110. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16111. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16112. }
  16113. return 0;
  16114. }
  16115. /**
  16116. * Triggered when a player stands up to deactivate bonus states.
  16117. * @param bl: Player object
  16118. * @param ap: va_arg list
  16119. * @return 0
  16120. */
  16121. static int skill_sit_out(struct block_list *bl, va_list ap)
  16122. {
  16123. struct map_session_data *sd = (struct map_session_data*)bl;
  16124. int flag = va_arg(ap, int), range = va_arg(ap, int);
  16125. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16126. return 0;
  16127. if (flag&1 && sd->state.gangsterparadise)
  16128. sd->state.gangsterparadise = 0;
  16129. if (flag&2 && sd->state.rest) {
  16130. sd->state.rest = 0;
  16131. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  16132. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  16133. }
  16134. return 0;
  16135. }
  16136. /**
  16137. * Toggle Sit icon and player bonuses when sitting/standing.
  16138. * @param sd: Player data
  16139. * @param sitting: True when sitting or false when standing
  16140. * @return 0
  16141. */
  16142. int skill_sit(struct map_session_data *sd, bool sitting)
  16143. {
  16144. int flag = 0, range = 0, lv;
  16145. nullpo_ret(sd);
  16146. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  16147. flag |= 1;
  16148. range = skill_get_splash(RG_GANGSTER, lv);
  16149. }
  16150. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  16151. flag |= 2;
  16152. range = skill_get_splash(TK_HPTIME, lv);
  16153. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  16154. flag |= 2;
  16155. range = skill_get_splash(TK_SPTIME, lv);
  16156. }
  16157. if (sitting)
  16158. clif_status_load(&sd->bl, EFST_SIT, 1);
  16159. else
  16160. clif_status_load(&sd->bl, EFST_SIT, 0);
  16161. if (!flag) // No need to count area if no skills are learned.
  16162. return 0;
  16163. if (sitting) {
  16164. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  16165. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  16166. } else
  16167. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  16168. return 0;
  16169. }
  16170. /*==========================================
  16171. * Do Forstjoke/Scream effect
  16172. *------------------------------------------*/
  16173. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  16174. {
  16175. struct block_list *src;
  16176. uint16 skill_id,skill_lv;
  16177. t_tick tick;
  16178. nullpo_ret(bl);
  16179. nullpo_ret(src = va_arg(ap,struct block_list*));
  16180. skill_id = va_arg(ap,int);
  16181. skill_lv = va_arg(ap,int);
  16182. if(!skill_lv)
  16183. return 0;
  16184. tick = va_arg(ap,t_tick);
  16185. if (src == bl || status_isdead(bl))
  16186. return 0;
  16187. if (bl->type == BL_PC) {
  16188. struct map_session_data *sd = (struct map_session_data *)bl;
  16189. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  16190. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  16191. }
  16192. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  16193. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  16194. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16195. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  16196. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  16197. return 0;
  16198. }
  16199. /**
  16200. * Set map cell flag as skill unit effect
  16201. * @param src Skill unit
  16202. * @param skill_id
  16203. * @param skill_lv
  16204. * @param cell Cell type cell_t
  16205. * @param flag 0/1
  16206. */
  16207. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  16208. {
  16209. int range = skill_get_unit_range(skill_id,skill_lv);
  16210. int x, y;
  16211. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  16212. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  16213. map_setcell(src->bl.m, x, y, cell, flag);
  16214. }
  16215. /**
  16216. * Do skill attack area (such splash effect) around the 'first' target.
  16217. * First target will skip skill condition, always receive damage. But,
  16218. * around it, still need target/condition validation by
  16219. * battle_check_target and status_check_skilluse
  16220. * @param bl
  16221. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  16222. */
  16223. int skill_attack_area(struct block_list *bl, va_list ap)
  16224. {
  16225. struct block_list *src,*dsrc;
  16226. int atk_type,skill_id,skill_lv,flag,type;
  16227. t_tick tick;
  16228. if(status_isdead(bl))
  16229. return 0;
  16230. atk_type = va_arg(ap,int);
  16231. src = va_arg(ap,struct block_list*);
  16232. dsrc = va_arg(ap,struct block_list*);
  16233. skill_id = va_arg(ap,int);
  16234. skill_lv = va_arg(ap,int);
  16235. tick = va_arg(ap,t_tick);
  16236. flag = va_arg(ap,int);
  16237. type = va_arg(ap,int);
  16238. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  16239. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16240. }
  16241. if(battle_check_target(dsrc,bl,type) <= 0 ||
  16242. !status_check_skilluse(NULL, bl, skill_id, 2))
  16243. return 0;
  16244. switch (skill_id) {
  16245. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  16246. if (src->x == bl->x && src->y == bl->y)
  16247. return 0; //Does not hit current cell
  16248. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  16249. return 0;
  16250. //Fall through
  16251. case NPC_ACIDBREATH:
  16252. case NPC_DARKNESSBREATH:
  16253. case NPC_FIREBREATH:
  16254. case NPC_ICEBREATH:
  16255. case NPC_THUNDERBREATH:
  16256. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  16257. default:
  16258. //Area-splash, disable skill animation.
  16259. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  16260. }
  16261. }
  16262. /**
  16263. * Clear skill unit group
  16264. * @param bl: Unit to check
  16265. * @param flag: Skill group to clear
  16266. */
  16267. int skill_clear_group(block_list *bl, uint8 flag)
  16268. {
  16269. nullpo_ret(bl);
  16270. unit_data *ud = unit_bl2ud(bl);
  16271. if (ud == nullptr)
  16272. return 0;
  16273. size_t count = 0;
  16274. bool deleted = false;
  16275. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  16276. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  16277. switch ((*it)->skill_id) {
  16278. case SA_DELUGE:
  16279. case SA_VOLCANO:
  16280. case SA_VIOLENTGALE:
  16281. case SA_LANDPROTECTOR:
  16282. case NJ_SUITON:
  16283. case NJ_KAENSIN:
  16284. case SC_CHAOSPANIC:
  16285. case MH_POISON_MIST:
  16286. case MH_LAVA_SLIDE:
  16287. if (flag & 1) {
  16288. skill_delunitgroup(*it);
  16289. count++;
  16290. deleted = true;
  16291. }
  16292. break;
  16293. case SO_CLOUD_KILL:
  16294. case NPC_CLOUD_KILL:
  16295. if (flag & 4) {
  16296. skill_delunitgroup(*it);
  16297. count++;
  16298. deleted = true;
  16299. }
  16300. break;
  16301. case SO_WARMER:
  16302. if (flag & 8) {
  16303. skill_delunitgroup(*it);
  16304. count++;
  16305. deleted = true;
  16306. }
  16307. break;
  16308. default:
  16309. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  16310. skill_delunitgroup(*it);
  16311. count++;
  16312. deleted = true;
  16313. }
  16314. break;
  16315. }
  16316. }
  16317. return static_cast<int>(count);
  16318. }
  16319. /**
  16320. * Returns the first element field found [Skotlex]
  16321. * @param bl
  16322. * @return s_skill_unit_group
  16323. */
  16324. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  16325. {
  16326. nullpo_ret(bl);
  16327. unit_data *ud = unit_bl2ud(bl);
  16328. if (ud == nullptr)
  16329. return nullptr;
  16330. for (const auto su : ud->skillunits) {
  16331. switch (su->skill_id) {
  16332. case SA_DELUGE:
  16333. case SA_VOLCANO:
  16334. case SA_VIOLENTGALE:
  16335. case SA_LANDPROTECTOR:
  16336. case NJ_SUITON:
  16337. case SO_CLOUD_KILL:
  16338. case NPC_CLOUD_KILL:
  16339. case SO_WARMER:
  16340. case SC_CHAOSPANIC:
  16341. case MH_POISON_MIST:
  16342. case MH_LAVA_SLIDE:
  16343. return su;
  16344. }
  16345. }
  16346. return nullptr;
  16347. }
  16348. /// Graffiti cleaner [Valaris]
  16349. int skill_graffitiremover(struct block_list *bl, va_list ap)
  16350. {
  16351. struct skill_unit *unit = NULL;
  16352. int remove = va_arg(ap, int);
  16353. nullpo_retr(0, bl);
  16354. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  16355. return 0;
  16356. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  16357. if (remove == 1)
  16358. skill_delunit(unit);
  16359. return 1;
  16360. }
  16361. return 0;
  16362. }
  16363. /// Greed effect
  16364. int skill_greed(struct block_list *bl, va_list ap)
  16365. {
  16366. struct block_list *src;
  16367. struct map_session_data *sd = NULL;
  16368. struct flooritem_data *fitem = NULL;
  16369. nullpo_ret(bl);
  16370. nullpo_ret(src = va_arg(ap, struct block_list *));
  16371. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  16372. pc_takeitem(sd, fitem);
  16373. return 0;
  16374. }
  16375. /// Ranger's Detonator [Jobbie/3CeAM]
  16376. int skill_detonator(struct block_list *bl, va_list ap)
  16377. {
  16378. nullpo_ret(bl);
  16379. if (bl->type != BL_SKILL)
  16380. return 0;
  16381. block_list *src = va_arg(ap, block_list *);
  16382. skill_unit *unit = (skill_unit *)bl;
  16383. if (unit == nullptr)
  16384. return 0;
  16385. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16386. if (group == nullptr || group->src_id != src->id)
  16387. return 0;
  16388. int unit_id = group->unit_id;
  16389. switch( unit_id )
  16390. { //List of Hunter and Ranger Traps that can be detonate.
  16391. case UNT_BLASTMINE:
  16392. case UNT_SANDMAN:
  16393. case UNT_CLAYMORETRAP:
  16394. case UNT_TALKIEBOX:
  16395. case UNT_CLUSTERBOMB:
  16396. case UNT_FIRINGTRAP:
  16397. case UNT_ICEBOUNDTRAP:
  16398. switch(unit_id) {
  16399. case UNT_TALKIEBOX:
  16400. clif_talkiebox(bl,group->valstr);
  16401. group->val2 = -1;
  16402. break;
  16403. case UNT_CLAYMORETRAP:
  16404. case UNT_FIRINGTRAP:
  16405. case UNT_ICEBOUNDTRAP:
  16406. 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);
  16407. break;
  16408. default:
  16409. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  16410. break;
  16411. }
  16412. if (unit->group == nullptr)
  16413. return 0;
  16414. clif_changetraplook(bl, UNT_USED_TRAPS);
  16415. group->unit_id = UNT_USED_TRAPS;
  16416. group->limit = DIFF_TICK(gettick(),group->tick) +
  16417. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  16418. break;
  16419. }
  16420. return 0;
  16421. }
  16422. /**
  16423. * Calculate Royal Guard's Banding bonus
  16424. * @param sd: Player data
  16425. * @return Number of Royal Guard
  16426. */
  16427. int skill_banding_count(struct map_session_data *sd)
  16428. {
  16429. nullpo_ret(sd);
  16430. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  16431. }
  16432. /**
  16433. * Rebellion's Bind Trap explosion
  16434. * @author [Cydh]
  16435. */
  16436. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  16437. struct skill_unit *su = NULL;
  16438. struct block_list *src = NULL;
  16439. nullpo_ret(bl);
  16440. src = va_arg(ap,struct block_list *);
  16441. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  16442. return 0;
  16443. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  16444. return 0;
  16445. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  16446. clif_changetraplook(bl, UNT_USED_TRAPS);
  16447. su->group->unit_id = UNT_USED_TRAPS;
  16448. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  16449. return 1;
  16450. }
  16451. /*==========================================
  16452. * Check new skill unit cell when overlapping in other skill unit cell.
  16453. * Catched skill in cell value pushed to *unit pointer.
  16454. * Set (*alive) to 0 will ends 'new unit' check
  16455. *------------------------------------------*/
  16456. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  16457. {
  16458. uint16 skill_id;
  16459. int *alive;
  16460. struct skill_unit *unit;
  16461. skill_id = va_arg(ap,int);
  16462. alive = va_arg(ap,int *);
  16463. unit = (struct skill_unit *)bl;
  16464. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  16465. return 0;
  16466. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  16467. return 0;
  16468. switch (skill_id) {
  16469. case SA_LANDPROTECTOR: {
  16470. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  16471. (*alive) = 0;
  16472. skill_delunit(unit);
  16473. return 1;
  16474. }
  16475. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  16476. //It deletes everything except traps and barriers
  16477. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  16478. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  16479. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16480. skill_delunitgroup(unit->group);
  16481. } else
  16482. skill_delunit(unit);
  16483. return 1;
  16484. }
  16485. }
  16486. break;
  16487. case GN_CRAZYWEED_ATK:
  16488. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  16489. break;
  16490. case HW_GANBANTEIN:
  16491. case LG_EARTHDRIVE:
  16492. // Officially songs/dances are removed
  16493. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  16494. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16495. skill_delunitgroup(unit->group);
  16496. } else
  16497. skill_delunit(unit);
  16498. return 1;
  16499. case SA_VOLCANO:
  16500. case SA_DELUGE:
  16501. case SA_VIOLENTGALE:
  16502. // The official implementation makes them fail to appear when casted on top of ANYTHING
  16503. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  16504. // hence, I leave the alternate implementation here, commented. [Skotlex]
  16505. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  16506. {
  16507. (*alive) = 0;
  16508. return 1;
  16509. }
  16510. /*
  16511. switch (unit->group->skill_id)
  16512. { //These cannot override each other.
  16513. case SA_VOLCANO:
  16514. case SA_DELUGE:
  16515. case SA_VIOLENTGALE:
  16516. (*alive) = 0;
  16517. return 1;
  16518. }
  16519. */
  16520. break;
  16521. case PF_FOGWALL:
  16522. switch(unit->group->skill_id) {
  16523. case SA_VOLCANO: //Can't be placed on top of these
  16524. case SA_VIOLENTGALE:
  16525. (*alive) = 0;
  16526. return 1;
  16527. case SA_DELUGE:
  16528. case NJ_SUITON:
  16529. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  16530. (*alive) = 2;
  16531. break;
  16532. }
  16533. break;
  16534. case WZ_WATERBALL:
  16535. switch (unit->group->skill_id) {
  16536. case SA_DELUGE:
  16537. case NJ_SUITON:
  16538. //Consumes deluge/suiton
  16539. skill_delunit(unit);
  16540. return 1;
  16541. }
  16542. break;
  16543. case WZ_ICEWALL:
  16544. #ifndef RENEWAL
  16545. case HP_BASILICA:
  16546. case HW_GRAVITATION:
  16547. #endif
  16548. //These can't be placed on top of themselves (duration can't be refreshed)
  16549. if (unit->group->skill_id == skill_id)
  16550. {
  16551. (*alive) = 0;
  16552. return 1;
  16553. }
  16554. break;
  16555. case RL_FIRE_RAIN: {
  16556. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16557. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16558. if (uf[UF_RANGEDSINGLEUNIT]) {
  16559. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16560. skill_delunitgroup(unit->group);
  16561. } else
  16562. skill_delunit(unit);
  16563. return 1;
  16564. }
  16565. }
  16566. break;
  16567. }
  16568. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16569. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16570. (*alive) = 0;
  16571. return 1;
  16572. }
  16573. return 0;
  16574. }
  16575. /*==========================================
  16576. * Splash effect for skill unit 'trap type'.
  16577. * Chance triggered when damaged, timeout, or char step on it.
  16578. *------------------------------------------*/
  16579. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16580. {
  16581. struct block_list *src = va_arg(ap,struct block_list *);
  16582. struct skill_unit *unit = NULL;
  16583. t_tick tick = va_arg(ap,t_tick);
  16584. struct block_list *ss; //Skill src bl
  16585. nullpo_ret(src);
  16586. unit = (struct skill_unit *)src;
  16587. if (!unit || !unit->alive || bl->prev == NULL)
  16588. return 0;
  16589. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  16590. if (sg == nullptr)
  16591. return 0;
  16592. nullpo_ret(ss = map_id2bl(sg->src_id));
  16593. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16594. return 0;
  16595. switch (sg->unit_id) {
  16596. case UNT_B_TRAP:
  16597. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16598. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16599. break;
  16600. case UNT_SHOCKWAVE:
  16601. case UNT_SANDMAN:
  16602. case UNT_FLASHER:
  16603. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16604. break;
  16605. case UNT_GROUNDDRIFT_WIND:
  16606. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16607. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16608. break;
  16609. case UNT_GROUNDDRIFT_DARK:
  16610. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16611. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16612. break;
  16613. case UNT_GROUNDDRIFT_POISON:
  16614. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16615. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16616. break;
  16617. case UNT_GROUNDDRIFT_WATER:
  16618. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16619. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16620. break;
  16621. case UNT_GROUNDDRIFT_FIRE:
  16622. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16623. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16624. break;
  16625. case UNT_ELECTRICSHOCKER:
  16626. if (bl->id != ss->id) {
  16627. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  16628. break;
  16629. 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)) {
  16630. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16631. clif_fixpos(bl);
  16632. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16633. }
  16634. }
  16635. break;
  16636. case UNT_MAGENTATRAP:
  16637. case UNT_COBALTTRAP:
  16638. case UNT_MAIZETRAP:
  16639. case UNT_VERDURETRAP:
  16640. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16641. struct status_data *status = status_get_status_data(bl);
  16642. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16643. status->ele_lv = (unsigned char)sg->skill_lv;
  16644. }
  16645. break;
  16646. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16647. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16648. break;
  16649. case UNT_FIRINGTRAP:
  16650. case UNT_ICEBOUNDTRAP:
  16651. if( src->id == bl->id ) break;
  16652. if( bl->type == BL_SKILL ) {
  16653. struct skill_unit *su = (struct skill_unit *)bl;
  16654. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16655. break;
  16656. }
  16657. case UNT_CLUSTERBOMB:
  16658. if( ss != bl )
  16659. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16660. break;
  16661. case UNT_CLAYMORETRAP:
  16662. if( src->id == bl->id ) break;
  16663. if( bl->type == BL_SKILL ) {
  16664. struct skill_unit *su = (struct skill_unit *)bl;
  16665. if (!su)
  16666. return 0;
  16667. switch(su->group->unit_id) {
  16668. case UNT_CLAYMORETRAP:
  16669. case UNT_LANDMINE:
  16670. case UNT_BLASTMINE:
  16671. case UNT_SHOCKWAVE:
  16672. case UNT_SANDMAN:
  16673. case UNT_FLASHER:
  16674. case UNT_FREEZINGTRAP:
  16675. case UNT_FIRINGTRAP:
  16676. case UNT_ICEBOUNDTRAP:
  16677. clif_changetraplook(bl, UNT_USED_TRAPS);
  16678. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16679. su->group->unit_id = UNT_USED_TRAPS;
  16680. break;
  16681. }
  16682. }
  16683. default: {
  16684. int split_count = 0;
  16685. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16686. 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));
  16687. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16688. }
  16689. break;
  16690. }
  16691. return 1;
  16692. }
  16693. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16694. {
  16695. uint16 skill_id, skill_lv;
  16696. struct skill_unit *unit;
  16697. nullpo_ret(bl);
  16698. skill_id = va_arg(ap,int);
  16699. skill_lv = va_arg(ap,int);
  16700. unit = (struct skill_unit *)bl;
  16701. if( unit == NULL || unit->group == NULL )
  16702. return 0;
  16703. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16704. return 0;
  16705. if( unit->group->skill_id == SC_MAELSTROM ) {
  16706. struct block_list *src;
  16707. if( (src = map_id2bl(unit->group->src_id)) ){
  16708. int sp = unit->group->skill_lv * skill_lv;
  16709. if( src->type == BL_PC )
  16710. sp += ((TBL_PC*)src)->status.job_level / 5;
  16711. status_heal(src, 0, sp/2, 1);
  16712. }
  16713. }
  16714. return 0;
  16715. }
  16716. /**
  16717. * Remove current enchanted element for new element
  16718. * @param bl Char
  16719. * @param type New element
  16720. */
  16721. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16722. {
  16723. struct status_change *sc;
  16724. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16725. int i;
  16726. nullpo_retv(bl);
  16727. nullpo_retv(sc= status_get_sc(bl));
  16728. if (!sc->count)
  16729. return;
  16730. // If it is not on equip change
  16731. if (type != SC_NONE)
  16732. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end except on equip change
  16733. else {
  16734. // Check for seven wind (but not level seven!)
  16735. if (sc->data[SC_SEVENWIND] && sc->data[SC_SEVENWIND]->val1 < 7)
  16736. return;
  16737. }
  16738. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16739. if (type != scs[i] && sc->data[scs[i]])
  16740. status_change_end(bl, scs[i], INVALID_TIMER);
  16741. }
  16742. /**
  16743. * Check cloaking condition
  16744. * @param bl
  16745. * @param sce
  16746. * @return True if near wall; False otherwise
  16747. */
  16748. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16749. {
  16750. bool wall = true;
  16751. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16752. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16753. { //Check for walls.
  16754. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16755. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16756. int i;
  16757. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16758. if( i == 8 )
  16759. wall = false;
  16760. }
  16761. if( sce ) {
  16762. if( !wall ) {
  16763. if( sce->val1 < 3 ) //End cloaking.
  16764. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16765. else if( sce->val4&1 ) { //Remove wall bonus
  16766. sce->val4&=~1;
  16767. status_calc_bl(bl,SCB_SPEED);
  16768. }
  16769. } else {
  16770. if( !(sce->val4&1) ) { //Add wall speed bonus
  16771. sce->val4|=1;
  16772. status_calc_bl(bl,SCB_SPEED);
  16773. }
  16774. }
  16775. }
  16776. return wall;
  16777. }
  16778. /** Check Shadow Form on the target
  16779. * @param bl: Target
  16780. * @param damage: Damage amount
  16781. * @param hit
  16782. * @return true - in Shadow Form state; false - otherwise
  16783. */
  16784. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16785. {
  16786. struct status_change *sc;
  16787. nullpo_retr(false,bl);
  16788. if (!damage)
  16789. return false;
  16790. sc = status_get_sc(bl);
  16791. if( sc && sc->data[SC__SHADOWFORM] ) {
  16792. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16793. if( !src || src->m != bl->m ) {
  16794. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16795. return false;
  16796. }
  16797. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16798. if( src->type == BL_PC )
  16799. ((TBL_PC*)src)->shadowform_id = 0;
  16800. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16801. return false;
  16802. }
  16803. 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);
  16804. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16805. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16806. if( src->type == BL_PC )
  16807. ((TBL_PC*)src)->shadowform_id = 0;
  16808. }
  16809. return true;
  16810. }
  16811. return false;
  16812. }
  16813. /**
  16814. * Check camouflage condition
  16815. * @param bl
  16816. * @param sce
  16817. * @return True if near wall; False otherwise
  16818. * @TODO: Seems wrong
  16819. */
  16820. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16821. {
  16822. bool wall = true;
  16823. if( bl->type == BL_PC ) { //Check for walls.
  16824. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16825. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16826. int i;
  16827. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16828. if( i == 8 )
  16829. wall = false;
  16830. }
  16831. if( sce ) {
  16832. if( !wall && sce->val1 < 3 ) //End camouflage.
  16833. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16834. status_calc_bl(bl,SCB_SPEED);
  16835. }
  16836. return wall;
  16837. }
  16838. /**
  16839. * Process skill unit visibilty for single BL in area
  16840. * @param bl
  16841. * @param ap
  16842. * @author [Cydh]
  16843. **/
  16844. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16845. struct skill_unit *su = NULL;
  16846. struct block_list *src = NULL;
  16847. unsigned int party1 = 0;
  16848. bool visible = true;
  16849. nullpo_ret(bl);
  16850. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16851. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16852. party1 = va_arg(ap, unsigned int);
  16853. if (src != bl) {
  16854. unsigned int party2 = status_get_party_id(bl);
  16855. if (!party1 || !party2 || party1 != party2)
  16856. visible = false;
  16857. }
  16858. clif_getareachar_skillunit(bl, su, SELF, visible);
  16859. return 1;
  16860. }
  16861. /**
  16862. * Check for skill unit visibilty in area on
  16863. * - skill first placement
  16864. * - skill moved (knocked back, moved dance)
  16865. * @param su Skill unit
  16866. * @param target Affected target for this visibility @see enum send_target
  16867. * @author [Cydh]
  16868. **/
  16869. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16870. nullpo_retv(su);
  16871. if (!su->hidden) // It's not hidden, just do this!
  16872. clif_getareachar_skillunit(&su->bl, su, target, true);
  16873. else {
  16874. struct block_list *src = battle_get_master(&su->bl);
  16875. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16876. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16877. }
  16878. }
  16879. /**
  16880. * Check for skill unit visibilty on single BL on insight/spawn action
  16881. * @param su Skill unit
  16882. * @param bl Block list
  16883. * @author [Cydh]
  16884. **/
  16885. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16886. bool visible = true;
  16887. struct block_list *src = NULL;
  16888. nullpo_retv(bl);
  16889. nullpo_retv(su);
  16890. nullpo_retv((src = battle_get_master(&su->bl)));
  16891. if (su->hidden && src != bl) {
  16892. unsigned int party1 = status_get_party_id(src);
  16893. unsigned int party2 = status_get_party_id(bl);
  16894. if (!party1 || !party2 || party1 != party2)
  16895. visible = false;
  16896. }
  16897. clif_getareachar_skillunit(bl, su, SELF, visible);
  16898. }
  16899. /**
  16900. * Initialize new skill unit for skill unit group.
  16901. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16902. * @param group Skill unit group
  16903. * @param idx
  16904. * @param x
  16905. * @param y
  16906. * @param val1
  16907. * @param val2
  16908. */
  16909. 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)
  16910. {
  16911. if (group == nullptr || group->unit == nullptr)
  16912. return nullptr;
  16913. skill_unit *unit = &group->unit[idx];
  16914. if (unit == nullptr)
  16915. return nullptr;
  16916. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16917. return unit;
  16918. if(!unit->alive)
  16919. group->alive_count++;
  16920. unit->bl.id = map_get_new_object_id();
  16921. unit->bl.type = BL_SKILL;
  16922. unit->bl.m = group->map;
  16923. unit->bl.x = x;
  16924. unit->bl.y = y;
  16925. unit->group = group;
  16926. unit->alive = 1;
  16927. unit->val1 = val1;
  16928. unit->val2 = val2;
  16929. unit->hidden = hidden;
  16930. // Stores new skill unit
  16931. idb_put(skillunit_db, unit->bl.id, unit);
  16932. map_addiddb(&unit->bl);
  16933. if(map_addblock(&unit->bl))
  16934. return NULL;
  16935. // Perform oninit actions
  16936. switch (group->skill_id) {
  16937. case WZ_ICEWALL:
  16938. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16939. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16940. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16941. break;
  16942. case SA_LANDPROTECTOR:
  16943. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16944. break;
  16945. #ifndef RENEWAL
  16946. case HP_BASILICA:
  16947. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16948. break;
  16949. #endif
  16950. case SC_MAELSTROM:
  16951. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16952. break;
  16953. default:
  16954. if (group->state.song_dance&0x1) //Check for dissonance.
  16955. skill_dance_overlap(unit, 1);
  16956. break;
  16957. }
  16958. skill_getareachar_skillunit_visibilty(unit, AREA);
  16959. return unit;
  16960. }
  16961. /**
  16962. * Remove unit
  16963. * @param unit
  16964. */
  16965. int skill_delunit(struct skill_unit* unit)
  16966. {
  16967. nullpo_ret(unit);
  16968. if( !unit->alive )
  16969. return 0;
  16970. unit->alive = 0;
  16971. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16972. if (group == nullptr)
  16973. return 0;
  16974. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16975. skill_dance_overlap(unit, 0);
  16976. // invoke onout event
  16977. if( !unit->range )
  16978. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16979. // perform ondelete actions
  16980. switch (group->skill_id) {
  16981. case HT_ANKLESNARE:
  16982. case SC_ESCAPE:
  16983. {
  16984. struct block_list* target = map_id2bl(group->val2);
  16985. enum sc_type type = status_skill2sc(group->skill_id);
  16986. if( target )
  16987. status_change_end(target, type, INVALID_TIMER);
  16988. }
  16989. break;
  16990. case WZ_ICEWALL:
  16991. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16992. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16993. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16994. break;
  16995. case SA_LANDPROTECTOR:
  16996. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16997. break;
  16998. #ifndef RENEWAL
  16999. case HP_BASILICA:
  17000. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  17001. break;
  17002. #endif
  17003. case RA_ELECTRICSHOCKER: {
  17004. struct block_list* target = map_id2bl(group->val2);
  17005. if( target )
  17006. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  17007. }
  17008. break;
  17009. case SC_MAELSTROM:
  17010. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  17011. break;
  17012. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  17013. if( group->val2 ) { // Someone Traped
  17014. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  17015. if( tsc && tsc->data[SC__MANHOLE] )
  17016. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  17017. }
  17018. break;
  17019. }
  17020. clif_skill_delunit(unit);
  17021. unit->group=NULL;
  17022. map_delblock(&unit->bl); // don't free yet
  17023. map_deliddb(&unit->bl);
  17024. idb_remove(skillunit_db, unit->bl.id);
  17025. if(--group->alive_count==0)
  17026. skill_delunitgroup(group);
  17027. return 0;
  17028. }
  17029. 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*
  17030. /// Returns the target s_skill_unit_group or nullptr if not found.
  17031. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  17032. return util::umap_find(skillunit_group_db, group_id);
  17033. }
  17034. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  17035. /**
  17036. * Returns a new group_id that isn't being used in skillunit_group_db.
  17037. * Fatal error if nothing is available.
  17038. */
  17039. static int skill_get_new_group_id(void)
  17040. {
  17041. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  17042. return skill_unit_group_newid++;// available
  17043. {// find next id
  17044. int base_id = skill_unit_group_newid;
  17045. while( base_id != ++skill_unit_group_newid )
  17046. {
  17047. if( skill_unit_group_newid < MAX_SKILL )
  17048. skill_unit_group_newid = MAX_SKILL;
  17049. if( skill_id2group(skill_unit_group_newid) == NULL )
  17050. return skill_unit_group_newid++;// available
  17051. }
  17052. // full loop, nothing available
  17053. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  17054. exit(1);
  17055. }
  17056. }
  17057. /**
  17058. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  17059. * @param src Object that cast the skill
  17060. * @param count How many 'cells' used that needed. Related with skill layout
  17061. * @param skill_id ID of used skill
  17062. * @param skill_lv Skill level of used skill
  17063. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  17064. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  17065. * @param interval Time interval
  17066. * @return s_skill_unit_group
  17067. */
  17068. 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)
  17069. {
  17070. nullpo_retr(nullptr, src);
  17071. unit_data *ud = unit_bl2ud(src);
  17072. nullpo_retr(nullptr, ud);
  17073. if (skill_id == 0 || skill_lv == 0)
  17074. return 0;
  17075. auto group = std::make_shared<s_skill_unit_group>();
  17076. group->src_id = src->id;
  17077. group->party_id = status_get_party_id(src);
  17078. group->guild_id = status_get_guild_id(src);
  17079. group->bg_id = bg_team_get_id(src);
  17080. group->group_id = skill_get_new_group_id();
  17081. group->link_group_id = 0;
  17082. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  17083. group->unit_count = count;
  17084. group->alive_count = 0;
  17085. group->val1 = 0;
  17086. group->val2 = 0;
  17087. group->val3 = 0;
  17088. group->skill_id = skill_id;
  17089. group->skill_lv = skill_lv;
  17090. group->unit_id = unit_id;
  17091. group->map = src->m;
  17092. group->limit = limit;
  17093. group->interval = interval;
  17094. group->tick = gettick();
  17095. group->valstr = nullptr;
  17096. ud->skillunits.push_back(group);
  17097. // Stores this new group
  17098. skillunit_group_db.insert({ group->group_id, group });
  17099. return group;
  17100. }
  17101. /**
  17102. * Remove skill unit group
  17103. * @param group
  17104. * @param file
  17105. * @param line
  17106. * @param *func
  17107. */
  17108. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  17109. {
  17110. struct block_list* src;
  17111. struct unit_data *ud;
  17112. short i;
  17113. int link_group_id;
  17114. if( group == nullptr ) {
  17115. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  17116. return 0;
  17117. }
  17118. src = map_id2bl(group->src_id);
  17119. ud = unit_bl2ud(src);
  17120. if (!src || !ud) {
  17121. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17122. return 0;
  17123. }
  17124. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  17125. switch( group->skill_id ) {
  17126. case BA_DISSONANCE:
  17127. case BA_POEMBRAGI:
  17128. case BA_WHISTLE:
  17129. case BA_ASSASSINCROSS:
  17130. case BA_APPLEIDUN:
  17131. case DC_UGLYDANCE:
  17132. case DC_HUMMING:
  17133. case DC_DONTFORGETME:
  17134. case DC_FORTUNEKISS:
  17135. case DC_SERVICEFORYOU:
  17136. case NC_NEUTRALBARRIER:
  17137. case NC_STEALTHFIELD:
  17138. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  17139. break;
  17140. }
  17141. }
  17142. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  17143. struct status_change* sc = status_get_sc(src);
  17144. if (sc && sc->data[SC_DANCING]) {
  17145. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  17146. status_change_end(src, SC_DANCING, INVALID_TIMER);
  17147. }
  17148. }
  17149. // End SC from the master when the skill group is deleted
  17150. i = SC_NONE;
  17151. switch (group->unit_id) {
  17152. case UNT_GOSPEL: i = SC_GOSPEL; break;
  17153. #ifndef RENEWAL
  17154. case UNT_BASILICA: i = SC_BASILICA; break;
  17155. #endif
  17156. }
  17157. if (i != SC_NONE) {
  17158. struct status_change *sc = status_get_sc(src);
  17159. if (sc && sc->data[i]) {
  17160. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  17161. status_change_end(src, (sc_type)i, INVALID_TIMER);
  17162. }
  17163. }
  17164. switch( group->skill_id ) {
  17165. case PF_SPIDERWEB:
  17166. {
  17167. struct block_list* target = map_id2bl(group->val2);
  17168. struct status_change *sc;
  17169. bool removed = true;
  17170. //Clear group id from status change
  17171. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  17172. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  17173. sc->data[SC_SPIDERWEB]->val2 = 0;
  17174. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  17175. sc->data[SC_SPIDERWEB]->val3 = 0;
  17176. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  17177. sc->data[SC_SPIDERWEB]->val4 = 0;
  17178. else //Group was already removed in status_change_end, don't call it again!
  17179. removed = false;
  17180. //The last group was cleared, end status change
  17181. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  17182. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  17183. }
  17184. }
  17185. break;
  17186. case SG_SUN_WARM:
  17187. case SG_MOON_WARM:
  17188. case SG_STAR_WARM:
  17189. case LG_BANDING:
  17190. {
  17191. status_change *sc = status_get_sc(src);
  17192. sc_type type = status_skill2sc(group->skill_id);
  17193. if (sc && sc->data[type]) {
  17194. sc->data[type]->val4 = 0;
  17195. status_change_end(src, type, INVALID_TIMER);
  17196. }
  17197. }
  17198. break;
  17199. case NC_NEUTRALBARRIER:
  17200. {
  17201. struct status_change *sc = NULL;
  17202. if( (sc = status_get_sc(src)) != NULL ) {
  17203. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17204. {
  17205. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  17206. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  17207. }
  17208. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  17209. }
  17210. }
  17211. break;
  17212. case NC_STEALTHFIELD:
  17213. {
  17214. struct status_change *sc = NULL;
  17215. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  17216. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  17217. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  17218. }
  17219. }
  17220. break;
  17221. }
  17222. if (src->type==BL_PC && group->state.ammo_consume)
  17223. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  17224. group->alive_count=0;
  17225. // remove all unit cells
  17226. if(group->unit != NULL)
  17227. for( i = 0; i < group->unit_count; i++ )
  17228. skill_delunit(&group->unit[i]);
  17229. // clear Talkie-box string
  17230. if( group->valstr != NULL ) {
  17231. aFree(group->valstr);
  17232. group->valstr = NULL;
  17233. }
  17234. link_group_id = group->link_group_id;
  17235. if (skillunit_group_db.erase(group->group_id) != 1)
  17236. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  17237. util::vector_erase_if_exists(ud->skillunits, group);
  17238. if(link_group_id) {
  17239. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  17240. if(group_cur)
  17241. skill_delunitgroup(group_cur);
  17242. }
  17243. return 1;
  17244. }
  17245. /**
  17246. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  17247. * @param src
  17248. */
  17249. void skill_clear_unitgroup(struct block_list *src)
  17250. {
  17251. nullpo_retv(src);
  17252. unit_data *ud = unit_bl2ud(src);
  17253. nullpo_retv(ud);
  17254. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17255. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  17256. skill_delunitgroup(*it);
  17257. }
  17258. }
  17259. /**
  17260. * Search tickset for skill unit in skill unit group
  17261. * @param bl Block List for skill_unit
  17262. * @param group Skill unit group
  17263. * @param tick
  17264. * @return skill_unit_group_tickset if found
  17265. */
  17266. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  17267. {
  17268. int i, j = -1, s, id;
  17269. struct unit_data *ud;
  17270. struct skill_unit_group_tickset *set;
  17271. nullpo_ret(bl);
  17272. if (group->interval == -1)
  17273. return NULL;
  17274. ud = unit_bl2ud(bl);
  17275. if (!ud)
  17276. return NULL;
  17277. set = ud->skillunittick;
  17278. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  17279. id = s = group->skill_id;
  17280. else
  17281. id = s = group->group_id;
  17282. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  17283. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  17284. if (set[k].id == id)
  17285. return &set[k];
  17286. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  17287. j=k;
  17288. }
  17289. if (j == -1) {
  17290. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  17291. j = id % MAX_SKILLUNITGROUPTICKSET;
  17292. }
  17293. set[j].id = id;
  17294. set[j].tick = tick;
  17295. return &set[j];
  17296. }
  17297. /*==========================================
  17298. * Check for validity skill unit that triggered by skill_unit_timer_sub
  17299. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  17300. *------------------------------------------*/
  17301. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  17302. {
  17303. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  17304. t_tick tick = va_arg(ap,t_tick);
  17305. nullpo_ret(unit);
  17306. if( !unit->alive || bl->prev == NULL )
  17307. return 0;
  17308. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17309. if (group == nullptr)
  17310. return 0;
  17311. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  17312. 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)) )
  17313. return 0; //AoE skills are ineffective. [Skotlex]
  17314. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  17315. return 0;
  17316. skill_unit_onplace_timer(unit,bl,tick);
  17317. return 1;
  17318. }
  17319. /**
  17320. * @see DBApply
  17321. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  17322. */
  17323. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  17324. {
  17325. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  17326. t_tick tick = va_arg(ap,t_tick);
  17327. bool dissonance;
  17328. struct block_list* bl = &unit->bl;
  17329. nullpo_ret(unit);
  17330. if( !unit->alive )
  17331. return 0;
  17332. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17333. if (group == nullptr)
  17334. return 0;
  17335. // Check for expiration
  17336. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  17337. {// skill unit expired (inlined from skill_unit_onlimit())
  17338. switch( group->unit_id ) {
  17339. case UNT_ICEWALL:
  17340. unit->val1 -= 50; // icewall loses 50 hp every second
  17341. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  17342. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  17343. if( unit->val1 <= 0 )
  17344. skill_delunit(unit);
  17345. break;
  17346. case UNT_BLASTMINE:
  17347. #ifdef RENEWAL
  17348. case UNT_CLAYMORETRAP:
  17349. #endif
  17350. case UNT_GROUNDDRIFT_WIND:
  17351. case UNT_GROUNDDRIFT_DARK:
  17352. case UNT_GROUNDDRIFT_POISON:
  17353. case UNT_GROUNDDRIFT_WATER:
  17354. case UNT_GROUNDDRIFT_FIRE:
  17355. group->unit_id = UNT_USED_TRAPS;
  17356. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  17357. group->limit=DIFF_TICK(tick+1500,group->tick);
  17358. unit->limit=DIFF_TICK(tick+1500,group->tick);
  17359. break;
  17360. case UNT_ANKLESNARE:
  17361. case UNT_ELECTRICSHOCKER:
  17362. if (group->val2 > 0) { //Used Trap doesn't return back to item
  17363. skill_delunit(unit);
  17364. break;
  17365. }
  17366. case UNT_SKIDTRAP:
  17367. case UNT_LANDMINE:
  17368. case UNT_SHOCKWAVE:
  17369. case UNT_SANDMAN:
  17370. case UNT_FLASHER:
  17371. case UNT_FREEZINGTRAP:
  17372. #ifndef RENEWAL
  17373. case UNT_CLAYMORETRAP:
  17374. #endif
  17375. case UNT_TALKIEBOX:
  17376. case UNT_CLUSTERBOMB:
  17377. case UNT_MAGENTATRAP:
  17378. case UNT_COBALTTRAP:
  17379. case UNT_MAIZETRAP:
  17380. case UNT_VERDURETRAP:
  17381. case UNT_FIRINGTRAP:
  17382. case UNT_ICEBOUNDTRAP:
  17383. {
  17384. struct block_list* src;
  17385. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  17386. { // revert unit back into a trap
  17387. struct item item_tmp;
  17388. memset(&item_tmp,0,sizeof(item_tmp));
  17389. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  17390. item_tmp.identify = 1;
  17391. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  17392. }
  17393. skill_delunit(unit);
  17394. }
  17395. break;
  17396. case UNT_WARP_ACTIVE:
  17397. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  17398. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  17399. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  17400. // restart timers
  17401. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  17402. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  17403. // apply effect to all units standing on it
  17404. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  17405. break;
  17406. case UNT_CALLFAMILY:
  17407. {
  17408. struct map_session_data *sd = NULL;
  17409. if(group->val1) {
  17410. sd = map_charid2sd(group->val1);
  17411. group->val1 = 0;
  17412. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17413. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17414. }
  17415. if(group->val2) {
  17416. sd = map_charid2sd(group->val2);
  17417. group->val2 = 0;
  17418. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  17419. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  17420. }
  17421. skill_delunit(unit);
  17422. }
  17423. break;
  17424. case UNT_REVERBERATION:
  17425. case UNT_NETHERWORLD:
  17426. if( unit->val1 <= 0 ) { // If it was deactivated.
  17427. skill_delunit(unit);
  17428. break;
  17429. }
  17430. clif_changetraplook(bl,UNT_USED_TRAPS);
  17431. if (group->unit_id == UNT_REVERBERATION)
  17432. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17433. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17434. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17435. group->unit_id = UNT_USED_TRAPS;
  17436. break;
  17437. case UNT_FEINTBOMB: {
  17438. struct block_list *src = map_id2bl(group->src_id);
  17439. if (src)
  17440. 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);
  17441. skill_delunit(unit);
  17442. }
  17443. break;
  17444. case UNT_BANDING:
  17445. {
  17446. struct block_list *src = map_id2bl(group->src_id);
  17447. struct status_change *sc;
  17448. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  17449. skill_delunit(unit);
  17450. break;
  17451. }
  17452. // This unit isn't removed while SC_BANDING is active.
  17453. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  17454. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  17455. }
  17456. break;
  17457. case UNT_B_TRAP:
  17458. {
  17459. struct block_list* src;
  17460. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  17461. struct item item_tmp;
  17462. memset(&item_tmp, 0, sizeof(item_tmp));
  17463. item_tmp.nameid = group->item_id;
  17464. item_tmp.identify = 1;
  17465. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  17466. }
  17467. skill_delunit(unit);
  17468. }
  17469. break;
  17470. default:
  17471. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  17472. // Deal damage before expiration
  17473. break;
  17474. }
  17475. skill_delunit(unit);
  17476. break;
  17477. }
  17478. } else {// skill unit is still active
  17479. switch( group->unit_id ) {
  17480. case UNT_BLASTMINE:
  17481. case UNT_SKIDTRAP:
  17482. case UNT_LANDMINE:
  17483. case UNT_SHOCKWAVE:
  17484. case UNT_SANDMAN:
  17485. case UNT_FLASHER:
  17486. case UNT_CLAYMORETRAP:
  17487. case UNT_FREEZINGTRAP:
  17488. case UNT_TALKIEBOX:
  17489. case UNT_ANKLESNARE:
  17490. case UNT_B_TRAP:
  17491. if( unit->val1 <= 0 ) {
  17492. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  17493. skill_delunit(unit);
  17494. else {
  17495. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  17496. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  17497. group->unit_id = UNT_USED_TRAPS;
  17498. }
  17499. }
  17500. break;
  17501. case UNT_REVERBERATION:
  17502. case UNT_NETHERWORLD:
  17503. if (unit->val1 <= 0) {
  17504. clif_changetraplook(bl,UNT_USED_TRAPS);
  17505. if (group->unit_id == UNT_REVERBERATION)
  17506. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  17507. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  17508. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  17509. group->unit_id = UNT_USED_TRAPS;
  17510. }
  17511. break;
  17512. case UNT_WALLOFTHORN:
  17513. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17514. skill_delunitgroup(group);
  17515. break;
  17516. }
  17517. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17518. skill_delunit(unit);
  17519. break;
  17520. case UNT_SANCTUARY:
  17521. if (group->val1 <= 0) {
  17522. skill_delunitgroup(group);
  17523. }
  17524. break;
  17525. default:
  17526. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17527. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17528. // Unit will expire the next interval, start dropping Meteor
  17529. struct block_list* src;
  17530. if ((src = map_id2bl(group->src_id)) != NULL) {
  17531. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17532. group->val2 = 1;
  17533. }
  17534. }
  17535. // No damage until expiration
  17536. return 0;
  17537. }
  17538. break;
  17539. }
  17540. }
  17541. //Don't continue if unit or even group is expired and has been deleted.
  17542. if( !group || !unit->alive )
  17543. return 0;
  17544. dissonance = skill_dance_switch(unit, 0);
  17545. if( unit->range >= 0 && group->interval != -1 )
  17546. {
  17547. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17548. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17549. group->unit_id = UNT_USED_TRAPS;
  17550. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17551. unit->range = -1; //Disable processed cell.
  17552. if (--group->val1 <= 0) { // number of live cells
  17553. //All tiles were processed, disable skill.
  17554. group->target_flag=BCT_NOONE;
  17555. group->bl_flag= BL_NUL;
  17556. }
  17557. }
  17558. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17559. skill_delunit(unit);
  17560. return 0;
  17561. }
  17562. }
  17563. if( dissonance )
  17564. skill_dance_switch(unit, 1);
  17565. return 0;
  17566. }
  17567. /*==========================================
  17568. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17569. *------------------------------------------*/
  17570. TIMER_FUNC(skill_unit_timer){
  17571. map_freeblock_lock();
  17572. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17573. map_freeblock_unlock();
  17574. return 0;
  17575. }
  17576. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17577. /*==========================================
  17578. * flag :
  17579. * 1 : store that skill_unit in array
  17580. * 2 : clear that skill_unit
  17581. * 4 : call_on_left
  17582. *------------------------------------------*/
  17583. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17584. {
  17585. struct skill_unit* unit = (struct skill_unit *)bl;
  17586. struct block_list* target = va_arg(ap,struct block_list*);
  17587. t_tick tick = va_arg(ap,t_tick);
  17588. int flag = va_arg(ap,int);
  17589. bool dissonance;
  17590. uint16 skill_id;
  17591. int i;
  17592. nullpo_ret(unit);
  17593. nullpo_ret(target);
  17594. if( !unit->alive || target->prev == NULL )
  17595. return 0;
  17596. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17597. if (group == nullptr)
  17598. return 0;
  17599. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17600. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17601. dissonance = skill_dance_switch(unit, 0);
  17602. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17603. skill_id = group->skill_id;
  17604. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17605. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17606. if( dissonance ) {
  17607. skill_dance_switch(unit, 1);
  17608. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17609. }
  17610. return 0;
  17611. }
  17612. //Target-type check.
  17613. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17614. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17615. if( flag&1 ) {
  17616. if( flag&2 ) { //Clear this skill id.
  17617. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17618. if( i < ARRAYLENGTH(skill_unit_temp) )
  17619. skill_unit_temp[i] = 0;
  17620. }
  17621. } else {
  17622. if( flag&2 ) { //Store this skill id.
  17623. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17624. if( i < ARRAYLENGTH(skill_unit_temp) )
  17625. skill_unit_temp[i] = skill_id;
  17626. else
  17627. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17628. }
  17629. }
  17630. if( flag&4 )
  17631. skill_unit_onleft(skill_id,target,tick);
  17632. }
  17633. if( dissonance )
  17634. skill_dance_switch(unit, 1);
  17635. return 0;
  17636. } else {
  17637. if( flag&1 ) {
  17638. int result = skill_unit_onplace(unit,target,tick);
  17639. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17640. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17641. if( i < ARRAYLENGTH(skill_unit_temp) )
  17642. skill_unit_temp[i] = 0;
  17643. }
  17644. } else {
  17645. int result = skill_unit_onout(unit,target,tick);
  17646. if( flag&2 && result ) { //Store this unit id.
  17647. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17648. if( i < ARRAYLENGTH(skill_unit_temp) )
  17649. skill_unit_temp[i] = skill_id;
  17650. else
  17651. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17652. }
  17653. }
  17654. //TODO: Normally, this is dangerous since the unit and group could be freed
  17655. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17656. //cells do not get deleted within them. [Skotlex]
  17657. if( dissonance )
  17658. skill_dance_switch(unit, 1);
  17659. if( flag&4 )
  17660. skill_unit_onleft(skill_id,target,tick);
  17661. return 1;
  17662. }
  17663. }
  17664. /*==========================================
  17665. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17666. * Flag values:
  17667. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17668. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17669. * units to figure out when they have left a group.
  17670. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17671. *------------------------------------------*/
  17672. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17673. {
  17674. nullpo_ret(bl);
  17675. if( bl->prev == NULL )
  17676. return 0;
  17677. if( flag&2 && !(flag&1) ) //Onout, clear data
  17678. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17679. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17680. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17681. int i;
  17682. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17683. if( skill_unit_temp[i] )
  17684. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17685. }
  17686. return 0;
  17687. }
  17688. /*==========================================
  17689. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17690. * @param bl Skill unit
  17691. * @param m Map
  17692. * @param dx
  17693. * @param dy
  17694. *------------------------------------------*/
  17695. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17696. t_tick tick = gettick();
  17697. struct skill_unit *su;
  17698. if (bl->type != BL_SKILL)
  17699. return;
  17700. if (!(su = (struct skill_unit *)bl))
  17701. return;
  17702. if (!su->alive)
  17703. return;
  17704. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17705. return; //Ensembles may not be moved around.
  17706. if (!bl->prev) {
  17707. bl->x = dx;
  17708. bl->y = dy;
  17709. return;
  17710. }
  17711. map_moveblock(bl, dx, dy, tick);
  17712. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17713. skill_getareachar_skillunit_visibilty(su, AREA);
  17714. return;
  17715. }
  17716. /**
  17717. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17718. * @param group Skill Group
  17719. * @param m Map
  17720. * @param dx
  17721. * @param dy
  17722. */
  17723. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  17724. {
  17725. int i, j;
  17726. t_tick tick = gettick();
  17727. int *m_flag;
  17728. struct skill_unit *unit1;
  17729. struct skill_unit *unit2;
  17730. if (group == NULL)
  17731. return;
  17732. if (group->unit_count <= 0)
  17733. return;
  17734. if (group->unit == NULL)
  17735. return;
  17736. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17737. return; //Ensembles may not be moved around.
  17738. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17739. // m_flag
  17740. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17741. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17742. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17743. // 3: Both 1+2.
  17744. for(i = 0; i < group->unit_count; i++) {
  17745. unit1 =& group->unit[i];
  17746. if (!unit1->alive || unit1->bl.m != m)
  17747. continue;
  17748. for(j = 0; j < group->unit_count; j++) {
  17749. unit2 = &group->unit[j];
  17750. if (!unit2->alive)
  17751. continue;
  17752. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17753. m_flag[i] |= 0x1;
  17754. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17755. m_flag[i] |= 0x2;
  17756. }
  17757. }
  17758. j = 0;
  17759. for (i = 0; i < group->unit_count; i++) {
  17760. unit1 = &group->unit[i];
  17761. if (!unit1->alive)
  17762. continue;
  17763. if (!(m_flag[i]&0x2)) {
  17764. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17765. skill_dance_overlap(unit1, 0);
  17766. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17767. }
  17768. //Move Cell using "smart" criteria (avoid useless moving around)
  17769. switch(m_flag[i]) {
  17770. case 0:
  17771. //Cell moves independently, safely move it.
  17772. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17773. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17774. break;
  17775. case 1:
  17776. //Cell moves unto another cell, look for a replacement cell that won't collide
  17777. //and has no cell moving into it (flag == 2)
  17778. for(; j < group->unit_count; j++) {
  17779. int dx2, dy2;
  17780. if(m_flag[j] != 2 || !group->unit[j].alive)
  17781. continue;
  17782. //Move to where this cell would had moved.
  17783. unit2 = &group->unit[j];
  17784. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17785. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17786. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17787. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17788. j++; //Skip this cell as we have used it.
  17789. break;
  17790. }
  17791. break;
  17792. case 2:
  17793. case 3:
  17794. break; //Don't move the cell as a cell will end on this tile anyway.
  17795. }
  17796. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17797. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17798. skill_dance_overlap(unit1, 1);
  17799. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17800. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17801. }
  17802. }
  17803. aFree(m_flag);
  17804. }
  17805. /**
  17806. * Checking product requirement in player's inventory.
  17807. * Checking if player has the item or not, the amount, and the weight limit.
  17808. * @param sd Player
  17809. * @param nameid Product requested
  17810. * @param trigger Trigger criteria to match will 'ItemLv'
  17811. * @param qty Amount of item will be created
  17812. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17813. */
  17814. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  17815. {
  17816. short i, j;
  17817. nullpo_ret(sd);
  17818. if (!nameid || !itemdb_exists(nameid))
  17819. return 0;
  17820. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17821. if (skill_produce_db[i].nameid == nameid) {
  17822. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17823. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17824. continue; // must iterate again to check other skills that produce it. [malufett]
  17825. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17826. continue; // special case
  17827. break;
  17828. }
  17829. }
  17830. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  17831. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  17832. return 0;
  17833. }
  17834. if (i >= MAX_SKILL_PRODUCE_DB)
  17835. return 0;
  17836. // Cannot carry the produced stuff
  17837. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17838. return 0;
  17839. // Matching the requested produce list
  17840. if (trigger >= 0) {
  17841. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17842. if (skill_produce_db[i].itemlv != trigger)
  17843. return 0;
  17844. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17845. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17846. return 0;
  17847. } else { // Weapon (itemlv must be higher or equal)
  17848. if (skill_produce_db[i].itemlv > trigger)
  17849. return 0;
  17850. }
  17851. }
  17852. // Check on player's inventory
  17853. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17854. t_itemid nameid_produce;
  17855. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17856. continue;
  17857. if (skill_produce_db[i].mat_amount[j] == 0) {
  17858. if (pc_search_inventory(sd,nameid_produce) < 0)
  17859. return 0;
  17860. } else {
  17861. unsigned short idx, amt;
  17862. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17863. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17864. amt += sd->inventory.u.items_inventory[idx].amount;
  17865. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17866. return 0;
  17867. }
  17868. }
  17869. return i + 1;
  17870. }
  17871. /**
  17872. * Attempt to produce an item
  17873. * @param sd Player
  17874. * @param skill_id Skill used
  17875. * @param nameid Requested product
  17876. * @param slot1
  17877. * @param slot2
  17878. * @param slot3
  17879. * @param qty Amount of requested item
  17880. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17881. * @return True is success, False if failed
  17882. */
  17883. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17884. {
  17885. int slot[3];
  17886. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17887. int num = -1; // exclude the recipe
  17888. struct status_data *status;
  17889. nullpo_ret(sd);
  17890. status = status_get_status_data(&sd->bl);
  17891. if( sd->skill_id_old == skill_id )
  17892. skill_lv = sd->skill_lv_old;
  17893. if (produce_idx == -1) {
  17894. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17895. return false;
  17896. idx--;
  17897. }
  17898. else
  17899. idx = produce_idx;
  17900. if (qty < 1)
  17901. qty = 1;
  17902. if (!skill_id) //A skill can be specified for some override cases.
  17903. skill_id = skill_produce_db[idx].req_skill;
  17904. if( skill_id == GC_RESEARCHNEWPOISON )
  17905. skill_id = GC_CREATENEWPOISON;
  17906. slot[0] = slot1;
  17907. slot[1] = slot2;
  17908. slot[2] = slot3;
  17909. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17910. short j;
  17911. if (slot[i] <= 0)
  17912. continue;
  17913. j = pc_search_inventory(sd,slot[i]);
  17914. if (j < 0)
  17915. continue;
  17916. if (slot[i] == ITEMID_STAR_CRUMB) {
  17917. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17918. sc++;
  17919. }
  17920. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17921. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17922. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17923. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17924. }
  17925. }
  17926. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17927. short x, j;
  17928. t_itemid id;
  17929. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17930. continue;
  17931. num++;
  17932. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17933. do {
  17934. int y = 0;
  17935. j = pc_search_inventory(sd,id);
  17936. if (j >= 0) {
  17937. y = sd->inventory.u.items_inventory[j].amount;
  17938. if (y > x)
  17939. y = x;
  17940. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17941. } else {
  17942. ShowError("skill_produce_mix: material item error\n");
  17943. return false;
  17944. }
  17945. x -= y;
  17946. } while( j >= 0 && x > 0 );
  17947. }
  17948. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  17949. wlv = itemdb_wlv(nameid);
  17950. else
  17951. wlv = 0;
  17952. if (!equip) {
  17953. switch (skill_id) {
  17954. case BS_IRON:
  17955. case BS_STEEL:
  17956. case BS_ENCHANTEDSTONE:
  17957. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17958. i = pc_checkskill(sd,skill_id);
  17959. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17960. switch (nameid) {
  17961. case ITEMID_IRON:
  17962. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17963. break;
  17964. case ITEMID_STEEL:
  17965. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17966. break;
  17967. case ITEMID_STAR_CRUMB:
  17968. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17969. break;
  17970. default: // Enchanted Stones
  17971. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17972. break;
  17973. }
  17974. break;
  17975. case ASC_CDP:
  17976. make_per = (2000 + 40*status->dex + 20*status->luk);
  17977. break;
  17978. case AL_HOLYWATER:
  17979. case AB_ANCILLA:
  17980. make_per = 100000; //100% success
  17981. break;
  17982. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17983. case AM_TWILIGHT1:
  17984. case AM_TWILIGHT2:
  17985. case AM_TWILIGHT3:
  17986. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17987. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17988. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17989. if (hom_is_active(sd->hd)) {//Player got a homun
  17990. int skill;
  17991. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17992. make_per += skill*100; //+1% bonus per level
  17993. }
  17994. switch(nameid){
  17995. case ITEMID_RED_POTION:
  17996. case ITEMID_YELLOW_POTION:
  17997. case ITEMID_WHITE_POTION:
  17998. make_per += (1+rnd()%100)*10 + 2000;
  17999. break;
  18000. case ITEMID_ALCOHOL:
  18001. make_per += (1+rnd()%100)*10 + 1000;
  18002. break;
  18003. case ITEMID_FIRE_BOTTLE:
  18004. case ITEMID_ACID_BOTTLE:
  18005. case ITEMID_MAN_EATER_BOTTLE:
  18006. case ITEMID_MINI_BOTTLE:
  18007. make_per += (1+rnd()%100)*10;
  18008. break;
  18009. case ITEMID_YELLOW_SLIM_POTION:
  18010. make_per -= (1+rnd()%50)*10;
  18011. break;
  18012. case ITEMID_WHITE_SLIM_POTION:
  18013. case ITEMID_COATING_BOTTLE:
  18014. make_per -= (1+rnd()%100)*10;
  18015. break;
  18016. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  18017. case ITEMID_BLUE_POTION:
  18018. case ITEMID_RED_SLIM_POTION:
  18019. case ITEMID_ANODYNE:
  18020. case ITEMID_ALOEBERA:
  18021. default:
  18022. break;
  18023. }
  18024. if (battle_config.pp_rate != 100)
  18025. make_per = make_per * battle_config.pp_rate / 100;
  18026. break;
  18027. case SA_CREATECON: // Elemental Converter Creation
  18028. make_per = 100000; // should be 100% success rate
  18029. break;
  18030. case RK_RUNEMASTERY: {
  18031. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  18032. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  18033. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  18034. int D = 0;
  18035. switch (nameid) { //rune rank it_diff 9 craftable rune
  18036. case ITEMID_BERKANA:
  18037. D = -2000;
  18038. break; //Rank S
  18039. case ITEMID_NAUTHIZ:
  18040. case ITEMID_URUZ:
  18041. D = -1500;
  18042. break; //Rank A
  18043. case ITEMID_ISA:
  18044. case ITEMID_WYRD:
  18045. D = -1000;
  18046. break; //Rank B
  18047. case ITEMID_RAIDO:
  18048. case ITEMID_THURISAZ:
  18049. case ITEMID_HAGALAZ:
  18050. case ITEMID_OTHILA:
  18051. D = -500;
  18052. break; //Rank C
  18053. default:
  18054. D = -1500;
  18055. break; //not specified =-15%
  18056. }
  18057. make_per = A + B + C + D;
  18058. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  18059. if (runemastery_skill_lv > 9)
  18060. qty = 2 + rnd() % 5; // 2~6
  18061. else if (runemastery_skill_lv > 4)
  18062. qty = 2 + rnd() % 3; // 2~4
  18063. else
  18064. qty = 2;
  18065. }
  18066. break;
  18067. case GC_CREATENEWPOISON:
  18068. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18069. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  18070. break;
  18071. case GN_CHANGEMATERIAL:
  18072. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18073. if (skill_changematerial_db[i].nameid == nameid) {
  18074. make_per = skill_changematerial_db[i].rate * 10;
  18075. break;
  18076. }
  18077. }
  18078. break;
  18079. case GN_S_PHARMACY:
  18080. {
  18081. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  18082. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  18083. switch (nameid) { // Item difficulty factor
  18084. case ITEMID_HP_INCREASE_POTION_SMALL:
  18085. case ITEMID_SP_INCREASE_POTION_SMALL:
  18086. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  18087. difficulty += 10;
  18088. break;
  18089. case ITEMID_BOMB_MUSHROOM_SPORE:
  18090. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  18091. difficulty += 15;
  18092. break;
  18093. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  18094. case ITEMID_SP_INCREASE_POTION_LARGE:
  18095. case ITEMID_VITATA500:
  18096. difficulty += 20;
  18097. break;
  18098. case ITEMID_SEED_OF_HORNY_PLANT:
  18099. case ITEMID_BLOODSUCK_PLANT_SEED:
  18100. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  18101. difficulty += 30;
  18102. break;
  18103. case ITEMID_HP_INCREASE_POTION_LARGE:
  18104. case ITEMID_CURE_FREE:
  18105. difficulty += 40;
  18106. break;
  18107. }
  18108. 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) +
  18109. 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))
  18110. make_per -= difficulty;
  18111. qty = production_count[skill_lv - 1];
  18112. // Determine quantity from difficulty
  18113. if (make_per < 1)
  18114. qty -= 6;
  18115. else if (make_per < 100)
  18116. qty -= 5;
  18117. else if (make_per < 300)
  18118. qty -= 4;
  18119. else if (make_per < 400)
  18120. qty -= 3;
  18121. make_per = 100000; // Adjust success back to 100% for crafting
  18122. }
  18123. break;
  18124. case GN_MAKEBOMB:
  18125. case GN_MIX_COOKING:
  18126. {
  18127. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  18128. switch (nameid) { // Item difficulty factor
  18129. // GN_MAKEBOMB
  18130. case ITEMID_APPLE_BOMB:
  18131. difficulty += 5;
  18132. break;
  18133. case ITEMID_COCONUT_BOMB:
  18134. case ITEMID_MELON_BOMB:
  18135. difficulty += 10;
  18136. break;
  18137. case ITEMID_PINEAPPLE_BOMB:
  18138. difficulty += 15;
  18139. break;
  18140. case ITEMID_BANANA_BOMB:
  18141. difficulty += 20;
  18142. break;
  18143. // GN_MIX_COOKING
  18144. case ITEMID_SAVAGE_FULL_ROAST:
  18145. case ITEMID_COCKTAIL_WARG_BLOOD:
  18146. case ITEMID_MINOR_STEW:
  18147. case ITEMID_SIROMA_ICED_TEA:
  18148. case ITEMID_DROSERA_HERB_SALAD:
  18149. case ITEMID_PETITE_TAIL_NOODLES:
  18150. difficulty += 15;
  18151. break;
  18152. }
  18153. 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)
  18154. if (skill_lv > 1) {
  18155. make_per -= difficulty;
  18156. // Determine quantity from difficulty
  18157. if (make_per >= 30)
  18158. qty = 10 + rnd() % 2;
  18159. else if (make_per >= 10)
  18160. qty = 10;
  18161. else if (make_per >= -10)
  18162. qty = 8;
  18163. else if (make_per >= -30)
  18164. qty = 5;
  18165. else
  18166. qty = 0;
  18167. } else {
  18168. if (make_per < difficulty)
  18169. qty = 0;
  18170. }
  18171. make_per = 100000; // Adjust success back to 100% for crafting
  18172. }
  18173. break;
  18174. default:
  18175. if (sd->menuskill_id == AM_PHARMACY &&
  18176. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  18177. { //Assume Cooking Dish
  18178. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  18179. make_per = 10000; //100% Success
  18180. else
  18181. make_per = 1200 * (sd->menuskill_val - 10)
  18182. + 20 * (sd->status.base_level + 1)
  18183. + 20 * (status->dex + 1)
  18184. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  18185. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  18186. - 10 * (100 - status->luk + 1)
  18187. - 500 * (num - 1)
  18188. - 100 * (rnd()%4 + 1);
  18189. break;
  18190. }
  18191. make_per = 5000;
  18192. break;
  18193. }
  18194. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  18195. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  18196. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  18197. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  18198. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  18199. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  18200. if( wlv >= 3 ){
  18201. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  18202. }
  18203. // Element Stone: -20%
  18204. if( ele ){
  18205. make_per -= 2000;
  18206. }
  18207. // Star Crumb: -15% each
  18208. make_per -= sc * 1500;
  18209. // Weapon level malus: -0/-10/-20/-30
  18210. if( wlv > 1 ){
  18211. make_per -= ( wlv * 1000 );
  18212. }
  18213. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  18214. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  18215. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  18216. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  18217. if (battle_config.wp_rate != 100)
  18218. make_per = make_per * battle_config.wp_rate / 100;
  18219. }
  18220. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  18221. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  18222. if (make_per < 1) make_per = 1;
  18223. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  18224. struct item tmp_item;
  18225. memset(&tmp_item,0,sizeof(tmp_item));
  18226. tmp_item.nameid = nameid;
  18227. tmp_item.amount = 1;
  18228. tmp_item.identify = 1;
  18229. if (equip) {
  18230. tmp_item.card[0] = CARD0_FORGE;
  18231. tmp_item.card[1] = ((sc*5)<<8)+ele;
  18232. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18233. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18234. } else {
  18235. //Flag is only used on the end, so it can be used here. [Skotlex]
  18236. switch (skill_id) {
  18237. case BS_DAGGER:
  18238. case BS_SWORD:
  18239. case BS_TWOHANDSWORD:
  18240. case BS_AXE:
  18241. case BS_MACE:
  18242. case BS_KNUCKLE:
  18243. case BS_SPEAR:
  18244. flag = battle_config.produce_item_name_input&0x1;
  18245. break;
  18246. case AM_PHARMACY:
  18247. case AM_TWILIGHT1:
  18248. case AM_TWILIGHT2:
  18249. case AM_TWILIGHT3:
  18250. flag = battle_config.produce_item_name_input&0x2;
  18251. break;
  18252. case AL_HOLYWATER:
  18253. case AB_ANCILLA:
  18254. flag = battle_config.produce_item_name_input&0x8;
  18255. break;
  18256. case ASC_CDP:
  18257. flag = battle_config.produce_item_name_input&0x10;
  18258. break;
  18259. default:
  18260. flag = battle_config.produce_item_name_input&0x80;
  18261. break;
  18262. }
  18263. if (flag) {
  18264. tmp_item.card[0] = CARD0_CREATE;
  18265. tmp_item.card[1] = 0;
  18266. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18267. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18268. }
  18269. }
  18270. // if(log_config.produce > 0)
  18271. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  18272. //TODO update PICKLOG
  18273. if (equip) {
  18274. clif_produceeffect(sd,0,nameid);
  18275. clif_misceffect(&sd->bl,3);
  18276. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  18277. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  18278. } else {
  18279. int fame = 0;
  18280. tmp_item.amount = 0;
  18281. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  18282. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  18283. tmp_item.amount = qty;
  18284. break;
  18285. }
  18286. if (qty == 1 || rnd()%10000 < make_per) { //Success
  18287. tmp_item.amount++;
  18288. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  18289. continue;
  18290. if (skill_id != AM_PHARMACY &&
  18291. skill_id != AM_TWILIGHT1 &&
  18292. skill_id != AM_TWILIGHT2 &&
  18293. skill_id != AM_TWILIGHT3)
  18294. continue;
  18295. //Add fame as needed.
  18296. switch(++sd->potion_success_counter) {
  18297. case 3:
  18298. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  18299. break;
  18300. case 5:
  18301. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  18302. break;
  18303. case 7:
  18304. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  18305. break;
  18306. case 10:
  18307. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  18308. sd->potion_success_counter = 0;
  18309. break;
  18310. }
  18311. } else //Failure
  18312. sd->potion_success_counter = 0;
  18313. }
  18314. if (fame)
  18315. pc_addfame(sd,fame);
  18316. //Visual effects and the like.
  18317. switch (skill_id) {
  18318. case AM_PHARMACY:
  18319. case AM_TWILIGHT1:
  18320. case AM_TWILIGHT2:
  18321. case AM_TWILIGHT3:
  18322. case ASC_CDP:
  18323. case GC_CREATENEWPOISON:
  18324. clif_produceeffect(sd,2,nameid);
  18325. clif_misceffect(&sd->bl,5);
  18326. break;
  18327. case BS_IRON:
  18328. case BS_STEEL:
  18329. case BS_ENCHANTEDSTONE:
  18330. clif_produceeffect(sd,0,nameid);
  18331. clif_misceffect(&sd->bl,3);
  18332. break;
  18333. default: //Those that don't require a skill?
  18334. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  18335. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  18336. if (sd->cook_mastery < 1999)
  18337. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  18338. }
  18339. break;
  18340. }
  18341. }
  18342. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  18343. int j, k = 0, l;
  18344. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  18345. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  18346. if (skill_changematerial_db[i].nameid == nameid){
  18347. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  18348. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  18349. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  18350. tmp_item.amount = (isStackable ? total_qty : 1);
  18351. for (l = 0; l < total_qty; l += tmp_item.amount) {
  18352. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18353. clif_additem(sd,0,0,flag);
  18354. if( battle_config.skill_drop_items_full ){
  18355. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18356. }
  18357. }
  18358. }
  18359. k++;
  18360. }
  18361. }
  18362. break;
  18363. }
  18364. }
  18365. if (k) {
  18366. clif_produceeffect(sd,6,nameid);
  18367. clif_misceffect(&sd->bl,5);
  18368. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  18369. return true;
  18370. }
  18371. } else if (tmp_item.amount) { //Success
  18372. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18373. clif_additem(sd,0,0,flag);
  18374. if( battle_config.skill_drop_items_full ){
  18375. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18376. }
  18377. }
  18378. switch (skill_id) {
  18379. case RK_RUNEMASTERY:
  18380. clif_produceeffect(sd, 4, nameid);
  18381. clif_misceffect(&sd->bl, 5);
  18382. break;
  18383. case GN_MIX_COOKING:
  18384. case GN_MAKEBOMB:
  18385. case GN_S_PHARMACY:
  18386. clif_produceeffect(sd, 6, nameid);
  18387. clif_misceffect(&sd->bl, 5);
  18388. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  18389. break;
  18390. }
  18391. return true;
  18392. }
  18393. }
  18394. //Failure
  18395. // if(log_config.produce)
  18396. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  18397. //TODO update PICKLOG
  18398. if (equip) {
  18399. clif_produceeffect(sd,1,nameid);
  18400. clif_misceffect(&sd->bl,2);
  18401. } else {
  18402. switch (skill_id) {
  18403. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  18404. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  18405. case AM_PHARMACY:
  18406. case AM_TWILIGHT1:
  18407. case AM_TWILIGHT2:
  18408. case AM_TWILIGHT3:
  18409. case GC_CREATENEWPOISON:
  18410. clif_produceeffect(sd,3,nameid);
  18411. clif_misceffect(&sd->bl,6);
  18412. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  18413. break;
  18414. case BS_IRON:
  18415. case BS_STEEL:
  18416. case BS_ENCHANTEDSTONE:
  18417. clif_produceeffect(sd,1,nameid);
  18418. clif_misceffect(&sd->bl,2);
  18419. break;
  18420. case RK_RUNEMASTERY:
  18421. clif_produceeffect(sd,5,nameid);
  18422. clif_misceffect(&sd->bl,6);
  18423. break;
  18424. case GN_MIX_COOKING:
  18425. if (qty == 0) {
  18426. item tmp_item;
  18427. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  18428. int rate = rnd() % 1000 + 1;
  18429. memset(&tmp_item, 0, sizeof(tmp_item));
  18430. if (rate < 500)
  18431. i = 0;
  18432. else if (rate < 750)
  18433. i = 1;
  18434. else if (rate < 850)
  18435. i = 2;
  18436. else if (rate < 950)
  18437. i = 3;
  18438. else
  18439. i = 4;
  18440. tmp_item.nameid = compensation[i];
  18441. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  18442. tmp_item.identify = 1;
  18443. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18444. clif_additem(sd,0,0,flag);
  18445. if( battle_config.skill_drop_items_full ){
  18446. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18447. }
  18448. }
  18449. clif_produceeffect(sd,7,nameid);
  18450. clif_misceffect(&sd->bl,6);
  18451. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18452. }
  18453. break;
  18454. case GN_MAKEBOMB:
  18455. case GN_S_PHARMACY:
  18456. case GN_CHANGEMATERIAL:
  18457. clif_produceeffect(sd,7,nameid);
  18458. clif_misceffect(&sd->bl,6);
  18459. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  18460. break;
  18461. default:
  18462. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  18463. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  18464. if (sd->cook_mastery > 0)
  18465. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  18466. }
  18467. break;
  18468. }
  18469. }
  18470. return false;
  18471. }
  18472. /**
  18473. * Attempt to create arrow by specified material
  18474. * @param sd Player
  18475. * @param nameid Item ID of material
  18476. * @return True if created, False is failed
  18477. */
  18478. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  18479. {
  18480. nullpo_ret(sd);
  18481. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  18482. return false;
  18483. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  18484. for (const auto &it : skill_arrow_db) {
  18485. if (nameid == it.second->nameid) {
  18486. arrow = it.second;
  18487. break;
  18488. }
  18489. }
  18490. short j;
  18491. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  18492. return false;
  18493. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  18494. for (const auto &it : arrow->created) {
  18495. char flag = 0;
  18496. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  18497. continue;
  18498. struct item tmp_item = { 0 };
  18499. tmp_item.identify = 1;
  18500. tmp_item.nameid = it.first;
  18501. tmp_item.amount = it.second;
  18502. if (battle_config.produce_item_name_input&0x4) {
  18503. tmp_item.card[0] = CARD0_CREATE;
  18504. tmp_item.card[1] = 0;
  18505. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  18506. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  18507. }
  18508. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  18509. clif_additem(sd,0,0,flag);
  18510. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18511. }
  18512. }
  18513. return true;
  18514. }
  18515. /**
  18516. * Enchant weapon with poison
  18517. * @param sd Player
  18518. * @nameid Item ID of poison type
  18519. */
  18520. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  18521. {
  18522. nullpo_ret(sd);
  18523. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  18524. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18525. return 0;
  18526. }
  18527. sc_type type;
  18528. int chance;
  18529. //uint16 msg = 1443; //Official is using msgstringtable.txt
  18530. char output[CHAT_SIZE_MAX];
  18531. const char *msg;
  18532. switch( nameid ) {
  18533. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18534. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18535. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18536. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  18537. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18538. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  18539. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  18540. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18541. default:
  18542. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18543. return 0;
  18544. }
  18545. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18546. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18547. 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
  18548. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18549. 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
  18550. sprintf(output, msg_txt(sd,721), msg);
  18551. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18552. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18553. clif_msg(sd,msg);
  18554. #endif*/
  18555. return 0;
  18556. }
  18557. /**
  18558. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  18559. * @param bl: Object
  18560. * @param skill_id: Skill invoking to determine if Magic type
  18561. */
  18562. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18563. {
  18564. struct status_change *sc = status_get_sc(bl);
  18565. // non-offensive and non-magic skills do not affect the status
  18566. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18567. return;
  18568. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18569. if (sc->data[SC_MAGICPOWER]->val4) {
  18570. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18571. } else {
  18572. sc->data[SC_MAGICPOWER]->val4 = 1;
  18573. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18574. if(bl->type == BL_PC){// update current display.
  18575. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18576. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18577. }
  18578. }
  18579. }
  18580. }
  18581. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  18582. int x, y, i, class_, skill;
  18583. struct mob_data *md;
  18584. nullpo_ret(sd);
  18585. skill = sd->menuskill_val;
  18586. 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) ) {
  18587. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18588. return 0;
  18589. }
  18590. // Spawn Position
  18591. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18592. x = sd->sc.comet_x;
  18593. y = sd->sc.comet_y;
  18594. sd->sc.comet_x = 0;
  18595. sd->sc.comet_y = 0;
  18596. sd->menuskill_val = 0;
  18597. // Item picked decides the mob class
  18598. switch(nameid) {
  18599. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18600. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18601. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18602. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18603. default:
  18604. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18605. return 0;
  18606. }
  18607. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18608. if( md ) {
  18609. struct unit_data *ud = unit_bl2ud(&md->bl);
  18610. md->master_id = sd->bl.id;
  18611. md->special_state.ai = AI_FAW;
  18612. if(ud) {
  18613. ud->skill_id = NC_MAGICDECOY;
  18614. ud->skill_lv = skill;
  18615. }
  18616. if( md->deletetimer != INVALID_TIMER )
  18617. delete_timer(md->deletetimer, mob_timer_delete);
  18618. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18619. mob_spawn(md);
  18620. }
  18621. return 0;
  18622. }
  18623. /**
  18624. * Process Warlock Spellbooks
  18625. * @param sd: Player data
  18626. * @param nameid: Spellbook item used
  18627. */
  18628. void skill_spellbook(struct map_session_data *sd, t_itemid nameid) {
  18629. nullpo_retv(sd);
  18630. if (reading_spellbook_db.empty())
  18631. return;
  18632. struct status_change *sc = status_get_sc(&sd->bl);
  18633. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18634. if (sc == nullptr || sc->data[i] == nullptr)
  18635. break;
  18636. if (i == SC_MAXSPELLBOOK) {
  18637. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18638. return;
  18639. }
  18640. }
  18641. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18642. if (spell == nullptr)
  18643. return;
  18644. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18645. if (skill_lv == 0) { // Caster hasn't learned the skill
  18646. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18647. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18648. return;
  18649. }
  18650. int points = spell->points;
  18651. if (sc && sc->data[SC_FREEZE_SP]) {
  18652. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 8 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  18653. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18654. return;
  18655. }
  18656. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18657. if (!sc->data[i]) {
  18658. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18659. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18660. break;
  18661. }
  18662. }
  18663. } else {
  18664. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18665. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18666. }
  18667. // Reading Spell Book SP cost same as the sealed spell.
  18668. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18669. }
  18670. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18671. int lv, prob, aslvl = 0;
  18672. uint16 id, sk_idx = 0;
  18673. nullpo_ret(sd);
  18674. if (sd->sc.data[SC_STOP]) {
  18675. aslvl = sd->sc.data[SC_STOP]->val1;
  18676. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18677. }
  18678. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18679. return 0;
  18680. 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 ) {
  18681. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18682. return 0;
  18683. }
  18684. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18685. lv = min(lv,sd->status.skill[sk_idx].lv);
  18686. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18687. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18688. return 0;
  18689. }
  18690. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18691. int i;
  18692. nullpo_ret(sd);
  18693. nullpo_ret(item_list);
  18694. if( n <= 0 )
  18695. return 1;
  18696. for( i = 0; i < n; i++ ) {
  18697. t_itemid nameid, product;
  18698. int add_amount, del_amount, idx;
  18699. struct item tmp_item;
  18700. idx = item_list[i*2+0]-2;
  18701. if( idx < 0 || idx >= MAX_INVENTORY ){
  18702. return 1;
  18703. }
  18704. del_amount = item_list[i*2+1];
  18705. if( skill_lv == 2 )
  18706. del_amount -= (del_amount % 10);
  18707. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18708. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18709. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18710. return 1;
  18711. }
  18712. switch( nameid ) {
  18713. // Level 1
  18714. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18715. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18716. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18717. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18718. // Level 2
  18719. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18720. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18721. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18722. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18723. default:
  18724. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18725. return 1;
  18726. }
  18727. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18728. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18729. return 1;
  18730. }
  18731. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18732. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18733. return 1;
  18734. }
  18735. memset(&tmp_item,0,sizeof(tmp_item));
  18736. tmp_item.nameid = product;
  18737. tmp_item.amount = add_amount;
  18738. tmp_item.identify = 1;
  18739. if( tmp_item.amount ) {
  18740. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18741. if( flag != 0 ) {
  18742. clif_additem(sd,0,0,flag);
  18743. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18744. }
  18745. }
  18746. }
  18747. return 0;
  18748. }
  18749. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18750. int i, j, k, c, p = 0, amount;
  18751. t_itemid nameid;
  18752. nullpo_ret(sd);
  18753. nullpo_ret(item_list);
  18754. // Search for objects that can be created.
  18755. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18756. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18757. p = 0;
  18758. do {
  18759. c = 0;
  18760. // Verification of overlap between the objects required and the list submitted.
  18761. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18762. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18763. for( k = 0; k < n; k++ ) {
  18764. int idx = item_list[k*2+0]-2;
  18765. if( idx < 0 || idx >= MAX_INVENTORY ){
  18766. return 0;
  18767. }
  18768. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18769. amount = item_list[k*2+1];
  18770. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18771. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18772. return 0;
  18773. }
  18774. 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]
  18775. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18776. c++; // match
  18777. }
  18778. }
  18779. else
  18780. break; // No more items required
  18781. }
  18782. p++;
  18783. } while(n == j && c == n);
  18784. p--;
  18785. if ( p > 0 ) {
  18786. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18787. return 1;
  18788. }
  18789. }
  18790. }
  18791. if( p == 0)
  18792. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18793. return 0;
  18794. }
  18795. /**
  18796. * For Royal Guard's LG_TRAMPLE
  18797. */
  18798. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18799. {
  18800. skill_unit *su = (struct skill_unit *)bl;
  18801. nullpo_ret(su);
  18802. std::shared_ptr<s_skill_unit_group> sg;
  18803. t_tick tick = va_arg(ap, t_tick);
  18804. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18805. switch( sg->unit_id ) {
  18806. case UNT_CLAYMORETRAP:
  18807. case UNT_FIRINGTRAP:
  18808. case UNT_ICEBOUNDTRAP:
  18809. 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);
  18810. break;
  18811. case UNT_LANDMINE:
  18812. case UNT_BLASTMINE:
  18813. case UNT_SHOCKWAVE:
  18814. case UNT_SANDMAN:
  18815. case UNT_FLASHER:
  18816. case UNT_FREEZINGTRAP:
  18817. case UNT_CLUSTERBOMB:
  18818. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18819. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18820. else
  18821. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18822. break;
  18823. }
  18824. // Traps aren't recovered.
  18825. skill_delunit(su);
  18826. }
  18827. return 0;
  18828. }
  18829. /*==========================================
  18830. *
  18831. *------------------------------------------*/
  18832. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18833. int i;
  18834. nullpo_retr(-1, sd);
  18835. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18836. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18837. }
  18838. TIMER_FUNC(skill_blockpc_end){
  18839. struct map_session_data *sd = map_id2sd(id);
  18840. int i = (int)data;
  18841. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18842. return 0;
  18843. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18844. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18845. return 0;
  18846. }
  18847. aFree(sd->scd[i]);
  18848. sd->scd[i] = NULL;
  18849. return 1;
  18850. }
  18851. /**
  18852. * Flags a singular skill as being blocked from persistent usage.
  18853. * @param sd the player the skill delay affects
  18854. * @param skill_id the skill which should be delayed
  18855. * @param tick the length of time the delay should last
  18856. * @param load whether this assignment is being loaded upon player login
  18857. * @return 0 if successful, -1 otherwise
  18858. */
  18859. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18860. int i;
  18861. nullpo_retr(-1, sd);
  18862. if (!skill_id || tick < 1)
  18863. return -1;
  18864. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18865. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18866. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18867. aFree(sd->scd[i]);
  18868. sd->scd[i] = NULL;
  18869. }
  18870. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18871. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18872. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18873. sd->scd[i]->skill_id = skill_id;
  18874. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18875. if (battle_config.display_status_timers && tick > 0)
  18876. clif_skill_cooldown(sd, skill_id, tick);
  18877. return 1;
  18878. } else {
  18879. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18880. return 0;
  18881. }
  18882. }
  18883. int skill_blockpc_clear(struct map_session_data *sd) {
  18884. int i;
  18885. nullpo_ret(sd);
  18886. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18887. if (!sd->scd[i])
  18888. continue;
  18889. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18890. aFree(sd->scd[i]);
  18891. sd->scd[i] = NULL;
  18892. }
  18893. return 1;
  18894. }
  18895. TIMER_FUNC(skill_blockhomun_end){
  18896. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18897. if (hd) {
  18898. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  18899. if (skill != hd->blockskill.end())
  18900. hd->blockskill.erase(skill);
  18901. }
  18902. return 1;
  18903. }
  18904. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18905. {
  18906. nullpo_retr(-1, hd);
  18907. if (!skill_db.exists(skill_id))
  18908. return -1;
  18909. auto skill = util::vector_get(hd->blockskill, skill_id);
  18910. if (tick < 1 && skill != hd->blockskill.end()) {
  18911. hd->blockskill.erase(skill);
  18912. return -1;
  18913. }
  18914. hd->blockskill.push_back(skill_id);
  18915. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  18916. }
  18917. TIMER_FUNC(skill_blockmerc_end){
  18918. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18919. if (md) {
  18920. auto skill = util::vector_get(md->blockskill, (uint16)data);
  18921. if (skill != md->blockskill.end())
  18922. md->blockskill.erase(skill);
  18923. }
  18924. return 1;
  18925. }
  18926. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18927. {
  18928. nullpo_retr(-1, md);
  18929. if (!skill_db.exists(skill_id))
  18930. return -1;
  18931. auto skill = util::vector_get(md->blockskill, skill_id);
  18932. if (tick < 1 && skill != md->blockskill.end()) {
  18933. md->blockskill.erase(skill);
  18934. return -1;
  18935. }
  18936. md->blockskill.push_back(skill_id);
  18937. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  18938. }
  18939. /**
  18940. * Adds a new skill unit entry for this player to recast after map load
  18941. * @param sd: Player
  18942. * @param skill_id: Skill ID to save
  18943. * @param skill_lv: Skill level to save
  18944. */
  18945. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18946. {
  18947. struct skill_usave *sus = NULL;
  18948. if (idb_exists(skillusave_db,sd->status.char_id))
  18949. idb_remove(skillusave_db,sd->status.char_id);
  18950. CREATE(sus, struct skill_usave, 1);
  18951. idb_put(skillusave_db, sd->status.char_id, sus);
  18952. sus->skill_id = skill_id;
  18953. sus->skill_lv = skill_lv;
  18954. }
  18955. /**
  18956. * Loads saved skill unit entries for this player after map load
  18957. * @param sd: Player
  18958. */
  18959. void skill_usave_trigger(struct map_session_data *sd)
  18960. {
  18961. skill_usave *sus;
  18962. std::shared_ptr<s_skill_unit_group> group;
  18963. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18964. return;
  18965. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18966. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18967. 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));
  18968. idb_remove(skillusave_db, sd->status.char_id);
  18969. }
  18970. /*
  18971. *
  18972. */
  18973. int skill_split_str (char *str, char **val, int num)
  18974. {
  18975. int i;
  18976. for( i = 0; i < num && str; i++ ) {
  18977. val[i] = str;
  18978. str = strchr(str,',');
  18979. if( str )
  18980. *str++ = 0;
  18981. }
  18982. return i;
  18983. }
  18984. /*
  18985. *
  18986. */
  18987. void skill_init_unit_layout (void) {
  18988. int i,j,pos = 0;
  18989. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18990. // standard square layouts go first
  18991. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18992. int size = i*2+1;
  18993. skill_unit_layout[i].count = size*size;
  18994. for (j=0; j<size*size; j++) {
  18995. skill_unit_layout[i].dx[j] = (j%size-i);
  18996. skill_unit_layout[i].dy[j] = (j/size-i);
  18997. }
  18998. }
  18999. // afterwards add special ones
  19000. pos = i;
  19001. for (const auto &it : skill_db) {
  19002. std::shared_ptr<s_skill_db> skill = it.second;
  19003. uint16 skill_id = skill->nameid;
  19004. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  19005. continue;
  19006. if( skill_id == EL_FIRE_MANTLE ) {
  19007. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  19008. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  19009. skill_unit_layout[pos].count = 8;
  19010. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19011. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19012. } else {
  19013. switch (skill_id) {
  19014. case MG_FIREWALL:
  19015. case WZ_ICEWALL:
  19016. case WL_EARTHSTRAIN:
  19017. case RL_FIRE_RAIN:
  19018. // these will be handled later
  19019. break;
  19020. case PR_SANCTUARY:
  19021. case NPC_EVILLAND: {
  19022. static const int dx[] = {
  19023. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  19024. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  19025. static const int dy[]={
  19026. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  19027. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  19028. skill_unit_layout[pos].count = 21;
  19029. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19030. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19031. }
  19032. break;
  19033. case PR_MAGNUS: {
  19034. static const int dx[] = {
  19035. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19036. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19037. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  19038. static const int dy[] = {
  19039. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19040. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19041. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  19042. skill_unit_layout[pos].count = 33;
  19043. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19044. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19045. }
  19046. break;
  19047. case AS_VENOMDUST: {
  19048. static const int dx[] = {-1, 0, 0, 0, 1};
  19049. static const int dy[] = { 0,-1, 0, 1, 0};
  19050. skill_unit_layout[pos].count = 5;
  19051. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19052. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19053. }
  19054. break;
  19055. case CR_GRANDCROSS:
  19056. case NPC_GRANDDARKNESS: {
  19057. static const int dx[] = {
  19058. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  19059. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  19060. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  19061. static const int dy[] = {
  19062. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  19063. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  19064. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  19065. skill_unit_layout[pos].count = 29;
  19066. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19067. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19068. }
  19069. break;
  19070. case PF_FOGWALL: {
  19071. static const int dx[] = {
  19072. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  19073. static const int dy[] = {
  19074. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  19075. skill_unit_layout[pos].count = 15;
  19076. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19077. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19078. }
  19079. break;
  19080. case PA_GOSPEL: {
  19081. static const int dx[] = {
  19082. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  19083. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  19084. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  19085. -1, 0, 1};
  19086. static const int dy[] = {
  19087. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  19088. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  19089. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  19090. 3, 3, 3};
  19091. skill_unit_layout[pos].count = 33;
  19092. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19093. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19094. }
  19095. break;
  19096. case NJ_KAENSIN: {
  19097. 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};
  19098. 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};
  19099. skill_unit_layout[pos].count = 24;
  19100. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19101. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19102. }
  19103. break;
  19104. case NJ_TATAMIGAESHI: {
  19105. //Level 1 (count 4, cross of 3x3)
  19106. static const int dx1[] = {-1, 1, 0, 0};
  19107. static const int dy1[] = { 0, 0,-1, 1};
  19108. //Level 2-3 (count 8, cross of 5x5)
  19109. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19110. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19111. //Level 4-5 (count 12, cross of 7x7
  19112. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  19113. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  19114. //lv1
  19115. j = 0;
  19116. skill_unit_layout[pos].count = 4;
  19117. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  19118. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  19119. skill->unit_layout_type[j] = pos;
  19120. //lv2/3
  19121. j++;
  19122. pos++;
  19123. skill_unit_layout[pos].count = 8;
  19124. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  19125. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  19126. skill->unit_layout_type[j] = pos;
  19127. skill->unit_layout_type[++j] = pos;
  19128. //lv4/5
  19129. j++;
  19130. pos++;
  19131. skill_unit_layout[pos].count = 12;
  19132. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  19133. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  19134. skill->unit_layout_type[j] = pos;
  19135. skill->unit_layout_type[++j] = pos;
  19136. //Fill in the rest using lv 5.
  19137. for (;j<MAX_SKILL_LEVEL;j++)
  19138. skill->unit_layout_type[j] = pos;
  19139. //Skip, this way the check below will fail and continue to the next skill.
  19140. pos++;
  19141. }
  19142. break;
  19143. case GN_WALLOFTHORN: {
  19144. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  19145. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  19146. skill_unit_layout[pos].count = 16;
  19147. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19148. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19149. }
  19150. break;
  19151. case NPC_FLAMECROSS: {
  19152. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  19153. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  19154. skill_unit_layout[pos].count = 8;
  19155. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19156. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19157. }
  19158. break;
  19159. default:
  19160. ShowError("unknown unit layout at skill %d\n",i);
  19161. break;
  19162. }
  19163. }
  19164. if (!skill_unit_layout[pos].count)
  19165. continue;
  19166. for (j=0;j<MAX_SKILL_LEVEL;j++)
  19167. skill->unit_layout_type[j] = pos;
  19168. pos++;
  19169. }
  19170. // firewall and icewall have 8 layouts (direction-dependent)
  19171. firewall_unit_pos = pos;
  19172. for (i=0;i<8;i++) {
  19173. if (i&1) {
  19174. skill_unit_layout[pos].count = 5;
  19175. if (i&0x2) {
  19176. int dx[] = {-1,-1, 0, 0, 1};
  19177. int dy[] = { 1, 0, 0,-1,-1};
  19178. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19179. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19180. } else {
  19181. int dx[] = { 1, 1 ,0, 0,-1};
  19182. int dy[] = { 1, 0, 0,-1,-1};
  19183. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19184. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19185. }
  19186. } else {
  19187. skill_unit_layout[pos].count = 3;
  19188. if (i%4==0) {
  19189. int dx[] = {-1, 0, 1};
  19190. int dy[] = { 0, 0, 0};
  19191. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19192. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19193. } else {
  19194. int dx[] = { 0, 0, 0};
  19195. int dy[] = {-1, 0, 1};
  19196. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19197. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19198. }
  19199. }
  19200. pos++;
  19201. }
  19202. icewall_unit_pos = pos;
  19203. for (i=0;i<8;i++) {
  19204. skill_unit_layout[pos].count = 5;
  19205. if (i&1) {
  19206. if (i&0x2) {
  19207. int dx[] = {-2,-1, 0, 1, 2};
  19208. int dy[] = { 2, 1, 0,-1,-2};
  19209. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19210. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19211. } else {
  19212. int dx[] = { 2, 1 ,0,-1,-2};
  19213. int dy[] = { 2, 1, 0,-1,-2};
  19214. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19215. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19216. }
  19217. } else {
  19218. if (i%4==0) {
  19219. int dx[] = {-2,-1, 0, 1, 2};
  19220. int dy[] = { 0, 0, 0, 0, 0};
  19221. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19222. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19223. } else {
  19224. int dx[] = { 0, 0, 0, 0, 0};
  19225. int dy[] = {-2,-1, 0, 1, 2};
  19226. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19227. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19228. }
  19229. }
  19230. pos++;
  19231. }
  19232. earthstrain_unit_pos = pos;
  19233. for( i = 0; i < 8; i++ )
  19234. { // For each Direction
  19235. skill_unit_layout[pos].count = 15;
  19236. switch( i )
  19237. {
  19238. case 0: case 1: case 3: case 4: case 5: case 7:
  19239. {
  19240. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19241. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19242. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19243. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19244. }
  19245. break;
  19246. case 2:
  19247. case 6:
  19248. {
  19249. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  19250. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  19251. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19252. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19253. }
  19254. break;
  19255. }
  19256. pos++;
  19257. }
  19258. firerain_unit_pos = pos;
  19259. for( i = 0; i < 8; i++ ) {
  19260. skill_unit_layout[pos].count = 3;
  19261. switch( i ) {
  19262. case 0: case 1: case 3: case 4: case 5: case 7:
  19263. {
  19264. static const int dx[] = {-1, 0, 1};
  19265. static const int dy[] = { 0, 0, 0};
  19266. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19267. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19268. }
  19269. break;
  19270. case 2:
  19271. case 6:
  19272. {
  19273. static const int dx[] = { 0, 0, 0};
  19274. static const int dy[] = {-1, 0, 1};
  19275. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  19276. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  19277. }
  19278. break;
  19279. }
  19280. pos++;
  19281. }
  19282. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  19283. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19284. }
  19285. void skill_init_nounit_layout (void) {
  19286. int i, pos = 0;
  19287. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  19288. for( i = 0; i < 8; i++ ) {
  19289. if( i&1 ) {
  19290. skill_nounit_layout[pos].count = 33;
  19291. if( i&2 ) {
  19292. if( i&4 ) { // 7
  19293. 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};
  19294. 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};
  19295. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19296. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19297. } else { // 3
  19298. 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};
  19299. 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};
  19300. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19301. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19302. }
  19303. } else {
  19304. if( i&4 ) { // 5
  19305. 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};
  19306. 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};
  19307. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19308. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19309. } else { // 1
  19310. 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};
  19311. 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};
  19312. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19313. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19314. }
  19315. }
  19316. } else {
  19317. skill_nounit_layout[pos].count = 21;
  19318. if( i&2 ) {
  19319. if( i&4 ) { // 6
  19320. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  19321. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19322. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19323. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19324. } else { // 2
  19325. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  19326. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  19327. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19328. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19329. }
  19330. } else {
  19331. if( i&4 ) { // 4
  19332. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19333. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  19334. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19335. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19336. } else { // 0
  19337. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  19338. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  19339. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19340. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19341. }
  19342. }
  19343. }
  19344. pos++;
  19345. }
  19346. for( i = 0; i < 8; i++ ) {
  19347. if( i&1 ) {
  19348. skill_nounit_layout[pos].count = 74;
  19349. if( i&2 ) {
  19350. if( i&4 ) { // 7
  19351. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19352. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  19353. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  19354. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19355. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19356. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19357. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19358. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19359. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19360. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19361. } else { // 3
  19362. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19363. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19364. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19365. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19366. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19367. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19368. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19369. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19370. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19371. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19372. }
  19373. } else {
  19374. if( i&4 ) { // 5
  19375. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  19376. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  19377. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  19378. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19379. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  19380. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  19381. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  19382. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  19383. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19384. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19385. } else { // 1
  19386. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  19387. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  19388. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  19389. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19390. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  19391. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  19392. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  19393. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  19394. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19395. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19396. }
  19397. }
  19398. } else {
  19399. skill_nounit_layout[pos].count = 44;
  19400. if( i&2 ) {
  19401. if( i&4 ) { // 6
  19402. 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};
  19403. 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};
  19404. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19405. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19406. } else { // 2
  19407. 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};
  19408. 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};
  19409. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19410. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19411. }
  19412. } else {
  19413. if( i&4 ) { // 4
  19414. 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};
  19415. 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};
  19416. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19417. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19418. } else { // 0
  19419. 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};
  19420. 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};
  19421. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  19422. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  19423. }
  19424. }
  19425. }
  19426. pos++;
  19427. }
  19428. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  19429. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  19430. }
  19431. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  19432. struct status_change *sc = status_get_sc(bl);
  19433. if( !sc || !bl || !skill_id )
  19434. return 0; // Can do it
  19435. switch (type) {
  19436. case SC_ANKLE:
  19437. if (skill_id == AL_TELEPORT)
  19438. return 1;
  19439. break;
  19440. case SC_STASIS:
  19441. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  19442. return 1; // Can't do it.
  19443. break;
  19444. case SC_KAGEHUMI:
  19445. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  19446. return 1;
  19447. case SC_BITE:
  19448. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  19449. return 1;
  19450. break;
  19451. }
  19452. return 0;
  19453. }
  19454. /* Determines whether a skill is currently active or not
  19455. * Used for purposes of cancelling SP usage when disabling a skill
  19456. */
  19457. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  19458. {
  19459. switch( skill_id ) { //HP & SP Consumption Check
  19460. case BS_MAXIMIZE:
  19461. case NV_TRICKDEAD:
  19462. case TF_HIDING:
  19463. case AS_CLOAKING:
  19464. case GC_CLOAKINGEXCEED:
  19465. case ST_CHASEWALK:
  19466. case CR_DEFENDER:
  19467. case CR_SHRINK:
  19468. case CR_AUTOGUARD:
  19469. case ML_DEFENDER:
  19470. case ML_AUTOGUARD:
  19471. case PA_GOSPEL:
  19472. case GS_GATLINGFEVER:
  19473. case TK_READYCOUNTER:
  19474. case TK_READYDOWN:
  19475. case TK_READYSTORM:
  19476. case TK_READYTURN:
  19477. case TK_RUN:
  19478. case SG_FUSION:
  19479. case KO_YAMIKUMO:
  19480. case RA_WUGDASH:
  19481. case RA_CAMOUFLAGE:
  19482. case SJ_LUNARSTANCE:
  19483. case SJ_STARSTANCE:
  19484. case SJ_UNIVERSESTANCE:
  19485. case SJ_SUNSTANCE:
  19486. case SP_SOULCOLLECT:
  19487. if( sc->data[status_skill2sc(skill_id)] )
  19488. return 1;
  19489. break;
  19490. // These 2 skills contain a master and are not correctly pulled using skill2sc
  19491. case NC_NEUTRALBARRIER:
  19492. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  19493. return 1;
  19494. break;
  19495. case NC_STEALTHFIELD:
  19496. if( sc->data[SC_STEALTHFIELD_MASTER] )
  19497. return 1;
  19498. break;
  19499. }
  19500. return 0;
  19501. }
  19502. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  19503. int type = 0;
  19504. switch( skill_id ) {
  19505. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  19506. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  19507. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  19508. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  19509. }
  19510. type += skill_lv - 1;
  19511. return type;
  19512. }
  19513. /**
  19514. * Check before do `unit_movepos` call
  19515. * @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
  19516. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  19517. **/
  19518. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  19519. struct status_change *sc;
  19520. nullpo_retr(false, bl);
  19521. struct map_data *mapdata = map_getmapdata(bl->m);
  19522. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  19523. return false;
  19524. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  19525. return false;
  19526. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  19527. return false;
  19528. sc = status_get_sc(bl);
  19529. if (sc && sc->data[SC_SV_ROOTTWIST])
  19530. return false;
  19531. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  19532. }
  19533. /**
  19534. * Get skill duration after adjustments by skill_duration mapflag
  19535. * @param mapdata: Source map data
  19536. * @param skill_id: Skill ID
  19537. * @param skill_lv: Skill level
  19538. * @return Adjusted skill duration
  19539. */
  19540. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19541. int time = 0;
  19542. if (!(time = skill_get_time(skill_id, skill_lv)))
  19543. return 0;
  19544. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19545. return time / 100 * mapdata->skill_duration[skill_id];
  19546. return time;
  19547. }
  19548. const std::string SkillDatabase::getDefaultLocation() {
  19549. return std::string(db_path) + "/skill_db.yml";
  19550. }
  19551. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19552. int32 value;
  19553. if (node[nodeName].IsScalar()) {
  19554. if (!this->asInt32(node, nodeName, value))
  19555. return false;
  19556. for (size_t i = 0; i < S; i++)
  19557. arr[i] = value;
  19558. } else {
  19559. uint16 max_level = 0;
  19560. for (const YAML::Node &it : node[nodeName]) {
  19561. uint16 skill_lv;
  19562. if (!this->asUInt16(it, "Level", skill_lv))
  19563. continue;
  19564. if (skill_lv > MAX_SKILL_LEVEL) {
  19565. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19566. return false;
  19567. }
  19568. if (!this->asInt32(it, subNodeName, value))
  19569. continue;
  19570. arr[skill_lv - 1] = value;
  19571. max_level = max(max_level, skill_lv);
  19572. }
  19573. size_t i = max_level, j;
  19574. // Check for linear change with increasing steps until we reach half of the data acquired.
  19575. for (size_t step = 1; step <= i / 2; step++) {
  19576. int diff = arr[i - 1] - arr[i - step - 1];
  19577. for (j = i - 1; j >= step; j--) {
  19578. if ((arr[j] - arr[j - step]) != diff)
  19579. break;
  19580. }
  19581. if (j >= step) // No match, try next step.
  19582. continue;
  19583. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  19584. arr[i] = arr[i - step] + diff;
  19585. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  19586. arr[i] = 1;
  19587. diff = 0;
  19588. step = 1;
  19589. }
  19590. }
  19591. return true;
  19592. }
  19593. // Unable to determine linear trend, fill remaining array values with last value
  19594. for (; i < S; i++)
  19595. arr[i] = arr[max_level - 1];
  19596. }
  19597. return true;
  19598. }
  19599. /**
  19600. * Reads and parses an entry from the skill_db.
  19601. * @param node: YAML node containing the entry.
  19602. * @return count of successfully parsed rows
  19603. */
  19604. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19605. uint16 skill_id;
  19606. if (!this->asUInt16(node, "Id", skill_id))
  19607. return 0;
  19608. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19609. bool exists = skill != nullptr;
  19610. if (!exists) {
  19611. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19612. return 0;
  19613. skill = std::make_shared<s_skill_db>();
  19614. skill->nameid = skill_id;
  19615. }
  19616. if (this->nodeExists(node, "Name")) {
  19617. std::string name;
  19618. if (!this->asString(node, "Name", name))
  19619. return 0;
  19620. name.resize(SKILL_NAME_LENGTH);
  19621. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19622. }
  19623. if (this->nodeExists(node, "Description")) {
  19624. std::string name;
  19625. if (!this->asString(node, "Description", name))
  19626. return 0;
  19627. name.resize(SKILL_DESC_LENGTH);
  19628. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19629. }
  19630. if (this->nodeExists(node, "MaxLevel")) {
  19631. uint16 skill_lv;
  19632. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19633. return 0;
  19634. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19635. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19636. return 0;
  19637. }
  19638. skill->max = skill_lv;
  19639. }
  19640. if (this->nodeExists(node, "Type")) {
  19641. std::string type;
  19642. if (!this->asString(node, "Type", type))
  19643. return 0;
  19644. std::string type_constant = "BF_" + type;
  19645. int64 constant;
  19646. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19647. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19648. return 0;
  19649. }
  19650. if (constant < BF_NONE || constant > BF_MISC) {
  19651. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19652. return 0;
  19653. }
  19654. skill->skill_type = static_cast<e_battle_flag>(constant);
  19655. } else {
  19656. if (!exists)
  19657. skill->skill_type = BF_NONE;
  19658. }
  19659. if (this->nodeExists(node, "TargetType")) {
  19660. std::string inf;
  19661. if (!this->asString(node, "TargetType", inf))
  19662. return 0;
  19663. std::string inf_constant = "INF_" + inf + "_SKILL";
  19664. int64 constant;
  19665. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19666. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19667. return 0;
  19668. }
  19669. skill->inf = static_cast<uint16>(constant);
  19670. }
  19671. if (this->nodeExists(node, "DamageFlags")) {
  19672. const YAML::Node &damageNode = node["DamageFlags"];
  19673. for (const auto &it : damageNode) {
  19674. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19675. int64 constant;
  19676. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19677. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19678. return 0;
  19679. }
  19680. bool active;
  19681. if (!this->asBool(damageNode, nk, active))
  19682. return 0;
  19683. if (active)
  19684. skill->nk.set(static_cast<uint8>(constant));
  19685. else
  19686. skill->nk.reset(static_cast<uint8>(constant));
  19687. }
  19688. }
  19689. if (this->nodeExists(node, "Flags")) {
  19690. const YAML::Node &infoNode = node["Flags"];
  19691. for (const auto &it : infoNode) {
  19692. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19693. int64 constant;
  19694. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19695. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19696. continue;
  19697. }
  19698. bool active;
  19699. if (!this->asBool(infoNode, inf2, active))
  19700. return 0;
  19701. if (active)
  19702. skill->inf2.set(static_cast<uint8>(constant));
  19703. else
  19704. skill->inf2.reset(static_cast<uint8>(constant));
  19705. }
  19706. }
  19707. if (this->nodeExists(node, "Range")) {
  19708. if (!this->parseNode("Range", "Size", node, skill->range))
  19709. return 0;
  19710. } else {
  19711. if (!exists)
  19712. memset(skill->range, 0, sizeof(skill->range));
  19713. }
  19714. if (this->nodeExists(node, "Hit")) {
  19715. std::string hit;
  19716. if (!this->asString(node, "Hit", hit))
  19717. return 0;
  19718. std::string hit_constant = "DMG_" + hit;
  19719. int64 constant;
  19720. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19721. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19722. return 0;
  19723. }
  19724. skill->hit = static_cast<e_damage_type>(constant);
  19725. } else {
  19726. if (!exists)
  19727. skill->hit = DMG_NORMAL;
  19728. }
  19729. if (this->nodeExists(node, "HitCount")) {
  19730. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19731. return 0;
  19732. } else {
  19733. if (!exists)
  19734. memset(skill->num, 0, sizeof(skill->num));
  19735. }
  19736. if (this->nodeExists(node, "Element")) {
  19737. const YAML::Node &elementNode = node["Element"];
  19738. std::string element;
  19739. if (elementNode.IsScalar()) {
  19740. if (!this->asString(node, "Element", element))
  19741. return 0;
  19742. std::string element_constant = "ELE_" + element;
  19743. int64 constant;
  19744. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19745. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19746. return 0;
  19747. }
  19748. if (constant == ELE_NONE) {
  19749. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19750. return 0;
  19751. }
  19752. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19753. } else {
  19754. for (const YAML::Node &it : elementNode) {
  19755. uint16 skill_lv;
  19756. if (!this->asUInt16(it, "Level", skill_lv))
  19757. continue;
  19758. if (skill_lv > MAX_SKILL_LEVEL) {
  19759. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19760. return false;
  19761. }
  19762. if (!this->asString(it, "Element", element))
  19763. continue;
  19764. std::string element_constant = "ELE_" + element;
  19765. int64 constant;
  19766. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19767. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19768. return 0;
  19769. }
  19770. if (constant == ELE_NONE) {
  19771. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19772. return 0;
  19773. }
  19774. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19775. }
  19776. }
  19777. } else {
  19778. if (!exists)
  19779. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19780. }
  19781. if (this->nodeExists(node, "SplashArea")) {
  19782. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19783. return 0;
  19784. } else {
  19785. if (!exists)
  19786. memset(skill->splash, 0, sizeof(skill->splash));
  19787. }
  19788. if (this->nodeExists(node, "ActiveInstance")) {
  19789. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19790. return 0;
  19791. } else {
  19792. if (!exists)
  19793. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19794. }
  19795. if (this->nodeExists(node, "Knockback")) {
  19796. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19797. return 0;
  19798. } else {
  19799. if (!exists)
  19800. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19801. }
  19802. if (this->nodeExists(node, "CopyFlags")) {
  19803. const YAML::Node &copyNode = node["CopyFlags"];
  19804. if (this->nodeExists(copyNode, "Skill")) {
  19805. const YAML::Node &copyskillNode = copyNode["Skill"];
  19806. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19807. bool active;
  19808. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19809. return 0;
  19810. if (active)
  19811. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19812. else
  19813. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19814. }
  19815. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19816. bool active;
  19817. if (!this->asBool(copyskillNode, "Reproduce", active))
  19818. return 0;
  19819. if (active)
  19820. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19821. else
  19822. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19823. }
  19824. } else {
  19825. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19826. return 0;
  19827. }
  19828. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19829. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19830. for (const auto &it : copyreqNode) {
  19831. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19832. int64 constant;
  19833. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19834. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19835. return 0;
  19836. }
  19837. skill->copyable.req_opt |= constant;
  19838. }
  19839. } else {
  19840. if (!exists)
  19841. skill->copyable.req_opt = 0;
  19842. }
  19843. }
  19844. if (this->nodeExists(node, "NoNearNpc")) {
  19845. const YAML::Node &npcNode = node["NoNearNpc"];
  19846. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19847. uint16 range;
  19848. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19849. return 0;
  19850. skill->unit_nonearnpc_range = range;
  19851. } else {
  19852. if (!exists)
  19853. skill->unit_nonearnpc_range = 0;
  19854. }
  19855. if (this->nodeExists(npcNode, "Type")) {
  19856. const YAML::Node &npctypeNode = npcNode["Type"];
  19857. for (const auto &it : npctypeNode) {
  19858. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19859. int64 constant;
  19860. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19861. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19862. return 0;
  19863. }
  19864. bool active;
  19865. if (!this->asBool(npctypeNode, type, active))
  19866. return 0;
  19867. if (active)
  19868. skill->unit_nonearnpc_type |= constant;
  19869. else
  19870. skill->unit_nonearnpc_type &= ~constant;
  19871. }
  19872. } else {
  19873. if (!exists)
  19874. skill->unit_nonearnpc_type = 0;
  19875. }
  19876. }
  19877. if (this->nodeExists(node, "CastCancel")) {
  19878. bool active;
  19879. if (!this->asBool(node, "CastCancel", active))
  19880. return 0;
  19881. skill->castcancel = active;
  19882. } else {
  19883. if (!exists)
  19884. skill->castcancel = false;
  19885. }
  19886. if (this->nodeExists(node, "CastDefenseReduction")) {
  19887. uint16 reduction;
  19888. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  19889. return 0;
  19890. skill->cast_def_rate = reduction;
  19891. } else {
  19892. if (!exists)
  19893. skill->cast_def_rate = 0;
  19894. }
  19895. if (this->nodeExists(node, "CastTime")) {
  19896. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  19897. return 0;
  19898. } else {
  19899. if (!exists)
  19900. memset(skill->cast, 0, sizeof(skill->cast));
  19901. }
  19902. if (this->nodeExists(node, "AfterCastActDelay")) {
  19903. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  19904. return 0;
  19905. } else {
  19906. if (!exists)
  19907. memset(skill->delay, 0, sizeof(skill->delay));
  19908. }
  19909. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  19910. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  19911. return 0;
  19912. } else {
  19913. if (!exists)
  19914. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  19915. }
  19916. if (this->nodeExists(node, "Duration1")) {
  19917. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  19918. return 0;
  19919. } else {
  19920. if (!exists)
  19921. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  19922. }
  19923. if (this->nodeExists(node, "Duration2")) {
  19924. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  19925. return 0;
  19926. } else {
  19927. if (!exists)
  19928. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  19929. }
  19930. if (this->nodeExists(node, "Cooldown")) {
  19931. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  19932. return 0;
  19933. } else {
  19934. if (!exists)
  19935. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  19936. }
  19937. #ifdef RENEWAL_CAST
  19938. if (this->nodeExists(node, "FixedCastTime")) {
  19939. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  19940. return 0;
  19941. } else {
  19942. if (!exists)
  19943. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  19944. }
  19945. #endif
  19946. if (this->nodeExists(node, "CastTimeFlags")) {
  19947. const YAML::Node &castNode = node["CastTimeFlags"];
  19948. for (const auto &it : castNode) {
  19949. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19950. int64 constant;
  19951. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19952. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  19953. return 0;
  19954. }
  19955. bool active;
  19956. if (!this->asBool(castNode, flag, active))
  19957. return 0;
  19958. if (active)
  19959. skill->castnodex |= constant;
  19960. else
  19961. skill->castnodex &= ~constant;
  19962. }
  19963. }
  19964. if (this->nodeExists(node, "CastDelayFlags")) {
  19965. const YAML::Node &castNode = node["CastDelayFlags"];
  19966. for (const auto &it : castNode) {
  19967. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19968. int64 constant;
  19969. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19970. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  19971. return 0;
  19972. }
  19973. bool active;
  19974. if (!this->asBool(castNode, flag, active))
  19975. return 0;
  19976. if (active)
  19977. skill->delaynodex |= constant;
  19978. else
  19979. skill->delaynodex &= ~constant;
  19980. }
  19981. }
  19982. if (this->nodeExists(node, "Requires")) {
  19983. const YAML::Node &requireNode = node["Requires"];
  19984. if (this->nodeExists(requireNode, "HpCost")) {
  19985. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  19986. return 0;
  19987. } else {
  19988. if (!exists)
  19989. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  19990. }
  19991. if (this->nodeExists(requireNode, "SpCost")) {
  19992. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  19993. return 0;
  19994. } else {
  19995. if (!exists)
  19996. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  19997. }
  19998. if (this->nodeExists(requireNode, "HpRateCost")) {
  19999. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  20000. return 0;
  20001. } else {
  20002. if (!exists)
  20003. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  20004. }
  20005. if (this->nodeExists(requireNode, "SpRateCost")) {
  20006. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  20007. return 0;
  20008. } else {
  20009. if (!exists)
  20010. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  20011. }
  20012. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  20013. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  20014. return 0;
  20015. } else {
  20016. if (!exists)
  20017. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  20018. }
  20019. if (this->nodeExists(requireNode, "ZenyCost")) {
  20020. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  20021. return 0;
  20022. } else {
  20023. if (!exists)
  20024. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  20025. }
  20026. if (this->nodeExists(requireNode, "Weapon")) {
  20027. const YAML::Node &weaponNode = requireNode["Weapon"];
  20028. if (this->nodeExists(weaponNode, "All")) {
  20029. bool active;
  20030. if (!this->asBool(weaponNode, "All", active))
  20031. return 0;
  20032. if (active)
  20033. skill->require.weapon = 0;
  20034. } else {
  20035. for (const auto &it : weaponNode) {
  20036. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  20037. int64 constant;
  20038. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  20039. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  20040. return 0;
  20041. }
  20042. bool active;
  20043. if (!this->asBool(weaponNode, weapon, active))
  20044. return 0;
  20045. if (active)
  20046. skill->require.weapon |= 1 << constant;
  20047. else
  20048. skill->require.weapon &= ~(1 << constant);
  20049. }
  20050. }
  20051. } else {
  20052. if (!exists)
  20053. skill->require.weapon = 0;
  20054. }
  20055. if (this->nodeExists(requireNode, "Ammo")) {
  20056. const YAML::Node &ammoNode = requireNode["Ammo"];
  20057. if (this->nodeExists(ammoNode, "None")) {
  20058. bool active;
  20059. if (!this->asBool(ammoNode, "None", active))
  20060. return 0;
  20061. if (active)
  20062. skill->require.ammo = 0;
  20063. } else {
  20064. for (const auto &it : ammoNode) {
  20065. std::string ammo = it.first.as<std::string>(), ammo_constant = "AMMO_" + ammo;
  20066. int64 constant;
  20067. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  20068. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  20069. return 0;
  20070. }
  20071. bool active;
  20072. if (!this->asBool(ammoNode, ammo, active))
  20073. return 0;
  20074. if (active)
  20075. skill->require.ammo |= 1 << constant;
  20076. else
  20077. skill->require.ammo &= ~(1 << constant);
  20078. }
  20079. }
  20080. } else {
  20081. if (!exists)
  20082. skill->require.ammo = 0;
  20083. }
  20084. if (this->nodeExists(requireNode, "AmmoAmount")) {
  20085. if (skill->require.ammo == 0) {
  20086. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  20087. return 0;
  20088. }
  20089. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  20090. return 0;
  20091. } else {
  20092. if (!exists)
  20093. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  20094. }
  20095. if (this->nodeExists(requireNode, "State")) {
  20096. std::string state;
  20097. if (!this->asString(requireNode, "State", state))
  20098. return 0;
  20099. std::string state_constant = "ST_" + state;
  20100. int64 constant;
  20101. if (!script_get_constant(state_constant.c_str(), &constant)) {
  20102. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  20103. return 0;
  20104. }
  20105. skill->require.state = static_cast<int32>(constant);
  20106. }
  20107. if (this->nodeExists(requireNode, "Status")) {
  20108. const YAML::Node &statusNode = requireNode["Status"];
  20109. for (const auto &it : statusNode) {
  20110. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  20111. int64 constant;
  20112. if (!script_get_constant(status_constant.c_str(), &constant)) {
  20113. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  20114. return 0;
  20115. }
  20116. bool active;
  20117. if (!this->asBool(statusNode, status, active))
  20118. return 0;
  20119. auto status_exists = util::vector_get(skill->require.status, constant);
  20120. if (active && status_exists == skill->require.status.end())
  20121. skill->require.status.push_back(static_cast<sc_type>(constant));
  20122. else if (!active && status_exists != skill->require.status.end())
  20123. skill->require.status.erase(status_exists);
  20124. }
  20125. }
  20126. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  20127. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  20128. return 0;
  20129. } else {
  20130. if (!exists)
  20131. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  20132. }
  20133. if (this->nodeExists(requireNode, "ItemCost")) {
  20134. const YAML::Node &itemNode = requireNode["ItemCost"];
  20135. int32 count = 0;
  20136. for (const YAML::Node &it : itemNode) {
  20137. std::string item_name;
  20138. if (!this->asString(it, "Item", item_name))
  20139. continue;
  20140. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20141. if (item == nullptr) {
  20142. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  20143. return 0;
  20144. }
  20145. int32 amount;
  20146. if (!this->asInt32(it, "Amount", amount))
  20147. continue;
  20148. if (this->nodeExists(it, "Level")) {
  20149. uint16 cost_level;
  20150. if (!this->asUInt16(it, "Level", cost_level))
  20151. continue;
  20152. if (cost_level < 1 || cost_level > skill->max) {
  20153. 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);
  20154. return 0;
  20155. }
  20156. count = cost_level - 1;
  20157. if (!skill->require.itemid_level_dependent)
  20158. skill->require.itemid_level_dependent = true;
  20159. }
  20160. skill->require.itemid[count] = item->nameid;
  20161. skill->require.amount[count] = amount;
  20162. count++;
  20163. }
  20164. }
  20165. if (this->nodeExists(requireNode, "Equipment")) {
  20166. const YAML::Node &equipNode = requireNode["Equipment"];
  20167. for (const auto &it : equipNode) {
  20168. std::string item_name = it.first.as<std::string>();
  20169. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20170. if (item == nullptr) {
  20171. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  20172. return 0;
  20173. }
  20174. bool active;
  20175. if (!this->asBool(equipNode, item_name, active))
  20176. return 0;
  20177. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  20178. if (active && equip_exists == skill->require.eqItem.end())
  20179. skill->require.eqItem.push_back(item->nameid);
  20180. else if (!active && equip_exists != skill->require.eqItem.end())
  20181. skill->require.eqItem.erase(equip_exists);
  20182. }
  20183. }
  20184. }
  20185. if (this->nodeExists(node, "Unit")) {
  20186. const YAML::Node &unitNode = node["Unit"];
  20187. if (this->nodeExists(unitNode, "Id")) {
  20188. std::string unit;
  20189. if (!this->asString(unitNode, "Id", unit))
  20190. return 0;
  20191. std::string unit_constant = "UNT_" + unit;
  20192. int64 constant;
  20193. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20194. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  20195. return 0;
  20196. }
  20197. skill->unit_id = static_cast<uint16>(constant);
  20198. } else {
  20199. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  20200. return 0;
  20201. }
  20202. if (this->nodeExists(unitNode, "AlternateId")) {
  20203. std::string unit;
  20204. if (!this->asString(unitNode, "AlternateId", unit))
  20205. return 0;
  20206. std::string unit_constant = "UNT_" + unit;
  20207. int64 constant;
  20208. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  20209. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  20210. return 0;
  20211. }
  20212. skill->unit_id2 = static_cast<uint16>(constant);
  20213. } else {
  20214. if (!exists)
  20215. skill->unit_id2 = 0;
  20216. }
  20217. if (this->nodeExists(unitNode, "Layout")) {
  20218. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  20219. return 0;
  20220. } else {
  20221. if (!exists)
  20222. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  20223. }
  20224. if (this->nodeExists(unitNode, "Range")) {
  20225. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  20226. return 0;
  20227. } else {
  20228. if (!exists)
  20229. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  20230. }
  20231. if (this->nodeExists(unitNode, "Interval")) {
  20232. int16 interval;
  20233. if (!this->asInt16(unitNode, "Interval", interval))
  20234. return 0;
  20235. skill->unit_interval = interval;
  20236. } else {
  20237. if (!exists)
  20238. skill->unit_interval = 0;
  20239. }
  20240. if (this->nodeExists(unitNode, "Target")) {
  20241. std::string target;
  20242. if (!this->asString(unitNode, "Target", target))
  20243. return 0;
  20244. std::string target_constant = "BCT_" + target;
  20245. int64 constant;
  20246. if (!script_get_constant(target_constant.c_str(), &constant)) {
  20247. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  20248. return 0;
  20249. }
  20250. skill->unit_target = static_cast<int32>(constant);
  20251. } else {
  20252. if (!exists)
  20253. skill->unit_target = BCT_ALL;
  20254. }
  20255. if (this->nodeExists(unitNode, "Flag")) {
  20256. const YAML::Node &flagNode = unitNode["Flag"];
  20257. for (const auto &it : flagNode) {
  20258. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  20259. int64 constant;
  20260. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  20261. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  20262. return 0;
  20263. }
  20264. bool active;
  20265. if (!this->asBool(flagNode, flag, active))
  20266. return 0;
  20267. if (active)
  20268. skill->unit_flag.set(static_cast<uint8>(constant));
  20269. else
  20270. skill->unit_flag.reset(static_cast<uint8>(constant));
  20271. }
  20272. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  20273. skill->unit_target = BCT_NOENEMY;
  20274. // By default, target just characters.
  20275. skill->unit_target |= BL_CHAR;
  20276. if (skill->unit_flag[UF_NOPC])
  20277. skill->unit_target &= ~BL_PC;
  20278. if (skill->unit_flag[UF_NOMOB])
  20279. skill->unit_target &= ~BL_MOB;
  20280. if (skill->unit_flag[UF_SKILL])
  20281. skill->unit_target |= BL_SKILL;
  20282. } else {
  20283. if (!exists){
  20284. skill->unit_flag = UF_NONE;
  20285. // By default, target just characters.
  20286. skill->unit_target |= BL_CHAR;
  20287. }
  20288. }
  20289. }
  20290. if (!exists) {
  20291. this->put(skill_id, skill);
  20292. skilldb_id2idx[skill_id] = skill_num;
  20293. skill_num++;
  20294. }
  20295. return 1;
  20296. }
  20297. void SkillDatabase::clear() {
  20298. TypesafeCachedYamlDatabase::clear();
  20299. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  20300. skill_num = 1;
  20301. }
  20302. SkillDatabase skill_db;
  20303. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  20304. return std::string(db_path) + "/spellbook_db.yml";
  20305. }
  20306. /**
  20307. * Reads and parses an entry from the spellbook_db.
  20308. * @param node: YAML node containing the entry.
  20309. * @return count of successfully parsed rows
  20310. */
  20311. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  20312. std::string skill_name;
  20313. if (!this->asString(node, "Skill", skill_name))
  20314. return 0;
  20315. uint16 skill_id = skill_name2id(skill_name.c_str());
  20316. if (skill_id == 0) {
  20317. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  20318. return 0;
  20319. }
  20320. if (!skill_get_inf(skill_id)) {
  20321. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  20322. return 0;
  20323. }
  20324. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  20325. bool exists = spell != nullptr;
  20326. if (!exists) {
  20327. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  20328. return 0;
  20329. spell = std::make_shared<s_skill_spellbook_db>();
  20330. spell->skill_id = skill_id;
  20331. }
  20332. if (this->nodeExists(node, "Book")) {
  20333. std::string book_name;
  20334. if (!this->asString(node, "Book", book_name))
  20335. return 0;
  20336. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  20337. if (item == nullptr) {
  20338. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  20339. return 0;
  20340. }
  20341. spell->nameid = item->nameid;
  20342. }
  20343. if (this->nodeExists(node, "PreservePoints")) {
  20344. uint16 points;
  20345. if (!this->asUInt16(node, "PreservePoints", points))
  20346. return 0;
  20347. spell->points = points;
  20348. }
  20349. if (!exists)
  20350. this->put(skill_id, spell);
  20351. return 1;
  20352. }
  20353. /**
  20354. * Check if the specified item is available in the spellbook_db or not
  20355. * @param nameid: Book Item ID
  20356. * @return Spell data or nullptr otherwise
  20357. */
  20358. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  20359. if (nameid == 0 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  20360. return nullptr;
  20361. for (const auto &spell : reading_spellbook_db) {
  20362. if (spell.second->nameid == nameid)
  20363. return spell.second;
  20364. }
  20365. return nullptr;
  20366. }
  20367. const std::string MagicMushroomDatabase::getDefaultLocation() {
  20368. return std::string(db_path) + "/magicmushroom_db.yml";
  20369. }
  20370. /**
  20371. * Reads and parses an entry from the magicmushroom_db.
  20372. * @param node: YAML node containing the entry.
  20373. * @return count of successfully parsed rows
  20374. */
  20375. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  20376. std::string skill_name;
  20377. if (!this->asString(node, "Skill", skill_name))
  20378. return 0;
  20379. uint16 skill_id = skill_name2id(skill_name.c_str());
  20380. if (!skill_id) {
  20381. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  20382. return 0;
  20383. }
  20384. if (!skill_get_inf(skill_id)) {
  20385. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  20386. return 0;
  20387. }
  20388. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  20389. bool exists = mushroom != nullptr;
  20390. if (!exists) {
  20391. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  20392. mushroom->skill_id = skill_id;
  20393. this->put(skill_id, mushroom);
  20394. }
  20395. return 1;
  20396. }
  20397. /** Reads skill no cast db
  20398. * Structure: SkillID,Flag
  20399. */
  20400. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  20401. {
  20402. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  20403. if (!skill)
  20404. return false;
  20405. skill->nocast |= atoi(split[1]);
  20406. return true;
  20407. }
  20408. /** Reads Produce db
  20409. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  20410. */
  20411. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  20412. {
  20413. unsigned short x, y;
  20414. unsigned short id = atoi(split[0]);
  20415. t_itemid nameid = 0;
  20416. bool found = false;
  20417. if (id >= ARRAYLENGTH(skill_produce_db)) {
  20418. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  20419. return false;
  20420. }
  20421. // Clear previous data, for importing support
  20422. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  20423. // Import just for clearing/disabling from original data
  20424. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  20425. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  20426. return true;
  20427. }
  20428. if (!itemdb_exists(nameid)) {
  20429. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  20430. return false;
  20431. }
  20432. skill_produce_db[id].nameid = nameid;
  20433. skill_produce_db[id].itemlv = atoi(split[2]);
  20434. skill_produce_db[id].req_skill = atoi(split[3]);
  20435. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  20436. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  20437. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  20438. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  20439. }
  20440. if (!found)
  20441. skill_produce_count++;
  20442. return true;
  20443. }
  20444. const std::string SkillArrowDatabase::getDefaultLocation() {
  20445. return std::string(db_path) + "/create_arrow_db.yml";
  20446. }
  20447. /**
  20448. * Reads and parses an entry from the create_arrow_db.
  20449. * @param node: YAML node containing the entry.
  20450. * @return count of successfully parsed rows
  20451. */
  20452. uint64 SkillArrowDatabase::parseBodyNode(const YAML::Node &node) {
  20453. std::string source_name;
  20454. if (!this->asString(node, "Source", source_name))
  20455. return 0;
  20456. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  20457. if (item == nullptr) {
  20458. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  20459. return 0;
  20460. }
  20461. t_itemid nameid = item->nameid;
  20462. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  20463. bool exists = arrow != nullptr;
  20464. if (!exists) {
  20465. arrow = std::make_shared<s_skill_arrow_db>();
  20466. arrow->nameid = nameid;
  20467. }
  20468. const YAML::Node &MakeNode = node["Make"];
  20469. for (const auto &it : MakeNode) {
  20470. std::string item_name;
  20471. if (!this->asString(it, "Item", item_name))
  20472. return 0;
  20473. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  20474. if (item == nullptr) {
  20475. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  20476. return 0;
  20477. }
  20478. uint16 amount;
  20479. if (!this->asUInt16(it, "Amount", amount))
  20480. return 0;
  20481. if (amount == 0) {
  20482. if (arrow->created.erase(item->nameid) == 0)
  20483. 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());
  20484. continue;
  20485. }
  20486. if (amount > MAX_AMOUNT) {
  20487. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  20488. continue;
  20489. }
  20490. arrow->created[item->nameid] = amount;
  20491. }
  20492. if (!exists)
  20493. this->put(nameid, arrow);
  20494. return 1;
  20495. }
  20496. const std::string AbraDatabase::getDefaultLocation() {
  20497. return std::string(db_path) + "/abra_db.yml";
  20498. }
  20499. /**
  20500. * Reads and parses an entry from the abra_db.
  20501. * @param node: YAML node containing the entry.
  20502. * @return count of successfully parsed rows
  20503. */
  20504. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  20505. std::string skill_name;
  20506. if (!this->asString(node, "Skill", skill_name))
  20507. return 0;
  20508. uint16 skill_id = skill_name2id(skill_name.c_str());
  20509. if (!skill_id) {
  20510. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  20511. return 0;
  20512. }
  20513. if (!skill_get_inf(skill_id)) {
  20514. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  20515. return 0;
  20516. }
  20517. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  20518. bool exists = abra != nullptr;
  20519. if (!exists) {
  20520. abra = std::make_shared<s_skill_abra_db>();
  20521. abra->skill_id = skill_id;
  20522. }
  20523. if (this->nodeExists(node, "Probability")) {
  20524. const YAML::Node probNode = node["Probability"];
  20525. uint16 probability;
  20526. if (probNode.IsScalar()) {
  20527. if (!this->asUInt16Rate(probNode, "Probability", probability))
  20528. return 0;
  20529. abra->per.fill(probability);
  20530. } else {
  20531. abra->per.fill(0);
  20532. for (const YAML::Node &it : probNode) {
  20533. uint16 skill_lv;
  20534. if (!this->asUInt16(it, "Level", skill_lv))
  20535. continue;
  20536. if (skill_lv > MAX_SKILL_LEVEL) {
  20537. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  20538. return 0;
  20539. }
  20540. if (!this->asUInt16Rate(it, "Probability", probability))
  20541. continue;
  20542. abra->per[skill_lv - 1] = probability;
  20543. }
  20544. }
  20545. } else {
  20546. if (!exists)
  20547. abra->per.fill(500);
  20548. }
  20549. if (!exists)
  20550. this->put(skill_id, abra);
  20551. return 1;
  20552. }
  20553. /** Reads change material db
  20554. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20555. */
  20556. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20557. {
  20558. uint16 id = atoi(split[0]);
  20559. t_itemid nameid = strtoul(split[1], nullptr, 10);
  20560. short rate = atoi(split[2]);
  20561. bool found = false;
  20562. int x, y;
  20563. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20564. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20565. return false;
  20566. }
  20567. // Clear previous data, for importing support
  20568. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20569. found = true;
  20570. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20571. }
  20572. // Import just for clearing/disabling from original data
  20573. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20574. if (nameid == 0) {
  20575. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20576. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20577. return true;
  20578. }
  20579. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20580. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20581. if (skill_produce_db[x].nameid == nameid)
  20582. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20583. break;
  20584. }
  20585. if (x >= MAX_SKILL_PRODUCE_DB) {
  20586. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  20587. return false;
  20588. }
  20589. skill_changematerial_db[id].nameid = nameid;
  20590. skill_changematerial_db[id].rate = rate;
  20591. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20592. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20593. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20594. }
  20595. if (!found)
  20596. skill_changematerial_count++;
  20597. return true;
  20598. }
  20599. /**
  20600. * Reads skill damage adjustment
  20601. * @author [Lilith]
  20602. */
  20603. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20604. {
  20605. int64 caster_tmp;
  20606. uint16 id;
  20607. int caster, value;
  20608. char *result;
  20609. trim(split[0]);
  20610. if (ISDIGIT(split[0][0])) {
  20611. value = strtol(split[0], &result, 10);
  20612. if (*result) {
  20613. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  20614. return false;
  20615. }
  20616. id = value;
  20617. } else
  20618. id = skill_name2id(split[0]);
  20619. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20620. if (!skill)
  20621. return false;
  20622. skill->damage = {};
  20623. trim(split[1]);
  20624. if (ISDIGIT(split[1][0])) {
  20625. value = strtol(split[1], &result, 10);
  20626. if (*result) {
  20627. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  20628. return false;
  20629. }
  20630. caster = value;
  20631. } else { // Try to parse caster as constant
  20632. if (!script_get_constant(split[1], &caster_tmp)) {
  20633. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  20634. return false;
  20635. }
  20636. caster = static_cast<uint16>(caster_tmp);
  20637. }
  20638. skill->damage.caster |= caster;
  20639. value = strtol(split[2], &result, 10);
  20640. if (*result) {
  20641. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  20642. return false;
  20643. }
  20644. skill->damage.map |= value;
  20645. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20646. value = strtol(split[offset], &result, 10);
  20647. if (*result && *result != ' ') {
  20648. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  20649. value = 0;
  20650. }
  20651. skill->damage.rate[i] = cap_value(value, -100, 100000);
  20652. }
  20653. return true;
  20654. }
  20655. /*===============================
  20656. * DB reading.
  20657. * skill_db.yml
  20658. * skill_nocast_db.txt
  20659. * produce_db.txt
  20660. * create_arrow_db.txt
  20661. *------------------------------*/
  20662. static void skill_readdb(void)
  20663. {
  20664. int i;
  20665. const char* dbsubpath[] = {
  20666. "",
  20667. "/" DBIMPORT,
  20668. //add other path here
  20669. };
  20670. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20671. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20672. skill_produce_count = skill_changematerial_count = 0;
  20673. skill_db.load();
  20674. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20675. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20676. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20677. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20678. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20679. if (i == 0) {
  20680. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20681. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20682. } else {
  20683. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20684. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20685. }
  20686. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20687. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20688. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20689. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20690. aFree(dbsubpath1);
  20691. aFree(dbsubpath2);
  20692. }
  20693. abra_db.load();
  20694. magic_mushroom_db.load();
  20695. reading_spellbook_db.load();
  20696. skill_arrow_db.load();
  20697. skill_init_unit_layout();
  20698. skill_init_nounit_layout();
  20699. }
  20700. void skill_reload (void) {
  20701. skill_db.clear();
  20702. abra_db.clear();
  20703. magic_mushroom_db.clear();
  20704. reading_spellbook_db.clear();
  20705. skill_arrow_db.clear();
  20706. skill_readdb();
  20707. initChangeTables(); // Re-init Status Change tables
  20708. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20709. s_mapiterator *iter = mapit_getallusers();
  20710. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20711. pc_validate_skill(sd);
  20712. clif_skillinfoblock(sd);
  20713. }
  20714. mapit_free(iter);
  20715. }
  20716. /*==========================================
  20717. *
  20718. *------------------------------------------*/
  20719. void do_init_skill(void)
  20720. {
  20721. skill_readdb();
  20722. skillunit_db = idb_alloc(DB_OPT_BASE);
  20723. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20724. bowling_db = idb_alloc(DB_OPT_BASE);
  20725. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20726. ers_chunk_size(skill_timer_ers, 150);
  20727. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20728. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20729. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20730. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20731. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20732. add_timer_func_list(skill_keep_using, "skill_keep_using");
  20733. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20734. }
  20735. void do_final_skill(void)
  20736. {
  20737. skill_db.clear();
  20738. abra_db.clear();
  20739. magic_mushroom_db.clear();
  20740. reading_spellbook_db.clear();
  20741. skill_arrow_db.clear();
  20742. db_destroy(skillunit_db);
  20743. db_destroy(skillusave_db);
  20744. db_destroy(bowling_db);
  20745. ers_destroy(skill_timer_ers);
  20746. }